• PC

    Base Attack Bonus
    A base attack bonus is an attack roll bonus derived from character class and level or creature type and Hit Dice (or combinations thereof). Base attack bonuses increase at different rates for different character classes and creature types. A second attack is gained when a base attack bonus reaches +6, a third with a base attack bonus of +11 or higher, and a fourth with a base attack bonus of +16 or higher. Base attack bonuses gained from different sources, such as when a character is a multiclass character, stack.


    Combat Statistics
    This section summarizes the statistics that determine success in combat, and then details how to use

    Attack Roll
    An attack roll represents your attempt to strike your opponent on your turn in a round. When you make an attack roll, you roll a d20 and add your attack bonus. (Other modifiers may also apply to this roll.) If your result equals or beats the target’s Armor Class, you hit and deal damage.

    Automatic Misses and Hits
    A natural 1 (the d20 comes up 1) on an attack roll is always a miss. A natural 20 (the d20 comes up 20) is always a hit. A natural 20 is also a threat—a possible critical hit.

    Table: Size Modifiers

    Size Size Modifier
    Colossal -8
    Gargantuan -4
    Huge -2
    Large -1
    Medium +0
    Small +1
    Tiny +2
    Diminutive +4
    Fine +8

    Attack Bonus
    Your attack bonus with a melee weapon is:

    Base attack bonus + Strength modifier + size modifier

    With a ranged weapon, your attack bonus is:

    Base attack bonus + Dexterity modifier + size modifier + range penalty

    Base Attack Bonus
    A base attack bonus is an attack roll bonus derived from character class and level or creature type and Hit Dice (or combinations thereof). Base attack bonuses increase at different rates for different character classes and creature types. A second attack is gained when a base attack bonus reaches +6, a third with a base attack bonus of +11 or higher, and a fourth with a base attack bonus of +16 or higher. Base attack bonuses gained from different sources, such as when a character is a multiclass character, stack.

    Damage
    When your attack succeeds, you deal damage. The type of weapon used determines the amount of damage you deal. Effects that modify weapon damage apply to unarmed strikes and the natural physical attack forms of creatures.

    Damage reduces a target’s current hit points.

    Minimum Damage
    If penalties reduce the damage result to less than 1, a hit still deals 1 point of damage.

    Strength Bonus
    When you hit with a melee or thrown weapon, including a sling, add your Strength modifier to the damage result. A Strength penalty, but not a bonus, applies on attacks made with a bow that is not a composite bow.

    Off-Hand Weapon
    When you deal damage with a weapon in your off hand, you add only ½ your Strength bonus.

    Wielding a Weapon Two-Handed
    When you deal damage with a weapon that you are wielding two-handed, you add 1½ times your Strength bonus. However, you don’t get this higher Strength bonus when using a light weapon with two hands.

    Multiplying Damage
    Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results. Note: When you multiply damage more than once, each multiplier works off the original, unmultiplied damage.

    Exception: Extra damage dice over and above a weapon’s normal damage are never multiplied.

    Ability Damage
    Certain creatures and magical effects can cause temporary ability damage (a reduction to an ability score).

    Armor Class
    Your Armor Class (AC) represents how hard it is for opponents to land a solid, damaging blow on you. It’s the attack roll result that an opponent needs to achieve to hit you. Your AC is equal to the following:

    10 + armor bonus + shield bonus + Dexterity modifier + size modifier

    Note that armor limits your Dexterity bonus, so if you’re wearing armor, you might not be able to apply your whole Dexterity bonus to your AC.

    Sometimes you can’t use your Dexterity bonus (if you have one). If you can’t react to a blow, you can’t use your Dexterity bonus to AC. (If you don’t have a Dexterity bonus, nothing happens.)

    Other Modifiers
    Many other factors modify your AC.

    Enhancement Bonuses
    Enhancement effects make your armor better.

    Deflection Bonus
    Magical deflection effects ward off attacks and improve your AC.

    Natural Armor
    Natural armor improves your AC.

    Dodge Bonuses
    Some other AC bonuses represent actively avoiding blows. These bonuses are called dodge bonuses. Any situation that denies you your Dexterity bonus also denies you dodge bonuses. (Wearing armor, however, does not limit these bonuses the way it limits a Dexterity bonus to AC.) Unlike most sorts of bonuses, dodge bonuses stack with each other.

    Touch Attacks
    Some attacks disregard armor, including shields and natural armor. In these cases, the attacker makes a touch attack roll (either ranged or melee). When you are the target of a touch attack, your AC doesn’t include any armor bonus, shield bonus, or natural armor bonus. All other modifiers, such as your size modifier, Dexterity modifier, and deflection bonus (if any) apply normally.

