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Sultans of Smack

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Carpe DM

First Post
Sniper and Paladin Smacks

Hi folks,

Some thoughts I had upon reading through Masters of the Wild.

The Sniper Smack, above, has a lot of potential. To make it nastier, I'd do the following.

Items:

Oath Bow (x4 damage when crits) built off of a +4 strength template, enchanted by your friendly cleric to +5 with GMW.

Wand: Hunter's Mercy

Heward's Handy Haversack

50 arrows +5 (GMW again), with Bane Weapon (from the Dragon Mag) thrown on them, so they're +7, +2d6 damage

Boots of Haste (heh of course)

Feats:

Improved Critical: Composite Longbow
Power Critical

Ok, so in round one, assuming you're already hasted, you go:

Hunter's Mercy (from the wand, which you got out as a free action due to the Heward's)

Shot one: Critical threat. On a confirm, *pow*. Critical hit for x4 damage.

Shot two: Power Crit. *pow*. Critical hit for x4 damage.

Shot three and subsequent: normal.

Now, *just on the crit arrows* and without getting fancy, you're looking at 1d8 + 4 + 12 + 2d6, multiplied times 4.

So, 4d8 (avg 18) + 16 + 48 + 2d6 (last isn't multiplied), or roughly 82 + 7, or 89 points of damage. For the first arrow.

The second does the same thing. So you're looking at 180 points of damage.

Now, that's from FULL range. At 30 feet, you can get sneak attack (at least 4 dice per arrow) and PBshot + Bracers of Archery + Ranger damage bonuses (doubled for a spirit pouch) yielding at least 4 more points of damage to be quadrupled!

So if this is done within 30 feet and sneak attack is an option, you're looking at another 16 points of damage, plus 8d6 for the two first arrows, which is 196 + 28 = 224 damage from two arrows.

And usually most archers will have 2 or more coming. :)

So that puts us over our 200 point requirement.

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. :)

best,

Carpe
 

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shilsen

Adventurer
Re: Sniper and Paladin Smacks

Carpe DM said:
Hi folks,

Some thoughts I had upon reading through Masters of the Wild.

The Sniper Smack, above, has a lot of potential. To make it nastier, I'd do the following...

Feats:

Improved Critical: Composite Longbow
Power Critical

Sorry, Carpe, Power Critical only works with melee weapons. But it'll do great for the paladin smackdown.
 

Carpe DM

First Post
LOL Rats...will reread

Hmm.

Will re-read that one. Bleh...

Oh well, will work like a charm for the Pal. :)

But hey.

best,

Carpe
 


Carpe DM

First Post
Heh...will do.

Heh, Jairami:

I'm fighting an online gaming addiction (Dark Age of Camelot, anyone?) so that's why I've been absent so much. :)

But I'm back in the swing of it a bit more, and have been posting from time to time (the Liches Smack, etc.).

I'll try to be around more. :)

best,

Carpe
 

Roland

First Post
Roleplayings Smackdowns

Roleplaying Smackdown. Or Bluff is your friend. Or Dms are my Bitc*es.
Or Liar Smackdown. But I prefer "Charlatan Smackdown".
It's a simple smackdown, with few magic objects and without Prc......
Well, when I build a character, I try to make him without too many magic obyects.
Not burst, flaming, vorpal, speed and so on...
Your character must be strong without any Dm's aid. This is the way to the real smack!
For this smack you need Psionics Handbook, Song and Silence, Frcs and Dmg.

