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Thread: [3.5] Non-caster SoXs
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2010-06-23, 07:40 PM (ISO 8601)
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[3.5] Non-caster SoXs
Do non-casters (not including the 1/2 caster types like Paladin, ToB, Incarnum or ToM) have any significant Save or Die/Lose/Suck options in 3.5? The only ones I recall off-hand are the Death Attack (every three rounds with a low DC), the Stunning Fist and its many variations (requiring a hit and also a save off a secondary stat) and Quivering Palm (terrible in more than one way). Poisons are hard to make effective, and many things are immune to them anyway. Stat damage is still a kind of damage.
So, Playground - what non-caster options can take down enemies without dealing damage? How many of them are actually any good?
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2010-06-23, 07:46 PM (ISO 8601)
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Re: [3.5] Non-caster SoXs
I am AFB right now, but I do believe that the level 9 Tiger Claw maneuver was a save-or-die.
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2010-06-23, 07:46 PM (ISO 8601)
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Re: [3.5] Non-caster SoXs
Net and Lasso come to mind.
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2010-06-23, 07:48 PM (ISO 8601)
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2010-06-23, 07:54 PM (ISO 8601)
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Re: [3.5] Non-caster SoXs
Sorry about that. But isnt Death Attack also from half-casting classes?
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2010-06-23, 07:58 PM (ISO 8601)
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Re: [3.5] Non-caster SoXs
Every melee class gets a save or die. Massive damage.
Deal 50 or more damage and the target has to make a fortitude save or die.
It was the very first rule I banned from my game.
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2010-06-23, 07:59 PM (ISO 8601)
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Re: [3.5] Non-caster SoXs
By 10th-12th level, melee are ideally forcing a SoD from massive damage every round. Of course, it's a low save DC, and I don't know anyone who uses those rules.
Quick draw with a net. Touch attacks aren't hard even with a -4 nonproficiency. Make it spell storing with something in it. Bolas would be great if they were a ranged touch, but as they're not, they're pretty much Master of Masks-only.
Feral Death Blow is, indeed, a save-or-die. Many of ToB maneuvers have save-or-something, and many don't offer a save. They range from from losing actions to ability damage to White Raven's signature no-save daze.
Knockdown is a save-or-suck of sorts. Three Mountains is a save-or-nauseate (for a round). Shield Slam is a stun effect, I think.
Staggering Strike is a save-or-suck. Crippling Strike and the various ambush feats are no-save, but will rarely do much compared to just sneak attacking someone down to dead.Proudly without a signature for 5 years. Wait... crap.
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2010-06-23, 08:08 PM (ISO 8601)
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Re: [3.5] Non-caster SoXs
Cha focused warriors (bards, paladins, sorcerer swiftblades) have the sudden stunning weapon enhancement from DMGII. A stun effect for 1d4+1 rounds usable CHA times per day with a scaling, CHA based DC.
Level 10 Paladin with 24 CHA (+7) can activate it 7 times per day for a DC22 reflex save or stun for 1d4+1 rounds. It's very short term, but depending on the situation, can easily turn to a save-or-lose.
Bards also have the very nice spell, Bladeweave. A swift action spell that allows allows you to force a save vs daze every round you hit an enemy. Once again, a quite nice save-or-lose.
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2010-06-23, 08:08 PM (ISO 8601)
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Re: [3.5] Non-caster SoXs
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2010-06-23, 09:06 PM (ISO 8601)
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Re: [3.5] Non-caster SoXs
Things that can be gotten through feats
Boomerang Daze(RoE) and Standstill both have up beatable DCs
Dire Flail and a Shield Feats that causes Daze.
True name effects.
Hammer's Edge, Three Mountains Style Anvil of Thunder Style from CW
Stunning Fist,
Imperious Command not exactly SoX, but is pretty close.
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2010-06-23, 09:07 PM (ISO 8601)
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Re: [3.5] Non-caster SoXs
No Incarnum? :C
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2010-06-23, 09:14 PM (ISO 8601)
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Re: [3.5] Non-caster SoXs
Yeah, so, um, massive damage only ever hurts PCs, because monsters are designed to die anyway but PCs take massive damage saves repeatedly and will eventually roll a 1. Anything that, by design, necessarily screws over the players is *probably* something you want to get out of the game. Myou is, as usual, correct. :)
Other than massive damage and the (weak) SoX effects that have been described, though, there are only a couple feats that let you trigger minor status effects (and a few weapons that do the same). It's one more example of poor design in the "Fighters can't have nice things" department.
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2010-06-23, 09:17 PM (ISO 8601)
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Re: [3.5] Non-caster SoXs
Does grappling count? It is kind-of a maybe-save-or-suck. Other than that, those Imperious Command builds I keep hearing about come to mind.
Inner fear is your only enemy.
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2010-06-23, 09:42 PM (ISO 8601)
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Re: [3.5] Non-caster SoXs
UMD, im pretty sure with enough ranks in UMD any class can have a SoX,(you can hit me now)
I think SoX's are intentionally scant among non-casters, as non-casters had other roles in the "traditional Party (tank,band-aid,blaster,skill monkey) the casters "blast" with SoX's. That would also explain why they become more common later on."When the DM is smiling, it's already too late"
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2010-06-23, 09:46 PM (ISO 8601)
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Re: [3.5] Non-caster SoXs
Basilisk Mask Totem Meld. Save or be ****ed by Adamantine, to quote the handbook.
