Lightning Maces

Post/Author/DateTimePost
#1

malicte

Jul 24, 2008 1:11:09
I'm currently creating a character for a solo campaign I plan to run soon. My DM will probably provide me with a single NPC for help, but it'll be his call at to what, and nothing that's incredibly good, certainly. That said, I'm creating a character under Gestalt rules, and I'm trying to build him around the tactical feat 'Lightning Maces' from Complete Warrior.

Lightning Maces generates extra attacks when I threaten a crit while dual-wielding Light Maces. I'm trying to find a way to optimize use of this ability (Whether by increasing crit range, number of attacks, whatever) while trying to stick to PH races. The best thing I've found so far is Disciple of Dispater, but since my character is non-evil, it's not really an option. Pretty much any book or supplement is fair game here for classes/equipment/feats/whatever, as long as I stick with core races.

Any thoughts or suggestions are appreciated, as I generally play casters, and so am very unfamiliar with melee in general.

Edit: Not sure where the high-end for the campaign is, level-wise, but the starting level is 3, with standard WBL. Stats are a 32-point buy.
#2

reis

Jul 24, 2008 1:23:46
best use of this feat is to use the aptitude weapon enhancement from tome of battle to apple it to a weapon with a larger crit range and keen enhancement as well
#3

cycada

Jul 24, 2008 1:29:57
best use of this feat is to use the aptitude weapon enhancement from tome of battle to apple it to a weapon with a larger crit range and keen enhancement as well

This does not work. Aptitude only works for feats that let you pick the weapon that it applies to, not ones that specifically mention a single type of weapon.
#4

jaronk

Jul 24, 2008 2:18:51
Cycada: maybe you want it to be that way, and maybe that was the intent, but that's not how it works by RAW. By RAW, it applies to any feat that specifies one particular weapon. That includes Lightning Mace and Hand Crossbow Focus (which are the two nasty power uses of it).

JaronK
#5

malicte

Jul 24, 2008 2:30:05
Given that Aptitude weapons work, would my best bet be to simply grab a pair of aptitude scimitars and pick up dervish?
#6

jaronk

Jul 24, 2008 2:55:05
As a warning... it's really powerful. I made a theoretical ops build around this concept, using Lightning Mace and Roundabout Kick (which works the same way with an Aptitude weapon, giving you an extra attack every time you threaten a critical). You end up with infinite attacks when combined with the Disciple of Dispater PrC. At least, maybe infinite. There was some debate about it.

JaronK
#7

malicte

Jul 24, 2008 3:02:30
Oh dear. Well, I'm non-evil, so THAT isn't an issue. Not sure about roundabout kick either, that seems less in concept and more cheese, so it's probably out. Anything else I should look for?
#8

inarai

Jul 24, 2008 3:20:17
Roundabout Kick is literally the ability to roundhouse kick somebody in the face whenever you threaten crit. The concept actually makes perfect sense, because you really need to hit someone hard before you throw soemthing like that, or they'll just hit you mid-turn(Note: I'm reading it as the Hollywood spinning roundhouse kick, and not the faster, also quite effective karate roundhouse. Cinematically cooler, less realistic.)
#9

BloodDragon

Jul 24, 2008 8:14:55
As a warning... it's really powerful. I made a theoretical ops build around this concept, using Lightning Mace and Roundabout Kick (which works the same way with an Aptitude weapon, giving you an extra attack every time you threaten a critical).

Think you can dig up that old thread?
#10

empirate

Jul 24, 2008 8:22:51
Reading Lightning Maces again, I thought about the Ranger spell Hunter's Mercy, which basically makes your next attack with a bow an auto-threat if it hits. This opens two questions:
Does anything similar exist for melee attacks?
And if not, could a bow with the Morphing enchantment be used as a workaround?
#11

jaronk

Jul 24, 2008 11:06:01
Think you can dig up that old thread?

Hard to do... the theoretical ops board got smushed into this one. But the basic build was a Warblade/Disciple of Dispater that used a pair of aptitude kukris with Blood in the Water, so he had a 9-20 critical threat range, and then used Roundabout Kick and Lightning Mace so that every critical threat got him an extra attack and every confirmed critical got him another. Then I believe someone else mentioned that Warmind would give him two attacks every time he generated a new attack, so it exploded even faster. And of course with Blood in the Water, your damage and to hit keeps getting better, so very quickly you're confirming on a 2.