    Hit Points
    When your hit point total reaches 0, you’re disabled. When it reaches -1, you’re dying. When it gets to -10, you’re dead.

    Speed
    Your speed tells you how far you can move in a round and still do something, such as attack or cast a spell. Your speed depends mostly on your race and what armor you’re wearing.

    Dwarves, gnomes, and halflings have a speed of 20 feet (4 squares), or 15 feet (3 squares) when wearing medium or heavy armor (except for dwarves, who move 20 feet in any armor).

    Humans, elves, half-elves, and half-orcs have a speed of 30 feet (6 squares), or 20 feet (4 squares) in medium or heavy armor.

    If you use two move actions in a round (sometimes called a “double move” action), you can move up to double your speed. If you spend the entire round to run all out, you can move up to quadruple your speed (or triple if you are in heavy armor).

    Saving Throws
    Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the effect. Like an attack roll, a saving throw is a d20 roll plus a bonus based on your class, level, and an ability score. Your saving throw modifier is:

    Base save bonus + ability modifier

    Base Save Bonus
    A saving throw modifier derived from character class and level. Base save bonuses increase at different rates for different character classes. Base save bonuses gained from different classes, such as when a character is a multiclass character, stack.

    Saving Throw Types
    The three different kinds of saving throws are Fortitude, Reflex, and Will:

    Fortitude
    These saves measure your ability to stand up to physical punishment or attacks against your vitality and health. Apply your Constitution modifier to your Fortitude saving throws.

    Reflex
    These saves test your ability to dodge area attacks. Apply your Dexterity modifier to your Reflex saving throws.

    Will
    These saves reflect your resistance to mental influence as well as many magical effects. Apply your Wisdom modifier to your Will saving throws.

    Saving Throw Difficulty Class
    The DC for a save is determined by the attack itself.

    Automatic Failures and Successes
    A natural 1 (the d20 comes up 1) on a saving throw is always a failure (and may cause damage to exposed items; see Items Surviving after a Saving Throw). A natural 20 (the d20 comes up 20) is always a success.

  • PC

    So if your a 15 Dragon Adept and a 5 10E Fighter i think you have 3 attacks at +11 BAB

    Now what is your strength? and your Size?

    To Hit Bonus = Base attack bonus (+11) + Strength modifier (??) + size modifier (??)

  • PC

    24 Strength giving you a 7 modifier.

    What is your claw damage for your Half-Dragon 1d6 for a Large? Your character sheet has you listed as Medium which is a 1d4.

    At 5th level a 10E Fighter gets 1 energy spirit doing a extra 1d6 points of damage.

    I’m going to assume for Large Category you have a Bite: 1d8 and a Claw of 1d6


    So you have 3 claw attacks. Starting point.

    Damage: 1d6 damage (piercing) + 1d6 (energy) + 7 (strength) per attack

    Ok lets add this:

    [Item] [Fire, Electric, and Acid] Necklace of Natural Weapons +5


    [Item] Necklace of Natural Weapons
    The enhancement bonuses on this necklace are applied to attack and damage rolls involving one or more of the wearer’s natural weapons. In addition, any weapon special quality may be applied to this necklace, and the quality then applies to those natural weapons as well. For instance, a +1 throwing returning necklace of natural weapons would apply its enhancement bonus and the throwing and returning special abilities to one or more of the wearer’s natural weapons.

    Caster Level: 3rd; Prerequisites: Craft Wondrous Item, Craft Magic Arms and Armor; Market Price: 600 gp, plus the cost of the enhancement bonuses, multiplied by the number of natural weapons affected. A +1 necklace of natural weapons that affects one natural weapon costs 2,600 gp; if the same necklace affects six natural weapons, it costs 15,600 gp.
    Weight: —.

    [Savage Species, Page 58]


    Your attacks change to:
    Damage: 1d6 damage (piercing) + 1d6 (energy) + 7 (strength) per attack + 5 (Necklace Enhancement) + 3d6 (Fire, Electric, Acid)

  • PC

    (cont. from previous post)

    Damage: 1d6 damage (piercing) + 1d6 (energy) + 7 (strength) per attack + 5 (Necklace Enhancement) + 3d6 (Fire, Electric, Acid)

    Now we add this:

    [Item] Amulet of Mighty Fists + 5 (with slight Artificer tweak changing enhancement to circumstance bonus)
    This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.

