Author Topic: Random Musings on Charging  (Read 2296 times)

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JanusJones

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Random Musings on Charging
« on: May 26, 2008, 12:23:44 PM »
This arose out of a reply to someone on a random WotC-board thread, and I thought I'd share it here instead of there.  This is basically a bit of musing on my approach to charging, which is generally un-Frenzied in its bent.

For crazy multipliers to damage on a charge, try this:

Headlong Rush (Races of Faerun)
Valorous Weapon (Unapproachable East)
Abyss-Bound Soul - Baphomet (Fiendish Codex II . . . I think)
Horned Helmet (Races of Faerun)
Battle Jump (Unapproachable East)
Leap Attack (Complete Adventurer)
Shock Trooper (Complete Warrior)

Personally, I'd skip on Horned Helmet, as you're better off with the 1.5xStr mod from a two-handed weapon (and all the attendant power attack benefits) than with another stacked x2 multiplier.

Let's assume a Water Orc (since they get a handy +2 Con) with these feats.  Let's also grant said Orc a ranseur and 20 levels of +1 BaB classes.

Ahem.

  • 18 base Strength, +4 from Race, +5 from Tome, +5 from levels, +6 from and item.
  • Total = 38 Str.
  • Rage for 42 Str (we won't even touch Greater Rage, the possibility of Frenzy, Reckless Rage, or any of those nasty tricks).  This means a +16 modifier to hit and damage.
  • +20 BaB, so attacks at +20/+15/+10/+5 become +36/+31/+26/+21.  Add +5 to that for a magical weapon for +41/+36/+31/+26.
  • Pounce is a gimme.  Yay for Lion Totem Barbarians!
  • Total multipliers to base damage: x2 for Headlong Rush, x2 for Valorous, x2 for Battle Jump, x2 for Abyss-Bound Soul = x5 damage on a charge.  Wheee!
  • Power Attack becomes a 1-3 ratio with Leap Attack, and confers no penalty to attacks if using Shock Trooper (who needs AC anyhoo?).  20x3 = +60 damage per attack.
  • Multiply this bonus by charge multipliers, and we have 60x5 = +300 damage per attack.
  • Base damage from a +5 Ranseur and a 42 Strength would be 2d4 (base) + 5 (enhancement) + 24 (Str).  (2d4+29) x 5 = 10d4 + 145.
  • 10d4 + 145 + 300 = 10d4 + 445 damage per attack.
  • With 4 attacks, this makes for 40d4 + 1780 damage on a pouncing, raging charge.  This comes to 1820 - 1900 damage on a charge.

Please note that I am NOT accounting for Warblade maneuvers like Time Stands Still, Raging Mongoose, etc., nor am I putting the character under the effects of a Haste spell or any other similar tricks.  There has also been no pre-buffing with the Druid spell "Rhino's Charge" (isn't that the name?), which would further up the damage (a TON!). 

This could also be tricked out by using two-weapon fighting, making the character multi-headed, or even dropping Headlong Rush in favor of making a TWFighter who would be able to receive the benefits of two-handed weapon damage on more than one weapon (either by using Revenant Blade or the Diopsid from Dragon Compendium).

The ultimate, of course, would have to be . . .

Lion Totem Barb 1/Fighter 2/Crusader 2/Warblade 2/Frenzied Barbarian 10/Crusader 1/Warblade 1/Whatever 1.

Or something like that.  The potential for abuse with Supreme Power Attack is disgusting.

Of course, you could also synergize all this on a Dungeoncrasher Knockback build . . .

BowenSilverclaw

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Re: Random Musings on Charging
« Reply #1 on: May 26, 2008, 12:45:38 PM »
Leap attack grants a 100% increase in PA damage, see CAdv errata :)

And the spell you're looking for is Rhino's Rush, it's a lvl 1 Paladin spell ;)

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« Last Edit: June 06, 2008, 09:52:38 AM by BowenSilverclaw »
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Sunic_Flames

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Re: Random Musings on Charging
« Reply #2 on: May 26, 2008, 01:10:47 PM »
Beat me to it. That would change the math to PA for 4:1 = +80 damage, becomes 545 per hit and 2,180 total.

Course, one hit is all you need but hey.
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Prime32

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Re: Random Musings on Charging
« Reply #3 on: May 26, 2008, 03:07:08 PM »
What about the cavalier's unstoppable charge ability? Of course to make the most of it, you would need to play a gestalt centaur...
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ninjarabbit

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Re: Random Musings on Charging
« Reply #4 on: May 26, 2008, 06:02:14 PM »
One of my favorite chargers:

half orc halforcparagon3/monk11/bearwarrior1/warmind5

*18 base str, +2 from race, +2 from half orc paragon, +5 from levels, +5 from tomb, =6 from item for a total of 38
*+8 str in bear warrior rage, +2 str from warmind's chain of personal superiority, so we're up to 48 str
*17 BAB with attacks at 17/17/17/12/7/2 on a greater flurry, 3 natural attacks (2 claws and a bite), and possibly 1 more attack with a snap kick at -2 to all my attacks
*Feats: wild talent, power attack (from overwhelming attack monk variant), improved bull-rush (from overwhelming attack monk variant) extra rage, jumping kick (an extra 1d12 damage on my unarmed strikes when charging), snap kick, improved overrun (overhwhelming attack monk again), shock trooper, leap attack, multi-attack
*Lots of math later we get a lot of damage


Flay Crimsonwind

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Re: Random Musings on Charging
« Reply #5 on: May 27, 2008, 05:34:05 AM »
DUDE! Just today I was looking up an old thread of mine wherein similar was discussed. Kinda funny. Diving Charge was also suggested; I assume that with battle-jump you don't mind a leaping charge. Course, with that, you'd have to use a piercing weapon. And with headlong rush, something like Robilars or Karmic strike would be nice for absorbing the potential in all those attacks you'd be taking. I like to learns.  ^-^ Where's logicninja's learning cat image?......