need "to hit" bonus [Archive] - Wizards Community

Post/Author/DateTimePost
TheGregorian

02-23-05, 07:51 PM
Hey... kinda an optimization question, but my character's only level 11, so I'm not getting any responce there....

I'm building a halfling monk (either 11 monk or 9 monk/2 pally) using shurikens as a primary weapon. But I can't get his to hit high enough. I'll be fighting other PCs, and we have a LOT of money to spend, so their AC will be very high, I need to figure out what all I can add to my attack.

(only PHB and DMG are allowed)

so far I have:
8 (BAB)
10 (dex)
4 (enhancement from weapon)
1 (size)
1 (halfling racial)
1 (weapon focus)
1 (ioun stone)

that's a total of +26 to attack for my first attack, but I know it can be higher, I just don't know how.

Most important I ned stuff that starts out on... stuff that won't be dispelled... but I also could use a list of spells that'll be useful.

I'll probably have a potion of good hope, a scroll of reduce person, and a wand of true strike for emergencies. (good hope and reduce person should increase my attack by 4 all together.)

anything else seem efficient?

plot is kinda like an arena situation... we have a lot of money to spend, and whatever we use one day, we get back after the battle... so... money's not an issue.
SpellMaster

02-24-05, 12:05 AM
Certainly doesn't belong in the Development Forum, but whatever.

Something you may want to consider is making your Shuriken have the Brilliant Energy ability.

Brilliant Energy: A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item’s weight. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, and objects. This property can only be applied to melee weapons, thrown weapons, and ammunition.

Just a thought.
TheGregorian

02-24-05, 10:37 PM
possible, but it'd have to do less damage. Right now they're

+4 returning flame, frost, shock, merciful shurikens of (_) bane (I'm getting 12 human, 12 orc, 8 elf, 6 of dwarf, halfling, and gnome each).

Right now that's 21+18d6 damage per hit but...

+1 brilliant energy bane merciful returning frost, shock

+1 brilliant energy returning frost shock merciful shurikens of (_) bane.

that's still 12+15d6 damage, plus it'll hit more often. that's only 27-102 damage as opposed to 39-129 but chances are that'll hit more often. On average rolls I should pretty well be able to hit most people's brilliant AC. If 3 of my 4 attacks hit that's an average of 193.5 damage in a round... which should do it.

sounds good. thanks.
SpellMaster

02-25-05, 12:49 PM
Glad I could help. Just remember this won't help any against monks, unless they wear bracers of armour, as most of their AC bonuses come from things other than armour. Expect lots of Wisdom, Dexterity, Deflection, Insight, and Dodge bonuses from them. A monk with enough money could probably reach an AC of 35 or even 40 without any armour, if he set his mind to it (and had access to enough source books).

But yeah, Brilliant Energy should do fine for most enemies.
TheGregorian

02-25-05, 03:24 PM
yea, at level 11 I made a monk with a 53 AC against a brilliant weapon. So... I'm still considering things... but brilliant energy will still reduce their AC by at least 8 or so... good for a +4 bonus.
Surreal

02-26-05, 05:57 AM
You could always try adding a level of Exotic Weapon Master or Master Thrower and make some ranged trip attacks with your shurikens.
Persephone Imytholin

02-26-05, 09:27 AM
Just quietly, the plural of 'shuriken' is 'shuriken'.
Trydan

02-28-05, 12:49 PM
Certainly doesn't belong in the Development Forum, but whatever.Well, probably not as WotC intended it, but I understand TheGregorian's plight. Lately, the Char.Opt board has been often either caustic or apathetic to posters. Of course, everyone is welcome here, but they just need to expect Char.Dev style answers :D

Like this one.

You character is a professional arena fighter, eh? And, by the sounds of it, the opponents are pretty tough. So, it was probably just as well he befriended Larinia, an elvish wizardess from the forests of Yotroot. How the two met in the first place is a long story, which I'll spare you the details for now, but the bottom line was that Larinia owes you a favour... a big favour. So, with this latests problems of the "pit" (those opponents are so fast, so tough and so "spelled-up-to-the-eyeballs") you thought it was time to cash-in on that favour the elf-lass owes you.

