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Old Drew Id

First Post
Play a half-orc fighter 14/cleric 1 with strength domain, so you can geat a lot of feats and also cast Enlarge Person.


With a 20 strength starting out, all increases into strength, and a +4 item, that's a 27 strength, or +8 damage on a one-handed weapon.

Grab a Lance, which you will need to use two-handed (normally 1d8 damage). Interestingly, there is nothing preventing you from using a lance all the time. You don't have to be mounted. Also, while mounted, a lance is a one-handed weapon. So buy two of them.

Monkey grip feat lets you use one size larger = Large Lance (2d6+8)

Strongarm Bracers (magic item compendium) lets you use weapons one size larger and it stacks with Monkey Grip = Huge Lance (3d6+8)

Enlarge Person spell increases you and your weapon by one size = Gargantuan Lance (4d6+8)

At 15th level, you ought to be able to add flaming, frost, and shock to that lance, so at least (7d6+9)

Get a mount to carry you. Any Huge creature could be appropriate. A Triceratops would be especially nice, but an advanced Dire Bear could work too. Now pick up Mounted Combat, Ride-By Attack, and Spirited Charge. Now when you are charging, you deal 21d6+27 with your lance.

Pick up Dex 15, Two Weapon Fighting and Two Weapon Pounce (PHB2) feats. Now you can use dual-wield lances and attack *with both* as part of a charge. Combined damage for both attacks (42d6+54)

Take the Headlong Rush feat (Races of Faerun) which provokes more attacks of opportunity from your charges, but doubles your damage. With both lances, you're up to (84d6+108) without counting any power attack damage or any chance of rolling a critical (X3 on a lance).

7 feats so far. At 15th level, you should have 13 to work with. I would use the others for Power Attack, Weapon Focus (lance), Weapon Specialization (lance), and 3 others that are up to you... you might even be able to trade a couple more of those fighter levels for cleric levels to give you a couple more buff spells.

That's an average of 426 damage per round, although you'll need to keep charging every round to maintain that, so you may only be able to do that every other round instead. If you did power attack for 13 and you also critted on both hits, you would be looking at
(180d6+864), or an average of 1494. And finally if you maxxed out the rolls on those, you would max out your damage at 1944 in a single round.
 

moritheil

First Post
Eh. It depends on whether or not numbers are your thing. :D

My personal school of thought is, why go for numbers when you can just get guaranteed kills instead?
 


Kat'

First Post
You might even throw in Improved Sunder and Combat Brute (CW); there's a maneuver that grants you unnamed +x to hit nd damage each time you bull rush your opponent... synergizes particularly well with Knockback builds.

Be wary of Setting Sun swordsages, however. Counter Charge can be a real pain in the bun to any charger build.
 

Jack99

Adventurer
Old Drew Id said:
That's an average of 426 damage per round, although you'll need to keep charging every round to maintain that, so you may only be able to do that every other round instead. If you did power attack for 13 and you also critted on both hits, you would be looking at
(180d6+864), or an average of 1494. And finally if you maxxed out the rolls on those, you would max out your damage at 1944 in a single round.

You do realise that your numbers are wrong. Elemental damage does not crit, nor changes when you deal double (or triple damage).

As to the whole two-lances pouncing attack, I don't even know what to say. hehe.

Cheers
 

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