Human Psion (Telepath) 16th level
Skills: 19 to Bluff or to Diplomacy.
Cha 18 (+4) (Hey! It's a smackdown!)
Levels +4 so +2 to Cha
+5 Inherent so +2 to Cha (25500 gp)
Psycristal: Liar +2 to Bluff (or Friendly +2 to Diplomacy)
1st level: Spell Focus +2 to Bluff + Greater Spell Focus Bluff +4 (if you want a diplomat, choose Diplomacy, +4)
3rd level: Street Smarts +2 to Bluff and Gather Information (or if you want a diplomat, choose Smooth talk, +2) (FRCS)
6th level: Silver Palm +2 to bluff and +2 to Appraise (FRCS)
9th level: Psychoanalist: +2 to Bluff, Diplomacy and Intimidate checks
12th level: Charlatan +2 to Bluff and Disguise Checks (Trustworthy for Diplomacy) (S&Silence)
15th level: Persuasive +2 to Bluff and Intimidate checks. (S&Silence)
(For a diplomat player, 5 ranks in bluff give a +2 sinergy to Diplomacy checks)
Cloak of Charisma +6 Enanchment bonus 36000 gp.
Potion of Glibness +30 to Bluff checks (500 gp) (Ok, maybe it's broken, but it's a core item!)
An' it's cheap :D .
Shield: Command, +4 competence bonus to charisma. (4465 gp, I think)
Breastplate of Command, +2 circumstance bonus on charisma checks and skills (21600 gp)
Conceal Thoughts +20 (PsionH) (16 h) unammed bonus
(Optional +3 to Cha for age)
Total gp: 88065 gp.
-----------
Skill Check:
1d20
+19 Bluff skill
+4 Cha 18
+2 Levels
+2 Inherent
+2 Psycristal
+4 Greater Spell Focus
+2 Street Smarts
+2 Silver Palm
+2 Psychoanalist
+2 Charlatan
+2 Persuasive
+3 Cloak of Cha.
+30 Potion of GLibness
+2 Buckler of Command
+2 Breastplate of Command
+20 Conceal Thoughts
+2 optional for age (yes, It's +3 to Cha, but +5 inherent to Cha for the Tome...))
---
Total: 1d20+100 (0r 102 optional aged character). With only a standard action.
No preparing rounds.
So with 2 on a roll, you have a 102 (104) Bluff ("or" only 50, I think, to Diplomacy Checks).
Maybe It's possible to raise the Cha or the Skills in other manners. Suggestions? :D

ps: Take for example Phlogiston, the uber Half-fire elemental/half-great wyrm red
dragon drd20, cr47, his sense motive is 42+30 (impossible check, I think)=72+1d20
(A note: Sense motive isn't a class skill for a dragon! Bwahahaha)
"Yeah, yeah I'm a lammasu polymorphed in an halfling by an evil mage.. etc etc.. pfui.
How many times must I repeat this phrase, sigh? What? Sure, I'm trustworthy!"

Well, are we trying to influence an Npc? Okkaaayyy
1d20
+4 Charisma Modifier
+2 levels
+2 Inherent
+2 Psychoanalist
+3 Cloak of Cha
+2 Buckler, Shield
+2 Breastplate of Command
optional +3 age
---
Total=1d20+22 to Charisma Checks.
A friendly Npc becomes Helpful.
An indifferent Npc become helpful with 8 on a roll.
An unfriendly Npc becomes helpful with 18 on a roll (ughhh) or friendly with 3.
Am hostile Npc becomes indifferent with 3, friendly with 13.

And NOW AS REQUESTED BY "MANY" POSTERS..... H-E-R-E'S
THE....
B-a-r-d-S-m-a-c-k-d-o-w-n-!!!!!!!!!!!!!! (I try.... it's not simple)
Human 7th level Bard/9th level Virtuoso or also a simple 16th level Bard.
Well, I think there are 2 ways to make a Bard "broken". Ahem.... :D
1) Improve the Performance of your playing an' singing.
2) Enchantment Spells and his Dcs.