JaronK
#12

bauglir

Jul 24, 2008 12:20:03
Oh yeah, I remember that. Quick question, though; that crit range was calculated using D&D math, right? Crit ranges being an abstraction rather than a value representative of a real quantity.
#13

reis

Jul 24, 2008 13:19:05
Oh yeah, I remember that. Quick question, though; that crit range was calculated using D&D math, right? Crit ranges being an abstraction rather than a value representative of a real quantity.

yes, but disciple of dispater is 3.0 and requires you to be well, evil.

if you want to not completely break things i'd suggest just settling for 15-20 crit range with warblade levels to get blood in the water, dancing/raginmg mongoose etc
#14

keyes2004

Jul 24, 2008 14:04:16
There is an enhancement bonus from the magic item compendium that doubles the threat range for blunt weapons like keen does for slashing weapons.
#15

cycada

Jul 24, 2008 14:29:07
There is an enhancement bonus from the magic item compendium that doubles the threat range for blunt weapons like keen does for slashing weapons.

Yes but I'm pretty sure it specifically states that it stacks with no other crit modification at all. I could be wrong though.
#16

keyes2004

Jul 24, 2008 15:11:54
Yes but I'm pretty sure it specifically states that it stacks with no other crit modification at all. I could be wrong though.

Yeah it does say it doesn't stack with other crit modifiers. I dont' really know what lightning maces does and I can't check the books from my cubicle, I'm just throwing a suggestion out to avoid wasting a feat on improved critical and possibly getting the critical bonus a few levels earlier.
#17

jaronk

Jul 24, 2008 16:08:46
Oh yeah, I remember that. Quick question, though; that crit range was calculated using D&D math, right? Crit ranges being an abstraction rather than a value representative of a real quantity.

Critical range was correctly calculated (the class triples it, from 18-20 to 12-20, and it explicitly stacks with Improved Critical, which doubles it again to 9-20). As another poster stated, it's unupdated 3.0 material, and more to the point you get infinite attacks, so it's probably best to just go with a 15-20 critical range in a real game. But even that with Lightning Mace, Roundabout Kick, Blood in the Water, the Enfeebling enchantment, and that feat from Drow of the Underdark that slows enemies on a critical hit... that's plenty.

Heck, you could do something like Monk 6/Shou Disciple 5/Swordsage 4/Master of Nine 5, which would give you flurry of blows with kukris in addition to all that other good stuff... Burning Blade and Dancing Mongoose would be great manuevers. You'd need fractional BAB to get all your attacks though.

JaronK
#18

sinfire_titan

Jul 24, 2008 19:48:42
If that build is the one used, I recommend grabbing Time Stands Still to slaughter everything in reach.
#19

jaronk

Jul 24, 2008 21:08:32
Not enough initiator level. That build only gives you 14.

JaronK
#20

sinfire_titan

Jul 24, 2008 21:16:54
Not enough initiator level. That build only gives you 14.

JaronK

Damn. And AoB sucks because of the penalties you take.
#21

jaronk

Jul 24, 2008 21:28:38
With Blood in the Water, I wouldn't worry about it too much. You might want that feat that gives a +4 to confirming criticals if you can.

But seriously, with GTWF and whatnot, you're looking at 9 attacks a round, plus a manuever (likely Dancing Mongoose, Burning Blade, or similar). With 1/4 of them threatening a critical, that's an additional 2 attacks a round, plus 1 or 2 more when you successfully confirm the crit... and then Blood in the Water boosts your to hit way up.

Basically, you'll charge up for the first round or so. Try to get their dex denied to AC or maybe get touch attacks for a round somehow.

JaronK
#22

spectre3541

Jul 24, 2008 22:06:15
Basically, you'll charge up for the first round or so. Try to get their dex denied to AC or maybe get touch attacks for a round somehow.

JaronK

The Blurstrike enhancement causes opponents to be flatfooted for a total of 10 rounds per day. And if I'm remembering correctly, it only works once per opponent per encounter. There's your one round charge up....
#23

reis

Jul 24, 2008 22:51:30
dervish is a pretty good option with that many attacks because you can spread your full attack out against physically weaker foes
#24

triple_expresso

Aug 24, 2008 2:18:16
Hope this helps:

Potencially Endless Attacks in a Single Full Attack Action

the original thread by JaronK

and This

its a dervish build with discussion abt lightning maces further down.

#25

arcane-surge

Aug 24, 2008 12:01:26
Funny thing about Disciple of Dispater and Book of Vile Deeds in general: I was flipping through Elder Evils, and noticed that a whole bunch of the NPCs in that book have PrCs from BoVD. Does this mean that WotC feels that BoVD is safe and legal for 3.5 consumption, or does it just mean that, once again, the sample characters are totally out of whack?
#26

reis

Aug 24, 2008 16:00:41
in an actual non-theorycraft game theres nothing in BoVD thats that crazy, because disciple of dispater and AFTS etc can easily be held in check with story elements, like forcing PC's to agree to a infernal pact to take all 10 levels in disciple, otherwise dispater takes immediate possession of your soul.