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Sultans of Smack
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<blockquote data-quote="Jeremy" data-source="post: 150492" data-attributes="member: 4036"><p><strong>Notes from the Chief</strong></p><p></p><p>Originally posted by Carpe DM</p><p></p><p>(looks around the office; nods)</p><p></p><p>Fantastic stuff, people. </p><p></p><p>A few clarifications, other than the usual silly stuff (yes, true strike potions exist, as per WotC. Can we not have this conversation every time? Besides, it doesn't matter. See spell-storing ioun stones.)</p><p></p><p>So here are a few smacks and smack variants. I'll keep the core ideas simple; the ramifications are usually pretty clear.</p><p></p><p>1. Dust of Sneezing and Choking + sneak attack. There's no save vs. the stun caused by the dust. The stun lasts up to 20 rounds (5d4). </p><p></p><p>2. Ring of Blinking (for rogues). Cheap, and turns all of your rogue's attacks into sneaks. Take a level of ranger, pick up expert tactician as a feat and get boots of haste, and you'll be able to attack 7 times a round, doing sneak attack damage every time. </p><p></p><p>3. Spell storing weapons (for paladins and clerics). This is a must.</p><p></p><p>The key here is that a spell storing weapon discharges its spell as a free action when you decide to unload. So, as a paladin, you load Divine Sacrifice into your weapon before the battle (preferably the day before so you get the spell back). Then use spirited charge, deliver that huge damage, and then add the 5d6 damage on top of it.</p><p></p><p>This is VERY effective when used with the Shield Charge feat and a spell storing shield of bashing (as per Reapersaurus' shield charge special).</p><p></p><p>One really cool thing to do in conjunction with this at low levels is Pearls of Power. They cost 1,000 for the 1st level ones. Paladins need at least 5 of these things, to keep the spells going. </p><p></p><p>If you have Shield Charge, and a +1 shield of bashing / spell storing, you can have Spikes cast on the shield by a cleric buddy (doubling threat range and causing massive damage), fire up divine might, have divine sacrifice IN your shield, cast any combat spell you like ON your shield (I prefer Smite from R&R, because you can cast it well before combat), smite, and charge (gaining double damage from the S. Charge). With haste and the ready action action, you can do a double charge in one round (charge twice). With a 6th level character I did a double charge the other day that did over 180 points of damage. Plus, you can smite (using your own personal smite, not the spell, which you've cast on your weapon).</p><p></p><p>There are more, but including Dust, Rings of Blinking and Spell Storing weapons in your game goes a long way.</p><p></p><p>Now, I included DS as the spell to use because it's core. Note that by FAR the best way to do the variant "Stored Smack" is to use the R&R smite spell. What's nasty about that spell is that it can be cast ON a weapon and held until combat. So you cast smite:</p><p></p><p>1. IN your spell storing weapon,</p><p>2. ON your spell storing weapon,</p><p>3. and then you SMITE as per your own power.</p><p></p><p>If you're using a R&R Sacred Journey, your own smite is double strength. So now, you're packing 4 smites into one punch.</p><p></p><p>Pretty nasty. Since these ARE multiplied, you'd be putting a nasty hurt on.</p><p></p><p>And before you say that it's obvious these shouldn't stack, consider the fact that all of the various different smite powers (smite fiend, smite evil, holy liberator smite, etc.) are indeed combinable into one attack.</p><p></p><p>Of course, DMs may, for good cause, rule that the smite effects can only be used once, not in, on and personal. That's why I included the DS variant.</p><p></p><p>And as for flaming, just look at the damage. Compare 17.5 to 3.5 for flaming. Absolutely no comparison--it's your best buy on the market. The 10 points of damage to you, remember, is not a big issue, since you can choose to use the spell if you're hard up for hit points, and since your hit points are so cheap to heal after a fight.</p><p></p><p>By the way, I've noticed that dragon 287 has all KINDS of ways to optimize your smacks via the planar faction prestige classes. </p><p></p><p>Takers. Mmmm, good. 2d level, they get Righteous Might? Hooboy. Revise the Paladin Smack to include 2 levels of Taker, and you can get a +4 enlargement bonus to str, and turn that d8 lance damage to 2d6, multiplied to 8d6 when you hit them with spirited charge and a holy sworded lance. Ok, so it's chump change on top of the 600 points of damage you're already doing, but it's a thought. And the +2 enlargement bonus applies to your str, and lasts for a number of rounds equal to your Character level (not class), so you more than make up for the two points of smite damage you're not getting. </p><p></p><p>Besides, at 1st level Taker you can cast True Strike, thus shutting up your DM if he insists that TS potions don't exist.</p><p></p><p>And finally? Remember that with shared spell, your mount benefits from Righteous Might as well. Stomp.</p><p></p><p>(settles in, rolls up shirtsleeves)</p><p></p><p>Howdy, folks.</p><p></p><p>Had an interesting move happen in a game the other night.</p><p></p><p>Githyanki Gladiator / Psywar. He bluffed as his move equivalent, then used Deep Impact to negate armor.</p><p></p><p>Darn near stripped an uberbuffed AC character down to a 10 AC.</p><p></p><p>Then, of course, he pulled a full power attack.</p><p></p><p>Ow ow ow...</p><p></p><p>BTW, the other thought I have is to modify the Paladin Smack I made so long ago with the Power Critical feat.</p><p></p><p>That, on a lance, with Spirited Charge, in Rhino Hide Armor, with Holy Sword cast on the Lance equals x7 damage. With a full power attack (+20), +5 weapon, and even just a normal smite (+20), and +5 strength (very conservative for that power level) you're looking at 350 points of damage straight by the book. That can get up over 800 if you tweak it.</p><p></p><p>Very best,</p><p></p><p>Carpe</p></blockquote><p></p>
