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  • Do You Aply Dex To Ranged Attack Dmg Pathfinder
    카테고리 없음 2021. 1. 26. 07:42


    Dex 17, BAB +1, Point Blank Shot, Weapon Focus (Any Ranged Weapon) You can carefully target enemies to add your level to ranged attack rolls -Devastating Shot: Dex 17, BAB +8, Well Practiced Aim: As a full-round action, you can make a single Ranged attack with a Firearm with such percision and timing that it does double damage.

    1. Do You Aply Dex To Ranged Attack Dmg Pathfinder 2
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    Home >Feats >Combat Feats >

    You can make exceptionally deadly ranged attacks by pinpointing a foe’s weak spot, at the expense of making the attack less likely to succeed.

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    Prerequisites: Dex 13, base attack bonus +1.

    Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

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    • 3Game Rule Components
    • 6Side Notes

    Introduction[edit]

    This build is intended to maintain maximum caster level while making a Wizard untouchable by anything short of a critical hit. It is the supreme defensive caster build with virtually no dependance on defensive spells. Offensively, it focuses on one of the most reliable, consistent forms of damage: Ranged Touch Attacks.

    Envision, if you will, a Wizard with ridiculously high Touch AC, high Saves, high Hit Points, Evasion, and Uncanny Dodge. Then, imagine this wizard using spells like Fly, defensive abjuration spells, and Ranged Touch to rain down punishment on everything below, while sitting untouched above the battle. (Or, untouched by everything above, in front, behind, etc) Virtually impossible to kill and able to unleash potent magic on its enemies, this Wizard is seemingly unbeatable.

    References[edit]

    Player's Handbook (PHB)

    Player's Handbook II (PHB2)

    Dungeon Master's Guide (DMG)

    Complete Arcane (CA)

    Do You Aply Dex To Ranged Attack Dmg Pathfinder

    Complete Divine (CD)

    Complete Mage (CM)

    Champions of Valor (CoV)

    Complete Scoundrel (CS)

    Frostburn (FB)

    Game Rule Components[edit]

    Spells[edit]

    To be determined by the user, but I strongly suggest Fly, various Rays, various Orbs, Shield, various AOEs, Teleport, and Enervate. Truthfully, whatever offensive spells, Buffs, or defensive spells are beneficial in any given situation would be beneficial here. Very few defensive spells, if any, are needed.

    Items[edit]

    Suggestions: Bracers of Armor +8, Ring of Protection +5, Vest of Resistance +5, Headband of Intellect +6, Amulet of Health +6, and Gloves of Dexterity +6. This build is meant to rely heavily on Metamagic Rods for Quickening or Maximizing spells.

    Special: I highly recommend making items by doubling effects on a single item, such as gaining both +5 Protection AC and +5 Dodge AC on your ring, using the rules found on page 285 of the DMG.

    Progression[edit]

    Using the point-buy method with 32 points, as shown on page 169 of the DMG (Before Racial Adjustments): STR 12, DEX 16, CON 14, INT 16, WIS 10, 8 CHA

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    Elf (Snow): FB page 34. (Alternately, any Elf, or even a Human, would do.)

    Starting Racial Traits: Elf Racial Traits found on page 16 of the PHB with one exception: +2 DEX, - 2 CHA.

    ECLClassBase
    Attack Bonus
    Saving ThrowsFeatsClass
    Features
    Special
    FortRefWill
    1stMonk 1+0+2+2+2Carmendine Monk, Improved Grapple, Improved Unarmed StrikeAC Bonus, flurry of blows
    2ndMonk 2+1+3+3+3Combat ReflexesEvasion
    3rdRanger 1+2+5+5+3Skill Focus (Knowledge Religion), TrackWild Empathy, Favored Enemy
    4thWizard 1+2+5+5+5Summon Familiar, Scribe ScrollArcane Spellcasting, +1 INT
    5thWizard 2+3+5+5+6
    6thDivine Oracle 1+3+5+5+8Steadfast DeterminationOracle Domain, Scry Bonus+1 level of existing spellcasting class
    7thDivine Oracle 2+4+5+5+9Prescient Sense, Trap Sense +1+1 level of existing spellcasting class
    8thDivine Oracle 3+4+6+6+9Divination enhancement+1 level of existing spellcasting class, +1 INT
    9thDivine Oracle 4+5+6+6+10Combat CastingUncanny dodge (Dex bonus to AC)+1 level of existing spellcasting class
    10thAbjurant Champion 1+5+6+6+12Abjurant Armor, Extended Abjuration+1 level of existing arcane spellcasting class
    11thAbjurant Champion 2+6+6+6+13Swift Abjuration+1 level of existing arcane spellcasting class
    12thAbjurant Champion 3+7+7+7+13Practiced Spellcaster+1 level of existing arcane spellcasting class, +1 INT
    13thAbjurant Champion 4+8+7+7+14Arcane Boost+1 level of existing arcane spellcasting class
    14thAbjurant Champion 5+9+7+7+14Martial Arcanist+1 level of existing arcane spellcasting class
    15thRogue 1+9+7+9+14Point Blank ShotSneak Attack +1d6, Trapfinding
    16thSpellwarp Sniper 1+9+7+9+16Spellwarp+1 level of existing spellcasting class, +1 INT
    17thSpellwarp Sniper 2+10+7+9+17Sudden Raystrike +1d6+1 level of existing spellcasting class
    18thSpellwarp Sniper 3+11+8+10+17Precise Shot, Spell Penetration+1 level of existing spellcasting class
    19thSpellwarp Sniper 4+12+8+10+18Sudden Raystrike +2d6+1 level of existing spellcasting class
    20thSpellwarp Sniper 5+12+8+10+18Ray Mastery+1 level of existing spellcasting class, +1 INT

