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