User:Cedges/Disciple of Criticals (3.5e Optimized Character Build)

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Author: Cedges (talk)
Date Created: 6/6/2010
Status: Draft
Editing: Clarity edits only please
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Introduction[edit]

Uses an increased critical threat range to do tremendous amounts of damage in 3.5.

References[edit]

  • Book of Vile Darkness (3.0) (Disciple of Dispater 60)
  • Tome of Battle (Warblade 20, Martial Study 31, Aptitude weapons)
  • Dragon Magazine 353 (Whip Dagger 28)

Game Rule Components[edit]

Spells, Powers, Soulmelds, Stances, etc...[edit]

Distracting Ember, Blood in the Water

Items[edit]

Needed weapons:

  • Two Light Maces, graduate to
  • +1 Aptitude 18-20 one-handed and possibly off-hand as soon as affordable. Graduate to
  • +1 Aptitude Keen 18-20 one-handed weapon as soon as it is affordable, and possibly a similar off-hand weapon. By Disciple of Dispater 8, graduate to
  • +1 Aptitude Cold-Iron 18-20 one-handed weapon

Also pick up a whip-dagger or two (19-20 crit, threatens 5-15', 1d6 slashing damage, does damage to armored foes, otherwise a whip, including for feats) at some point:

  • +1 Aptitude Cold-Iron Whip Dagger

Progression[edit]

Starting Ability Scores (Before Racial Adjustments): 15+ str, 15+ dex, 13+ int

Race (Templates): Human. Stongheart Halfling would require 17 str, which is more expensive to point buy.

ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Features
Special No-Sweep Sweep w/ Ember
Fort Ref Will Crit Immune Critable Crit Immune Critable
1st Warblade 1 + + + + Weapon Focus, Two-Weapon Fighting, Combat Reflexes1, Lightning Mace1 Weapon aptitude, Blood in the Water Lightning mace gives you a measly 1.05 attacks/attack 1 1.05 N/A N/A
2nd Fighter 1 + + + + Power Attack 1 1.05 N/A N/A
3rd Psychic Warrior 1 + + + + Improved Unarmed Strike, Roundabout Kick You're almost as good unarmed as with maces 1 1.05 N/A N/A
4th Psychic Warrior 2 + + + + Combat Expertise 1 1.05 N/A N/A
5th Psychic Warrior 3 + + + + 1 1.05 N/A N/A
6th War Mind 1 + + + + Martial Study (Distracting Ember) 1 1.05 N/A N/A
7th War Mind 2 + + + + You should be able to afford a pair of +1 aptitude 18-20 weapons. You do 1.17 attacks/attack. 1.18 1.41 N/A N/A
8th War Mind 3 + + + + 1.18 1.41 N/A N/A
9th War Mind 4 + + + + Disciple of Darkness You're barely able to afford a +1 aptitude keen weapon. 1.43 2.41 N/A N/A
10th War Mind 5 + + + + Sweeping Strike Build starts to work in many situations 1.432 2.412 8.72 Diverges2
11th Disciple of Dispater 1 + + + + 1.43 2.41 8.7 Diverges
12th Disciple of Dispater 2 + + + + Optional Feat 1.43 2.41 8.7 Diverges
13th Disciple of Dispater 3 + + + + 1.43 2.41 8.7 Diverges
14th Disciple of Dispater 4 + + + + 1.43 2.41 8.7 Diverges
15th Disciple of Dispater 5 + + + + Optional Feat 1.43 2.41 8.7 Diverges
16th Disciple of Dispater 6 + + + + 1.43 2.41 8.7 Diverges
17th Disciple of Dispater 7 + + + + 1.43 2.41 8.7 Diverges
18th Disciple of Dispater 8 + + + + Exotic Weapon Proficiency (Whip) Finally, triple threat range 1.82 8.16 Diverges Diverges
  1. Requires two flaws: shaky and one other
  2. This is a threat range of 15-20, so it's also the behaviour of a whip-dagger after reaching Disciple of Dispater 8. Without triple threat range, a keen whip-dagger would be 1.25 / 1.64 / 2.44 / 4.55.

Other Components[edit]

<- anything not covered by the previous sections ->

Highlights[edit]

<- How and why this build works, also a place to show off just what the build can do ->

Tactics[edit]

If there aren't two opponents next to each other, summon a distracting ember next to one, and sweep both enemies or an enemy and an ember with an attack. Do non-lethal damage so you don't kill your ember. You slaughter creatures occupying two squares.

Further Optimization[edit]

  • Increase attack bonus or number of attacks in a full round attack to get started more easily.
  • Become large to threaten more squares
  • Find a way to move as a free or immediate action without moving or add attacks that prevent opponents from moving.
  • Convince your DM to let Disciple of Dispater's expanded threat range and 3.5 Improved Critical stack even though they don't, get a 12-20 critical, and diverge against non-critical immune foes without needing a sweep or an ember, and diverge against crit-immune foes even using a whip and ember.

Side Notes[edit]

Limitations[edit]

DM Counters:

  • Movement. Sweeping Strike can't be used if the war mind has moved more than 10' since the end of his last turn. This can be overcome a little bit by a 5' step, a 15' reach, and perhaps picking up another 5' of free movement somewhere, like Stalking Shadow. Movement+critical immunity is very bad for the war mind.
  • One square wide halls with no space to summon ember. This is overcome eventually using a whip-dagger, but not if the foe is immune to criticals.
  • Arenas or pits of exactly two adjacent five-foot squares.
  • Immunity to non-lethal damage. This is overcome eventually
  • Immunity to critical hits. This is eventually overcome using an ember, but not if there is no space to put one. Blood in the Water never gets a bonus from the Ember, so immune foes actually completely prevent bonus acquisition.
  • Anything that counters melee

Variants[edit]

  • Take warblade later to get slightly better maneuver options and 2 fewer hitpoints.
  • Drop 8 levels of Disciple of Dispater for 7 of Psychic Weapon Master. Requires a tremendous number of feats, has a smaller threat range of 8 instead of 9, and only has an expanded threat range on a single weapon, so no whip daggers.

Miscellaneous[edit]

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