Author Topic: Shadow Pouncer  (Read 4328 times)

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SorO_Lost

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Shadow Pouncer
« on: September 11, 2009, 11:03:43 AM »
In light of the recent shadow threads poping up I was wondering just how good teleportation can be. So I made this last night while I pretended to be working.

Race: Any +2 cha.
Class: Rogue 3 / Cobra Strike Monk 2 / Crusader 2 / Telflammar Shadowlord 4 / Conjurer 1 / Cleric 1 / Ruby Knight Vindicator 7.
Abilities: PB 32, str 24 (+4 inherent, +6 enchant), dex 19 (+1 level), con 10, int 10, wis 8, cha 26 (+2 race, +4 level, +6 enchant).
Feats:
   Flaw - Craven
   Flaw - Two-Weapon Fighting
   1st - Blind-Fighting
   Bonus(1) - Improved Unarmed Strike
   Bonus(1) - Dodge
   Bonus(2) - Mobility
   3rd - Shape Soulmeld(blink shirt)
   6th - Spring Attack
   9th - Sun School
   12th - Snap Kick
   Bonus(13) - Extra Turning (undeath domain)
   15th - Improved Two-Weapon Fighting
   18th - Greater Two-Weapon Fighting
Items:
   Anklet of Translocation x 9 fused together.
   Nightstick (gives a total of 3 base + 8 cha + 4 from a feat + 4 from this item for 19 total)
   Bracers of the Hunter
   Rogue's Vest
   Umbral Awn or Custom Legacy
   +4 Speed Deadly Precision Martial(devoted spirit) Necklace of Natural Weapons
   Enervating Arm
   Cha +6
   Str +6
   Wand of Waithstrike
If I'm not mistaken the following would be true.
Hit: +29 = 15 (BAB) + 4 (enchant) + 3 (marital) + 7 (str)
Attacks: 3 main hand & 3 off hand, snap kick, speed effect, furry of blows, sun school.
Full Attack: +23/+23/+23/+23 +23/+23/+18/+18/+13/+13 touch melee (see below)
Damage: 1d4+11 +11d6+20 SA (72 avg)

And thus
Swift - Use a Wand of Waithstrike
Free - Drop the Wand
Standard - Shadow Jaunt -> Full Attack
Move - Shadow Stride -> Full Attack
Free - Spend Turn Use -> Swift - Shadow Blink -> Full Attack
Freex18 - Spend Turn Use -> Swift - Anklet of Translocation -> Full Attack
End Turn -> Immediate - Abrupt Jaunt -> Full Attack
21 full attacks @ 10 attacks per full attack @ 72 damage per attack = 15,120 total damage as a nuke effect, or split up over several encounters.

Anyone else want to chime in with suggestions, comments, or perhaps post a build that doesn't dip around like crazy? I can't figure out how to get it to have 16 BAB for a 4th attack without giving something really useful up, such as another full attack in the case of the wizard level, Divine Power comes to mind, but I'm too tired to redo the numbers.

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Rebel7284

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Re: Shadow Pouncer
« Reply #1 on: September 11, 2009, 12:13:40 PM »
Shadow Walker Psychic Rogue 1/Ardent 5/Spellthief 1/Tefflamar Shadowlord 4/Ardent (or PrC) 9.

Less actions, but level 9 powers.

edit: Sneak Attack Fighter 1/Ardent 5/Spellthief1/TSL4/Slayer 9 for 16 BAB.
« Last Edit: September 11, 2009, 12:16:12 PM by Rebel7284 »
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Alastar

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Re: Shadow Pouncer
« Reply #2 on: September 11, 2009, 01:57:39 PM »
Cleric 3/Swordsage 1/Crusader 1/Crinti Shadow Marauder 5/Swashbuckler 1/Ruby Knight Vindicator 7/Swordsage +2

Race: Human
Alignment: True Neutral

Ability scores:


18 [12+6 enhancement]
32 [16+6 enhancement +5 inherent +5 level]
16 [10+6 enhancement]
16 [10+6 enhancement]
18 [12 +6 enhancement]
22 [16 +6 enhancement )

Belt of Magnificience and battle +6 218, 000 gp
Cloak of resistance +5 , 25 000 gp
Ring of protection +5, 50 000 gp
Bracers of armor +8, 64 000 gp
2 +5 Shadow hand Deadly precision Short swords, 196 000 gp
Tome of quickness in action +5, 137 500 gp
Boots of Speed, 12 000 gp
Nightstick, 7200 gp


739 700 gp total.

