| Post/Author/DateTime | Post |
|---|---|
| Majick05-08-07, 09:22 AM | Ok, this is the thing, i've been thinking lately about what really makes combat awesome for me; what really makes me go "Hell yeah! That's what i'm talking about!" and it's simply my old friend the critical hit. Now, the question i am asking is: Are there any feats available that can make criticals better? Keeping in mind i am already aware of improved critical and power critical so you don't have to re-mention any of those but is there, for instance, a feat that allows you to increase your critical multiplier? Or perhaps do more damage than usual on a critical? Or some special benefit? Thanks in advance :cool: |
| kjenks05-08-07, 09:28 AM | Add more multipliers. Spirited Charge is great, especially with a keen lance. |
| jaelis05-08-07, 09:31 AM | If you're a rogue, telling blow lets you do sneak attack on a critical. Of course there are weapon enhancements like flaming burst and thundering. |
| Orange20SiderOfDeath05-08-07, 12:08 PM | Buy the new critical hit deck from game mastery. Tons of new affects when you critical. The price it right too at ten bucks. Know its not a feat, but it sounds up your ally. Just ask your DM first. |
| Krusk05-08-07, 01:31 PM | There is the luck feat from complete scoundrel that lets you treat a 1 as a 20 for the purposes of crits. pretty useful. better lucky than good. makes the threat range 1, 14-20 on your keen rapiers. plus if you have a dm that enjoys crit fumbles you are safe. unfortunatly you need character level 6th and 2 other luck feats first. i would suggest lucky start -reroll inititave, and advantageous advantage -force the enemy to reroll their confirmation or possibly their attack roll. I find luck feats are pretty good if you are the sort who enjoys crits a lot. |
| penchant05-08-07, 01:43 PM | plus there are classes that improve your crits depending on the weapon you use. For instance, Master Thrower PrC (Complete Adventurer) has a thrown weapon trick that increases your multiplier. |
| Peregrine_Wolf05-08-07, 03:57 PM | Master Thrower is not in teh Complete Adventurer, I have that book with me right now and I am willing to put some randomly large amount of $ on teh table to say that Master Thrower IS NOT in the Complete Adventurer. BTW, if your playing 3.0 rules, Improved Critical stacks with Keen. With this you can take rapier/scimitar to crit. 9-20x2 (18-20=3 numbers. 3x2 from one=6. 6x2=12 numbers.) If you take that luck feat mentioned by Krusk, then you crit. on 13/20 numbers. Not bad in my opinion. |
| MasterSamurai05-08-07, 04:06 PM | Prismatic burst from the minis HB. You cast prismatic burst every time your crit...works vs immune to crit monsters too. You can do an extra 20-40-80 damage on one crit but they get a DC 20 save for half. If your lucky and roll an 8 then you get two prismatic bursts and you could do 40-80-160 points of damage on one crit. |
| Karzach05-08-07, 04:17 PM | BTW, if your playing 3.0 rules, Improved Critical stacks with Keen. With this you can take rapier/scimitar to crit. 9-20x2 (18-20=3 numbers. 3x2 from one=6. 6x2=12 numbers.) If you take that luck feat mentioned by Krusk, then you crit. on 13/20 numbers. Not bad in my opinion. Your math is a little off, a doubled double counts as a triple in DnD. So you'd critical on 12-20, not 9-20. Also, Master Thrower is in Complete Warrior. |
| Frugal05-09-07, 08:40 AM | Your math is a little off, a doubled double counts as a triple in DnD. So you'd critical on 12-20, not 9-20. Also, Master Thrower is in Complete Warrior. Yep, or stated another way, in D&D you always look at the original increases and add together. Improved crit on a rapier would give you 3 numbers, Keen rapier gives you 3 numbers, together they give you 6 numbers. |
| Krusk05-09-07, 09:38 AM | peregrine wolf mentioned in 3.0 rules. in 3.5 they stack diffrently. 3.5 is what we normally play and use. |
| Frugal05-09-07, 09:51 AM | peregrine wolf mentioned in 3.0 rules. in 3.5 they stack diffrently. 3.5 is what we normally play and use. True it's 3.0, but I thought the stacking still worked like that because I thought you needed something like weapon master (or was it still exotic weapon master in 3.0? Whatever class it was that expanded your crit range) to get your crit range down into the single digits. |
| Master_of_the_Arcane05-09-07, 01:13 PM | Don't forget the flesh ring of scorn from the magic item compendium. 3 times a day automatically confirm a threatened crit as a free action. |
| jadehawk05-09-07, 01:25 PM | Isn't there a feat out there that gives you a +4 bonus on attacks to confirm critical hits? PHBII perhaps? |
| Frugal05-09-07, 01:32 PM | Isn't there a feat out there that gives you a +4 bonus on attacks to confirm critical hits? PHBII perhaps? That's power critical, from CW, +4 to the confirmation roll with the specified weapon. |
| NerdNumber105-09-07, 02:00 PM | Solanian Truesteel (Weapon material-Arms and equipment guide-pg14): +1 for the conformation on a critical hit I think there are better materials, but you asked for every bonus for criticals. |
| Peregrine_Wolf05-09-07, 03:50 PM | In teh Complete Adventurer there is a spell that helps with crit confirmations. Also, are we talking about the same Complete Adventurer? The one with ninja, scout, and spellthief as base classes. Also has Dread Pirate, Tempest, Bloodhound and other PrC's? Because there is no Master Thrower in that book. |
| Sajek05-09-07, 05:01 PM | The swords of a Nimblewright (MMII) have 12-20 base crit range, which is freaking awesome. I dont think any sane DM would allow you to play one of them, however. |
| Ariath Ska'Vhor05-09-07, 05:09 PM | Another 3.0 gem; The correct Disciple of Dispater build will give you a crit range of 9-20, and that's including the factoring of double double is triple. |