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    ClericGuy

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    Default [3.5] Critical hits build

    So I am currently working on a character who makes the most out of critical hits, just for fun right now but I may use him someday. So far there are the obvious enhancments: keen and impact, and the feats improved critical and power critical. I have also made this list of items from the DMG and MIC, with the smiley ones being of special value. (synergy means +2 cost basically)
    I have also learned of kaorti weapons from the fiend folio which make any weapons crit multiplier x4 but need exotic weapon profficiency and a maker to create one.
    Here is the list:

    DMG all of them, especially thundering (all damage values are for a crit multiplier of x4)
    Slow burst (5,000 gp) slows
    Acidic burst (synergy) 3d10
    Flaming burst (synergy) 3d10
    Icy burst (synergy) 3d10
    Shocking burst (synergy) 3d10
    Thundering (+1) 3d8 sonic

    MIC
    Maiming (+1) Crit: 3d6 damage
    Weakening (+1) Crit: -4 str
    Dessicating burst (synergy) 3d8, 6d8 plants/water elementals
    Fiercebane (synergy) 3d10 specific creature
    Paralytic burst (+2) paralyze 1 round
    Profane burst (synergy) 3d10, 6d10 good outsider
    Psychokinetic burst (synergy) 3d6 force damage
    Sacred burst (synergy) 3d10, 6d10 evil outsider
    Screaming burst (synergy) 3d8 sonic
    Stunning (synergy) stunned 1 round

    Do you at the GItP forums have anything to help or add? Either crit weapon, feat, or whatever? Please don't criticize about how making a character off of only crits is not a good idea, because I pretty much know that.


    (But it is freaking hillarious to show your party members that on a 15-20 crit with a +1 kaorti thundering maiming falchion you do 8d4+3d8+3d6+Str and then some damage.)

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    Default Re: [3.5] Critical hits build

    Don't forget the Psychic Weapons master. I think Master Throwers get a couple Crit-augmenting abilities, too.

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    Default Re: [3.5] Critical hits build

    hate to spoil a bit of your fun, but keen and improved critical don't stack. Better to stick with just the feat and add more mods.
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    Default Re: [3.5] Critical hits build

    They dont stack in RAW but I know a few DMs that allow them to stack for a simple reason.

    Keen or Impact, is the weapon itself being augmented to make critting easier.

    Improved Critical, is an increase in the wielders skill.

    When you think about it, there's no reason they shouldn't stack; they just dont stack in RAW because the one who wrote up thr rules might have seen it as unbalanced.
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    Default Re: [3.5] Critical hits build

    Quote Originally Posted by PirateJesus View Post
    They dont stack in RAW but I know a few DMs that allow them to stack for a simple reason.

    Keen or Impact, is the weapon itself being augmented to make critting easier.

    Improved Critical, is an increase in the wielders skill.

    When you think about it, there's no reason they shouldn't stack; they just dont stack in RAW because the one who wrote up thr rules might have seen it as unbalanced.
    They did in 3.0 as far as I remember.

    Also, I house rule they do for the same reason
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    Default Re: [3.5] Critical hits build

    Technically, the Weapon Master PRC from 3.0 (Sword and Fist, page 38) is still valid for 3.5, as they did not re-write it.

    Make sure you take improved critical in your weapon of choice before reaching weapon master 6, do not rely on keen, as with the rewrite to keen and improved crit stacking, this is essential. If they already have improved crit, the weapon master increases the critical threat range of their weapon of choice by +2 (so 19-20 becomes 17-20, 15-20 becomes 13-20.) They also increase their crit multiplier by +1 (so from x2 to x3, or higher) 5x per day (after you roll a critical hit, before you roll damage) by weapon master 10.

    I think your best bang for the buck there, is to go with a 20/x4 weapon, such as the goliath greathammer. +2 to the crit range makes a much bigger deal for a 20/x4 weapon than a 18-20/x2 weapon. Then again, +1 to the multiplier makes a bigger deal to a x2 weapon than a x4 weapon, so maybe I'm wrong. Still, a goliath weapon master weilding a 3d6 - 17-20/x5 hammer with any of your pretty enchantments seems yummy.

