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Jowgen
2015-04-04, 10:17 AM
The very core of optimization is the concept of making the whole greater than its parts. Combining this spell with that item or template, using that feat's little side benefit to completely negate the drawbacks of a powerful classfeature, etc. All good or great builds are really just a big pile of effective combos that use the game mechanics as a vehicle to awesome power.

I imagine it would be beyond the scope of any thread to list every single effective combo in the entirety of the game, but perhaps we can make a little note-worty-examples collection, or at the very least share some of our favorite ones.

To start off, I have three:

1. Ring of the Darkhidden (MIC) + Dark Lantern (ToM) : This cheap combo of items (4000 gp total) can grant the equivalent of somewhat reliable Hide in plain sight (su). Dark Lantern changes ambient light levels to Shadowy within 60 ft emanation. This is not magical darkness for the purpose of hindering creatures with darkvision, but it does over-ride equal or lower-level darkness/light spells. The ring of the Darkhidden renders one perpetually invisible to darkvision. This means that while the lantern is active, any wearer of a ring of the darkhidden within range benefits from concealment, allowing them to made hide checks regardless of enemy vision modes. People do not see you, they only see the ominous 60 ft ball of shadow that you could be anywhere within.

Effective Additives: Darkstalker feat to foil special senses, Talisman of the Disk to transport lantern without need to hold.

2. Deflecting weapon (CW) + Boots of Side-stepping (Dungeonscape) : For 3000 gp and a +1 WSA, this combo arguably allows one to side-step any missile attack that would have hit 1/round. When one would be hit by a missile, Deflecting WSA (a Su effect by definition according to the Spell Resistance SRD entry) gives a Reflex Save to avoid. The BoSS allow one to move 5 ft as an immediate action "whenever you are allowed to make a Reflex save against a spell, spell-like ability, or supernatural effect.". As reflex saves are by definition always made "against something", and the effect that allows the save (the Deflecting WSA) is Su; this arguably allows one to trigger the boots in response to the WSA's reflex save effect, allowing one to move 5 ft and thus avoid the effect, and thus the ranged attack that triggered the effect. The Deflecting WSA still has its charge after this, possibly allowing the avoidance of a 2nd missle hit. This can have additional tactical advantages, as the 5 ft movement could place one behind cover, and/or allow one to hide as part of the immediate movement. You are about to get hit and get to move/disappear instead.

Effective Additives: HiPS (Su)

3. Pierce Magical Concealment feat + Blink spell: Blink is a powerful spell, but carries that nasty 20% miss-chance for the user. The Ignore Magical Concealment feat allows one to ignore said miss-chance. Simple and straight forward.

pwcsponson
2015-04-04, 10:50 AM
1. Wand Chambered Gauntlets + Double Wand Chambered Quarter Staff

Assuming a (subjectively) fair RaI that gauntlets aren't held weapons like a sword (and thus don't inhibit somatic spells) and aren't disarmable like their spiked compatriot, wand chambered spiked gauntlets give you two undisarmable, always equipped, spell friendly gloves that also give you the freedom to hold things. Add that to the fact that you can wand chamber double weapons means that you can have 4 spells on tap at all times. General dungeon delving kit might involve Summon Monster I (Or unseen servant, mount... etc), Nerveskitter, Knock, and Lesser Celerity.

At 100gp per wand chamber, you could have these gauntlets and the stick with two holes in it for only 404gp! Wands not included. Prices and availability may vary.

2. Wand Chambered Bolt with a Wand of Launch Bolt

A mystical magical self launching bolt. Legends tell of a bolt that flies away at the slightest provocation of fledgling arcane spellcasters. Naturally the apprentices are berated by their masters for doing something so dangerous.

Grooke
2015-04-04, 11:07 AM
3. Ignore Magical Concealment feat + Blink spell: Blink is a powerful spell, but carries that nasty 20% miss-chance for the user. The Ignore Magical Concealment feat allows one to ignore said miss-chance. Simple and straight forward.

