Literally, it would work, but considering that the ability already makes exceptions for climbing and swimming, probably not. Guy really sounds like a munchkin in training, especially considering how many convenient mistakes he's made.Jitters Caffeine said:He's taking 8 levels in Scout before going into Master Thrower. But now I have a question, would the Scout's "Flawless Stride" class ability work while flying? He's saying he's immune to things like heavy wind effects and having to avoid trees in dense forest because the ability says he moves across terrain without impedement.Revnak said:You're probably right, and after having read up on the classes it looks like he is a bit of a failure as a munchkin. Not only are there aparently better builds, but his build doesn't even work. The gauntlets actually only give him one dagger a turn and five may be +3 while the rest are normal. He needs seven levels of scout before he can become a master thrower (+5 bab before taking up the class), and the charge thing the guy above said. The guy probably has no clue what he's doing and just feels like he needs to be the center of attention. Not letting him be the race should honestly be enough.Jitters Caffeine said:Honestly I think I'd be okay with his character if he changed one thing, the race. I think a big issue is with the vertical he has as a flying race. If he was, let's say a Halfling, he could keep his classes except Stormtalon and he could play EXACTLY the same way, and it would make WAY more sense since he's wanting to be a wisecracking smart ass. StormTalons are a hard nosed military group, not wisecracking assholes. Know who are generally wisecracking assholes? Halflings. What do Halflings get? Halfling Skip Rocks. Which sounds like a WAY better weapon for a Master Thrower.Revnak said:Aaaaaand that seals it! There truly is no hope. Your 30d6 is no exaggeration, it's actually an understatement. Forbid the race, possibly ban the player. I think I can kind of conceptualize what he's doing now, and it's pure bullshit.Storm talon is how he's getting there. It lets him throw daggers with his feet. Master Thrower I believe gives him multi-shot, the gloves five him infinite daggers, skirmish triples his damage output as long as he can move, and flying makes it so ha can use skirmish anywhere without a ceiling. Unless he is constantly under the effects of mind affecting abilities, he will be killing everything that moves.Jitters Caffeine said:I think he said at level 12 he'll be throwing something like 8 daggers, all at different targets and they have a chance to trip or disarm, and if he's diving from the air, he gets a charge bonus plus two talon attacks from his StormTalon classRevnak said:This individual is clearly a grade A munchkin then. There is no hope. He must be ejected from the group. Anyone who thinks a build through that far is no longer an optimizer and is way too far gone. I really hope he just read about this build and some website and really has no clue what he's doing, but that is unlikely. So, how many knives can he throw in a single turn right now?Jitters Caffeine said:Unfortunately, he has the Gloves of Infinite Daggers or some related bullshit. Basically an infinite supply of ethereal daggers.Revnak said:First, I think it was ten feet, or two squares. Second, I freaking love the Paladin Kensai build and shall now proceed to give you mad props, whatever that means.Jitters Caffeine said:We're starting at 6, I'm a Paladin/Kensai, he's a Scout/Master Thrower at the moment, we've also got a Druid/Sorcerer who's going into Arcane Hierophant, a HexBade who's still kinda finding his niche, and a WarMage.pffh said:What levels are you and what is the parties general make up? But generally DR fucks with someone with many attacks that do a little damage each. Targettig his bad saves should take him out or just use a spell that's "no save just suck" Maze is a great choice for such a spell against a low int foe. Strong winds also fuck with throwers (and are especially bad for flying throwers) and finally if he's using precision damage then undead, oozes, construct, anyone with uncanny dodge or anyone with a miss chance is immune to it.
But remember this if someone that is not a full casting spellcaster thinks that he's a big shot you can always use magic to take him down a notch (full casters rule supreme in 3.5)
Are you familiar with Skirmish damage? It's like the precision and sneak attack damage except you have to move at least 30ft first. He uses his ability to move vertically as his required 30ft for the damage boost.
Back to skirmish, the problem I have with this build the guy is using is that without skirmish's natural check of having to move on land it gets too powerful. From what I've read the book is saying, it seems that the scout gets to apply the damage to each hit, which is terrible. I still love the class because it is a well rounded and powerful non-caster, but this guy is totally being a dick. But now that I know you guys are playing at sixth level I can give you what may be some good news. The guy's gonna get screwed over in weapons. He needs a buttload of enchanted daggers to keep up with an average archer build, and that is a very good way the DM can keep him down later, by limiting his access to enchanted daggers. He may still have to throw some counters at the guy every now and then, but limiting his number of enchanted daggers should work in the long run. For now though, he will remain broken as all hell because he probably just got the ability to throw two or three daggers in a turn. The number of dagger he can throw would be some good information, actually.
Edit: I think I should add that my group never powergames. I also have no clue how that top paragraph got up there. I thought I erased it.