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Added Ebonfowl's character builds.
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Jaysyn904
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I named this build "The Janitor" because it straight sweeps everything up. I am confident in saying this is the highest damage one can achieve with current PRC options, even higher than my previous Warcarnate build. Like the Warcarnate, this build does this every single round, all day long.
What this build gives you: 17 pre-epic BAB; great attack bonus (Lolth's Meat and Epic Weapon Focus); absolutely crazy damage output - between soulmelds (Necrocarnum Weapon, Incarnate Avatar, Bluesteel Bracers), feats (Lolth's Meat, Cobalt Power, Weapon Specialization), Sweeping Strike (hit two enemies with every single swing!), and maneuvers (Pouncing Charge, Raging Mongoose, Time Stands Still, and Prey on the Weak) this character can average ~6000 melee damage a round (~8000 if you begin combat with a pounce) and ~2050 on a single pouncing charge***; the damage caused by this build is persistent and not constrained by abilities limited to times/day; immunity to nearly all status effects (Curst); the best saving throw boost there is (Diamond Defense); the ability to heal once per minute when recovering maneuvers (Vital Recovery); INT to reflex saves, crit confirmation, combat maneuvers, and damage against flat-footed enemies; the ability to instantly clear status effects (Ironheart Surge); uncanny dodge; some minor psionic manifesting abilities
Weakpoints: not the best AC (Curst helps with this) or base saves (though Lolth's Meat mitigates this short-coming after a few kills and Curst makes you immune to almost everything) - get equipment to boost AC and saves; you lose a small amount of damage output against non-living opponents (Necrocarnum Weapon), but the difference is small and won't slow you down
Build Name: The Janitor
Race: Half-Drow
Alignment: Neutral Evil
Strength 16
Dexterity 16
Constitution 12
Intelligence 8
Wisdom 14
Charisma 8
Lvl Class
1 Incarnate 1: Lolth's Meat
2 IC2
3 IC3: Power Attack
4 IC4: 17 STR
5 IC5: Lore 8
6 IC6: Wild Talent
7 War Mind 1
8 WM 2: 18 STR
9 WM 3: Undead Meldshaper, Curst Template (take Curst right before leveling up)
10 WM 4
11 WM 5
12 Warblade 1: Improved Critical (Scimitar), Maneuvers: Sudden Leap, Disarming Strike, Iron Heart Surge, Stance: Blood in the Water, 19 STR
13 WB 2: Maneuver: Saphire Nightmare Blade
14 WB 3: Maneuver: Emerald Razor
15 WB 4: Cobalt Power, Stance: Pearl of Black Doubt
16 WB 5: B: Vital Recovery, Maneuver: Pouncing Charge, 20 STR
17 WB 6
18 IC 7: Weapon Focus (Scimitar)
19 WB 7: Maneuvers: Avalanche of Blades
20 WB 8: 17 DEX
21 WB 9: Weapon Specialization (Scimitar), B: Iron Will, Maneuver: Raging Mongoose
22 WB 10: Stance: Prey on the Weak
23 WB 11: Maneuver: Time Stands Still
24 IC 8: Two-Weapon Fighting, 18 DEX
25 IC 9
26 IC 10
27 IC 11: Improved TWF
28 IC 12: 19 DEX
29 IC 13
30 IC 14: Greater TWF
31 IC 15
32 IC 16: 21 STR
33 IC 17: Cleave
34 IC 18
35 IC 19
36 IC 20: Great Cleave, 22 STR
37 IC 21
38 IC 22: B: Epic Weapon Focus (Scimitar)
39 WB 12: Epic Weapon Specialization (Scimitar)
40 WB 13: Maneuver: Diamond Defense, 20 DEX
Recommended Martial Maneuvers: Pouncing Charge, Raging Mongoose, Iron Heart Surge, Time Stands Still, Diamond Defense, Blood in the Water (Stance) for more damage or Prey on the Weak (Stance) for more attacks. I think Prey on the Weak is the way to go.
Recommended Soul Melds: Necrocarnum Weapon, Incarnate Avatar, Bluesteel Bracers
Notes: you can buy off the level adjustment from Curst at 9, 15, and 18 - I recommend buying off at least one LA, but probably the other 2 as well if you are going to level 40. As a general strategy, this build should begin combat by charging the strongest opponent, initiate raging mongoose as soon as possible, then initiate Time Stands Still, recover maneuvers, repeat. Always make sure to recover your maneuvers immediately at/near the end of each combat - otherwise you will have to wait a full minute while they recover.