[QUOTE="Jeremy, post: 150492, member: 4036"] [b]Notes from the Chief[/b] Originally posted by Carpe DM (looks around the office; nods) Fantastic stuff, people. A few clarifications, other than the usual silly stuff (yes, true strike potions exist, as per WotC. Can we not have this conversation every time? Besides, it doesn't matter. See spell-storing ioun stones.) So here are a few smacks and smack variants. I'll keep the core ideas simple; the ramifications are usually pretty clear. 1. Dust of Sneezing and Choking + sneak attack. There's no save vs. the stun caused by the dust. The stun lasts up to 20 rounds (5d4). 2. Ring of Blinking (for rogues). Cheap, and turns all of your rogue's attacks into sneaks. Take a level of ranger, pick up expert tactician as a feat and get boots of haste, and you'll be able to attack 7 times a round, doing sneak attack damage every time. 3. Spell storing weapons (for paladins and clerics). This is a must. The key here is that a spell storing weapon discharges its spell as a free action when you decide to unload. So, as a paladin, you load Divine Sacrifice into your weapon before the battle (preferably the day before so you get the spell back). Then use spirited charge, deliver that huge damage, and then add the 5d6 damage on top of it. This is VERY effective when used with the Shield Charge feat and a spell storing shield of bashing (as per Reapersaurus' shield charge special). One really cool thing to do in conjunction with this at low levels is Pearls of Power. They cost 1,000 for the 1st level ones. Paladins need at least 5 of these things, to keep the spells going. If you have Shield Charge, and a +1 shield of bashing / spell storing, you can have Spikes cast on the shield by a cleric buddy (doubling threat range and causing massive damage), fire up divine might, have divine sacrifice IN your shield, cast any combat spell you like ON your shield (I prefer Smite from R&R, because you can cast it well before combat), smite, and charge (gaining double damage from the S. Charge). With haste and the ready action action, you can do a double charge in one round (charge twice). With a 6th level character I did a double charge the other day that did over 180 points of damage. Plus, you can smite (using your own personal smite, not the spell, which you've cast on your weapon). There are more, but including Dust, Rings of Blinking and Spell Storing weapons in your game goes a long way. Now, I included DS as the spell to use because it's core. Note that by FAR the best way to do the variant "Stored Smack" is to use the R&R smite spell. What's nasty about that spell is that it can be cast ON a weapon and held until combat. So you cast smite: 1. IN your spell storing weapon, 2. ON your spell storing weapon, 3. and then you SMITE as per your own power. If you're using a R&R Sacred Journey, your own smite is double strength. So now, you're packing 4 smites into one punch. Pretty nasty. Since these ARE multiplied, you'd be putting a nasty hurt on. And before you say that it's obvious these shouldn't stack, consider the fact that all of the various different smite powers (smite fiend, smite evil, holy liberator smite, etc.) are indeed combinable into one attack. Of course, DMs may, for good cause, rule that the smite effects can only be used once, not in, on and personal. That's why I included the DS variant. And as for flaming, just look at the damage. Compare 17.5 to 3.5 for flaming. Absolutely no comparison--it's your best buy on the market. The 10 points of damage to you, remember, is not a big issue, since you can choose to use the spell if you're hard up for hit points, and since your hit points are so cheap to heal after a fight. By the way, I've noticed that dragon 287 has all KINDS of ways to optimize your smacks via the planar faction prestige classes. Takers. Mmmm, good. 2d level, they get Righteous Might? Hooboy. Revise the Paladin Smack to include 2 levels of Taker, and you can get a +4 enlargement bonus to str, and turn that d8 lance damage to 2d6, multiplied to 8d6 when you hit them with spirited charge and a holy sworded lance. Ok, so it's chump change on top of the 600 points of damage you're already doing, but it's a thought. And the +2 enlargement bonus applies to your str, and lasts for a number of rounds equal to your Character level (not class), so you more than make up for the two points of smite damage you're not getting. Besides, at 1st level Taker you can cast True Strike, thus shutting up your DM if he insists that TS potions don't exist. And finally? Remember that with shared spell, your mount benefits from Righteous Might as well. Stomp. (settles in, rolls up shirtsleeves) Howdy, folks. Had an interesting move happen in a game the other night. Githyanki Gladiator / Psywar. He bluffed as his move equivalent, then used Deep Impact to negate armor. Darn near stripped an uberbuffed AC character down to a 10 AC. Then, of course, he pulled a full power attack. Ow ow ow... BTW, the other thought I have is to modify the Paladin Smack I made so long ago with the Power Critical feat. That, on a lance, with Spirited Charge, in Rhino Hide Armor, with Holy Sword cast on the Lance equals x7 damage. With a full power attack (+20), +5 weapon, and even just a normal smite (+20), and +5 strength (very conservative for that power level) you're looking at 350 points of damage straight by the book. That can get up over 800 if you tweak it. Very best, Carpe [/QUOTE]
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