| Post/Author/DateTime | Post |
|---|---|
| #1vyousFeb 18, 2009 20:16:03 | I've been playing around with some 2h power attack builds for a while and I keep running into the problem of high AC (go figure) and I was wondering what the best way to make melee attacks into touch attacks would be. |
| #2BloodDragonFeb 18, 2009 20:23:21 | If you have a high spot, 12 ranks to be exact: Spot the Weak Point, skill trick, complete scoundrel. "Make your next attack a touch attack." Sadly it's only once an Encounter being a skill trick but if you already have a high spot this be probably a lot better then spending cash on items, begging the party wizard to craft or Multiclassing. If not I'm sure others will be along to make more suggestions. :D |
| #3vyousFeb 18, 2009 20:29:09 | Yeah, I saw that skill trick, the only thing is that I've been trying to find a way to make my full attack a touch (or some equivalent), since I was considering doing some leap attack/pouncing (sorry I guess I should have mentioned that in the first post). |
| #4SIKBUZFeb 18, 2009 21:19:42 | There is an Illumian PRC (ROD) Shadow Sentinel that gives more and more attacks that bypass Armour and Concealment using an Umbral Blade, the higher level you go. Brilliant Energy enchantment for weapons ignores non-living material including armour |
| #5saladin77Feb 18, 2009 22:08:37 | If your DM allows custom magic items, Gloves of Wraithstrike are great. Our tank in a recent high-level game used a pair of Gloves of Extended Wraithstrike 10/day costing: 3*5*1800*2 = 54,000gp, plus our DM tacked on surcharge for using a metamagic feat. It was well worth it. If thats too much, you can drop the Extend and reduce it from 10/day to 5/day, for a cost of 2*3*1800 = 10,800gp, which is an absolute steal. Any sane DM will deny you gloves of continuous wraithstrike. If you're evil, also grab an item of Continuous Sadism (spell from BoVD). cost: 2*3*2000*4 = 48,000gp This can keep you going after the initial charge, especially against multiple opponents. A good power attacking charge can easily deal hundreds of damage, so you're looking at +10 all the way up to +30 or +40 on attacks and damage the next round, and if you are really tricked out it only gets crazier. Hit the easiest to hit enemy with your first charge to power this up, then go to town on the survivors. As long as you can keep hitting, this thing will keep itself going through most of the battle. If no Custom Items are allowed, things are tougher. Obviously use Shock Trooper so that you power attack off of AC on a charge. If you can get Mark of Minauros (from Fiendish Codex 2, requires 2 feats, LE alignment, and doing a favor for Mammon, so might be hard to get) you can get a +2 bonus to attacks per 10 feet you charge. With Boots of Speed or a similar item you can have a 60 foot speed, charging up to 120 feet for a potential bonus of +24 to attacks, and much more if you can boost your speed. If your party has a high level martial adept, Warmaster's Charge is devastating. Have the party wizard cast Summon Monster to gain 1d4+1 extra mooks, then charge. Warmaster's Charge lets every ally within 60 feet make a free charge attack, with a +2 bonus on attacks for each person charging. Assuming two PCs in the charge, this is a +8 to +14 bonus to attacks for each person. If the wizard can, say, twin this, for 2d4+2 monsters, the bonuses increase to +12 to +24. Make sure to use flying creatures (celestial owls work well) so that they will all have a clear line to charge the target. If you have feats to burn... Robilar's Gambit + Stormguard Warrior lets you get a +4 on attacks and damage (stacking, but only for the next round) each time an enemy attacks you. Not much use on the first charge, but once you're engaged these bonuses can add up quickly against many foes or enemies with lots of attacks. If your DM allows Robilar's to stack with Karmic Strike, use both. If he allows Dragon Magazine feats, use Improved and Greater Combat Reflexes, which give you iterative attacks of opportunity. At its most insane, this can let you get 6 AoO's for each one time the enemy attacks you, for a +24 bonus on attacks and damage next round. Even better, the Stormguard Warrior text says that you refrain from making your attack of opportunity to get this bonus, which means that this bonus isn't limited by your number of attacks of opportunity per round. |