    (And yes, Keen/improved crit stacking was eliminated intentionally for 3.5, because people were threatening a crit on every hit they made--with weapon master, a scimitar, rapier or falchion was critting on a 10-20--which is also probably why weapon master was never ported to 3.5. This was a mistake, however, as 3.0 material remains officially 3.5 RAW if they didn't rewrite and rerelease it.)
    Last edited by Talya; 2008-10-12 at 05:46 PM.

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    Default Re: [3.5] Critical hits build

    Quote Originally Posted by PirateJesus View Post
    They dont stack in RAW but I know a few DMs that allow them to stack for a simple reason.

    Keen or Impact, is the weapon itself being augmented to make critting easier.

    Improved Critical, is an increase in the wielders skill.

    When you think about it, there's no reason they shouldn't stack; they just dont stack in RAW because the one who wrote up thr rules might have seen it as unbalanced.
    I agree and have said so in your thread on the subject :p but he asked for advice so he should be aware of the limitations in case his DM is not one of those who will allow them to stack anyway. :)
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    Default Re: [3.5] Critical hits build

    Disciple of Dispater PrC from Book of Vile Darkness triples critical threat range of iron or steel weapon being used and that stacks with Improved Critical feat (but not with keen). This could turn 18-20 range into 9-20 range if I'm correct. Add Power Attack (which is one of the requirements for the PrC btw) and have fun .
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    Default Re: [3.5] Critical hits build

    Well lets see, first you have a weapon with an 18-20 crit. Add keen for 15-20, add Improved Critical for 9-20, then if you have that class feature that triples it...that gives you a -11 to 20 crit range.
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    Default Re: [3.5] Critical hits build

    There's a SpC spell called Critical Strike that, as a Swift Action, adds +4 to confirming crits, doubles your crit range(stacking), and tosses on +1d6 damage. It's low-level, too, so you can get an item of it at-will pretty cheaply.
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    Default Re: [3.5] Critical hits build

    If I recall correctly, the 3.0 rule for stacked criticals was this: double double is triple, double double double is quadruple, double triple is quadruple

    So everytime you take keen or IC, you just add the base threat range again.

    Much more reasonable.
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    Default Re: [3.5] Critical hits build

    You can't make any weapon a kaorti weapon with an x4 multipler. The FF has a x4 exotic kaorti "ribbon dagger" - that's it. Or at least that's all I could find.

    As for crit stuff:

    A bloodlust (+6000, Forge of War) shield adds a +4 morale bonus to your confirmation rolls.

    The pitspawned weapon template (+1000, DMGII) adds a +2 unnamed bonus.

    The hunter's mercy (Rgr1, SpC) spell makes your next hit with a bow a critical hit.

    The surge of fortune (Clr5, CCha) spells lets you declare one attack roll a natural 20 (automatic crit threat).

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    Default Re: [3.5] Critical hits build

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    Default Re: [3.5] Critical hits build

    What's your character build? Sneak attack + the Telling Blow feat (PHB2 I think - gives your sneak attack damage on a critical hit) will add some punch to your crits.
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    Default Re: [3.5] Critical hits build

    As of right now it is a toss up between rogue sneak attack type character or a straight fighter. I do know about rules saying no stacked keen/improved critical. In all honesty that would just be ridiculous.
    Also, the bloodlust shield looks pretty great right now.
    As for build options:
    if Fighter probably use keen enhancement and have a high crit range weapon-such as falchion
    if Rogue like character probably get improved critical and dual wield rapiers or something with a 18-20/x2 crit. Sneak attack and huge crit is very appealing.
    Are there any feats that anyone can think of? I don't think I saw any.