***Damage calculations updated after the scripted combat system was updated to pull in all the damage boosts. They assume max level, enemies that are alive and not crit-immune and +20 damage from Lolth's Meat (which seems like a good average that I am doing in combat-heavy modules).

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I think this is my best overall melee build. Does massive damage, has incredible defenses, and eventually gets full divine casting. The only thing it can't do is insta-kill. Ever wanted to be a pouncing dragon? Then this build is for you!
What this build gives you: 16 pre-epic BAB for 4 attacks/round; very high damage output - between Lolth's Meat, (Epic) Weapon Specialization, Two-Weapon Fighting, Two-Weapon Rend, massive Strength from Shifter, Power Attack, Holy Warrior, Maneuvers, and Blood in the Water, this character can average ~2900 melee damage a round (~3500 if you begin combat with a pounce) and ~900 on a single pouncing charge***; you also get charisma bonus to saves and the best saving throw boost there is (Diamond Defense); Intelligence to reflex saves, critical confirmation, damage against flat-footed opponents and rolls to disarm, trip, etc.; the ability to clear any status effect that it somehow does get hit with (Iron Heart Surge); an animal companion that scales with level (even non-Shaman levels); Shaman spellcasting; turn undead (but tops out at level 21); ability to see invisible creatures (Spirit Sight); healing once a minute while recovering maneuvers (Vital Recovery); can switch all weapon-specific feats to match your best weapon; it can obtain huge DR and AC from Shifter forms as well as immunities; and there is no LA with this build.
Weak points: low Strength and low Constitution until level 13, then it doesn't matter anymore.
Build Name: Shiftblade
Race: Half-Drow
STR 8
DEX 16
CON 8
WIS 13
INT 13
CHA 16
Lvl Class
1 Shaman 1: Lolth's Meat, Domains: War, any other
2 Sha 2
3 Sha 3: Two-Weapon Fighting
4 Sha 4: B: Expertise, DEX 17
5 Sha 5
6 Sha 6: Alertness
7 Sha 7
8 Sha 8: B: Improved Trip, DEX 18
9 Warblade 1: Weapon Focus (Aptitude), Stance: Blood in the Water, Manueuvers: Flesh Ripper, Emerald Razor, Disarming Strike
10 WB 2: Maneuver: Iron Heart Surge
11 WB 3: Maneuver: Ruby Nightmare Blade
12 WB 4: Improved Critical (Aptitude), Stance: Pearl of Black Doubt, WIS 14
13 WB 5: B: Endurance, Maneuver: Pouncing Charge
14 Shifter 1
15 Shft 2: Improved TWF
16 Shft 3: INT 14
17 Shft 4
18 WB 6: Weapon Specialization (Aptitude)
19 Shft 5
20 Shft 6: DEX 19
21 Shft 7: Greater TWF
22 Shft 8
23 Shft 9
24 WB 7: Epic Weapon Focus (Aptitude), Maneuver: Raging Mongoose, WIS 15
25 Shft 10
26 WB 8
27 WB 9: Epic Weapon Specialization (Aptitude), B: Vital Recovery, Maneuver: Diamond Defense
28 WB 10: WIS 16
29 WB 11: Maneuver: Time Stands Still
30 Sha 9: Holy Warrior
31 Sha 10
32 Sha 11: WIS 17, Domain: Any
33 Sha 12: Two-Weapon Rend, B: Improved Disarm
34 Sha 13
35 Sha 14:
36 Sha 15: Power Attack, WIS 18
37 Sha 16: B: Armor Skin
38 Sha 17
39 Sha 18: Cleave
40 Sha 19: WIS 19
Recommended Readied Martial Maneuvers: Pouncing Charge, Iron Heart Surge, Raging Mongoose, Time Stands Still, and Diamond Defense
Note, this a good candidate for an undead template, especially Curst. As a general strategy, this build should begin combat by charging the strongest opponent, initiate raging mongoose as soon as possible, recover maneuvers, repeat. When it comes to domains, it is generally best to pick those that add good melee buffs to the Shaman's arsenal. Offensive spells generally won't be super useful in this build. Keep a spell from the War domain of the highest level you can cast prepared to max out the bonus damage from Holy Warrior.
