Bulldozer build - just plough your way through [Archive] - Wizards Community

Post/Author/DateTimePost
oontyex

11-17-06, 10:30 PM
mellee attacker build, aims to do lots of damage from high chance to crit and confirm, then cleaves

Half Ogre (+1 ECL) / Fighter 2/ Psychic Warrior 2/ Ranger 1/ Barbarian 1/ Dark blade 5/ Disciple of Dispater 8

Books used:
Savage Species
The Quintessential drow
Book of vile darkness
Expanded psionic handbook
Monster manual 4

Half-Ogre: (Savage species)
+6 St/ -2 Dex/+2 Con/-2Int/ -2 Cha
Large size, 30’ mov, darkvis 60
Space/Reach 10/10
+4 Natural armor
Giant blood
Level adjustment +1

From quintessential drow:
Dark blade gives over 5 levels, +1 to critical multiplier, Improved crit and 2 free feats (and more, but this is what is significant to the build)

From book of vile darkness
Disciple of dispater:
at lv 8 gets iron power +2, triples threat range on weapon - species that this stacks with improved crit, and +2 damage and to attack

From monster manual 4:
Greathammer from monster manual 4:
1d12 (medium) 19-20/x4, weight 30lb, bludgeoning
3d6 (large) 19-20/x4, weight 60lb, bludgeoning
?? huge size damage for this??

32 pnt build
St 15/ Dex 15/ Con 16/ Int 14/ Wis 8/ Cha 6
After racial mod:
St 21/ Dex 13/ Con 18/ Int 12/ Wis 8/ Cha 4
from lv 20: gain 5 stat points
St 26 / Dex 13/ Con 18/ Int 12/ Wis 8/ Cha 4

Take 2 flaws:
Shaky: -2 on ranged attack
Meagre Fortitude: -3 to fortitude

At lv 1 take the feat: human blooded (avaiable to half races), so gain +1 skill pnt at each level, so can make the skill prereqs of darkblade [req +5 BAB, 7 ranks in: bluff, sense motive and wilderness lore, and the feat: track]
Disciple of dispater requires [BAB +6, feats: disciple of darkness, power attack and expertise]


Total Feats picked:
Track, Favoured enemy, Disciple of darkness, Expertise, Power Attack, Cleave, Exotic Weapon Proficiency (greathammer), Weapon focus (greathammer), Monkey Grip, Power Critical x 3, Improved Critical, Great Cleave, Improved Initiative, Human Blooded, Dodge, Mobility, Spring Attack

* by lv 20 great hammer does:
mediumk sized Greathammer from monster manual 4:
1d12 19-20/x4, weight 30lb, bludgeoning
-> after Darkblade 5: 17-20/x5
-> after disciple of dispater 8 and darkbalde 5: 9-20/x5
power critical x 3, so + 12 to confirm after a threat

Use Solarian truesteel Greathammer: [book of exalted deeds – item cost +1,000gp, iron, needs no alloy … +1 bonus on the confirmation roll for a critical hit]


So, weild a huge sized [from monkey grip] Sonic Burst (2), Enfeeblding (1) acid burst (2), Thundering (1), Desiccating Burst (3) Solarian truesteel Greathammer

Very likely to threat, high chance to confirm, explosion on a crit, then cleave some more

any ideas / improvements? Not sure if spring attack allows a step between cleaves or not
Caelic

11-17-06, 10:52 PM
Half-Ogre is +2 LA; it was updated in Races of Destiny.
PhoenixInferno

11-17-06, 10:54 PM
Half-Ogre was updated in Races of Destiny - a book you obviously have, but you decided to ignore those few pages, huh? :rolleyes:

Crit-tastic builds are even worse off than Sneak Attack heavy builds - there are many spells that can help you SA normally immune targets, but I can only think of ONE spell that helps you get around crit-immunity and only vs Undead. You don't meet the prerequisites for "Expertise" (Combat Expertise in 3.5 - INT 13).
GaffeR

11-17-06, 10:55 PM
Half Minotaur is always an option at +1 LA. Doesn't look like you're trying to stay away from the cheese.
DaveTheMagicWeasel

11-18-06, 08:17 AM
Do you really think its necessary to take Power Critical 3 times?

I mean, once or twice should be enough to all but guarantee confirmations, and there are plenty of other good feats out there.

