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I have a clarification question on the Talent "Offensive Defense"

Benefit: When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round.

Now how I'm reading it is like this:

Say I have +2 Padded Armor, +1 Amulet of Nat Armor, +1 Ring of Prot. giving this character a pitiful 23AC.

Surprise round: I strike with 14d6 sneak attack damage b/c of Sap Master.
Does that mean I get +14 dodge bonus to my AC boosting it (until next round) to a 37?
Then in subsequent rounds it'll just be 7d6 sneak attack to bring my AC up by +7 to a 30?
Also does this boost to AC increase my AC vs all targets or just the poor soul who got bludgeoned?


Feat Changes:

Level 7: Weapon Focus (Sap)
=> Drop Powerful Sneak

10th Level Advanced Rogue Talent: Improved Evasion
==> Dropped Deadly Sneak

Level 11: Improved Initiative

Initiative bonus: +12

Noted Drawbacks: His flanking damage is only 1d6 + 7 + 7d6 + 7 Main Hand
and 1d6 + 6 + 7d6 + 7 off hand

Hitting with all attacks if flanking with someone:
+27/+27/+22 to hit
3*(8d6 + 14) + 3*(8d6 +13) = 48d6 + 81

Impressive, however he's a real glass cannon. This correct?


I'm just used to Core Classes and dabble very little in Other Races. Personal Preference due to familiarity really. And my GM doesn't like unchained either.


Guru-Meditation: Alright, so boosting that to-hit:
Drop feat for extra rogue talent, grab Weapon Focus (Sap) +1 to hit,
drop Powerful & Deadly sneak +2 to hit,
+5 weapon +4 to hit (from the previous post),
grab +4 to Dex item for +2 to hit,
Get the Ion Stone for +1 to hit,
Haste +1,
and Potion of Heroism +2 to hit for a total:

New to hit: +25/+25/+20

(+9 base + 8 Dex + 5 Wep + 1 Wep Foc + 1 Ion Stone +1 haste + 2 Heroism - 2 TWF)

With a bit more damage: 90d6 + 123.

3*(1d6 + 7 + 14d6 +14) + 3*(1d6 + 6 + 14d6 +14)

Yeah?

Still an impressive minimum damage of 213
and ear-shattering, brain splatting max of: 663

Also Note: Yeah, I know getting an enemy Flat-Footed and getting that Full Attack in is a 1/100 chance. But I decided to focus on that 1/100 chance to see what could happen when it does.


So, fixing gear problems, change it to this then:

+4 Saps (or +1 and some type of ability) (64k)
Boots of Speed (12k)

Nixing the 10d6 from stalking, using the boots, and +1 wep:

+12/+12/+7 to hit (with just a +1 wep)

3*(1d6 +3 + 14d6 + 14) + 3*(1d6 +2 + 14d6 + 14)

90d6 + 99 and 1's and 2's count as 3's


Claxon: I did calculate it on the first hit only (that's the added 10d6 near the end).
Also I stated that it was assuming Flat-footed opponent & full round action. Now I know these will most likely never occur.
However, even fixing the problem with my misunderstanding of Stalking, and ditching it, I'm still at the problem of 90d6 of sneak attack damage if all hit.
Now I realize the shortcomings of the build (trust me I know it can't hit the broad side of a barn). However "Hitting" something isn't my worry. The point was to MAX sneak damage and if I was maxing it correctly.

Nicholas Storm:: There are a lot of feats to swap around with this build and that feat progression could be a possibility.


Okay, so I was building a glass cannon Rogue who's main purpose is to sneak up behind someone unnoticed, catch them flat-footed and deal enough damage to obliterate anything around the same Hit Dice. I got to 13th level and began adding the dice, and I think I'm either onto something ridiculous, or just bad at math. If someone could check me, that'd be sweet. Or if you think you can make it even more ridiculous please inform me as well.
Goal: "I may die in 1 hit, but so will you!"

13th Level, straight Rogue, Race: Drow

Rolled Stats
STR: 14
DEX: 18
CON: 14
INT: 13
WIS: 12
CHA: 9

Modified Stats (After Levels & Race)
STR: 14
DEX: 23
CON: 12
INT: 13
WIS: 12
CHA: 13
Starter gold: 140k
Weapons: Dual wielding Speedy Stalking Sap (+5 weapons = 100k gold)

Level 1 Feat: Two-Weapon Fighting

2nd Level Rogue Talent: Finesse Rogue

Level 3 Feat: Sap Adept

4th Level Rogue Talent: Surprise Attack

Level 5 Feat: Sap Master

6th Level Rogue Talent: Offensive Defense

Level 7 Feat: Extra Rogue Talent

Extra Rogue Talent: Powerful Sneak

8th Level Rogue Talent: Ki Pool

Level 9 Feat: Improved Two-Weapon Fighting

10th Level Advanced Rogue Talent: Deadly Sneak

Level 11 Feat: Extra Rogue Talent
Extra Rogue Talent => Advanced Rogue Talent: Improved Evasion

12th Level Advanced Rogue Talent: Hunter's Surprise

Level 13 Feat: Extra Rogue Talent
Extra Rogue Talent => Advanced Rogue Talent: Master Trick
Ninja Advanced Trick: Ghost Step

Reasons for Ki Pool & Ghost Step: Pure Flavor. I think it'd be kinda cool for a rogue to sneak up, bap someone in the back of the head, and then phase through a wall, but maybe that's just me.

