JaronK
2013-01-04, 07:57 PM
I've played around with overpowered weapons before... last time was the obviously broken Shuriken ( http://webcache.googleusercontent.com/search?q=cache:XCEVZ8odsPYJ:brilliantgameologists. com/boards/index.php%3Ftopic%3D11763.0+&cd=1&hl=en&ct=clnk&gl=us ), but now let's talk about an even more overpowered weapon: a rock. Yes, a rock. Highest damage possible of any weapon, and yet it's practically free. How overpowered is that?
Anyway, I was having fun playing with this idea for a wacky little build... let's see what folks think. It combines the shenanigans of the Hulking Hurler with the Bloodstorm Blade's throw something at every target ability for maximum hilarity.
The Nuclear Rock
Half Minotaur Orc
Warblade 1/Fighter 4/Hulking Hurler 1/Warblade+1/Bloodstorm Blade 10/War Hulk 3
Feats: Point Blank Shot, Power Attack, Weapon Focus: Rock, Cleave, Far Shot... the rest seriously doesn't matter.
Stats: Your strength starts stupidly high. Make it higher. Nothing else matters. As a Half Minotaur Orc, your base strength starts at +16, so with an 18 in Strength you've got a strength of 34 to start. By level 20, it's 45 without magical gear included. But you need to get bigger, and you're only Large! At the very least, become Huge with a Permanent Enlarge Person, so that's Strength 47. Your light load at that level is 22144 even without gear. Why does that matter? We'll get there.
What you do with your rock: You throw it. It has a base range increment of 15' (30' after Far Shot) if you can only make it to Huge, but with Far Shot your max range is actually 150'. Every size category you can go up past huge increases your range increment by 5' and your max range by 50'. Due to the Bloodstorm Blades's 10th level ability, you can attack everyone within range of you with a full round action... that's enough to hit a small army, and it always bounces back to your hands at the end. And how much damage do you do? Well, Complete Warrior page 159 says the damage of an improvised weapon is based on its weight, 5d6 damage + 1d6 damage per 200 pounds beyond 400. So your rock does 113d6 damage. Every 5 points of strength doubles your light load, and every size increase doubles it as well.
You can of course improve this by making it a +1 Rock of Distance, allowing you to hit at least a 300' radius. There are spells that increase range too. And the Epic Feat Distant Shot lets you hit absolutely everybody within line of sight. Note that with Dragonwrought Kobold shenanigans, you could get that feat at level 18, but other aspects of the build become hard to deal with.
TL;DR: If your players want to use a Spiked Chain, that's not cheesy. If they want to use a rock, they're munchkins.
Anyway, I was having fun playing with this idea for a wacky little build... let's see what folks think. It combines the shenanigans of the Hulking Hurler with the Bloodstorm Blade's throw something at every target ability for maximum hilarity.
The Nuclear Rock
Half Minotaur Orc
Warblade 1/Fighter 4/Hulking Hurler 1/Warblade+1/Bloodstorm Blade 10/War Hulk 3
Feats: Point Blank Shot, Power Attack, Weapon Focus: Rock, Cleave, Far Shot... the rest seriously doesn't matter.
Stats: Your strength starts stupidly high. Make it higher. Nothing else matters. As a Half Minotaur Orc, your base strength starts at +16, so with an 18 in Strength you've got a strength of 34 to start. By level 20, it's 45 without magical gear included. But you need to get bigger, and you're only Large! At the very least, become Huge with a Permanent Enlarge Person, so that's Strength 47. Your light load at that level is 22144 even without gear. Why does that matter? We'll get there.
What you do with your rock: You throw it. It has a base range increment of 15' (30' after Far Shot) if you can only make it to Huge, but with Far Shot your max range is actually 150'. Every size category you can go up past huge increases your range increment by 5' and your max range by 50'. Due to the Bloodstorm Blades's 10th level ability, you can attack everyone within range of you with a full round action... that's enough to hit a small army, and it always bounces back to your hands at the end. And how much damage do you do? Well, Complete Warrior page 159 says the damage of an improvised weapon is based on its weight, 5d6 damage + 1d6 damage per 200 pounds beyond 400. So your rock does 113d6 damage. Every 5 points of strength doubles your light load, and every size increase doubles it as well.
You can of course improve this by making it a +1 Rock of Distance, allowing you to hit at least a 300' radius. There are spells that increase range too. And the Epic Feat Distant Shot lets you hit absolutely everybody within line of sight. Note that with Dragonwrought Kobold shenanigans, you could get that feat at level 18, but other aspects of the build become hard to deal with.
TL;DR: If your players want to use a Spiked Chain, that's not cheesy. If they want to use a rock, they're munchkins.