That's actually really easy to boost, as well. Dragonborn Mongrelfolk is a good start, and a few levels of Warshaper (by taking, say... a Werebear LA level from SS, which gives Shapechanger subtype), then maybe 3 levels of Master of Masks, dip some save penalizers like Hexblade (for Dark Companion), aaand you can auto-force level appropriate enemies to fail their saves, and get carved up by your team.
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2010-06-23, 10:13 PM (ISO 8601)
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Re: [3.5] Non-caster SoXs
Beguiler, you just got served.
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2010-06-23, 10:20 PM (ISO 8601)
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Re: [3.5] Non-caster SoXs
See http://www.wizards.com/default.asp?x=dnd/sp/20030824a
Characters are not required to complete all the levels of a given template class in uninterrupted succession.
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2010-06-23, 10:24 PM (ISO 8601)
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Re: [3.5] Non-caster SoXs
There is also Three Mountains Strike for a save vs nausia
Standstill is a save vs not move.
Stacking fear effects is a no save, just suck.
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2010-06-23, 10:33 PM (ISO 8601)
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Re: [3.5] Non-caster SoXs
witchslayer PrC, not a caster, capstone ability grants a save vs. AMF effect. pretty nasty little devil if you happen to be able to boost its save high enough.
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2010-06-23, 11:49 PM (ISO 8601)
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Re: [3.5] Non-caster SoXs
Poisons have their drawbacks, but it's usually how my non-magical characters get their SoXs going.
At very low levels (1-4) the poison DCs are still pretty strong and you get effects like nauseate, unconsciousness, and stunning for dirt cheap. At mid levels you can get 1-2 of those effects at a DC 20-26 for a much higher effect, and at very high levels you can either knock somebody out through ability damage or pay a ton/fabricate a crowd control poison.
And for another SoD, Pit Fiend Venom's secondary effect is DC 28 fort or die. Fun if you have access to a pit fiend somehow :PHandbooks: (Hosted on the new MixMax forums)
[3.5] The Poison Handbook
[3.5] (New) Master of Shrouds Handbook
[3.5 Base Class] Healer's Handbook
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2010-06-24, 02:37 AM (ISO 8601)
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Re: [3.5] Non-caster SoXs
There are a few non-magical ways to get fear effects going (Dreadful Wrath, Intimidating Strike, Daunting Presence, and just vanilla demoralize leap to mind), and with enough of them, you start fear-stacking.
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2010-06-24, 04:03 AM (ISO 8601)
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Re: [3.5] Non-caster SoXs
How about Anvil of Thunder? Hit with two different weapons to daze for one round.
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2010-06-24, 04:30 AM (ISO 8601)
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Re: [3.5] Non-caster SoXs
The Reaping Mauler PrC has a death-grapple.
The Arcanopath Monk PrC (Dragon Compendium) has a bunch of anti-caster SoX's.
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2010-06-24, 04:39 AM (ISO 8601)
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Re: [3.5] Non-caster SoXs
Staggering Strike is save vs. stagger.
Boomerang Daze is save vs. daze.
Then there's the various fear-optimization builds... Frightful Presence, Zhentarim Fighter or CW-Samurai with Imperious Command + skill trick + etc.
There are some melee weapon abilities that have save vs. {blah}, although most of them have been nerfed in the MIC. However, they missed one: Torturous in Ghostwalk, +1 enhancement for save vs. stun DC 12, although you can upgrade it to a +2 enhancement and a DC 17.Handbooks:
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2010-06-24, 04:57 AM (ISO 8601)
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Re: [3.5] Non-caster SoXs
Hellreaver has a capstone ability agains evil outsiders: save or blow up. Really. The target blows up in a explosion of light. The hellreaver then does it next round against the next fiend and so on for a while. Great if you have a wizard with enervation who acted the round before to lower the saves.
FCII, probably the most powerful non-cheese PrC for melee characters."78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature."
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2010-06-24, 06:27 AM (ISO 8601)
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Re: [3.5] Non-caster SoXs
I'm particularly fond of Knock-Down + Knockback. Every time you attack, you get a free trip and a free bull rush. That opponent has to spend a move-action to get up and another move-action to get back into melee, so every time you attack you waste an opponent's next turn.
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2010-06-24, 06:34 AM (ISO 8601)
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Re: [3.5] Non-caster SoXs
It's called dealing more damage than the enemy has hp. Works every time. And no save required.
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2010-06-24, 07:28 AM (ISO 8601)
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2010-06-24, 07:44 AM (ISO 8601)
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Re: [3.5] Non-caster SoXs
To add something to what people said above:
- Staggering Critical (DoTU) target is (surprisingly) staggered on a critical. No save.
- Dragon Compendium has Staggering Blow: save vs stun with bludgeoning weapons crits
- Dragon Magazines have few Eye-gouging and Deafening tactical feats. Not so good, but sorta forerunnes of the current Critical Feats in Pathfinder.
- Epic has Devastating Critical: save vs death on a critical hit with a specific weapon
- Death of enemies is similar, but works against ranger favored enemy with any weapon.
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2010-06-24, 07:53 AM (ISO 8601)
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Re: [3.5] Non-caster SoXs
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