Onaga Character [Notes]
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(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)
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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
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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: x4Now 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 -
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 -
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.
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Wouldn’t my claw damage end up being 1d12 due to the feats Greater Unarmed Strike and Superior Unarmed strike? Not sure, just wondering??
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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: x4Summary: To Hit: +37, Damage: 9d6 + 26, Crit Range: 17-20, and Crit Modifier: x4
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@DarkWulf Let me know what slot you want the belt in, and the necklaces moved to, shouldn’t be a problem.
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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)
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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.
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Going forward from here it will be about
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your energy spirit and 10E fighter levels - this is going to be what will scale your damage going forward.
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anything that gives you more attacks (like the ring of triple strike, and combat maneuvers
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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.
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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
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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???
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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.
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Also it will take a while to set up Onaga like this…
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@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.
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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???
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@DarkWulf That would depend. Where is the rules listing for this.
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in Breath Weapon, MM pg 69 ?
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I was asking what you would allow?
Having a universal cooldown/recharge for all of the organs makes it more like standard rules.
Having it so each elemental organ has their own cooldown/recharge makes it more powerful (and probably more like what Tiamat herself can do, though I expect her breath weapons are vastly more powerful then standard chromatic dragons).
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@DarkWulf said in Onaga Character [Notes]:
probably more like what Tiamat herself can do,
Taimat is a goddess. Mortal rules don’t apply.