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Thread: 3.5 Making the scythe work
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2009-06-01, 05:33 AM (ISO 8601)
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- Jan 2007
3.5 Making the scythe work
Any tips? The only thing I can think of is the basic two hand fighter power attacking route....
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2009-06-01, 05:35 AM (ISO 8601)
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- Feb 2007
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- The Final Chapter
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Re: 3.5 Making the scythe work
Raging barbarian dual-wielding scythes would be fun.
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2009-06-01, 05:40 AM (ISO 8601)
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Re: 3.5 Making the scythe work
The trick is to try and find a way to improve the odds of critting with one. Quadruple damage is nothing to sneeze at, after all. Dual-wielding two that are each sized for a smaller creature might work, as would keening them.
Stack on stuff that gets more vicious when you crit, like flaming burst, shocking burst, and freezing burst, and it gets scarier.
Actually, I believe there's an enhancement in Book of Vile Darkness that causes your weapon to become lodged in the enemy, automatically hitting (and counting as though it had critted) for several rounds... there's an interesting thought.
Jeez, imagine if the Nimblewright had a scythe or two...Last edited by TheCountAlucard; 2009-06-01 at 05:42 AM.
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2009-06-01, 06:02 AM (ISO 8601)
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Re: 3.5 Making the scythe work
A scythe is also a workable tripping weapon.
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2009-06-01, 06:13 AM (ISO 8601)
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- Aug 2007
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Re: 3.5 Making the scythe work
For the lulz:
1) Be a wizard/beguiler/sorcerer/cleric focusing on enchantment and/or illusion spells like sleep, color spray, hold spells and the like.
2) Cast said spells on enemy
3) Walk up to them and coup de grace them for the auto crit
:DArena Medals:
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2009-06-01, 06:25 AM (ISO 8601)
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Re: 3.5 Making the scythe work
I second the thing about making it crit more often. The PrC in the Book of Vile Darkness, Disciple of Dispater triples the crit chance of a weapon, and that STACKS with Improved Crit. But because of the weird multipliers for crits, a scythe would have maximum of 15-20 crit chance (not that that's low ).
Just my two cents.Last edited by PrGo; 2009-06-01 at 06:25 AM.
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2009-06-01, 06:32 AM (ISO 8601)
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- Aug 2005
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Re: 3.5 Making the scythe work
That's because it's 3.0, I believe. It used to stack in 3.0, leading to fun things like Vorpal Scimitar with Improved crit for 9-20 Crit range. Throw on Vorpal (3.0 was Crit=Dead, not just nat 20 IIRC) and give them to a Thri-Kreen for instant death of anything.
In any case...
I would recommend a Trip Barbarian build with it, since it can be used for that. Or, build it into a leap attacker, so you can remember fondly that one time you did 280 points of damage with one swing at level eight. Also note that scythes are one of the few weapons where cleave/great cleave might actually be feasible, especially if you can figure out a way to get the crit range up to three numbers.
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2009-06-01, 10:16 AM (ISO 8601)
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- Dec 2006
Re: 3.5 Making the scythe work
3.5 still has some crit range stacking. I think keen and that one prestige class in complete champion, the one based on ancient heroes has stacking crit modifiers. Still not 3.0 levels but not bad.
Another build I like is taking a ghost rogue and giving them a ghost touch scythe. Wait until someone is sleeping and then automatic crit on them.
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2009-06-01, 10:28 AM (ISO 8601)
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- Nov 2008
Re: 3.5 Making the scythe work
If you can use stuff from setting books, look into the sharrash from the eberron campaign setting. It's an exotic scythe with a natural 19-20 crit range on top of the 4x crit.
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2009-06-01, 10:47 AM (ISO 8601)
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- Jul 2008
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- Broken Damaged Worthless
Re: 3.5 Making the scythe work
All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.
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2009-06-01, 10:57 AM (ISO 8601)
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Re: 3.5 Making the scythe work
You're right; it's Masterslaying that does the crit damage...
Hmm... a +1 fiery burst shocking burst icy burst fleshgrinding masterslaying scythe?
Probably not worth the two hundred grand that it'd cost, but if something eats a crit from the thing, they're not gonna be happy...Last edited by TheCountAlucard; 2009-06-01 at 11:06 AM.
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2009-06-01, 11:42 AM (ISO 8601)
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Re: 3.5 Making the scythe work
I'm playing in a heavily homebrewed system with some weapon specialization feats (and allowed improved crit/keen stacking) that allowed me to get scythe threat/multiplier to 12-20/x3 or 4. One of said feats just allowed you to take up a different "style" with a weapon, like boosting damage as if it were a larger weapon, or crit multiplier/threat range, or you could lower one aspect to boost another by 2. So, I lowered the multiplier to x3, and took 18-20 threat range. Then stack that with keen and improved crit, and bam, 12-20. And eventually the DM had a "ultimate" weapon mastery feat that also raises crit multiplier by 1. But like I said, heavily homebrewed. :P
Pretty much, find a way to boost the threat range and you're golden.
Originally Posted by PrGoMy Homebrew
Sick props to Akrim.elf for the rockin' Chouko-tar!
BitP: Reborn˛ characters!
Madokapunk!
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2009-06-01, 11:49 AM (ISO 8601)
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- May 2009
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- Victoria, BC
Re: 3.5 Making the scythe work
Seems to me (based on the heavy ToB-favoritism among melee classes on these boards) that the biggest drawback to the scythe is that none of the nine martial styles offer it as a style weapon.
With that being said, the best way to make it work is to a) Get Improved Critical or keen and one of those feats or powers that gives you a bonus to confirm crits to maximize that x4 crit damage, b) Get power attack to maximize the damage you're multiplying, c) Get some tripping in there and d) Maximize your number of attacks per round to give you more chances to crit.Awesome avatar courtesy of Dorian Soth.
Optional rules I'm working on (please contact me if you have ideas for developing them!):
Generic Prestige Classes; Summon Monster Variant; Advanced Dodges and Dex Bonuses; Incantations to Raise the Dead
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2009-06-01, 12:16 PM (ISO 8601)
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Re: 3.5 Making the scythe work
Not any more - errata nerfed it.
Originally Posted by Eberron Campaign Setting ErrataThe Playgrounder Formerly Known as rtg0922
Homebrew:
• "Themes of Ansalon" - A 4E Dragonlance Supplement
• Homebrew Compendium
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2009-06-01, 12:16 PM (ISO 8601)
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Re: 3.5 Making the scythe work
Hi
Thought I read somewhere that you couldn't have both Icy & Fire damage on same weapon.
But Acid & Fire makes for a really corrosive mix.
Oh - Kensai PrC from Complete Warrior reduces cost of weapon - you just spend some XP.
Back on subject - what about Improved Crit/Power Crit? 13th Lvl Duskblade wielding Spell Storing Scythe 2H?
BAB +13, can cast 'through' his melee wpn adding spell damage to each attack. With Scorching Ray in his wpn, that's potential 20D6 Electrical, plus 48D6 Fire damage, in addition to anything else..........
(Avg 238 pts damage, plus wpn/strength etc etc).
Cheers
Paul H