what munchkin ideas have you come up with?


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shilsen said:
What are the errors? I assume you think he made an error with the half-ogre getting two attacks when Roy charges. The half-ogre presumably has the Hold the Line feat, which allows an AoO against a charging opponent, and he's making his normal AoO for the enemy's movement, so he does get the two attacks. And I can't see anything else that you might think of as an error.

After getting done over once, Roy should have just move-and-attacked. The charge bonus isn't worth much, anyway.

Why did the spiked-chain guy have to be a half-ogre for it to work?
 
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Rkhet said:
After getting done over once, Roy should have just move-and-attacked. The charge bonus isn't worth much, anyway.

Why did the spiked-chain guy have to be a half-ogre for it to work?

To get the 20 foot reach from being a Large creature with a reach weapon.
 

Caliban said:
To get the 20 foot reach from being a Large creature with a reach weapon.

Nice to have, certainly, but the wording was "had to be a half-ogre to pull it off". A human could have pulled it off too.

I think I like this explanation I found on the OotS forum better: he had to have enough fighter levels and still stay within the EL limit for the encounter.

Also, the comic said 15' reach. Maybe the half-ogre was using a medium-sized spike chain?
 
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shilsen said:
What are the errors? I assume you think he made an error with the half-ogre getting two attacks when Roy charges. The half-ogre presumably has the Hold the Line feat, which allows an AoO against a charging opponent, and he's making his normal AoO for the enemy's movement, so he does get the two attacks. And I can't see anything else that you might think of as an error.

-A Large creature wielding a reach weapon has a 20 foot reach, not 15.
-You only get 1 attack of opportunity when an opponent moves, regardless of how much he moves. We all know that. I don´t think the half-ogre has Hold the line: Complete warrior it´s not OGC, and he mentions 5 feats, not 6. Ok, you can build the combo without exotic weapon proficiency, but I doubt it´s the case. And the comic strongly supports getting one AoO/5 foot moving within reach.
-The half-ogre wasn´t a true powergamer, or he would also have Hold the line, Sidestep charge and Karmic strike. :p
 

Rkhet said:
After getting done over once, Roy should have just move-and-attacked. The charge bonus isn't worth much, anyway.

Why did the spiked-chain guy have to be a half-ogre for it to work?
Yes, but Roy's a knucklehead. :)

In some half-ogre builds, they are Large creatures--thus, a spiked chain in a half-ogre's hands has 15' reach.

I have a spiked chain munchkin build whose basic setup is Ftr X.

The gig is spiked chain + Combat Reflexes + Improved Trip + Whirlwind Attack

1. Whirlwind and trip everyone within your threatened area.
2. Gain multiple AoOs for you and your buddies when they try to stand up.
3. Wash, rinse, repeat.

Works really good when you have some method of growing to Large size, too. You don't crap out as much damage as the greatsword-wielding fighter, but that's not your gig. Your gig is crowd control, which is a neat, unusual role for a fighter.
 


Krafen said:
It's actually a caster level check (DC 11+antimagic field caster level) to cast spells from within the field. Your idea still works, it's just a bit harder. You can cast the antimagic field at the minimum caster level necessary and take the Arcane Mastery feat from Complete Arcane to take 10 on caster level checks.

The minimum caster level is 11 (6th level spell for magic domain) and 11+11=22
You could also do this with antimagic aura from Magic of Faerun. That spell works like antimagic field but it only affects the target, it doesn't extend out 10'. The problem is figuring out how to make it persistant since it's only Sorc/Wiz 7. The biggest problem I see with the antimagic field build is it will really screw up your companions. Much of the time, if you engage in melee, some of them will be inside the field.

Which munchkin cares for companions?
Finally, Divine Metamagic uses 1+(levels of increase from metamagic) turn attempts so you would need 7 turn attempts to apply Persistant Spell.

Must have overlooked that. Extra Turning is required then (or charisma enhancing items)
 


50 Arrows + Greater Magic Weapon + Flame Arrow(X5) + Mastery of Elements High Arcarna

Give to an archer or throw with Telekinsis. Either way is ouchy... :) Although elemental resistances will ruin your fun.

Wonder if there's any splatbook spells that let you add Holy/Lawful to them as well?


Polymorph. Just generally. :D
 

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