Hit Points: 154
Move Speed: 30 feet.
AC: 37 10 [10 base, 8 armor, 5 deflection, 11 dex, +4 wisdom, -1 flaw]
Full attack Action: + 35/+30/+25/+20 [main hand] +35/+30/+25/+20 [off hand]
Damage: [assuming assassin's stance] 1d6 + 23 [main hand] 1d6 +21 [off hand] (+4d6 +20 if sneak attacking)
Flaws: -1 to AC, -2 to ranged attacks
Domains: Undeath, Magic
Turn attempts: 29
BAB: 16
Saves: Fort +19 Ref +26 Will +21
Crusader Initiator Level: 13
Swordsage Initiator Level: 15
Initiative: +12(+17 with sign)

Feat Progression:
1-Cleric 1: Extra turning (domain), Two weapon Fighting, Mounted combat (Human), Stealthy (flaw), extra turning (flaw)
2-Cleric 2
3-Cleric 3: Extra turning
4-Crusader 1
5-Swordsage 1: Weapon Focus (Shortsword)
6-CSM1: Shadow Blade
7-CSM2
8-CSM3: Ride-By Attack (bonus)
9-CSM4: Improved two Weapon Fighting
10-CSM5
11-SWB1: Weapon finesse (bonus)
12-RKV1: Greater Two Weapon Fighting
13-RKV2
14-RKV3
15-RKV4: Craven
16-RKV5
17-RKV6
18-RKV7: Extra Turning
19-Swordsage 2
20- Swordsage 3

Maneuver's:
1-Cleric 1 IL1
2-Cleric 2
3-Cleric 3
4-Crusader 1: : Stance: Martial Spirit Maneuver's: Crusader's strike, Minotaur's Charge, Stone bones, Vanguard strike, Dousing the flames
5-Swordsage 1: : Stance: Island of Blades Maneuver's: Burning blade, Burning Brand, Shadow Jaunt, Cloak of deception, Flashing sun, Clinging shadow strike
6-CSM1:
7-CSM2
8-CSM3
9-CSM4:
10-CSM5
11-SWB1
12-RKV1:Stance: Assassin's Stance (to swordsage)
13-RKV2: Maneuver: Divine Surge (to crusader)
14-RKV3
15-RKV4: Maneuver: Shadow Stride (to swordsage)
16-RKV5
17-RKV6:Stance: Aura of Chaos (to crusader), Greater Divine Surge (to crusader)
18-RKV7
19-Swordsage 2: Stance: Fiery assault Maneuver: Inferno Blade
20- Swordsage 3: Maneuver: Shadow Blink

Battle:
Round starts: You win initiative (highly probable)
Free Action: Activate boots of speed
Swift Action: Initiate Inferno Blade
Standard Action: Shadow Jaunt, you gain a full attack action
Divine Impetus, gain a swift action: Activate Belt of battle, another full attack action
Move action: Shadow stride Full attack Action
Divine Impetus, Gain a swift action: Shadow Blink, Full attack action

We are now down to 27 Turn undead attempts.

We will perform the following actions 9 times
Divine impetus: Gain a swift action
Divine Recovery: Use swift action to recover shadow blink
Divine Impetus: Gain swift action, use shadow blink

For a total of only 13 Full attack actions. BUT, my attack actions have 8 attacks in them, and deal more damage. Each attack that connects deals 8d6 +58 (assuming the creature is not immune to fire).
1d6 Shortsword, 3d6 inferno blade, 4d6 sudden strike/sneak attack
+8 sword, +15 inferno blade, +20 craven, +4 strenght, +11 dexterity

So i have 66 main hand attacks at 8d6 +58
and 39 off hand attacks at 8d6 +56

Azrael

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Re: Shadow Pouncer
« Reply #3 on: September 12, 2009, 04:27:31 AM »
YEESSSS GOD YEEEESSSS

SOMEONE FINALLY MENTIONED COMBINING CRINTI/SL WITH RUBY KNIGHT!!!!!

I loled soo many times in the SL or CSM threads when no one ever brought this up! It seemed so obvious to me!

One guy even had a CSM RK but didn't see the combo!

Alastar, your build is almost identical to mine, at 20th level (I think mine is a 30th level build but it can easily be downgraded to 20th).