    Faint evocation; CL 5th; Craft Wondrous Item, greater magic fang, creator’s caster level must be at least three times the amulet’s bonus; Price 6,000 gp (+1), 24,000 gp (+2), 54,000 gp (+3), 96,000 gp (+4), 150,000 gp (+5).

    Taking you to:

    Damage: 1d6 damage (piercing) + 1d6 (energy) + 7 (strength) per attack + 5 (Necklace Enhancement) + 3d6 (Fire, Electric, Acid) + 5 (Amulet)

  • PC

    Ok now lets work on your strength - currently Str: 24 (mod 7)


    [Item]Belt of Physical Might
    Aura strong transmutation; CL 12th; Slot belt; Price 10,000 gp (+2), 40,000 gp (+4), 90,000 gp (+6); Weight 1 lb.

    DESCRIPTION
    This belt grants the wearer an enhancement bonus to two physical ability scores (Strength, Dexterity, or Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. These bonuses are chosen when the belt is created and cannot be changed.

    CONSTRUCTION REQUIREMENTS
    Craft Wondrous Item, bear’s endurance, bull’s strength, and/or cat’s grace; Cost 5,000 gp (+2), 20,000 gp (+4), 45,000 gp (+6).


    And:
    [Item] Manual of Gainful Exercise+5 (Inherent bonus)

    Will put you at a Strength of 35 (+12)

    Your attacks change to:
    Damage: Damage: 1d6 damage (piercing) + 1d6 (energy) + 12 (strength) per attack + 5 (Necklace Enhancement) + 3d6 (Fire, Electric, Acid) + 5 (Amulet)

    Feat (Improved Natural Attack) - Increases base damage
    Damage: Damage: 1d8 damage (piercing) + 1d6 (energy) + 12 (strength) per attack + 5 (Necklace Enhancement) + 3d6 (Fire, Electric, Acid) + 5 (Amulet)


    Item[Keen] Claws of the Ripper: These metal, scythe-like blades are designed to fit over one set of a dragon’s claws, and they resize to fit any dragon of Large size or bigger.
    The set of claws using the claws has its critical damage multipler increased to x4.
    Faint transmutation; CL 6th; Craft Ring; 2,000 gp; Wgt: 10 lbs.

    [Draconomicon, Page 82]

    Damage: 1d8 damage (piercing) + 1d6 (energy) + 12 (strength) per attack + 5 (Necklace Enhancement) + 3d6 (Fire, Electric, Acid) + 5 (Amulet)
    Crit Range: 19-20
    Crit Modifier: x4


    [Feat] Add Feat - Improved Critical

    Damage: 1d8 damage (piercing) + 1d6 (energy) + 12 (strength) per attack + 5 (Necklace Enhancement) + 3d6 (Fire, Electric, Acid) + 5 (Amulet)
    Crit Range: 17-20
    Crit Modifier: x4


  • PC

    Attacks - Primary 3/ Offhand 1

    [Feats] Now add Feats Rapid Strike, and Improved Rapid Strike (Draconomicon p. 73)

    Damage: 1d8 damage (piercing) + 1d6 (energy) + 12 (strength) per attack + 5 (Necklace Enhancement) + 3d6 (Fire, Electric, Acid) + 5 (Amulet)
    Attacks: Primary 4/ Offhand 2
    Crit Range: 17-20
    Crit Modifier: x4

    Now we add the following Feats:

    [Feat] Weapon Specialization BAB +1 +1/+1 -
    [Feat]Weapon Mastery BAB +4, Specialization +1/+1 -
    [Feat]Weapon High Mastery BAB +8, Mastery +1/+1 -
    [Feat]Weapon Grand Mastery BAB +12, High Mastery +1/+1 +1

    +4 to hit and +4 damage, and +1 attack

    Changing this to:

    Damage: 1d8 damage (piercing) + 1d6 (energy) + 12 (strength) per attack + 5 (Necklace Enhancement) + 3d6 (Fire, Electric, Acid) + 5 (Amulet) + 4 (Feats)
    Attacks: Primary 5/ Offhand 2
    Crit Range: 17-20
    Crit Modifier: x4

  • PC

    Ok now for some fun

    [Feats] Feat Chain: Feral Combat Training, Improved Unarmed Strike, Superior Unarmed Strike, and Beast Strike

    Giving you.

    Damage: 1d12 damage (claw piercing/slashing) + 1d6 (spirit energy) + 2d6 (unarmed strike) + 12 (strength) per attack + 5 (Necklace Enhancement) + 3d6 (Fire, Electric, Acid) + 5 (Amulet) + 4 (Feats)
    Attacks: Primary 5/ Offhand 2
    Crit Range: 17-20
    Crit Modifier: x4

  • PC

    looks nice, but can the belt be changed to fill a different item slot, and maybe the 2 necklaces be merged or something.

