10th Level Smackdowns?

Stupid text messages always messing up tone. The blurb at the top was meant as an FYI, not an admonishment. Sorry for any confusion.

;)
 

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My bad

Firstly, Jairami - you took the words out of my mouth. I think I took your text comment in the right spirit, I didn't mean to sound defensive, just explaining for anyone else wondering.

Secondly, this thread was an accidental duplication that seems to have taken off beyond the original (so I hope that one now dies off). Hopefully we'll continue getting more posts here.
 

actually, Jairaimi, the original definition of a "Smackdown" was an attack that caused 200 points of damage or more in a round.
It had nothing to do, AFAIK, with level.

and i think the Sorcerer DC thing is an awfully cheesy way of playing, myself.
Talk about sucking the fun out of a campaign, but that's just my take... ;)
 

200 points of damage in a single round, generally by a character of 16th level in a creative and entertaining manner. I know's, I know's. I wrote the blurb. :) Or at least that version of it. The 200 point damage limit was Carpe's humorous jibe at making his current smackdown post compare to his others. But the general term came to describe the above as more people (yourself included) contributed.

Yeah, the arcane smack is deadly, and can mess up an unprepared DM. But it's an example of a 10th level smack which was what was asked for. <shrugs>

Hopefully people will pick up the torch here for ya and post a few more smacks, though the threads been totally sidetracked now. Need someone else to get it back on course or it's gonna die out here. :(
 
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Pielorinho said:
Frenzied berserker brings two main abilities:
+6 strength bonus when frenzying
One extra attack per round. This is the biggie, especially combined with the tribal protector's extra attack per round.

Each +1 weapon bonus adds +8 to the damage total, as does each +2 str bonus; each +4 str bonus adds 24 to the damage total.
Great character! Makes me think of possible alternatives for Ubaar... :)

Couple questions:
how does the +6 STR bonus work? What's frenzy? Does it stack with rage? How long?

Does the extra attack from the Berserker have any penalties to it? I'm sure they wouldn't just give a free attack?

What are the requirements for frenzied berserker?

Victim: How can you dual-wield a greatsword and armor spikes? Does that work?

And Smite is not too good to build a smackdown around, since it's only one attack per day, of course.
 

reapersaurus said:
Victim: How can you dual-wield a greatsword and armor spikes? Does that work?

That's hotly disputed. Nowhere in the PH does it require a free hand to duel-wield, but most (self included) feel that an atack with an armor spike and greatsword is beyond the intent of the rules.
 

Armor spikes are part of armor, and thus don't take up a hand for fighting, and are treated as light weapons. In any case, dual weilding with armor spikes is just a cheesy way to get an extra attack, and thus more sneak attack damage. Right now, the armor spikes are mostly to help in grapple attacks. And to make him look dangerous. BTW, I misremembered the attack figures; they're +14 and +9 for primary and secondary attacks. Hmm, I just reread the armor spikes, and it doesn't look like that would work. A level of ranger for the 2 weapons feats probably wouldn't be worth delay the aquisition of Opportunist anyway.

Frenzy gives +6 to STR that stacks with rage, an extra attack at your highest bonus that doesn't stack with haste, and lasts for 3 rounds + con modifier. It carries substancial penalties to AC and does subdual damage. A Frenzied character can't come out of frenzy voluntarly, they need to make a DC 20 will save. While Frenzied, they can't use concentration requiring things, and must attack the nearest foe. Taking damage can trigger the frenzy. Running out of enemies means that your friends might be in for some trouble. Frenzy = Pycho Beserker Rage!! The class requires Destructive Rage, Intimidating rage, power attack and cleave.

While Smite isn't the most consistent power, power attacking with a high damage multiplier from spirited charage and rhino armor still puts the average damage pretty high. Also, it's nice to have the ability to score a decisive blow when needed, just like a spell caster can save the high level spells for the tough fights. The problem is not so much the ineffectiveness when not smiting as the inability to use mounted combat regularly. Fear the halfings on riding dogs.
 


Hate to wreck your day Jairami but without scrolls that isn't going to work, you have 1 to many fourth level spells

At 10-th level you have 2 fourth level spells known, and you list 3, polymorph other, resilent sphere and Spell Enhancer, to get the full glory you need to be 11th level.