I believe you mean Pierce Magical Concealment.

Jowgen
2015-04-04, 12:00 PM
I believe you mean Pierce Magical Concealment.

Fixed :smallredface:


1. Wand Chambered Gauntlets + Double Wand Chambered Quarter Staff

Assuming a (subjectively) fair RaI that gauntlets aren't held weapons like a sword (and thus don't inhibit somatic spells) and aren't disarmable like their spiked compatriot, wand chambered spiked gauntlets give you two undisarmable, always equipped, spell friendly gloves that also give you the freedom to hold things. Add that to the fact that you can wand chamber double weapons means that you can have 4 spells on tap at all times. General dungeon delving kit might involve Summon Monster I (Or unseen servant, mount... etc), Nerveskitter, Knock, and Lesser Celerity.

At 100gp per wand chamber, you could have these gauntlets and the stick with two holes in it for only 404gp! Wands not included. Prices and availability may vary.

2. Wand Chambered Bolt with a Wand of Launch Bolt

A mystical magical self launching bolt. Legends tell of a bolt that flies away at the slightest provocation of fledgling arcane spellcasters. Naturally the apprentices are berated by their masters for doing something so dangerous.

Like the first, not sure I quite see the point/legality of the second (other than its hilarity of course:smalltongue:)

Zaq
2015-04-04, 12:31 PM
An oldie but a goodie: Blend Into Shadows (DotU) lets a Warlock effectively Hide In Plain Sight as a swift action, as long as they know the Darkness invocation.

Phelix-Mu
2015-04-04, 01:27 PM
An oldie but a goodie: Blend Into Shadows (DotU) lets a Warlock effectively Hide In Plain Sight as a swift action, as long as they know the Darkness invocation.

I have a rogue-lock whisper gnome built around this combo. Very flavorful and fun to use, also mechanics-lite (as long as you figure out how HiPS works ahead of time and don't think too hard about it).

I always liked Frenzied Berserker and a form of immunity to or way to regen nonlethal damage. Really scared my players once with a vampire Frenzied Berzerker.

Climb the Walls Monk Alternate Class Feature and Ki Strike (adamantine) or some kind of adamantine weapon: More fluffy than crunch, I always allowed this to be used to create handholds at the top of a climb. Run up the wall as far as possible, gouge out a handhold with the weapon, anchor self with other hand. Slightly more believable than some Su wushu stuff, but still substantially cool enough to allow the monk some really versatile mobility (especially when combined with a thrown weapon).

Abrupt Jaunt and Sun School on a Kung-Fu Genius/Carmendine Monk Monk: Obvious Int-synergy is obvious. Int-based monk is one of my favorite class variants out there, and a nice variation on the meditative, spiritual image in the PHB. This particular application is a great way to get out-of-turn attacks by dodging an incoming enemy attack by Abrupt Jaunting behind them, triggers the free attack after teleporting during the enemy's turn. If you spec for Stunning Fist, additional hilarity when you stun the enemy on their turn, then get to spend your whole turn beating them to paste (or letting your friends do so, or running away, etc). Since this is already a multiclass trick, throw in a familiar and benign transposition for additional fun.

Earth Glide and : Earth Glide is perhaps one of the least well-described and most exploitable abilities in the game. Solid things made of unworked stone or earth are not solid. Combine with [I]ring of x-ray vision or similar ESP to immense gain. When the druid gains it through being able to Wild Shape into an earth elemental, it really is game over for being able to pin down the druid, since almost nothing counters it. In any outdoor setting, the druid is always less than a 5' step from total cover and blocking line of effect/sight. Combine with Arcane Hierophant, celerity, and the Channel Plant class feature to allow the druid sidestep an attack by phasing into the ground near a plant, and then attack with a spell through the plant. It gets pretty silly. Stack on Abrupt Jaunt to be able to cross solid, non-earth barriers without even needing a spell. Out-rogue the rogue.

