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3.5 Only Smackdown
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<blockquote data-quote="FrankTrollman" data-source="post: 1181260" data-attributes="member: 14225"><p>I am of a different school of Smackdowns. Namely, that all the smacking should come from the character. I mean look at you guys! Getting buff spells from friends - it's like your Cleric is doing all the smacking, not you.</p><p></p><p>Polymorph Abuse.</p><p></p><p>Type: most damage in single hit.</p><p></p><p>Character: Human Wizard 20.</p><p></p><p>Spells used:</p><p></p><p>Polymorph Any Object</p><p>Greater Magic Weapon</p><p>Contingency: True Strike</p><p>Rage</p><p>Improved Invisibility (for the attack bonus)</p><p>Greater Heroism</p><p>Tenser's Transformation</p><p></p><p>Feats:</p><p>Mounted Combat</p><p>Power Attack</p><p>Spirited Charge</p><p></p><p>Here's the fun: You Polymorph Any Object yourself into a Titan, gaining Titan strength. If you want to get technical - you also have the ability to use Gargantuan Weapons without penalty - but we'll assume for sanity's sake that you can only use a Huge Lance (3d6 damage). You give yourself Tenser's Transformation, because anything less would be laughable.</p><p></p><p>You charge in and stab someone - which automatically activates your Contingent True Sight - so you can jolly well Power Attack for +40 damage.</p><p></p><p>At this point you have a Strength bonus of +19, which in this case is inflated to 1.5 times size and nets you +28. You've made your Lance +5. And this is before equipment of any sort. You can add in equipment to the tune of +9 worth of magical abilities to your weapon (I humbly suggest Spell Storing filled with a Vampiric Touch; Vicious; Holy; Axiomatic; Flaming; Shock; and Frost - for +19d6 of damage). You can throw on Rhino Armor (with a rod of Still Spell if you really care) for +2 more d6 of damage. And of course, you can get a Tome of Strength +5 - which raises your strength bonus up to +22 - a total bonus of +33 from strength.</p><p></p><p>So you are looking at {3d6+78}*3 + 19d6 damage. Average damage per hit is 332 damage (before factoring criticals) and we didn't even have to cheat by getting spells from more than one character. And since the attack bonus on this attack is +53 - I think we can be pretty confident that the chance of hitting is probably pretty good.</p><p></p><p>----</p><p></p><p>Of course, this pales in comparison to the actual winner:</p><p></p><p>Wizard 15, Archmage 5:</p><p></p><p>High Arcana: Spell-like Ability: Major Creation.</p><p>High Arcana: Spell Power 4 times.</p><p>Skills: 23 ranks in Alchemy</p><p>Equipment: Ioun Stone of Spellcaster Level.</p><p></p><p>As a standard action you can create up 25 cubic feet of Alchemist's Fire anywhere within short range. The only thing keeping you from using this offensively is the prohibitive casting time, which you do not in fact need to expend. So after not spending the material component and instead coughing up zero xp - you now have some one thousand five hundred pounds of alchemist's fire. As per the 3.5 weapon size increase rules - that's 11 size increases over the normal unit weapon of Alchemist's Fire - which is 24d6 of damage, no save, <em>per round</em>. Save DC 37 per additional round to end. That's "only" 94 damage per round - but as it continues indefinately, I think it is the win.</p><p></p><p>-Frank</p></blockquote><p></p>
[QUOTE="FrankTrollman, post: 1181260, member: 14225"] I am of a different school of Smackdowns. Namely, that all the smacking should come from the character. I mean look at you guys! Getting buff spells from friends - it's like your Cleric is doing all the smacking, not you. Polymorph Abuse. Type: most damage in single hit. Character: Human Wizard 20. Spells used: Polymorph Any Object Greater Magic Weapon Contingency: True Strike Rage Improved Invisibility (for the attack bonus) Greater Heroism Tenser's Transformation Feats: Mounted Combat Power Attack Spirited Charge Here's the fun: You Polymorph Any Object yourself into a Titan, gaining Titan strength. If you want to get technical - you also have the ability to use Gargantuan Weapons without penalty - but we'll assume for sanity's sake that you can only use a Huge Lance (3d6 damage). You give yourself Tenser's Transformation, because anything less would be laughable. You charge in and stab someone - which automatically activates your Contingent True Sight - so you can jolly well Power Attack for +40 damage. At this point you have a Strength bonus of +19, which in this case is inflated to 1.5 times size and nets you +28. You've made your Lance +5. And this is before equipment of any sort. You can add in equipment to the tune of +9 worth of magical abilities to your weapon (I humbly suggest Spell Storing filled with a Vampiric Touch; Vicious; Holy; Axiomatic; Flaming; Shock; and Frost - for +19d6 of damage). You can throw on Rhino Armor (with a rod of Still Spell if you really care) for +2 more d6 of damage. And of course, you can get a Tome of Strength +5 - which raises your strength bonus up to +22 - a total bonus of +33 from strength. So you are looking at {3d6+78}*3 + 19d6 damage. Average damage per hit is 332 damage (before factoring criticals) and we didn't even have to cheat by getting spells from more than one character. And since the attack bonus on this attack is +53 - I think we can be pretty confident that the chance of hitting is probably pretty good. ---- Of course, this pales in comparison to the actual winner: Wizard 15, Archmage 5: High Arcana: Spell-like Ability: Major Creation. High Arcana: Spell Power 4 times. Skills: 23 ranks in Alchemy Equipment: Ioun Stone of Spellcaster Level. As a standard action you can create up 25 cubic feet of Alchemist's Fire anywhere within short range. The only thing keeping you from using this offensively is the prohibitive casting time, which you do not in fact need to expend. So after not spending the material component and instead coughing up zero xp - you now have some one thousand five hundred pounds of alchemist's fire. As per the 3.5 weapon size increase rules - that's 11 size increases over the normal unit weapon of Alchemist's Fire - which is 24d6 of damage, no save, [i]per round[/i]. Save DC 37 per additional round to end. That's "only" 94 damage per round - but as it continues indefinately, I think it is the win. -Frank [/QUOTE]
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