Ways to create critical hits.

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At the moment, more of a question, but i'll keep it as a little guide (or possibly a build).

How many ways can you turn something into a critical hit?

Cleric PP: Divine oracle 11
Warlord 13: Death from two sides

Warlord: Hidden Opportunity
Bard 29: Arrow of desteny
Bard 29: Climactic Crescendo
Resurgent Wilder: Critical Insight

Crit range expansion:



That it? 

5e houserules and tweaks.

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s to intentionally miss with
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my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Arrow of Ill Omen - Bard Level 5.  30% that an ally's next attack is a critical. Doesnt end until monster dies or Ally gets a crit this way.

Not quite automatic, but its also a lot earlier than your other options in case you were going to flesh out a build that tried to get its schtick out earlier.

Edit: As for Critical Hit Expansion there are  a few encounter powers that enable allies to crit on 18-20 EONT for both Bard, Warlord and Cleric.

I am getting the feeling a build built around this would be an enabler of crits to allies.

Edit. I did my math backwards... Embarassed
Do you want things like arrow of ill omen?  It will usually turn an attack into a crit if you have a multiattacker going nova, but you won't have control over which one.

There are tons PPS and feats that expand crit range somehow.  Then there is ardent champion, which if an avenger rolls the same number twice (besides 1) its a crit.

Shamans are another leader that expands allies crit range/
Dice and/or Seer, given a good roll.

Edit: Doesn't Warchanter get something in this line? 

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Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima

Dice and/or Seer, given a good roll.

Edit: Doesn't Warchanter get something in this line? 

IIRC Warchanter gives someone an auto hit as an effect to the path's Daily power for melee at-will attack powers

Edit: At will powers not encounter.
Domino of Olladra.

Eternal Defender's 30F.

CDG followup on anything that inflicts Unconscious.
Five Stars Five Strikes kinda counts - it's a boon from Dragon 404 that dramatically amps up the chances of getting crits, by making you roll an attack roll a bonus four times.
Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
There are daily stances that allow crits on 19-20 as well as magic items(a dagger and a staff come to mind) that do the same.\

Edit: The Ironwrought theme has a level10 daily that is a stance that allows you to crit with melee weapon attacks on a 19-20 and gives +2 attack with opportunity attacks.  Overall, an incredibly good theme.
Dragon Marshal Utility 12 - Hit Him Where it Hurts!

Free Action CB 5 - your ally in the burst crits on a 19-20, or an 18-20 if the target is a dragon.
If you're including expanded crit range, I think including rerolls would be good too. Maybe just encounter-long ones, depending on your goal with this thread (Oath of Enmity, Martial Supremacy, Life Singer, Divine Oracle, Persistence of Blades, Perfect Front...).

For expanded range, Daggermaster, Student of Caiphon, Psychic Surge, Bless Weapon, and Vorpal Edge are very nice.

EDIT: Oh, and Mind Blade! I don't think any other power can force as many crits as Mind Blade. There might be more ways to create CDG attacks too.
Here's some others I'm finding...just looking for things where you increase an ally's likelihood to crit.

Ardent 13 - Hopes Audacity
Artificer 16 - Vorpal Edge
Oman Giantkiller 20 - Coordinatd Devastation
Resurgent Wilder 20 - Shards of Strength
Chosen 26 - Anthem of Progress
Chosen 26 - Wild Surge
Heir of Siberys 26 - Siberys Mark of Scribing
Bard (Skald) 29 - Climactic Crescendo

The ever lovely Ardent Champion / Lord of Fate combination between Golden Mean (Lord of Fate 26U) and Holy Ardor (Ardent Champion 11F).

Bargle wrote:
This is CharOp. We not only assume block-of-tofu monsters, but also block-of-tofu DMs.

Zelink wrote:
You're already refluffing, why not refluff to something that doesn't suck?
RRoT for a pseudo crit?
Trace Chance, Rrathmal PP power.

Elf High Mage level 30 feature

Exemplar of Evil - Daily Utility 30 - Victory at Any Price

If you combine The Sword of Kas and the Hand of Vecna artifacts, all of your hits against Vecna, his servants, his cultists, or any creature working directly to serve his ends are critical hits.

Shaman Attack 23 - Spirit of the Death Raven, combine with something that lets you switch the result of a d20 roll, like the Sage of Ages level 24 feature.

Shamans are another leader that expands allies crit range/

Call to the Blood Dancer is probably my favorite
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection.
Shamans are another leader that expands allies crit range/

Call to the Blood Dancer is probably my favorite

^ This is brutal on my LFR shaman hybrid.

Warlord u22, hidden oppourtunity. 
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Raise the Stakes (Rogue utility of a level I cannot remember). Easy to activate, but a bit risky.
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