Oh, and as usual, drop Monkey Grip. Its crap.

Also, drop Great Cleave. The number of times that you drop more than 1 opponent in a single round is small, so again there are better feats out there.

So, dropping Monkey Grip, Great Cleave and 2 Power Criticals, I'd replace them with Elusive Target, Leap Attack, Improved Sunder and Shock Trooper.

Hmmm... then drop Spring Attack and Weapon Focus as well, in favour of Improved Bull Rush and Combat Brute.
oontyex

11-18-06, 08:21 AM
afew q's:

monkey grip seems to be really good, using weapon 1 size larger as size seems to improve base damage a fair bit.

Also, what was that spell that lets you crit undead?

also, how does spring attack work with great cleave - seems that with this build you could drop enemies quite easily and so get lots of attacks, does spring attack allow a step between each?

and the reason for power crit x 3 is to make it easy to confirm crits, range is very large - so will almost always threat on a hit, power crit x 3 makes it almost certain to confirm, so nearly every attack will be a successful crit

lastly, what do those feats you've listed do/ how do they combine with each other?
Rashomon

11-18-06, 11:56 AM
So, dropping Monkey Grip, Great Cleave and 2 Power Criticals, I'd replace them with Elusive Target, Leap Attack, Improved Sunder and Shock Trooper.

Hmmm... then drop Spring Attack and Weapon Focus as well, in favour of Improved Bull Rush and Combat Brute.

It's IBR / Shock Trooper and IS / Combat Brute, btw.

Also, Monkey Grip is nothing compared to the damage a two-handed weapon can do with Shock Trooper.

If you can regularly hit, you will regularly crit. If you can't regularly hit, I'd rather get feats which help me hit regularly.

Elusive Target lets you ignore Power Attack damage from a foe. As a meleeist, this is very important, since you will be in a position to be power attacked very often. Power Attack tends to do damage in the 3-4 digit range with little optimization, so getting rid of that helps. A lot.

Leap Attack makes you do more damage on power attacks.

Shock Trooper lets you transfer your power attack attack penalty to AC instead of to-hit, which lets you power attack for full BAB with a decent chance of connecting. Only works on a charge, which leads us to...

Combat Brute lets you carry over the power attack damage you did from the last round... without decreasing your BAB or AC. Basically, if you land your monster hit and he does not die, you can hit him again for even more monster damage (especially since you have a high chance of being able to full attack and make him truly suffer).

To show you why power attack can be so deadly, a simple calculation.

Strength 16, BAB 11, LA / ST / CB / ET. Greatsword (no monkey grip).

Make a Shock Trooper Leap Power Attack for full BAB. You add +22 damage from PA. You add +22 damage again from Shock Trooper. You take no penalty to BAB. You take -10 to AC. This is one attack.

Next round, since you PAed him for more than 5 points, you can add your +22 (does this include Leap Attack's bonus? Need confirmation) damage to every single attack of your full attack next round. Absolute minimum 110 damage for no resources spent. I would personally find some way to full attack on a charge so you can deal about 132 damage from PA alone.

COnsequently,this is why Elusive Target is so important. Your opponent is denied his extra PA damage and STILL takes the penalty.
Elexan

11-18-06, 06:37 PM
Make a Shock Trooper Leap Power Attack for full BAB. You add +22 damage from PA. You add +22 damage again from Shock Trooper. You take no penalty to BAB. You take -10 to AC. This is one attack.

I might be missing something, but from my reading of Shock Trooper (and the other mentioned feats at that) I can't for the life of me see why you get to add the +22 damage a second time.
A_Wizard_for_Breakfast

11-18-06, 07:03 PM
Leap attack doubles PA damage on a leaping charge.
Elexan

11-18-06, 07:11 PM
...If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target, you can double the extra damage dealt by your use of the Power Attack feat. If you use this tactic with a two-handed weapon, you instead triple the extra damage from Power Attack... Leap Attack, p. 110 CA.

To me though, it reads that if you PA for 11 you would normally get 11 if you use a one handed weapon, but with this feat and a one handed weapon you get 22. By the same token, if you PA for 11 with a two handed weapon you would normally get 22, but with this feat you get 33. This also seems to be supported by the rule that two doublings equals a tripling, (double your PA for two handed weapon and double damage for LA = x3).