***Damage calculations updated after the scripted combat system was updated to pull in all the damage boosts. They assume max level, that enemies are not crit-immune, and +20 damage from Lolth's Meat (which seems like a good average that I am doing in combat-heavy modules).

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I made this build as an upgrade to my War Squared build. It focuses on the same three playstyles 1) warlock invoking, 2) instant death attacks through PRC Vorpal, and 3) high damage output through martial maneuvers and damage boosts. You still get all those highlights plus Sweeping Strike, allowing you to potentially hit two enemies on every swing, and you only really lose 4 warlock caster levels and Path of Shadows (which no longer heals) in the bargain. Plus, the names of all the classes start with War, which is cool.
What this build gives you 17 pre-epic BAB; dual keen, vorpal kukris; great attack and damage bonus (Lolth's Meat and Blood in the Water); very high damage output - between Lolth's Meat, (Epic) Weapon Specialization, Two-Weapon Fighting, Epic Crafting, Power Attack (from Blooded), Sweeping Strike, Maneuvers, and Blood in the Water, this character can average ~5200 melee damage a round (~6250 if you begin combat with a pounce) and ~1600 on a single pouncing charge; the damage caused by this build is persistent and not constrained by abilities limited to timesday; you also get an army of meat shield skeletons (The Dead Walk); immunities (Curst) and the ability to pass every save (Diamond Defense and Lolth's Meat); great spell resistance (Curst); at-will Creeping Doom (Verminlord); at-will 50% miss chance and invisibility (Retributive Invisibility), and before this you can get a 50% miss chance with Concealing Amphora, Greater; at-will healing for you and all your skeletons (Utterdark Eldritch Doom); healing once per minute when recovering maneuvers (Vital Recovery); at-will short-range teleport and my favorite ability for kiting (Flee the Scene); minor psionic powers, class ability buffs, and DR 2- from War Mind; and tentacles!
Weakpoints not the best AC - get equipment to boost AC (Curst and Blooded help with this as well); low saves on invocations, but only one useful invocation uses a save (Frightful Blast), so this really doesn't matter
Build Name War Cubed
Race Half-Drow
Alignment Lawful Evil or Neutral Evil
Strength 16
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 8
Charisma 10
Lvl Class
1 Warlock 1 Lolth's Meat, Invocation Frightening Blast, Skills Concentration, Lore, Spellcraft, UMD at each level (Blooded Template)
2 WL 2 Invocation Eldritch Glaive
3 WL 3 Two-Weapon Fighting
4 WL 4 Invocation Summon Swarm, 17 STR
5 WL 5
6 WL 6 Craft Magic Arms & Armor, Invocation Eldritch Chain
7 WL 7
8 WL 8 Invocation The Dead Walk, 18 STR
9 Warblade 1 Weapon Focus (Kukri), Stance Blood in the Water, Maneuvers Sudden Leap, Emerald Razor, Action Before Thought
10 WL 9
11 WL 10 Invocation Flee the Scene
12 WL 11 Wild Talent, Invocation Chilling Tentacles, 17 DEX
13 WL 12
14 War Mind 1 Psionic Power Force Screen
15 WM 2 Improved Critical (Kukri), Psionic Power Precognition, Defensive
16 WB 2 Maneuver Pouncing Charge, 18 DEX
17 WM 3
18 WM 4 Improved TWF, Psionic Power Prescience, Offensive
19 WM 5
20 WM 6 Psionic Power Concealing Amphora, Greater, 19 DEX
21 WL 13 Invocation Vitriolic Blast, Greater TWF
22 WL 14
23 WL 15 Invocation Eldritch Cone
24 WL 16 Invocation Eldritch Doom, Epic Weapon Focus (Kukri), 19 STR
25 WL 17 28 Lore and Spellcraft, no more Spellcraft but I keep investing in Lore (not required)
26 WL 18 Invocation Utterdark Blast (Curst)
27 WB 3 Craft Epic Magic Arms & Armor, Maneuver Raging Mongoose
28 WB 4 Stance Pearl of Black Doubt, 20 STR
