The Super Critical Hitter? Maybe? 3.0/3.5

Post/Author/DateTimePost
#1

dragoonlavitz

Oct 16, 2009 4:14:08

Hey guys, me again, this time I'm here this time to get some help on making a crit monger of a warrior/fighter. So far its looking good, I almost have my crit ration to 50%, but I need some input on how I can make it better...without costing too many levels or money. I want the crit range to be acquired by 3.5 means as much as possible, but some 3.0 is alright if it isn't already listed. This is the quickest I can get my current crit ratio.


Pon-Cho


Warrior/Fighter 5 Weapon Master 7


Weapon: Stump Knife: 1d4, 19-20 crit, X2 on crit


Now Stump Knife is a weapon from Arms & Equipment Guide, its a new weapon that a character can use if they forgo a limb, say a hand. This weapon is strapped to stub, and from then the character cannot be disarmed of it. The desired aspect of this is its natural threat range doubling ability. Text says "Against foes to whom you have already dealt damage during a continuous melee, the stump knife's threat range is doubled (17-20). This is not an effect that would leave it exempt, or so I am led to believe, from being effected by the feat Improved Critical.


So, say, after one round of combat, say you charge your opponent and deliver a strike with the stump knife. Naturally, on the next turn, it doubles to 17-20(range of 4). With Improved Critical, this boosts to 13-20(range of 8).


Finally, at level 7, Weapon Masters get a class ability called Improved Critical, that, obviously, gives them the Improved Critical feat as for free. Though, if they already have the feat, they get a nifty +2 to the threat range of their weapon they have chosen.


Thus, by round two in Pon-Cho's battle, he now has a threat range of 11-20(range of 10!). He now has a near 50% crit chance every time he attacks. Of course, its only dealing a X2 crit, but that can be changed with the Burst weapons enhancements.


 


Anyone have any knowledge on feats/classes/weapons/abilities/somethings that can further increase this threat range?

#2

thorn-wychkin

Oct 16, 2009 4:25:06

no i don't know of any but seriously dude, why do you want to expand it any further? you're already gonna crit pretty much everytime you hit

#3

dragoonlavitz

Oct 16, 2009 13:32:57

Well, many people have asked "Why go further?" and perhaps its just for the knowledge of having created something that is so good at just that one thing. People have made World Records based on the attributes they have insanely boosted. The World Record for the fastest runner in DnD is something over 1 billion base speed. People probably asked him, why go faster, you're already the fastest damn thing half way through the process...so I guess its because I would like to recognized for it or something.

#4

thorn-wychkin

Oct 16, 2009 14:52:19

ok well id on't know. maybe there is some masterwork version of a stump knife that has 18-20 for a crit range. maybe you could check that out

#5

inferiae

Oct 16, 2009 15:53:39

Point 1:  When a critical threat range is doubled, it only doubles the original value, and not further doublings. Thus, two doublings results in a tripling.  The critical threat range on a stump blade is as follows: Normal (19-20),  Doubled (17-20),  Doubled Again (15-20).


Point 2: There is however, a Bladed Gauntlet in the Sword & Fist supplement which has a natural threat range of 17-20.  It requires you to burn a feat for the exotic weapon proficiency to use it, but you also get to keep your hand attached.   Bladed Gauntlet (17-20), plus Improved Critical (13-20), plus Keen enchantment (9-20). 


To further enhance this character concept, make them dual wielding, and get them TWO keen bladed gauntlets.  The gauntlet is also a small weapon, so a medium sized character could take the Weapon Finesse feat with them, and pump dex like crazy.  Heck, if you want to go really crazy, make them a rogue, too.  Flank a foe with one of your allies, then go crazy with lots of attacks with critical hits and sneak attack damage.


Just watch out for foes immune to critical hits.  Those will be the bane of this character. You can try to get enchantments that add elemental damage to help in fighting those, but most of the time you'll be pretty useless during those fights. 

#6

dragoonlavitz

Oct 16, 2009 16:16:51

There's one problem with that plan: the Blade Gauntlet has an Errata version and its crit range was reduced down to 19-20. Making it not the best choice for this build.

#7

dragoonlavitz

Oct 16, 2009 16:19:27

In addition, the stump knife's doubling is natural, so when it becomes 17-20, that becomes its new original threat range. Its like a long sword having a original 17-20 to begin with.

#8

inferiae

Oct 16, 2009 16:30:14

Huh, didn't know about the errata.   That makes the bladed gauntlets much less cool.


I think the next best bet would be a scimitar or a rapier.  Both have a natural 18-20 range, and max out at 12-20 with Improved Critical and Keen.  I just can't justify cutting off one's hand to have a stump knife.  It will get you down to a 9-20 eventually, just with a special requirement.


EDIT: fixed an error


All this said, we did a test build of the bladed gauntlet character, and even with a 9-20 theoretical threat range, they needed Vorpal enchantments to keep up with a frenzied berserker.  Also, they still fared poorly against constructs, the undead, slimes.... so yeah.


With rapiers you could still do the rogue thing, since they can be used with Weapon Finesse.

#9

dragoonlavitz

Oct 16, 2009 17:31:45

Well, hence why he is warrior/fighter base, so that he has the full BAB and armor proficientcies in order to deal with constructs and what not. That, and if he goes the warrior route, by Unearthed Arcana rules, he can switch out some of those bonuse feats for alternate class features, say, sneak attack.


And for those saying the use of Keen, I have a DM, he is playing a 3.5 game, but is allowing some 3.0 classes and equipment. But by 3.5 rules, Improved crit and Keen don't stack, so I can't use that route. If so it would triple the 17-20. By 3.0 rules this would be beyond god-rocked, but in 3.5 the rules simply forbid it.


Edit!: The Weapon Master's class ability gives the +2 to the original threat range, THUS, making the threat range by the second round of combat 9-20! Because if its 17-20 before the improved crit, the +2 makes it a 15-20. Double that with Improved: 9-20! 15-20(Range of 6) to 9-20(Range of 12).

#10

sfdragon

Oct 16, 2009 21:59:28

tahts the 3.x weapon master's ki-critical right???


hate to tell you but its a per day deal....

#11

wraithstrike

Oct 17, 2009 1:32:09


 


 


Edit!: The Weapon Master's class ability gives the +2 to the original threat range, THUS, making the threat range by the second round of combat 9-20! Because if its 17-20 before the improved crit, the +2 makes it a 15-20. Double that with Improved: 9-20! 15-20(Range of 6) to 9-20(Range of 12).




Incorrect. The book specifically states you gain improved critical taking it from 19-20 to 17-20 if you dont have improved critical or keen.


The book also says the +2 is always tacked on at the end of any multipliers such as improved critical or keen which meant the +2 is never added to the weapon's base as long as improved crit or keen are being applied.


Now the stump knife does say the crit range doubles against foes you have already damaged during that combat, but you would have to track the crit ranges seperately.



This means that 17-20 after improved crit goes to 13-20(against a damaged foe), and then you add the +2 and it goes to 11-20

#12

dragoonlavitz

Nov 05, 2009 1:22:48

Mhm, well, good enough it seems, its still one hell of a crit range.