I need a SUPERMAN!!!!!!!!

questionmark

First Post
ok guys I need some help one of our DMs is makeing a Murderthon where all the players make lvl 20 guys with a whole butt loud of cash to make them up with so... im curious on some of the tough super munkin ideas you guys got so i can win the the merderthon? you get one 20th lvl guy and like700,000 gold so tell me your ideas please
 

log in or register to remove this ad

Fighter with the Improved Critical Feat, and a +3 Keen Vorpal Scimitar.

I once saw a 17th level Fighter in action with one of these. It was so insanely nasty the amount of carnage he wreaked! Though I gotta say, my 17th level Monk was nearly a match for him. First time I've played a Monk, but I'd love to play one, again, some time.
 


Go over to the Sultans of SMACK thread, borrow one you like, and add four levels to him.

If you don't feel like abusing your poor DM that much, I'm fond of Monk 2/PsW 6/Duelist 6/Soulknife 6. Try to open up your combat with a Sneak Attack and Sever Life. If you want to focus more on Sneak Attack, go Rogue 5/PsW 6/Shadowdancer 3/Soulknife 6, and use Hide in Plain Sight and your Shadow Companion to set up Sneak Attacks.

Githzerai Monk 2/PsW 6/Diamond Warrior 10 (from the Mind's Eye) also has a lot of potential. Revel in your sheer untouchability. Get +1 mindfeeder charged speed screaming Bracers of Striking, then use Greater Metaphysical Body to bump your natural attacks up to +5.

Half Fang Dragon Human Fighter 4/Barbarian 3/Frenzied Berserker 10. Half Fang is ECL one less than other half dragons because they don't have an immunity or a breath weapon. Their claw and bite damage is good, though. An Amulet of Natural Attacks is advised-- +5 keen impact and any energy auras you want. Take Weapon Specialization at least in your claws, and take your extra Frenzy attack with a claw. Try to get Improved Critical in your claws and your bite. Get a Ring of Regeneration, so the subdual damage from the Frenzy doesn't hurt you too bad.
 

I'm partial to the whip-dagger-wielding Fighter 5/Lasher 8/Duelist 7. Take Rapid Shot and Point-Blank Shot so you can get tons of attacks with your +5 flaming shocking frost distance whip-dagger (each attack does 1d6+5 base, +1 from point-blank shot [all whip attacks are point blank], +2 Weapon Specialization, +2 Lashing Whip, possibly up to +4 with a Mighty Whip-Dagger, +3d6 energy damage, and I think +2d6 from the duelist's precise strike [since the whip-dagger is a light, one-handed piercing weapon]). With liberal interpretations of the rules for Lasher (I'm unsure if Rapid Shot stacks with Crack of Fate or Crack of Doom), you can get 6 or 7 attacks a round with the whip.

If you max out your Dex with items and play an Elf, you can easily have a 30 Dexterity. See if you can also manage to swing an 18 Str and 18 Int, and get a mighty whip-dagger. Factor in Weapon Focus and Weapon Specialization, and your attack bonus is +37/+32/+27/+22 (or +31/+31/+31/+31/+26/+21/+16 if you use Rapid Shot and Crack of Doom), dealing 6d6+14 points of damage.

If you manage to get Str 18, Dex 30, Int 18, get Bracers of Armor +8, and your AC will be 32 (10 + 10 Dex, +4 Int, +8 Bracers). Also, of course most people at this level also have Amulets of Natural Armor +5, so your AC is now 37. Plus, if you fight defensively, you get to add an additional +7. So take that slight penalty to your attack rolls if you'd like an AC of 44. :)
 

Simple ranged massacre machine (no style)

Munchkin archer in progress...

Race: Human
Gender: Male
Fighter2/Monk(OA)2/Templar1/Paladin1/Shiba Protector1/Cleric1/Order of the Bow Initiate6/Deepwood Sniper 2
Total Levels: 16
Experience: 120000 Next Level: 136000 Exp Penalty:
Alignment: Lawful Good
---

val adj

Str: 16 (+3)

Dex: 16 (+3)

Con: 16 (+3)

Int: 10 (+0)

Wis: 16 (+3)

Cha: 20 (+5)

---
Speed Walk 30'

Save (Base)

Reflex +17 (+14)

Fortitude +23 (+20)

Willpower +22 (+19)


Feats:

Alertness,Divine Might,Divine Weapon,Endurance,Expertise,Far Shot,Iron Will,Power Attack,Precise Shot,Rapid Shot,Superior Weapon Focus (Longbow (Composite)),Weapon Specialization (Longbow (Composite)),Zen Archery(+Improved), Leadership, Improved Initiative, Multishot, Improved Crit

Domain: Elf Granted Power: Free Point Blank Shot

Domain: War Granted Power: Free Martial Weapon Proficiency and Weapon Focus with the deity's favored weapon.

Special Abilities:

Ki Frenzy 1/day,Evasion,Flurry of Blows,Mettle,No Thought,Spontaneous casting,Turn Undead 15/day,Ranged Sneak Attack +3d6,Close Combat Shot,Free Attack,Keen Arrows,Range Increment +20ft,Concealment Reduction 10pct,Magic Weapon,Projectile Improved Critical +1,Detect Evil,Divine Grace,Divine Health,Lay on Hands 3 hp/day

This is entirely pre-items (and stat boosts for level). They will all be made by my Maho-Tsukai/Incantrix cohort who will take full advantage of his Improved Metamagic and Maho Metamagic skills......

More to come...