29 WB 5 B Vital Recovery, Maneuver Diamond Defense
30 WB 6 Weapon Specialization (Kukri)
31 WL 19
32 WL 20 Invocation Tenacious Plague, 21 STR
33 WB 7 Epic Weapon Specialization (Kukri), Maneuver Time Stands Still
34 WL 21
35 WL 22
36 WL 23 Verminlord, B Eldritch Sculptor, 22 STR
37 WL 24
38 WL 25
39 WL 26 Great Strength, B Epic Extra Invocation (Retributive Invisibility)
40 WL 27 24 STR
Readied Martial Maneuvers Pouncing Charge, Raging Mongoose, Time Stands Still, and Diamond Defense
Notes buyoff the LA from Blooded at level 3 - you can buyoff the LA from Curst, but it will only amount to about a 9% or less XP reduction by the time you take it. Taking Curst at 9 would allow full buyoff early and allow much more top-end XP for kukri crafting - the ones I'm using (+10, keen, vorpal, psychokinetic, sonic blast) eventually cost around 40k XP each... As a general strategy, this build should begin combat by charging the strongest opponent, initiate raging mongoose as soon as possible, then recover maneuvers, repeat. Once you get Time Stands Still, Pouncing Charge into an immediate Raging Mongoose on-hit (no action required), then immediately initiate Time Stands Still and then as soon as you see the first hit from Time Stands Still, recover maneuvers. Always make sure to recover your maneuvers immediately atnear the end of each combat - otherwise you will have to wait a full minute while they recover. You can use Power Attack to transform the attack bonuses you get from (Epic) Weapon Focus into damage - Lolth's Meat and Blood in the Water will keep you hitting on every attack. For super tough, crit-immune enemies, you can drop several Creeping Dooms, let them build up to high damage, then kite the bad guys through the AOE while it slows them to a crawl.
Damage calculations updated after the scripted combat system was updated to pull in all the damage boosts. They assume max level, that enemies are not crit-immune, Sweeping Strike hitting something on every swing, and +20 damage from Lolth's Meat (which seems like a good average that I am doing in combat-heavy modules).

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I made this build to integrate three very powerful offensive playstyles: 1) warlock invoking, 2) instant death attacks either through DevCrit or PRC Vorpal, and 3) high damage output through martial maneuvers and damage boosts. This build does that while maintaining excellent aptitude in all three areas. You can do all this while either being immune or passing every save check and enjoying at-will healing. This is about as much of a cannon as you can make, and it isn't even the glass variety.
What this build gives you: 16 pre-epic BAB; dual keen, vorpal kukris; great attack and damage bonus (Lolth's Meat and Blood in the Water); very high damage output - between Lolth's Meat, (Epic) Weapon Specialization, Two-Weapon Fighting, Two-Weapon Rend, Epic Crafting, Power Attack (from Blooded), Bloodclaw Master class abilities, Maneuvers, and Blood in the Water, this character can average ~2600 melee damage a round (~3100 if you begin combat with a pounce) and ~800 on a single pouncing charge***; the damage caused by this build is persistent and not constrained by abilities limited to times/day; you also get an army of meat shield skeletons (The Dead Walk); immunities (Curst) and the ability to pass every save (Diamond Defense and Lolth's Meat); great spell resistance (Curst); at-will Creeping Doom (Verminlord); at-will 50% miss chance and invisibility (Retributive Invisibility); at-will healing for you and all your skeletons (Utterdark Eldritch Doom, Path of Shadow); healing once per minute when recovering maneuvers (Vital Recovery); at-will teleportation for quality of life (Path of Shadow); and tentacles!