However, I was able to get 9th level maneuvers with mine, I can't find it right now but basically you want to use the inferno blade, raging mongoose, time stands still with it.

That way, each attack you take after your teleport you do over 1000 damage on average.

And buy more nightsticks...that equals more attacks, if you do this right you can easily get like 100,000 or something damage; its ridiculous!
« Last Edit: September 12, 2009, 04:35:59 AM by Azrael »

PlzBreakMyCampaign

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Re: Shadow Pouncer
« Reply #4 on: September 12, 2009, 04:58:58 AM »
YEESSSS GOD YEEEESSSS

SOMEONE FINALLY MENTIONED COMBINING CRINTI/SL WITH RUBY KNIGHT!!!!!

I loled soo many times in the SL or CSM threads when no one ever brought this up! It seemed so obvious to me!

One guy even had a CSM RK but didn't see the combo!

Alastar, your build is almost identical to mine, at 20th level (I think mine is a 30th level build but it can easily be downgraded to 20th).

However, I was able to get 9th level maneuvers with mine, I can't find it right now but basically you want to use the inferno blade, raging mongoose, time stands still with it.

That way, each attack you take after your teleport you do over 1000 damage on average.

And buy more nightsticks...that equals more attacks, if you do this right you can easily get like 100,000 or something damage; its ridiculous!
yesssssssssssssssss shadow pouncing is broken. zzzz
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Azrael

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Re: Shadow Pouncer
« Reply #5 on: September 13, 2009, 12:46:59 AM »
I just thought I was the only one with the RK/CSM turn-burn idea.

telehax

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Re: Shadow Pouncer
« Reply #6 on: September 13, 2009, 12:56:45 AM »
I just thought I was the only one with the RK/CSM turn-burn idea.

You weren't.

But why not try the Ardent PP-Burn idea:
http://www.wizards.com/default.asp?x=dnd/psm/20070629a
Dominant Ideal Variant+Subsitute Powers Variant+Synchronicity+Time Mantle+Linked Power+Dimension Hop
=1 Attack per PP so long as you don't mind losing your first turn.

Azrael

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Re: Shadow Pouncer
« Reply #7 on: September 13, 2009, 02:42:44 AM »
its nice, but it uses variants.

Tonymitsu

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Re: Shadow Pouncer
« Reply #8 on: September 13, 2009, 03:36:21 PM »
This may be a dumb question but...


If you want to be a Ruby Knight Vindicator, you have to worship Wee Jas as a cleric.

So doesn't that mean you are limited to the Death, Law, and Magic domains?

Akalsaris

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Re: Shadow Pouncer
« Reply #9 on: September 13, 2009, 07:11:02 PM »
Tony: It's not a dumb question at all.  A lot of builds assume that the PrCs are adaptable for other deities, since most campaigns don't use the standard gods (Crinti Shadow Marauder is Forgotten Realms, after all!) - and many of the best domains don't have a common deity associated with them.  Undeath as a granted domain isn't that huge of a stretch for Wee Jas either, while a FRCS god with Undeath and Magic could be Velsharoon.

Alastar, some questions on your build:
1. Why go swashbuckler for weapon finesse so late in the build?  Shadow Blade fulfills it as a prereq if that's what it was for.
2. How viable do you think the build would be throughout its levels, especially without flaws?  You could take out one of the Extra Turnings and the Two-Weapon Fighting without flaws, so it should still be legal on that end.
3. Do you really believe that the RKV can use Divine Impetus more than 1/round?  Most discussions I've seen of the ability assume that the only sane reading of the ability would limit it to 1/round, largely to prevent near-endless novas such as this.
4. If you were to limit Divine Impetus to 1/round (for 2 swift actions/round), is there anything that you would change about the build?

Alastar

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Re: Shadow Pouncer
« Reply #10 on: September 13, 2009, 07:38:52 PM »
Frankly, this was more an exercice of thinking than a viable build, although i imagine it could very well be one, but i don't have a lot of bases on which to defend it.

Without flaws, it does lose some punch.

Weapon finesse and swashbuckler are there to limit MAD a bit and add some damage to the attacks.

I do believe that it is, by RAW, more than once a round, but your adaptation would be a bit more acceptable I agree, and I would probably apply it.

I would not change anything about the build, it could still very well pounce 4-5 times a round, which is good :)