    At level 20: Monk 2/Ranger 1/Wizard 2/Divine Oracle 4/Abjurant Champion 5/Rogue 1/Spellwarp Sniper 5

    Additionally, using scourge strike while standing in Death and Decay causes scourge strike to cleave to nearby targets. Finally, your abomination will deal AoE damage during Dark Transformation. Outbreak + Dark Transformation + Death and Decay + Scourge Strike spam = Really high burst AoE. Traditionally (as far as MMORPGs go), the anchor target (location at which the caster is aiming the spell), and those closest to that target, are affected the most by the AoE effect, with diminishing returns as the spell radiates outward. In World of Warcraft, most area spells are GTAoE or PBAoE, and all targets in the area suffer the full effect. Does conch strike do aoe dmg wow 4. I used Crouch, Chomp, Chomp, Explode. (It'll die first then rez to do Explode.) Finally, I sent in the Tranquil Mechanical Yeti. I used Metal Fist and the Giant Opaline Conch died. If the Conch is still alive or seems to have more health than the Metal Fist can hit with, either try for another Metal Fist or just blast the conch with Ion Cannon. Note: This guide was written specifically for Marksmanship Hunters on Heroic difficulty, though the same strategies apply to any spec, just fill in the abilities to the 'equivalent' of your spec. Specs without a 'tap' AoE (an AoE that only hits once for a small burst of damage) may find it a little challenging.

    Other Components[edit]

    Do You Aply Dex To Ranged Attack Dmg Pathfinder 2

    For Divine Oracle, the Class requires 8 ranks of Knowledge Religion that can be obtained by spending 5 Skill Points as a Monk and 3 Skill Points over the 2 levels of Wizard.

    For Spellwarp Sniper, the Class requires 8 Concentration and Spellcraft. You can easily accomplish that at this point (You shouldn't even have to try, honestly), even taking into account the whole 8 skill points you spent on Divine Oracle.

    Highlights[edit]

    1. The build is based on combining Arcane Casting with the unarmored Monk AC Bonus, conceptually. Thanks to the Carmendine Monk Feat, the build focuses on Intelligence instead of Wisdom. Ergo, the bonus stat bump at every 4th character level goes into Intelligence. Using the base stats I presented, plus 5 Int from bonuses and items giving +6 Int, Con, and Dex, the Character's relevant Stats would be: DEX 22, CON 20, INT 27. The gear suggested would give +8 AC from the Bracers and +5 AC from the Ring. In total, using the suggested items and point-buy stat array, the AC would be at least 10+6+8+8+5 = 37. (One could easily increase that by multiples of 5 by adding on stacking forms of AC to the Ring of Protection, say Dodge or Deflection, as described on page 285 of the DMG.) All 37 AC is Touch AC, which so high that it is virtually impossible to hit with Touch Attacks - except for natural 20s. (For instance, if even this character rolled a 19 on the ranged attack roll, the result would be 36.) The 37 calculation also does not take into account the swift-cast, buffed abjuration spells like shield, which would give +7 AC due to the Abjurant Champion portion of the build. That would be 44 touch AC.