So here's my Math:
Sneak Attack at 13th Level: 7d6 +7 (+7 from Sap Adept)
On Flat Footed enemy damage becomes: 14d6 +14
Damage Dealt by Sap: 1d6 + 2 for main hand
1d6 + 1 for off-hand
Study the target for 10 rounds and add 5d6 damage on each sap

Attack bonuses (which suck I know): +11/+11/+6 (because speedy) for each sap (Using Deadly sneak for -2 to hit all 1's and 2's become 3's)

Unaware target who is flatfooted, if a full-attack action is available, should receive the following damage if all hits connect correct?

3*(1d6 +2 + 14d6 + 14) + 5d6 + 3*(1d6 +1 + 14d6 + 14) + 5d6

for a disgusting total(if they all hit) of:
3*(15d6 + 16) + 3*(15d6 + 15) + 10d6
45d6 + 48 + 45d6 + 45 + 10d6

100d6 + 93 and 1's and 2's count as 3's

Minimum damage there is 393 and max is 693 if you hit with all your attacks (which is unlikely but hey he's a glass cannon that can't hit often but if he does, it's a whallop)

Note: This is all non-lethal damage and is useless against opponents that can't be caught flat-footed. I realize this.

Is this correct? Am I reading one of the abilities wrong and adding it up incorrectly? Or is this complete ridiculousness actually legal?


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I realized the date after I posted something haha xD I should've created a new thread. I apologize for the unintentional Necromancy.


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Personally I enjoy a Half-Orc with the +2 str -2 mental attribute for core race for a total of +4 to STR (since you'll be using a nice two hander) Note: This build goes for a single BIG hit followed by a Trip then an AOO as they fall down. Then another one when they stand up. I only have up to level 11 figured out fully, and feel free to build beyond that. But here were my ideas.

Minimum stats:
STR: 13 (Power Attack)
DEX: 12 (for 2 AOOs per round)
INT: 13 (Combat Expertise)
the rest don't matter

Feat Progression:
Level 1 Feat: Power Attack
Fighter Bonus Feat: Furious Focus(Trust me here, you NEED to hit things)
Level 2 Fighter Bonus Feat: Combat Expertise (need to get up to Greater Trip)
Level 3 Feat: Improved Trip
Level 4 Fighter Bonus Feat: Combat Reflexes
Level 5 Feat: Martial Focus (Heavy Blades)
Weapon Training (Heavy Blades)
Level 6 Fighter Bonus Feat: Vital Strike
Level 7 Feat: Greater Trip
Level 8 Fighter Bonus Feat: Improved Critical (Greatsword)
Level 9 Feat: Devastating Strike
Advanced Weapon Training: Weapon Specialist
Weapon Specialist: Weapon Focus (Greatsword)
Weapon Specialist: Weapon Specialization (Greatsword)
Level 10 Fighter Bonus Feat: Bloody Assault (This is just for flavor)
Level 11 Feat: Improved Vital Strike

Putting all points into STR, if you start with a 16 then w/ racial bonus up to a 20, then both points into str you have a 22 str before gear.

This equates to, in a single round the following events:
Swing like your life depended on it (Power attack, Improved Vital Strike, Bloody Assault) with a +15 to hit (+11 BAB + 6 STR + 2 Weapon Training + 1 Weapon Focus -5 Bloody Assault) with a non-magical non-masterwork greatsword. If you hit, you deal a solid 6d6 + 30 + 1d4 bleed damage (+12 from STR + 9 PA + 4 DS +2 Weapon Training +1 Martial Focus + 2 Weapon Specialization) AND that's not the end of it: FREE TRIP ATTEMPT with a +21 to trip.

When you trip, you get an AOO, here the opponent is already bleeding from bloody assault, or you can use the bloody assault here to apply the bleed. Either way you get a +15 or +20 to hit here with the chance of dealing a less impressive, but still hurtful, 2d6 + 26 (No vital strike & no Devastating strike). Then your target attempts to stand up after sustaining a total of 8d6 + 56 +1d4 bleed damage and you get YET ANOTHER SWING AT HIM. If you hit every strike you can deal a total of 10d6 + 82 +1d4 bleed damage IN A SINGLE ROUND. And if your buddies are around the poor sap at the end of your blade they get AOOs as well when you trip him.

Minimum damage if you get lucky and hit every time and they don't have damage reduction is a frightening: 92 + 1 bleed damage
Maximum damage the poor sap no longer looks like a creature and has more in common with a large pile of meat: 142 + 4 bleed.

Then after he stands up, if he stands up, rinse and repeat until dead.