Weakpoints: not the best AC - get equipment to boost AC (Curst and Blooded help with this as well); low saves on invocations, but only one useful invocation uses a save (Frightful Blast), so this really doesn't matter; you have to use kukris (yuck)
Build Name: War Squared
Race: Half-Drow
Alignment: Any evil or chaotic
STR 16
DEX 16
CON 10
WIS 8
INT 14
CHA 10
1 Warlock 1: Lolth's Meat, Invocation: Frightening Blast, Skills: Concentration, Lore, Spellcraft, UMD at each level (Blooded Template)
2 WL 2: Invocation: Eldritch Glaive
3 WL 3: Two-Weapon Fighting
4 WL 4: Invocation: Summon Swarm, STR 17
5 WL 5
6 WL 6: Craft Magic Arms & Armor, Invocation: Eldritch Chain
7 WL 7
8 WL 8: Invocation: The Dead Walk, STR 18
9 Warblade 1: Weapon Focus (Kukri), Stance: Blood in the Water, Maneuvers: Sudden Leap, Emerald Razor, Action Before Thought, Jump 1
10 WL 9
11 WL 10: Invocation: Beshadowed Blast
12 WL 11: Improved Critical (Kukri), Invocation: Chilling Tentacles, DEX 17
13 WL 12
14 WL 13: Invocation: Vitriolic Blast
15 WL 14: Improved TWF
16 WL 15: Invocation: Eldritch Cone, DEX 18
17 WB 2: Maneuver: Pouncing Charge, Jump 3
18 WL 16: Extra Invocation (Tenacious Plague), Invocation: Eldritch Doom
19 WB 3: Maneuver: Dancing Mongoose, Jump 5
20 WB 4: Stance: Pearl of Black Doubt, Jump 7, DEX 19
21 WL 17: Greater TWF
22 WL 18: Invocation: Utterdark Blast (Curst Template)
23 WL 19:
24 WL 20: Epic Weapon Focus (Kukri), Invocation: Path of Shadow, STR 19
25 WB 5: B: Vital Recovery, Maneuver: Diamond Defense, Jump 9
26 Bloodclaw Master 1: Maneuver: Raging Mongoose
27 WL 21: Craft Epic Magic Arms and Armor, 28 Lore and Spellcraft, no more Spellcraft
28 WL 22: STR 20
29 BCM 2
30 WB 6: Weapon Specialization (Kukri)
31 WL: B: Eldritch Sculptor
32 WL 24: STR 21
33 WB 7: Epic Weapon Specialization (Kukri), Maneuver: Time Stands Still
34 WL 25
35 WL 26: B: Verminlord
36 WL 27: Two-Weapon Rend, STR 22
37 WL 28
38 WL 29: B: Epic Extra Invocation (Retributive Invisibility)
39 WL 30: Great Strength
40 WL 31: STR 24
Readied Martial Maneuvers: Pouncing Charge, Dancing Mongoose (trade out for Time Stands Still when you get it), Raging Mongoose, and Diamond Defense
Notes: buyoff the LA from Blooded at level 3 - you can buyoff the LA from Curst, but it will only amount to about a 9% or less XP reduction by the time you take it. Taking Curst at 9 would allow full buyoff early and allow much more top-end XP for kukri crafting - the ones I'm using (+10, keen, vorpal, psychokinetic, sonic blast) eventually cost around 40k XP each... As a general strategy, this build should begin combat by charging the strongest opponent, initiate raging mongoose as soon as possible, then initiate dancing mongoose, recover maneuvers, repeat. Once you get Time Stands Still, Pouncing Charge into an immediate Raging Mongoose on-hit (no action required), then immediately initiate Time Stands Still and then as soon as you see the first hit from Time Stands Still, recover maneuvers. Always make sure to recover your maneuvers immediately at/near the end of each combat - otherwise you will have to wait a full minute while they recover. You can use Power Attack to transform the attack bonuses you get from (Epic) Weapon Focus and Bloodclaw Master into damage - Lolth's Meat and Blood in the Water will keep you hitting on every attack. For super tough, crit-immune enemies, you can drop several Creeping Dooms, let them build up to high damage, then kite the bad guys through the AOE while it slows them to a crawl.
***Damage calculations updated after the scripted combat system was updated to pull in all the damage boosts. They assume max level, that enemies are not crit-immune, and +20 damage from Lolth's Meat (which seems like a good average that I am doing in combat-heavy modules).

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Couldn't figure out a good name for this one, but this is (I think) the highest consistent damage build that can be made with the current PRC options. The damage output is absolutely ludicrous and in my testing it kills ALL enemies at a faster rate than a devcrit build can kill enemies susceptible to critical hits. Best of all, this build can inflict this massive damage every single round without limitation as none of the abilities are use-limited.