    Bear in mind, this AC figure requires 64,000 gold for the Bracers, 25,000 for the ring, and 36,000 x 3 for the 3 stat-boosting items which is 197,000 - or 3,000 less than the cost of enchanting both an Armor to effectively +10 and a Shield to effectively +10, per DMG rules. Comparatively, a Fighter with a +5 Full Plate, at least 12 Dex, a +5 Heavy Shield, and a Ring of Protection +5 would have 10+8+1+5+2+5+5 = 36 AC. In total, a Fighter with fully decked-out Mithril armor, a ring, and any relevant stat boosting items for his build will have close to the same AC, but that gear will cost significantly more and generally have 19 Touch AC or less, at best. For the same gold cost, one could invest in additional AC bonuses on an AC ring for this Wizard build.

    2. Saves are the other component that make this great, defensively. Due to the various classes used, the Base Saves are +8, +10, and +18. Add +6 from Dex to Reflex, +5 Con to both Fortitude and Wisdom (Thanks to Steadfast Determination Feat), and +5 to all from the Vest of Resistance and your Saves would be 18, 21, and 28. Similarly to the Ring of Protection, you can increase all saves by multiples of 5 by adding on stacking forms of Save Bonuses to the Vest of Resistance, such as Inherent or Holy, as described on page 285 of the DMG.

    Do You Apply Dex To Ranged Attack Dmg Pathfinder 2017

    3. Evasion is a nice touch that prevents this build from taking much, if any, damage from AOE damage spells or similar effects that save for half damage on a Reflex save.

    4. The Divine Oracle provides Uncanny Dodge, which is significant for the build. It is vitally important that this build gets Uncanny Dodge to ensure that it cannot be caught Flat-Footed because, if it were, most of the character's AC would not apply to a surprise attack. If you are being flanked by a Rogue or attacked in the 'Surprise Round', your full AC would still be brought to bear against the Rogue's ability to hit you if you have Uncanny Dodge.

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    5. Thanks to Practiced Spellcaster, the effective caster is equal to the character level - ie 20 Caster level at 20th character level. The character will gain access to 9th level spells by level 21.

    6. This build also provides higher Hit Points for an arcane caster due to the D6 Hit Dice for Divine Oracle and Rogue and Spellwarp Sniper, D10 for Abjurant Champion, and d8 for both Ranger and Monk - essentially comprising 18 levels of the 20 with Hit Dice higher than a Wizard's d4.

    7. Offensively, this build is one of the MOST effective builds at using use Ranged Touch Attack spells because of it's higher than normal BAB, high Dex, Point Blank Shot/Precise Shot Feats, and the Prestige Class intended to boost Ranged Touch attacks. It can, however; certainly use any spells a Wizard can learn - including AOE, transport, utility, defensive, or CC spells.

    Munchkin-Size Me[edit]

    Munchkins should be pleased with this build. Just find more ways to increase the Stats - better starting array, Tome/Manuals, etc.Editor Note: If your starting race is a drow you add in spell resistance.

    Side Notes[edit]

    The build allows one to deal maximum damage with Rays and other Ranged Touch spells, while becoming nearly impossible to hit with any form of attack, except natural 20s on attack rolls.

    Limitations[edit]

    Until this build gains Uncanny Dodge, it is susceptible to surprise attacks, just as any Monk would be. Due to the nature of the build, the AC is able to expand without bound because you can increase your Dex and Int as high as possible and each increase in modifier will increase the AC of the build without any limits, such as you would find on a piece of armor. Once Uncanny Dodge is gained, the character has only one limitation: no Spell Resistance. Obviously, it works better if acting in the surprise round.

    DM Counters[edit]

    This build would handle almost any form of assault from intended/appropriate CR enemies and has only one true weakness - no spell resistance.

    The best ways to attack this build are 1. with LOTS of enemies to ensure maximum chances of rolling a 20 or 2. to attack the Fortitude Save, which is likely the lowest save the character has, albeit at 19 or higher. Alternatively, if you can find a spell that does not require a Touch Attack or a Save, this character would be defenseless against it without a defensive spell active to counter it or an item that provides SR. Additionally, this Wizard is just as susceptible to Silence and Anti-Magic zones as any other.

    The best ways to defend against this build are to have high Touch AC enemies with good Saves and Evasion, eg Monks. If an NPC has any weakness, especially a stereotypical one like low Reflex Saves for a Full Plate armor wearer, this build will be able to exploit it. Resistances would help, but since this is a Wizard, it can reach into its bag of tricks and pull out a spell like Enervate or Magic Missile in order to avoid resistances altogether.

    Additionally, NPCs being able to fly would help immensely. (As would NPCs having really high Melee or Ranged attack modifiers.)


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