Perform:
1d20
+4 Cha (18 Cha)
+2 because of levels (+4 to Cha)
+4 Inherent Tome plus Age. (5 Inherent plus 3 age)
+19 Skills Perform (maximum skills 16th level)
+2 MW Item on Perform Check.
+4 Skill Focus and Greater Skill Focus (1st level) (If human, he'll take 2 feats)
Disguise Spell for improved fun in every setting, 3rd level feat
Requiem Feat to extend your bard music to undead, 6th level feat
Subsonics Feat to play softly, 9th level feat
+2 Artisan Feat, 12th level
+3 Cloak of Cha. (+6 enhancement bonus to Cha)
+16 Improvisation luck bonus (16 rounds), they can be used all in one round.
+2 Competence bonus on Cha skills (+4 to Cha)
+2 Breastplate of Command, circumstance bonus (on cha checks and skills)
---
Total: 1d20+41(+16 Pool Bonus Skills)
I mean, 43 with 2 on a roll is enough? Any suggestions? Improvements, please?
And 59 in a round is almost meaning.

Dcs:
+4 Cha 18
+2 Levels
+4 Inherent + Age
+2 Shield: Command, competence bonus to charisma. (4465 gp)
+3 Cloak of Charisma Enanchment bonus 36000 gp.
+4 Enchantment Bonus Spell Focus and Greater Spell Focus. (9th and 12th level feats)
= Total Cha bonus: Dc 30 first level spells, Dcs 35 6th level spells.
Also with undeads.
Well, thanks to Song and Silence now there are some useful feats.
I choose this feats because:
1) Disguise Spells Feat allows you to cast spell while you singing.
So you can play (making a simple perform check) and cast in a tavern.
Cost: 1 level spell.
2) Requiem allows to fascinate and other things to undead. Finally.
3) Subsonics is without cost, and allows to play softly, if you are in a corner
of a street you could play and cast with disguise for example.
I hope it's the perfect singing an' playing bard.
Any suggestions to improve him?
I'd like to see another +100 bonus......
 


reapersaurus

Explorer
Re: Normal Cleric/Actual PC

Bobbystopholes said:
5)Greater Aspect of the Diety +4 Unamed Bonus Strength [9th level slot]
Since Greater Aspect of the Deity states that it is like the Lesser Aspect spell, and that grants a 1d4+1 enhancement bonus to CHA, I would presume tht Greater Aspect's bonuses to all the stats are an enhancement bonus as well.

That;s just a guess based on the words they've printed.
 

Bobbystopholes

First Post
I wouldn't agree that it is an enhancment bonus. You become a half-celestial for a number of rounds. Those bonuses aren't named. In the spell those bonuses aren't named. Just my interpretation. It seems that a greater power from the more powerful spell supercedes the previous similar powers. All interpretation I would guess. At that level, granting small enhancement pluses like that would be useless. Then again, they do screw up quite a few things...
 

ConcreteBuddha

First Post
Smackage = Neat

This is the most simple version, I'm sure it could be improved, but please don't bother. If something is amiss, however, please tell me. :D

"Big Bertha" Smackdown

L16 Druid

Wildshaped as a Dire Bear with Str 31, Dex 13

Feats:
Pyro (from Song and Silence)
Far Shot

260,000gp Max
Items:
20,000gp Ring of Invisibility wt. nothing
12,000gp Winged Boots wt. 1pound
both of these equipped after wildshaped

51,180gp Alchemists fire, flasks (20gp X 2559)
83,180gp Total


Can carry maximum load while flying, pg. 206 PH
Maximum load: 3200 pounds (1600 x2 for being large)
3199 pounds worth of alchemist's fire which weighs 1.25 pounds per flask =
2559 flasks

First Round:

Invisible, flying, dire bear moves 90ft. to directly above the target. It drops 2559 flasks for a flat-footed ranged touch attack at +13 (+12 BAB +1 Dex). With the target gaining only Size and Deflection bonuses to AC, this is pretty easy to hit from 20 ft. above.

The target takes 2559d6 (+ 2559 from Pyro) or 2559 points of damage on a miss.

Average 11,515.5 - Energy Resistance

P.S. For creatures with Fire Immunity, use Acid flasks instead.
 
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