| #6zenoguFeb 18, 2009 22:34:26 | Brilliant Blade/Aura spells (or something) grant weapons the Brilliant Energy property. |
| #7jansentunnecliffeFeb 18, 2009 23:35:51 | If you have a power point pool (obtained easily enough with wild talent) you can get the feat Deep Impact from the XPH. IIRC it requires +5 BAB and psionic weapon. you expend your psionic focus to make your attacks touch attacks. |
| #8vyousFeb 19, 2009 0:56:05 | My DM isn't to hot on Psionics and the Tome of Battle, so I probably won't be able to use warmaster's charge and deep impact, but I'm defiantly going to use shock trooper,and run the wraith strike gloves by him, thanks. |
| #9carnivoreFeb 19, 2009 3:17:17 | try Trip Attacks.... they are Melee Touch attacks to start... if you can trip your opponent, you gain an immediate additional Attack vs Prone(with +4 to hit effectively) Master Thrower... gives thrown weapon trick: Weak Spot – When attacking an opponent of your size or larger, you may make a Ranged Touch Attack (instead of a Normal Ranged Attack), though you may not apply your Strength modifier to the damage. You may only take this trick as a 5th level Master Thrower. useful with Brutal Throw and Power Throw Pyrokineticist ... gives Fire Lash at 1st level... which allows you to make a Ranged Touch attack(15') .... but also lets you use any feat that can be used for a whip.. thus you can PA with it... but you would also need either Lasher Prc or Exotic Weapon Master to avoid provoking AoOs Warlock ..... has Eldritch Glaive(least invocation)... which allows Melee touch attacks several spells give Weapon-like effects ... that are melee touch attacks: Flame Blade Evocation [Fire] Level: Drd 2 Components: V, S, DF Casting Time: 1 standard action Range: 0 ft. Effect: Sword-like beam Duration: 1 min./level (D) Saving Throw: None Spell Resistance: Yes A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this bladelike beam as if it were a scimitar. Attacks with the flame blade are melee touch attacks. The blade deals 1d8 points of fire damage +1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth. The spell does not function underwater. Produce Flame Evocation [Fire] Level: Drd 1, Fire 2 Components: V, S Casting Time: 1 standard action Range: 0 ft. Effect: Flame in your palm Duration: 1 min./level (D) Saving Throw: None Spell Resistance: Yes Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.This spell does not function underwater. Chill Touch Necromancy Level: Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Touch Targets: Creature or creatures touched (up to one/level) Duration: Instantaneous Saving Throw: Fortitude partial or Will negates; see text Spell Resistance: Yes A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level. :D |
| #10true_shinkenFeb 19, 2009 4:47:13 | Deep Impact psionic feat. |
| #11phaedrusxyFeb 19, 2009 17:08:36 | Wraithstrike. Something like Barbarian 1 (for pounce)/Battlesorcerer 4/Dragon Disciple, if you want to go crazy with it. Or get a wand, put it in a wand chamber on your weapon, and get enough Use Magic Device ranks to activate it (or dip into Sorc or Wiz for 1 level, or cleric with the Magic Domain, etc). |
| #12shuntensatsuFeb 19, 2009 17:43:50 | My DM isn't to hot on Psionics and the Tome of Battle. If he won't allow Psionics and ToB, but allows a Glove of Wraithstrike, I'd find a new DM unless he's a friend of yours. And if he's a friend, go kick his bum-bum and tell him to wisen up. |
| #13phaedrusxyFeb 19, 2009 17:48:40 | That freakin' glove isn't worth the money, anyway. A Wand of Wraithstrike costs 4500 gp. A Wand Chamber on your weapon costs 100 gp. So you could buy 10 wands for less than the price of that glove. That's enough charges for 500 full attacks. I doubt you make that many in the entire lifetime of a character, and you can afford to start using it alot earlier than you could the glove. |
| #14ninjarabbitFeb 19, 2009 17:51:23 | Go gish, you can easily get 7th or 8th level spells and only lose 1 BAB and you can get spells like wraithstike barbarian2/fighter2/wizard2/abjurantchampion5/spellsword1/eldritchknight8: 19 BAB and CL thanks to abjurant champion, 8th level spells paladin4/sorcerer2/abjurantchampion5/spellsword1/eldritchknight8: 19 BAB and CL, 7th level spells |