Extra Familiar and Share Spell: Big area of interpretation here (surprise, Dragon Magz stuff), but I have been aching to be able to use a wizard build focused on familiars and exploiting Share Spells with multiple targets. Things like cloud of knives are cool enough as is, but imagine sharing the spell with six different raven familiars. Then use imbue familiar with spell ability to give the familiars more spells. Own action economy. At high levels this would disrupt any table, but at low-to-mid, I just really like the idea of multiple animals that do whatever I want (*sob* no thanks to Beastmaster *sob*). Kind of silly that wizard can pull this off better than druid.

Chronos
2015-04-04, 11:53 PM
Blend Into Shadows is rather inferior as a source of Hide in Plain Sight, since the point of hiding is to not let the opponents know you're there, and the big globe of magical darkness you're generating is usually a dead giveaway. They might not know precisely where in that globe you are, but they can probably guess well enough to hit you with a Glitterdust.

Phelix-Mu
2015-04-05, 12:34 AM
Blend Into Shadows is rather inferior as a source of Hide in Plain Sight, since the point of hiding is to not let the opponents know you're there, and the big globe of magical darkness you're generating is usually a dead giveaway. They might not know precisely where in that globe you are, but they can probably guess well enough to hit you with a Glitterdust.

So, a couple of things.

1.) Only need to be within 10' of an area of magical darkness. This makes it a 30' radius to Hide in, so a glitterdust might still hit, but is also more likely to be wasted. By the by, this is a great way to get an enemy to blow glitterdust, as a warlock spec'd this way should have one or two other ways to generate Hide conditions.

2.) Darkness lasts for 10min/level when used as a warlock invocation, and can be cast on concealed objects before the battle starts. There are several types of objects that are ideal, but I like stones or marbles. Takes a couple minutes to enchant them all, but well worth the effort at low levels.

3.) Scatter objects and then hide.

Also, I think there might be an exploit involving using both darkness and daylight and creating an area of overlap. The darkness is still there, but no one can see it because the effects are not visible, as "otherwise prevailing light conditions are present in the area of overlap." Blend into Shadows doesn't actually require it to be dark, just to be near magical darkness. Sadly the reading of daylight is weird and lighting conditions are one of the least well-thought out areas of the rules, so I am not sure this would fly at an actual table.

So it is still not a perfect strategy, but it is pretty cheap for the investment and very available to warlocks that usually suffer from extreme levels of build similarity due to limited invocations and decent feats.

Seharvepernfan
2015-04-05, 03:51 AM
Rogue x/monk 1 for shuriken proficiency and flurry of blows.

Rogue + item of at-will faerie fire = core pierce magical concealment (just takes an action first).

Wand of Produce Flame (highest CL you can get) + rogue = fantastic sneak attack weapon

sleepyphoenixx
2015-04-05, 04:09 AM
1. Ring of the Darkhidden (MIC) + Dark Lantern (ToM) : This cheap combo of items (4000 gp total) can grant the equivalent of somewhat reliable Hide in plain sight (su). Dark Lantern changes ambient light levels to Shadowy within 60 ft emanation. This is not magical darkness for the purpose of hindering creatures with darkvision, but it does over-ride equal or lower-level darkness/light spells. The ring of the Darkhidden renders one perpetually invisible to darkvision. This means that while the lantern is active, any wearer of a ring of the darkhidden within range benefits from concealment, allowing them to made hide checks regardless of enemy vision modes. People do not see you, they only see the ominous 60 ft ball of shadow that you could be anywhere within.

Effective Additives: Darkstalker feat to foil special senses, Talisman of the Disk to transport lantern without need to hold.


You can replace the Dark Lantern with a Darklight (SoS, 500gp). Not only is it cheaper, it also allows you to control light in a 80ft radius, switching between bright light, shadowy and total darkness as a free action. Total concealment at need, without requiring hide/move silently and you can activate it as a free action once combat starts to stay inconspicious otherwise.
It does need power points to fuel it, but if you aren't psionic you can just get a Manifester arrow or shuriken for cheap.


