Fyermind
2013-04-06, 12:13 AM
TLDR: Using hidden blades and multiweapon fighting you get laughable numbers of melee attack and a thri-kreen swordsage looks like a pretty decent way to do it.
So I'm looking at multiweapon fighting, and nothing seems to stop you from using more offhand attacks then you have arms. Before you get confused or upset here is what I mean.
Thri kreen has four arms. (Savage species was the source I used)
In each hand it wields a dagger.
At each wrist it has a sleeve blade. (Complete Scoundrel)
Each elbow has an elbow blade. (CompSc)
Each knee has a knee blade. (CompSc)
Each foot has a boot blade. (CompSc)
It's chain shirt armor is spiked.
This is a very spiky Thri-kreen. It also is weilding 10 daggers (6 of them take a -2 penalty as hidden blades), 4 punching daggers (all of them are hidden weapons), 2 short swords (hidden weapons), and armor spikes. Since they are all light weapons it takes a -2 penalty to all it's attacks with multiweapon fighting. A single full attack at level 4 (Thri kreen 2, LA 1, swordsage 1 for the sake of argument) looks like this:
BAB 2, assume 19 dex (15 base, +4 racial), 14 str (12 +2 racial) feats multiweapon fighting, weapon finesse, deflect arrows.
Daggers: +4/+4/+4/+4/+2/+2/+2/+2/+2/+2 (1d4+1)
Punching Daggers: +2/+2/+2/+2 (1d4+1)
Short Swords: +2/+2 (1d6+1)
Armor Spikes: +4 (1d6+1)
Bite: +1 (1d4+1)
If any of these 18 attacks can hit, one of them probably will. Your odds of rolling a 20 every turn are high. Enchanting them all to be +1 will be very expensive. At BAB+6 and improved multiweapon fighting things get more ridiculous. getting up to 35 attacks. At that point reasonable bonus damage from assassins stance and shadow blade and maybe craven brings the build to life.
Things get stupid damage quickly with any general damage boosts. Flaming blade will add 1d6+2 fire damage to all attacks. Since this is ECL 4 we are talking about and AC is likely around 17, this would be just over 21 damage on average with a full attack boosted to over 53 damage on average. Of course this sharply descends and ascends with AC. More ways of boosting accuracy and damage would be nice.
Also worth considering is the thri kreen +30 racial bonus on jump checks. This makes sudden leap a very viable method of locomotion, and keeps all those jump check requiring tiger claw maneuvers options.
So I'm looking at multiweapon fighting, and nothing seems to stop you from using more offhand attacks then you have arms. Before you get confused or upset here is what I mean.
Thri kreen has four arms. (Savage species was the source I used)
In each hand it wields a dagger.
At each wrist it has a sleeve blade. (Complete Scoundrel)
Each elbow has an elbow blade. (CompSc)
Each knee has a knee blade. (CompSc)
Each foot has a boot blade. (CompSc)
It's chain shirt armor is spiked.
This is a very spiky Thri-kreen. It also is weilding 10 daggers (6 of them take a -2 penalty as hidden blades), 4 punching daggers (all of them are hidden weapons), 2 short swords (hidden weapons), and armor spikes. Since they are all light weapons it takes a -2 penalty to all it's attacks with multiweapon fighting. A single full attack at level 4 (Thri kreen 2, LA 1, swordsage 1 for the sake of argument) looks like this:
BAB 2, assume 19 dex (15 base, +4 racial), 14 str (12 +2 racial) feats multiweapon fighting, weapon finesse, deflect arrows.
Daggers: +4/+4/+4/+4/+2/+2/+2/+2/+2/+2 (1d4+1)
Punching Daggers: +2/+2/+2/+2 (1d4+1)
Short Swords: +2/+2 (1d6+1)
Armor Spikes: +4 (1d6+1)
Bite: +1 (1d4+1)
If any of these 18 attacks can hit, one of them probably will. Your odds of rolling a 20 every turn are high. Enchanting them all to be +1 will be very expensive. At BAB+6 and improved multiweapon fighting things get more ridiculous. getting up to 35 attacks. At that point reasonable bonus damage from assassins stance and shadow blade and maybe craven brings the build to life.
Things get stupid damage quickly with any general damage boosts. Flaming blade will add 1d6+2 fire damage to all attacks. Since this is ECL 4 we are talking about and AC is likely around 17, this would be just over 21 damage on average with a full attack boosted to over 53 damage on average. Of course this sharply descends and ascends with AC. More ways of boosting accuracy and damage would be nice.
Also worth considering is the thri kreen +30 racial bonus on jump checks. This makes sudden leap a very viable method of locomotion, and keeps all those jump check requiring tiger claw maneuvers options.