PDA

View Full Version : Index Person_Man's Guide to Optimizing To-Hit REDUX



martixy
2019-12-10, 02:05 PM
This is useful to me, but has been languishing in obscurity, brokenness, incompleteness and error. Decided to fix.

Features:

Recheck all sources.
Add missing page numbers.
More detailed notes.
Fix errors.
Reformat all tables.


It's still incomplete. Could use help. For example, the debuff table never got completed. Can also add PF1e sources.

This is the source-of-truth table (https://docs.google.com/spreadsheets/d/1_8ql1Rv_szXqpIxR6H8Vww2s73sOPg2GEOlQfY1PJlU/edit?usp=sharing).
I have a thing that makes BBCode out of it. Comment permissions open to everyone. If you want edit permissions, ask, I'm not stingy.


Original thread located HERE (http://www.giantitp.com/forums/showthread.php?134446-3-5-Person_Man-s-Guide-to-Optimizing-To-Hit).

Now that WotC is done with publishing official 3.5 material, I’m doing my best to index every major combo (http://www.giantitp.com/forums/showthread.php?127026-3-X-Person-Man-s-Guide-to-Melee-Combos). This thread is dedicated to optimizing a character's ability to hit.

General Advice and Tactics:

1) Pick one attribute and have it be the base for all of your offensive abilities. If you have class abilities that depend on one attribute (spells, psionics, binding, meldshaping, blade magic) you should use your primary attribute for that class. This may require you to take an X stat to Y bonus ability in order to get that attribute to apply to your ability to-hit. For example, it's a good idea for Psychic Warriors to take Intuitive Strike, so that he can use his Wisdom bonus to-hit instead of Strength. This will help a great deal when you allocate your attribute scores during character creation, and help you conserve resources when you buy magic items and use buffs. However, this is not always the case, especially at low level. In particular, if you just happen to roll high scores for 3 or more attributes and are playing in a low level campaign, then Multiple Attribute Dependency (MAD) isn’t a big deal. If your class doesn't depend on Save DC's (Fighter, Barbarian, Rogue, etc) then the attribute you pick should be Strength for melee builds, Dexterity for ranged builds.

2) Avoid spending resources on small static bonuses. Weapon Focus is not worth spending a feat on. Don't spend money on a +4 Glaive, when you can buy a +1 Spell Storing Wounding Glaive and have a friend cast Greater Magic Weapon on it for you. This also applies to X stat to Y bonus abilities - if you have a Strength of 14 and a Dexterity of 18, it's not worth spending a feat on Weapon Finesse to get a +2 to-hit (though it might be worth it later in your progression when your Dex gets higher). The biggest exception to this guideline is spells. A mid to high level caster can easily accumulate a ton of small bonuses, often without expending any high level spells, buffing himself to insane power levels (ie, CoDzilla).

3) Be very aware of combat modifiers (http://www.d20srd.org/srd/combat/combatModifiers.htm), and use them to your advantage whenever it is reasonably possible. Flank your enemy. Fight from horseback so that you count as being on higher ground. If you have Quickdraw and you're fighting a BBEG, your first attack against him should be with a Net (https://www.dandwiki.com/wiki/SRD:Net). And so on.

4) A debuff to your enemy’s AC can sometimes be just as good as a bonus to-hit. But not always. Against a single powerful enemy it’s even better, because all of your friends essentially get a bonus to-hit against that enemy as well. Against a group of enemies it’s often worse, as many debuffs only effect a limited number of targets. Debuffs also often allow Saving Throws, making them inhearently weaker then bonuses to-hit, which are always on.

5) At higher levels, your real problem is Miss Chance and other magical protections, not AC. A Pit-Fiend (highest AC in the MM, IIRC) has an AC of 40. So once you accumulate a ECL + 20ish bonus to-hit (including BAB, your primary to-hit attribute, and all the miscellanies bonuses and debuffs) you can move on to optimizing something else.

6) Denying your enemy their Dexterity bonus and/or using touch attacks can make it much easier to hit your enemy. In fact, if you combine these two things, (which is not hard to do even in a core only game – Flame Blade and Greater Invisibility) you often have a 95% chance of hitting your enemy every time you make an attack. But…

7) Don’t over do it. It's important for any build to be good at hitting things, especially when you expend a resource of some kind (spells, power points, daily abilities, etc). But you don't want to be so good that you hit things 95% of the time every time, because then your DM just ups the AC, hit points, miss chance, and other protections on your enemies in order to challenge you. Figure out the overall power level of the other PCs in your party, and try to be in the same ball park. Keep a couple of tricks up your sleeve for when you absolutely need them, but don’t use them in every combat.