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    Default Re: [3.5] Critical hits build

    Quote Originally Posted by Swooper View Post
    What's your character build? Sneak attack + the Telling Blow feat (PHB2 I think - gives your sneak attack damage on a critical hit) will add some punch to your crits.
    Rogue/Scout with improved Skirmish and Swift Ambusher would work even better. Trade 1d6 sneak attack for full skirmish? TWF and Two Weapon Pounce for surprise sneak/skirmish attacks (to start) and then telling blow to try to sneak/skirmish as much in combat as possible
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    Default Re: [3.5] Critical hits build

    Warblades get their Int bonus to rolls to confirm critical hits. Paladins and archivists can cast the Bless Weapon spell, which makes confirmations automatic vs. evil creatures. And the Arcane Duelistgets an extra doubling of crit range that explicitly stacks with Improved Critical, but you have to suffer through seven levels of the class to get it.
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    Default Re: [3.5] Critical hits build

    The Mythic Exemplar PrC (CC) has an ability (Paragon's Gift, Least [Sunyartra]) which increases the critical range of a weapon by 1 (and specifically stacks with anything else). You can get this ability by level 2 of the PrC, but it's only usable for a limited number of rounds, and a limited number of times per day.

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    Default Re: [3.5] Critical hits build

    I generally prefer 2 weapon fighting, speed, and high crit rate; attacking 10 times a round with a 17-20 crit range ensures at least a few criticals each round. No clue if that's better than a x4 weapon for your purposes, though.

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    Default Re: [3.5] Critical hits build

    If you're just looking to maximize damage, I'd add on some combination of Battle Jump (Unapproachable East), Headlong Rush (Races of Faerun), Rhino's Rush (Spell Compendium), or Spirited Charge. Throw in Power Attack and/or Leap Attack for bonus damage. A Half-Orc Paladin with the PHBII charging smite variant using a lance two handed from the back of a mount could easily get {5(1d8 + [Str*1.5] + [BAB * 2] + [2 * level] + magic) + bonus dice} damage pretty easily.

    Whatever you do, make sure you have something ready for the many enemies who are immune to crits.

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    Default Re: [3.5] Critical hits build

    What, no mention of the Lightning Maces and Snap Kick feats with +1 Aptitude Keen Kukris, the stance Blood in the Water, and 3.5 legit Disciple of Dispater 10, along with any turn undead ability, Divine Metamagic: Persistent, and a Greater Ring of Spell Storing with Choose Destiny, to gain two extra attacks per critical hit and about an 80% chance of scoring a crit each attack, which explodes into an infinite number of attacks. FTW.

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    Default Re: [3.5] Critical hits build

    five levels of binder and the expenditure of a feat gives you access to Andras. (Or seven levels of binder without the feat.) He grants the "Sure Blows" ability to whomever he's bound. You gain Improved critical for every weapon you wield. If you already have improved crit for a weapon, this ability gives you a +4 bonus to confirm the crit that stacks with the Power Critical feat.

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    Default Re: [3.5] Critical hits build

    I'm not entirely sure why they thought the stacking was broken. I mean, melee characters are underpowered anyway, and it's not like there are very many spellcasters cheesing out the crit ranges on their rays.
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    Default Re: [3.5] Critical hits build

    I just have one thing to say....

    Psychic Weapons Master + Tiger Fang Legacy Weapon = awsm

    (edit - to clarify, Tiger Fang + PWM = an all-day 13-20/x4 crit and sometimes a 13-20/x5 crit. Have fun!)
    Last edited by sonofzeal; 2008-10-13 at 12:09 AM.
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    Default Re: [3.5] Critical hits build

    First, crit builds are fundamentally weak.

    They lose a lot of damage vs anything immune to crits, including undead, oozes, constructs, plants, etc.

    An entire enchantment completely turns them off (Greater Fortification).

    That said:

    1 level lion totem barbarian.
    then go into fighter.
    Maybe into disciple of dispater.

    2 handed weapon. Say, a Greatsword.
    Good off hand weapon usable with a 2 hander. Let's go with Armor spikes.


    Two weapon fighting, Improved Two weapon Fighting, Greater Two weapon Fighting
    Power attack, Leap attack, Shock Trooper
    Improved Crit (greatsword), Improved crit (Armor Spikes).

    Burst weapons (+1).

