So I was sorting tokens and noticed this vast collection of consumable explosives and this character from the Tick popped into my head, the Evil Midnight Bomber. <br /><br />With such quotes as:<br />"Yeah, baby, yeah! I'm the Evil Midnight Bomber what bombs at midnight! "<br />and<br />"I'm cookin' with gas. I've gotta handful of vertebrae and a headful of mad. Yeah. That's your spinal cord. Baby. Dig it. Who's the man? I'm the man. I'm a bad man. How bad? Real bad. I'm a 12.0 on the 10.0 scale of badness."<br /><br />I felt inspired.<br /><br />
http://www.youtube.com/watch?v=RyJVaIrn0bw
<br /><br />So I am trying to think of how to build an effective character on this theme of throwing explosives at the bad guys and still being fairly competent in combat.<br /><br />So first the ammo<br />Common: <br />Fireseed Hollyberry 1-6 (Avg Dmg: 3.5)<br />Holy water 1-6 (Avg Dmg: 3.5)- now what is unique even though this affects undead, it only has to hit an AC of 15, but it also benefits from things that improve dexterity, so if you stack all the things that help hit (so potion of cats grace and gloves of dexterity for example you would only need to hit a 12+ to get holy water on the monster). see page 27 of token guide. This might be the way to go vs. Liches and Draco-liches since you don't have to hit their base AC (of 21+) but instead have to hit AC 15 (or even lower).<br /><br />
Uncommon: <br />Fireseed Hickroy Nut 1-6 all monsters (Avg Dmg: 3.5)<br />Alchemist Fire 1-8 (Avg Dmg: 4.5)<br /><br />
Rares:<br />Thunderstone: 1-10 - Double Dmg vs. constructs. (Avg Dmg: 5.5) - like the Holy water this unique weapon only has to hit a base AC of 15, though it does not state it can be modified by Dexterity items like Holy Water can, but as it is under ranged weapons I would guess it could. If you can find the older wooden tokens, they do a fixed 8 points of damage - Very nice.<br />Orb of Acid: 3-8 (Avg Dmg: 5.3)<br />Otilukes Freezing Orb: 3-8 (Avg Dmg: 5.3<br /><br />Completion items:<br />
Flask of Combustion: 3-8 (Avg Dmg: 5)<br />
Flask of Conflaguration 1-4, plus if lucky a 20 (Avg Dmg 5)<br /><br /><br />
Combo Items:<br />Orb of Pelor - 1/monster/combat (avg dmg 5.3) - which means if you have three Orbs, and one monster, you can only use one orb once in the combat. But if you have 3 monsters in the room and 3 orbs you can use 1 orb/monster.<br /><br />
<br />What I mean is, if I have 5 Orbs of Pelor, can I attack with a different one during the first 5 rounds?<br /><br />Last year, a similar question came up with the Skull of Doom. (i.e. if I have 5 Skulls of Doom, can I use a different one each round) And the end result was a ruling that a give player can only attack with one Skull of Doom per combat (so having multiple Skulls doesn't help a single player).<br />
<br /><br />No, only one orb, per player, per combat. If you are fighting multiple monsters, you may use multiple orbs, or if you want to give one ot each player for one attack that is fine. But in the normal one monster/room scenario. Only one orb or skull is necessary.[/color]<br />
<br />Phial of Conflaguration (avg Dmg 16) - note- this item is not listed under ranged weapons but potions, so not sure if it would benefit from the ranged weapon and dex modifiers at it seems to act more like a "scroll" with a fixed slide of AC 15. If you can keep the target where it is at in the 3' diameter area it takes 16 more points of damage/turn, it lasts the entire room.<br /><br />
Ultra-Rares (of which I have none)<br />+2 Skull of Doom - 1/monster/combat (avg dmg: 7.5) - see Orb notes above<br /><br />Odd Observation: The Orb of Might is listed under ranged weapons, but it cannot be thrown for damage, it should be moved to melee weapons (will note under feedback thread)<br /><br />As these are listed under ranged weapons, I am guessing all items that help ranged attacks apply here:<br />So Bracer of Supreme Archery (+2 Hit, +2 Damage), or Bracers of Archery if no UR is available (+2 Damage)<br />Lenses of Accuracy (+1 To Hit)<br /><br />Then anything that boost Dex<br />Gloves of Dex (+1 to Hit)<br />Potions of Cats Grace (+2 to hit)/ Creeper Vine Extract (+1 to hit) - extra effective with Belt of Retrieval.<br /><br /><br />But I feel I am missing something in making this concept better, any input is welcomed<br /><br />Also I am torn on what class is best suited:<br /><br />Monks can throw two shuriken in a turn, but I think that applies to shuriken only.<br /><br />
Druids and Rogues have the best Dex Modifier (+3) currently, so they are naturally better at this, but the rogues sneak attack applies only to melee attacks, which kind of takes the teeth from the concept.<br /><br />So at this point I am thinking Druid as primary class for this concept, despite the fact that the character sheet says shes an 80lb elf girl (of which there is nothing wrong with that, just the mad bomber does not strike me as that kind of soul).<br /><br />Wow the changes the classes have undergone - I am now seriously considering the new Ranger and Rogue (DEX 17 each) - but the Ranger's +4 damage bonus only applies to ammo using weapons (so slings, bows, xbows) so it looks like the Rogue is pulling ahead with a +3 to hit. Add on the URs and you are +6 to hit and a Potion and you are +8 to hit.<br /><br />Of course, I welcome input from the many minds here.<br /><br />"So she says to me, do you wanna be a BAD boy? And I say YEAH baby YEAH! Surf's up space ponies! I'm makin' gravy... Without the lumps. HAAA-ha-ha-ha!"
Victory Loves Preparation