Bonus To-Hit



Name
Type
Book
Page #
Edition
Bonus
Notes


Animal Devotion
Feat
Complete Champion
55
3.5
+1 to +4
Str bonus(sacred); Ape's fury


Archivist 1
Class
Heroes of Horror
83
3.5
+1 to +3
Dark Knowledge (tactics); Applies to all allies, Knowledge check


Avenging Strike
Feat
Tome of Battle
28
3.5
Charisma
vs evil outsiders, 1/day per cha bonus


Battlecaster Offence
Feat
Complete Mage
40
3.5
+1
Tactical; Limitations


Battledance
Epic Feat
Dragon #297
28
3.0
Charisma
Insight bonus; also to AC and Reflex


Barbarian
Class
PHB
25, 26
3.5
+2/+3/+4
Rage, Str bonus


Blackguard 2
PrC
DMG
182
3.5
Charisma
Smite Good, limited use per day


Bow of Song
Equipment
Magic Item Comp
48
3.5
Charisma
requires Bard music


Chameleon 3
PrC
Races of Destiny
112
3.5
Charisma
1/day per 2 lvls


Chaos Devotion
Feat
Complete Champion
56
3.5
random
-


Deft Opportunist
Feat
Miniatures Handbook
25
3.5
+4 on AoO
-


Eternal Blade 1
PrC
Tome of Battle
110
3.5
Intelligence
Insight bonus; Against 1 creature type


Factotum 1
Class
Dungeonscape
14
3.5
Intelligence
Requires Insp. Point


Greater Weapon Focus
Feat
PHB
95
3.5
+1
-


Heart of the Beast
Magic Item
Magic of Faerun
160
3.5
Divine Power
One use item.


Imbued Healing
Feat
Complete Champion
60
3.5
+1
Req. War Domain; Secondary healing effect.


Killoren (Destroyer Aspect)
Race
Races of the Wild
102
3.5
Charisma
Limited Smite 1/hour


Knight
Class
PHBII
25
3.5
+1 to +4
Fighting Challenge, against 1 enemy, limitations.


Knight of the Middle Circle 1/5/10
Prestige Class
Defenders of the Faith
67
3.0
+2/+4/+6
Insight bonus; Combat Sense, 1 enemy


Knowledge Devotion
Feat
Complete Champion
60
3.5
+1 to +5
Requires Knowledge check


Law Devotion
Feat
Complete Champion
61
3.5
+3/+5/+7
Sacred bonus, atk or AC


Marshal
Feat
Miniatures Handbook
13
3.5
+1 to +4 on melee
Motivate Attack Aura(major), all allies


Marshal
Feat
Miniatures Handbook
13
3.5
+1 to +4 on ranged
Steady Hand Aura(major), all allies


Martial Disciple
Magic Weapon
Tome of Battle
148
3.5
+1/+3
Depends on Discipline use (knowledge=+1, usage=+3)


Master of Masks
PrC
Complete Scoundrel
53
3.5
+1 to +4
Competence bonus; Gladiator Persona Mask


Mineral Warrior (+1LA)
Template
Underdark
96
3.5
Constitution
1/day


Paladin 1
Class
PHB
42
3.5
Charisma
Smite Evil, limited times per day


Reckless Charge
Feat
Miniatures Handbook
27
3.5
Extra +2 on Charge
Extra -2 AC


Reckless Offense
Feat
Expanded Psionics Handbook
51
3.5
+2
-4 AC


Shiba Protector 1
PrC
Oriental Adventures
222
3.0
Wisdom
also damage


Smite Fiery Foe
Feat
Frostburn
50
3.5
Charisma
Smite Fire subtype, limited uses


Snowflake Wardance
Feat
Frostburn
50
3.5
Charisma
requires Bard music


Soulborn 1
Class
Magic of Incarnum
25
3.5
Charisma
Smite Opposition, limited times per day


Tomb Warden 3
PrC
Libris Mortis
58
3.5
Charisma
10 min/day


Vexing Flanker
Feat
PHBII
85
3.5
Extra +2 on Flank
-


Warblade 3
Class
Tome of Battle
22
3.5
Intelligence
To confirm Criticals only


Watery Death
Domain
Player's Guide to Faerun
92
3.5
Wisdom
On Smite, limited use, aquatic creatures only