Blend Into Shadows is rather inferior as a source of Hide in Plain Sight, since the point of hiding is to not let the opponents know you're there, and the big globe of magical darkness you're generating is usually a dead giveaway. They might not know precisely where in that globe you are, but they can probably guess well enough to hit you with a Glitterdust.

The point of HiPS is to hide while observed, so people already know you're there anyway. It has the same in-combat use as casting invisibility. And "somewhere in that globe of darkness" isn't really a helpful target description when you're effectively blind (while your enemy is not).

Other stuff:

1. Necklace of Adaption (DMG, 9000gp) & Stinking Cloud or Neutralize Poison & Cloudkill
A favorite of warforged parties, now available to anyone.

2. Chronocharm of the Uncaring Archmage (MIC, 500gp) & Summon Nature's Ally/Summon Monster
A very cheap item that lets you summon as a standard action 1/day, up to SM/SNA 3. Combine it with a Ring of the Beast (CC, 8000gp) to get up to SNA 4.

3. Born of the Three Thunders (CArc) & Mark of the Dauntless (DrMarked)
Free chance to stun & prone on your blasting spells, without spell level adjustment or being dazed. Blasting may not be the height of optimization, but it certainly is fun. This makes it a little more effective without making your melee or DM scream about your mailman-level damage.

4. Call Lightning & Extraordinary Concentration (CAdv)/Swift Concentration (CS)
Call your lightning bolts as a move or swift action and use your standard action for other things. Combines nicely with number 3.

Troacctid
2015-04-05, 04:37 AM
Share Soulmeld + Dissolving Spittle
Turn any number of familiars and/or animal companions into shoulder cannons that belch out acid damage as a ranged touch attack without requiring any action from you.

Dread Necromancer + Tomb-Tainted Soul
Tomb-Tainted Soul allows you to heal yourself with your at-will Charnel Touch.

Linked Power + Synchronicity
By spending 1 extra power point and expending your psionic focus, you can manifest any power as a standard action...and then get that standard action right back, effectively quickening your power. Your basic unfair psionic action economy abuse.

Reach weapon + armor spikes
Threaten adjacent squares while wielding a reach weapon, with no need for a spiked chain. Uh...maybe this one is too obvious.

Shock Trooper + Whirling Frenzy Spirit Lion Totem Barbarian
Power attack for ten zillion damage on a charge with no penalty to your attacks.

Imperious Command + Never Outnumbered
Use intimidate to lock down a bunch of enemies instead of just one.

Share Pain + Psicrystal Affinity + Vigor
Manifest share pain on your psicrystal to split any damage you take between it and yourself. Manifest vigor and share it with your psicrystal to give both of you a hefty buffer of temporary hit points. End result, you are not squishy.

Chronos
2015-04-05, 10:24 AM
The more useful part of Hide in Plain Sight is the ability to ignore the concealment requirement. And yes, I'm aware that some classes get that ability earlier than HiPS, and that the ToM Dark template doesn't grant that.

Glitterdust was also just one example of what could go wrong if your enemy knows you're there. Maybe they use a direct-attack spell with a large enough area to cover everywhere you could be. Maybe they cut short the conversation with their henchmen that you were trying to overhear. Maybe they just bug out and teleport away, or flee in some other way you can't easily pursue. The point is, the enemy not knowing you're present at all is a lot better than them just not knowing precisely what square you're in.

Deox
2015-04-06, 08:24 AM
Creaking Cacophony + Elemental Substitution.

Targets not immune to X are now vulnerable to X.

Sith_Happens
2015-04-06, 03:11 PM
Charm Person + Hypnotism

Charm Person sets the target's attitude toward you to friendly. Hypnotism causes the target(s) to react to a single request as if they were two steps friendlier towards you. They keep that attitude with respect to that request forever, even after the spell wears off. Two steps friendlier than friendly is fanatic.

Net result: Permanent super-Suggestions on anything with up to 8 HD, for two 1st level spell slots each.