You've had this idea about some sort of magical item; something that would allow you to strike true every time, not just when some sorcerer casts a common divination spell, or you use one of those cheap wands of "my-arrow-will-always-hit-provided-I-waste-vital-time-using-this-thing!".

Together, you and Larinia discussed the problem, and in the end agreed to a plan. Larinia would do the research, and you would fund it. Of course, with loads of winnings from lesser arena combats, that was the least of the problems. The thing was... was Larinia up to the task. And what about all those strange components she keeps asking for.

As the money dips low, you start to wonder whether this was a massive error of judgement, but then, one foggy morning, Larinia sent a messenger to tell you that the "visor of perception" was ready, and that it needed its first... combat trial.

(OOC: speak with your DM, and see if you can hire a wizard to do some spell-research, combined with wondrous item creation. I'm sure that with some good role-playing, True Strike and Permanency, you could come up with something that gives you a permanent increase to your to-hit roles. :) )
Zerolight

03-03-05, 04:11 AM
Just as quietly points out that permanent true strike is cheesy, and if as a DM i would have yer elf friend die horribly in the attempts to research such a thing. :plotting: Then maybe her family would come looking for the one who put her up to such a thing.
TheGregorian

03-03-05, 01:10 PM
perma true strike shouldn't ever happen.... but... true strike's a level 1 spell. Wand of true strike=spend one round to position yourself, use the wand, spend the next round positioning yourself, and attack... but that's spending 2 rounds on one attack.... is there any way you can get an extra standard action in a round (like what haste used to be.)
thegreatbuddha

03-03-05, 07:58 PM
If you go the psychic warrior route, you can take the fell shot and psionic meditation feats. As long as you have the hustle power and enough power points, you can expend your psionic focus to make ranged attacks as touch attacks (1 per round) and then use hustle as a swift action to gain an extra partial action, which you then use to regain your psionic focus as a move action via Psionic Meditation. Drop a +1 or so off of the shurikens and add spell storing to them, imbueing them with some kind of curse effect (Bestow Curse comes ot mind) that smacks AC down a bit, and there you go. if you have enough feats from psychic warrior, you can even make up for some of that lost monk movement with Speed of Thought, and the Psychic Warrior gains Power Points via Wisdom, so you'll hgave good ability synergy.
TheGregorian

03-03-05, 09:08 PM
Yea, I like using psionics, you can do a lot with them, but I need this for a specific campeign that ONLY allows PHB and DMG. (no monster manual, it's purely an arena setting, playable races only... therefore druids=garbage here because there's no summoning/companions or animal forms allowed)

Another question that I thought of though... In what ways can a person act as though they were mounted (to use the spirited charge/lance glitch). Catch is: PHB/DMG only, it can't be anything that can attack (so real mounts/summoned mounts are out).... The flying broom/carpet might work, but last time I asked this DM he said they weren't "mounts" so you didn't get that bonus... but he did say there WAS a way to get the spirited charge bonus in the PHB.... I just can't find it?
thegreatbuddha

03-03-05, 11:13 PM
Half-Orc Cleric (St Cuthbert) 11

Feats: Power Attack, TWF tree

Items: Quarterstaff +3/+3

Round one: Cast quickened divine favor and righteous might.

Round 2: Use the strength domain abiltity for a +11 strength for a round.

TWF-ing, you get 5? attacks, dealing 1d8+ a bunch.

Also, consider adding a level of monk for Wis to AC.

There' just something fun about a naked orc with a stick breaking 150 damage per round :)
TheGregorian

03-10-05, 02:59 PM
sounds interesting but you only get one round with the +11 to strength. And how would you get 5 attacks with a level 11 cleric?
thegreatbuddha

03-12-05, 02:25 PM
How much money exactly do you start off with?

Also, do you get any preparation time o buff yourself?

Lastly, what range do these combats start out at?
TheGregorian

03-14-05, 03:19 PM
start out level 11, high power stats, 750,000 GP to spend, and access to ONLY the PHB and DMG... so no animals/mounts/summons etc and you can't bring any other living things with you. Nothing can fight for you or the guards smite you. But the DM DID say there was something in the PHB of DMG that you could use as a mount that's in the PHB (in the form of a spell I assume).

but.... if I can find something to "ride" so I act as mounted I'll end up doing upwards of 3d8+129 damage per round.