With spells selection for that socercer just make sure that all you spell that you are going to cast on bad guys are Evocation/Enchanment and that you have a spell that forces the enermy to take a save of each type

For example feeble mind is will, resilent sphere is reflex and Polymorph other is Fort

So work out the targets worst save and cast the spell that targets it. (feeble mind is a bad example as it is a will save but you hit spell casters with it.)

Other good spells are staples such as magic missle, shield, lightning bolt, flaming sphere etc

Charm person may be good at the start, and is the beinging of what you are aiming for, but doesn't have the strongest recommendation as it is not the best in a combat situation. Tasha's Hideous laughter might also be worth a glance, but with this guy evocation is going to be the strongest until you hit the instant removal enchament spells
 

The Furious Puffin said:
Hate to wreck your day Jairami but without scrolls that isn't going to work, you have 1 to many fourth level spells

At 10-th level you have 2 fourth level spells known, and you list 3, polymorph other, resilent sphere and Spell Enhancer, to get the full glory you need to be 11th level.

Actually, Spell Enhancer I should have mentioned should come from a wand. It might not see much use, but when you want to use it you don't think twice (as you do with a scroll).

The Furious Puffin said:
With spells selection for that socercer just make sure that all you spell that you are going to cast on bad guys are Evocation/Enchanment and that you have a spell that forces the enermy to take a save of each type

For example feeble mind is will, resilent sphere is reflex and Polymorph other is Fort

So work out the targets worst save and cast the spell that targets it. (feeble mind is a bad example as it is a will save but you hit spell casters with it.)

Having played an enchantress from 1st to 20th level in 3e, I strongly disagree with you. Feeblemind is a great example because it can not only be used as against someone with poor will saves (rogues, fighters), but it can also be used against spell casters (and multiple use spells are the only kind a sorcerer can afford to pick) because even though Will saves are their specialties (especially clerics) that built in -4 to a spellcasters save gets them every time. And it's much harder to fix than a hold monster or dominate person. Additionally it is great for those good at everything saver's. While I recommend using Fort saves against monks, against dragons Feeblemind is incredible. The scariest thing about a dragon is it's tactics. Through a feeblemind up there and maybe a couple targeted greater dispells and it becomes a contest between the meat grinders. In that kind of situation if it is 4 or 5 on 1, the good guys are much more likely to win (than against an intelligent dragon who fights from afar with breath weapon and spells).

And you'll note that that was a part of the strategy. Resilient sphere is evocation, and feeblemind is enchantment. With a couple more levels you can add transmutation to the list to bump your polymorph other dc's or disintegrates by then.

And I mentioned how and who you should target each spell against both in character and out of game.

The Furious Puffin said:
Other good spells are staples such as magic missle, shield, lightning bolt, flaming sphere etc

Magic missile is good for pecking at a foe, but unless you metamagic it, it would be better saved for a last resort. Shield is always good. Lightning bolt has the same problem magic missile has, as a damage spell it is only going to be really effective against low hp creatures. And flaming sphere is just worthless. IF they fail their save they take 2d6 (!?) points of fire damage. Great for killing... Well, nothing.

The Furious Puffin said:
Charm person may be good at the start, and is the beinging of what you are aiming for, but doesn't have the strongest recommendation as it is not the best in a combat situation. Tasha's Hideous laughter might also be worth a glance, but with this guy evocation is going to be the strongest until you hit the instant removal enchament spells

I am going to have to disagree with you again. :) Charm person is useful all the way til the end of the game for sorcerers, just not for combat. But out of combat when dealing with guards, when gathering information, even when subtly angling for better treatment at the current inn it is useful and entertaining in a variety of situations. Anyone with greater spell focus enchantment should have it. As for Tasha's laughter, unfortunately the clause where one of your spells learned must be from your school of specialization forced my enchantress to learn that one. It worked a couple times, but that delay in effect really feels significant in the typically short (game time, not real world time) D&D 3e combat. So I agree with you there.

So don't worry about it, you didn't wreck my day, if anything you further highlighted the strengths of the character.
 
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