    The Dragon Spirit Cincture (Greater) that your making takes up the belt slot, and the Torq of Tiamat he wears on his wrist.

  • PC

    Wouldn’t my claw damage end up being 1d12 due to the feats Greater Unarmed Strike and Superior Unarmed strike? Not sure, just wondering??

  • PC

    It does, I had gotten distracted by the wife and kids but yes. Fixed it.

    Damage: 3d6 damage (claw piercing/slashing) + 1d6 (spirit energy) + 2d6 (unarmed strike) + 12 (strength) per attack + 5 (Necklace Enhancement) + 3d6 (Fire, Electric, Acid) + 5 (Amulet) + 4 (Feats)
    To-Hit: +11 (BAB) + 12 (strength) + 5 (Amulet) + 5 (Necklace) + 4 (Feats) = +37
    Attacks: Primary 5 (Claw)/ Offhand 2 (Claw)
    Crit Range: 17-20
    Crit Modifier: x4

    Summary: To Hit: +37, Damage: 9d6 + 26, Crit Range: 17-20, and Crit Modifier: x4

  • PC

    @DarkWulf Let me know what slot you want the belt in, and the necklaces moved to, shouldn’t be a problem.

  • PC

    You may also want to ask Kargin to fashion you a Ring of Triple Strike

    A ring of triple strike can take two extra attacks when making a full attack action. These extra attacks are made using the subject’s full base attack bonus, plus any modifiers appropriate to the situation. In addition, each affected creature’s melee weapon bursts into pure white flame, gaining the keen and flaming burst special abilities for the duration of the spell.

    With Triple Strike your attacks go to:

    Attacks: Primary 6 (Claw)/ Offhand 3 (Claw)

  • PC

    I’m not exactly sure how Manuevers work, introduced in (Tome of Battle: The Book of Nine Swords, p. 66), they are treated as spells, so i would presume that translates to 10E in some form. The topic of combat maneuvers and their relationship on magic seems interesting to me, and its been on my to-do list, just haven;'t gotten to it yet.

    Also worth looking into - Time Stands Still

    Interesting List can be found here


    Also on the to-do list, we may be able to increase your attacks further with the TWF feat tree, however i’m not sure how that works with natural weapons, we may have to do a little twiddling to make that work.

  • PC

    Going forward from here it will be about

    • your energy spirit and 10E fighter levels - this is going to be what will scale your damage going forward.

    • anything that gives you more attacks (like the ring of triple strike, and combat maneuvers

    • Extra to-hit bonuses doesn’t hurt because it give you the ability to do power attack, and shift points around so you can increase damage output.

    • Also recommend investigating with the DM that option of combining your 10E spirit flare power (assuming you have it) with your break weapon, its an interesting concept that may be pretty cool.

    10E fighter can be found here

  • PC

    For the Belt of Physical Might, I have an item called the Tail bands of Impact (draconomicon, forgot the page) they fir on the tail but take up the feet magic equipment slot. could it be made into something like Tail bands of Physical Might, +6 to strength and constitution???

  • PC

    The Necklace of Natural Weapons and the Amulet of Mighty Fists…

    The Amulet of Mighty Fists I can use cause I can save my Dragon Eye amulet for when I need it and keep it in a pouch till then(or scrap it, either way).

    The Necklace of Natural Weapons, could it be made into gloves or something, cause my glove slot is sitting empty.

  • PC

    Also it will take a while to set up Onaga like this…

  • PC

    @DarkWulf said in Onaga Character [Notes]:

    For the Belt of Physical Might, I have an item called the Tail bands of Impact (draconomicon, forgot the page) they fir on the tail but take up the feet magic equipment slot. could it be made into something like Tail bands of Physical Might, +6 to strength and constitution???

    Yes we can do that.

  • PC

    I have a question, primarily for Cloud, if Onaga goes through the process to implant the Draconis Fundementum of the chromatic dragons into himself to gain their abilities and breath weapons, if he uses one breath weapon with it’s “recharge time” be universal or will it be for just that attack?

    Example, Onaga uses Line of Lightning (blue dragon) and rolls 1d4 for recharge time and gets 3 (3 turns before he can use it again) does that mean that it’s 3 turns before he can use any breath attack or just 3 turns till he can use the line of lightning again and thus can still use the others like Cone of Fire (Red) or Cone of Cold (White) and each one gets their own recharge time because each one uses it’s own organ???

  • DM

    @DarkWulf That would depend. Where is the rules listing for this.