What this build gives you: 16 pre-epic BAB; great attack bonus (Lolth's Meat and Blood in the Water); absolutely enormous damage output - between soulmelds (Necrocarnum Weapon, Incarnate Avatar, Bluesteel Bracers), feats (Lolth's Meat, Cobalt Power), and maneuvers (Dancing Mongoose, Raging Mongoose, Blood in the Water) this character can average ~3000 melee damage a round (~3600 if you begin combat with a pounce) and ~925 on a single pouncing charge***; the damage caused by this build is persistent and not constrained by abilities limited to times/day; you also get a couple decent necrocarnum zombies (Necrocarnum Circlet) that you can summon at-will to serve as meat shields to keep the enemies off you; persistent 50% miss chance (Fellmist Robe); infinite essentia at level 8 (Harvest Soul) so your melds will always be maxed out; the ability to heal once per minute when recovering maneuvers (Vital Recovery); the ability to adapt to the best weapons you find (Weapon Aptitude); INT to reflex saves, crit confirmation, combat maneuvers, and damage against flat-footed enemies; the ability to instantly clear status effects (Ironheart Surge); uncanny dodge; and no level adjustment with this build
Weakpoints: not the best AC (Midnight Dodge will eventually help) or base saves (though Lolth's Meat mitigates this short-coming after a few kills) - get equipment to boost AC and saves, as well as equipment that gives immunity to status effects; you lose a small amount of damage output against non-living opponents (Necrocarnum Weapon), but the difference is small and won't slow you down
Build Name: Warcarnate
Race: Half-Drow
Alignment: Neutral Evil
STR 16
DEX 16
CON 15
WIS 8
INT 10
CHA 8
Lvl Class
1 Incarnate 1: Lolth's Meat, Spellcraft 4, Lore 4
2 IC 2: Spellcraft 5, Lore 5
3 IC 3: Necrocarnate Acolyte, Concentration 1, Spellcraft 6
4 Warblade 1: STR 17, Concentration 5
5 WB 2
6 WB 3: Power Attack, Save 2 unused skill points
7 IC 4: Spellcraft 10
8 Necrcarnate 1: DEX 17
9 NC 2: Two-Weapon Fighting
10 NC 3
11 NC 4
12 WB 4: Improved Critical (Aptitude Weapon) , DEX 18
13 WB 5: Bonus Feat: Vital Recovery
14 WB 6
15 WB 7: Improved TWF
16 WB 8: DEX 19
17 WB 9: B: Iron Will
18 WB 10: Greater TWF
19 WB 11
20 WB 12: STR 18
21 NC 5: Cobalt Power
22 NC 6
23 NC 7
24 NC 8: Split Chakra (Soul), STR 19
25 NC 9
26 NC 10
27 NC 11: Double Chakra (Soul)
28 NC 12: STR 20
29 NC 13
30 IC 5: Midnight Dodge
31 IC 6
32 IC 7: STR 21
33 IC 8: Oversized TWF
34 IC 9
35 IC 10
36 IC 11: Great Constitution, STR 22
37 IC 12
38 IC 13
39 IC 14: Great Strength
40 IC 15: STR 24
Recommended Martial Maneuvers: Pouncing Charge, Dancing Mongoose, Raging Mongoose, Iron Heart Surge, Blood in the Water (Stance). You could also take more Warblade levels in epic, at the expense of 1 point of meld essentia capacity at 40th level, to get additional diamond mind maneuvers: Diamond Defense (best defensive saving throw ability in the game - will totally eliminate any problem with low saves), Time Stands Still, and Avalanche of Blades. This is likely the way to go.
Recommended Soul Melds: Necrocarnum Weapon, Incarnate Avatar, Bluesteel Bracers, Necrocarnum Circlet (bound), Fellmist Robe (bound)
Notes: as a general strategy, this build should begin combat by charging the strongest opponent, initiate raging mongoose as soon as possible, then initiate dancing mongoose, recover maneuvers, repeat. Always make sure to recover your maneuvers immediately at/near the end of each combat - otherwise you will have to wait a full minute while they recover.
***Damage calculations updated after the scripted combat system was updated to pull in all the damage boosts. They assume max level, enemies that are alive and not crit-immune, that the player took the advice in the recommended maneuvers section and picked up Time Stands Still, and +20 damage from Lolth's Meat (which seems like a good average that I am doing in combat-heavy modules).