Weapon Focus
Feat
PHB
102
3.5
+1
-




Replaces X Attribute with Y Attribute To-Hit



Name
Type
Book
Page #
Edition
Replaces
Notes


Brutal Throw
Feat
Complete Adventurer
106
3.5
Str for Dex
Thrown weapons


Charming the Arrow
Feat
Online
Link (http://archive.wizards.com/default.asp?x=dnd/fey/20030815a)
3.5
Cha for Dex
With bow/crossbow


Companion Guard Style
Feat
Dragon #315
52
3.5
Str for Dex
Longsword or longspear


Control Body
Power
Expanded Psionics Handbook
86
3.5
Str for Int
of controlled creature


Fey-craft
Equipment
DMGII
275
3.5
Dex for Str
limited weapons


Intuitive Strike
Feat
BoED
44
3.5
Wis for Str
limited weapons.


Ordained Champion 5
PrC
Complete Champion
91
3.5
Wis for Str
Uses Turn attempts


Serenity
Feat
Dragon Mag #306, Drag Comp
106
3.5
Wis for Cha
For all Paladin Abilities, including Smite Evil.


Slippers of Battledancing
Equipment
DMGII
272
3.5
Cha for Str
Limitations


Tomb Warden 3
PrC
Libris Mortis
58
3.5
Charisma ?
10 min/day


Weapon Finesse
Feat
PHB
102
3.5
Dex for Str
limited weapons


Whirling Blade
Spell
Spell Compendium
238
3.5
Int or Cha for Str
Uses primary caster statistic


Whirling Blade
Spell
Spell Compendium
238
3.5
Int or Cha for Str
Uses primary caster statistic


Zen Archery
Feat
Complete Warrior
106
3.5
Wis for Dex
Ranged weapons




Deny Enemy Dexterity Bonus



Name
Type
Book
Page #
Edition
Notes


Acrobatic Backstab
Skill Trick
Complete Scoundrel
84
3.5
1 attack


Blink
Spell
PHB
206
3.5
Attack as invisible creature


Confound the Big Folk
Feat
Races of the Wild
153
3.5
Tactical; 1 round; Limitations


Escape Attack
Skill Trick
Complete Scoundrel
86
3.5
1 attack


Flick of the Wrist
Feat
Complete Warrior
99
3.5
light weapon; 1 per round, 1 per opponent


Greater Invisibility
Spell
PHB
245
3.5
-


Hidden Blade
Skill Trick
Complete Scoundrel
87
3.5
1 attack


Invisibility
Spell
PHB
245
3.5
1 attack


Ninja 1
Class
Complete Adventurer
8
3.5
Invisibility for 1 round, 1/2 level + Wis times per day


Ring of Blinking
Item
DMG
230
3.5
27k gp


Sudden Draw
Skill Trick
Complete Scoundrel
89
3.5
1 attack




Touch Attacks



Name
Type
Book
Page #
Edition
Notes


Eldritch Glaive
Invocation
Dragon Magic
82
3.5
Warlock Least


Emerald Razor
Maneuver
Tome of Battle
63
3.5
1 attack, Diamond Mind 2


Flame Blade
Spell
PHB
231
3.5
Druid 2


Heartseaker Amulet
Item
Magic Item Comp
110
3.5
1 attack, 3 times per day


Master Thrower 5
PrC
Complete Warrior
59
3.5
Weak Spot


Pyrokineticist 1
PrC
Expanded Psionics Handbook
52
3.5
Fire Lash


Spectral Weapon
Spell
Spell Compendium
58
3.5
Wizard 3


Spot the Weak Point
Skill Trick
Complete Scoundrel
89
3.5
1 attack


Wraithstrike
Spell
Spell Compendium
242
3.5
Wizard 2




Debuffs to AC

This is pretty much an empty stub right now. I will fill it with:
Dexterity Damage.
Fear.
Ways to knock your enemy Prone.
Anything other debuff anyone posts.
To those who have already posted a few debuffs, I have noticed, and thank you. I just haven't created a table for this section yet.

martixy
2019-12-10, 02:06 PM
Reserved, just in case.


Table regexes, for posterity



Add rows
^(.*)$
\n\t\1\n


Replace 1st
\t([^|]*)
\t\1


Other than 1st replace
\| ([^|\n]*)(?: |\n)
\n\t\1\n


Alternate regex
(: #)([^"]*)([^#]*#)([^"]*)
\1\2\3DCCCA8