    Now, you can charge, full attack, power attack (with shock trooper to AC), get full damage on the 2 hander, take normal damage on the armor spikes.

    Get a haste effect, for an extra attack. At level 11, you'll be swinging:

    greatsword at full, full, -5, -10
    Armor spikes at full, -5, -10

    Greatsword will do 2d6 + 1.5 Str + 45, that multiplies on a crit
    +1d6, and an additional 2d10 on a crit.

    Armor spikes will get 1d6 + 0.5 Str + 1, that multiplies on a crit
    +1d6, and an additional 2d10 on a crit.

    Two handed weapon, two weapon fighting build that uses crits, but doesn't rely on them.

    ****************************************

    Or, go into Dervish + Scimitars and the two weapon fighting tree, and go up to thousand cuts. Movement enhancers for added effect. If you can get multiweapon fighting as well, and use races that have more arms, so much the better.

    Thri Kreen work well, as do any race with a tail attack (and serpent kingdoms Prehensile Tail Feat), as well as Lords of Madness and the Mouthpick weapon.

    Heck, take a thri-kreen, find a way to get it a bite attack (there are ways... including the Hunger Domain), get it a mouthpick weapon, and improved multiattack, adn you have, with a +11 BAB, 11 attacks per round, on a moving full attack (dervish). Once you get to Thousand Cuts and BAB 16? Lookin at 32 attacks in a round. With a 15-20 weapon.

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    Default Re: [3.5] Critical hits build

    Quote Originally Posted by Talya View Post
    Technically, the Weapon Master PRC from 3.0 (Sword and Fist, page 38) is still valid for 3.5, as they did not re-write it.
    Oh, but they did. They also tweaked the name: it's now the Exotic Weapon Master, and it was released in Complete Warrior back in 2003.

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    Default Re: [3.5] Critical hits build

    Quote Originally Posted by Curmudgeon View Post
    Oh, but they did. They also tweaked the name: it's now the Exotic Weapon Master, and it was released in Complete Warrior back in 2003.
    Different class features, different prerequisites, different name. Not the same class.

    Edit: Also, the Weapon Master is also found in Oriental Adventures. OA got an official 3.5 update in Dragon 318 and there were no changes to the Weapon Master.
    Last edited by Iku Rex; 2008-10-13 at 05:18 AM.

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    Default Re: [3.5] Critical hits build

    Quote Originally Posted by Talic View Post
    Heck, take a thri-kreen, find a way to get it a bite attack (there are ways... including the Hunger Domain), get it a mouthpick weapon, and improved multiattack, adn you have, with a +11 BAB, 11 attacks per round, on a moving full attack (dervish). Once you get to Thousand Cuts and BAB 16? Lookin at 32 attacks in a round. With a 15-20 weapon.
    They already got one. With poison. Does 1d6 dex primary, 1d6 dex secondary.

    Insectile is a great template for dervish, gives you a total of 6 arms for +2 la.

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    Default Re: [3.5] Critical hits build

    So...

    Insectile Thri-Kreen

    Sorceror 1 (Dragon Tail, then Prehensile tail)
    Fighter 4
    Dervish 10

    Now you get:

    6 arms (scimitars for all!)
    1 bite (mouthpick scimitar!)
    1 tail (prehensile tail scimitar!)

    total of 8 limbs.

    Now, greater multiweapon gives you, at let's say a +16 BAB:

    Attack at Full x8
    Attack at -5 x8
    Attack at -10 x8
    Attack at -15

    25 total attacks. Dervish dance to 50. You'll need a heck of a movement to pull it all off, though. Assuming you attack prior to moving, and after every square moved, you'll need 120 feet of movement to get all your attacks.

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    Default Re: [3.5] Critical hits build

    Best way I know to make the most of criticals is with Telling Blow and sneak attack/skirmish. Telling Blow always deals your sneak/skirmish damage on critical hits, so it doesn't mind if you're more than 30' away, the target has concealment, or you don't move 10' beforehand.

    Keen rapier threatens on 15-20. Great crossbow with Keen Edge cast on the bolts also threatens on 15-20.

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