Items: UseAct Bulls Str 6x Empowered w/Maho Metamag and Improved Metamag,+ Persistant (Instant Metamag)...Thus; L2 spell, free action activation, 24 hour duration +4d4+4(8-20) str.
(2*3*2000)/2 = 6,000 to make
Repeat for every other stat. Total cost: 36,000 (Altohugh Jeremy's metamagic smack is better, I will stick to my own rather than copy, in the spirit of fair competition. IN an SoS char I;d prolly make the char a Maho/Incan/Spelldan, touhgh)

UseAct Greater Mag Weapon +5, L15 caster. 5x extended with maho metamagic, free activation, 90 hour duration.
(3*15*2000)/2 = 45,000

Same as above, but with haste, so (3*5*2000)/2 = 15,000

Persistent divine favor, same exploit, (1*18*2000) /2= 18,000

...and divine power = 28,000
...and righteous might (1/day) = 10,500
...and battletide = 54,000

2 +1 spellblade bladeboots. One with greater Dispel, the other with <TBA>
Total Cost 8k

extremely mighty Oathbow: Cost 14,185

still spending....not even halfway through....

Hewards handy haversack 2k

A sh*tload of Tiger's Claw arrows

Bracers of Archery

So hmmm........I know that the char is not 100% complete, but lets see what his dmg might look like.(Assuming the stat items grant +14 ( the average)(Also note str +4 from righteous might).....

To Hit: 16 (Bab w Divine Power) +2 (Superior Weapon Focus) + 12 (Divine Weapon) +10 (Enh bonus of bows + arrows) +10(dex) +10 (OOBI Zen Archery)+6 (Divine Favor) -2 (Rapid Shot) +10 (No Thought)
Attacks: 4+1(Rapid shot) = 5
So...+74/+74/+69/+64/+59

...but wait....he has multishot and two extra partial actions (haste and battletide)

So....that adds 8 more attacks (using 2 attack rolls) @ +74


Howsabout dmg? Well, first note that in osme situations, he has ranged sneak attax and precise shot. In this situation, he will deal 24d6+8 more dmg if they all hit. Also note that his crit range is 15-20/x4 amd that 1/round he can shoot a foe that provokes an AOO from an ally.

The first 5 (and 2 from the next 8)

DMG: 2d6 (bigger with righteous might)+2 (Weapon Specialization) + 12 (Divine Weapon) +10 (Enh bonus of bows + arrows) +12(divine might) +6 (Divine Favor) +10 (No Thought) +12 str = 2d6+64 *2 (Oathbow) =4d6+128

The other 6 only do 4d6+124, because they dont get weapon spec.

So in 13 attacks, he does....52d6+1640...for a rough calculation with crits, I can multiply the dmg of the 7 crit-eligible shots time 6/20 and multiply by 4.....It should thus add 1.2x that dmg, so about 35d6+1075 more.

Thus, not counting sneak attax or use of free shot, he should do 87d6+2715 in a round. That averages over 3,000.

Add 4 levels or templates at your leasure... Add the Shade Template or something if you really want to hang out the big bad mofo... or flying feral and insectile or something *har*
 
Last edited:

One of my creations I like the most....

Yxbudur’zmutkimdu
Feral Insectile Troll – Barbarian6
Large-size Aberrition
HD: 6d10 + 6d12 + 180 (270hp) (294hp with rage)
Init: +20
Speed: 120ft (walk), 120ft (climb)
AC: 46 (10 + 9 Natural, + 5 Deflection, +8 armor, +10 Dex, -1 Size, +5 luck)
Attacks: 6 claws +35, 1 bite +33
Damage: 2 Primairy claws 3d6 +25, 4 Secondairy claws 3d6 +16, Bite 1d8 +14
Saves: Fort: +35 (+37), Ref: +24, Will +15
Abilities: Str 46, Dex 30, Con 40, Int 10, Wis 10, Cha 4
Special Attacks: Improved Grab, Pounce, Rake, Rend
Special Qualities: 120ft Darkvision, Fast Healing 5, Regeneration 5, Scent, Tremorsense 60ft, Wide Vision (can’t be flanked), Uncanny Dodge (Dex to AC), Rage (2/day)
Skills: Jump +63, Wilderness Lore +4, Move Silently +45, Hide +41, Spot +5
Feats: Multiattack, Multidexterity, Improved Multiattack, Greater Multiattack, Multigrab, Greater Multigrab
Appearance: 6 arms with claws, two hind legs with claws, crawls on all fours arcross the ceiling or jumping through the forest or underground.
Languages: Giant
AL: Chaotic Neutral
CR: CR 17

Equipment:
Diadem of the Spider (+5 Deflection Bonus, 60ft blindsight, no need for air)
Three pair of Beastclaws (1d6 +2 to claw attacks, +2 for piercing DR)
Bracers of Armor +8 (+8 armor bonus, +30 jump)
Bracers of Health (+6 con, +20 move silently)
Bracers of Strength (+6 str, +20 hide)
Spider boots (double speed)
Two Tatoos of Speed (20 rounds of haste a day)
Tatoo of Freedom of Movement
Tatoo of resistance (+5 to all saves)
Irridecent Tatoo (+5 luck bonus to all)
Skittish Ring (+5 Initiative)
Portable Hole
Rag of the spider (can meld into stone walls at will as a part of a move action and subject in this state is invisible to blindsight or true seeing since it is melded with the wall and can reappear as a free action, the rag puts its user under a displacement effect)
Thongameir's Master Spell (Su): This powerful, enduring spell was cast upon Yxbudur’zmutkimdu by the archmage Thongameir. It has three effects; all three function only against effects that are subject to spell resistance. If the attack is one that affects multiple creatures, other creatures are affected normally and Yxbudur’zmutkimdu is unharmed (Thongameir's magic doesn't protect anyone other than Yxbudur’zmutkimdu herself). Like actual spell resistance, Yxbudur’zmutkimdu can suppress this ability when she wants to accept certain spells.
All Enchantment effects that would affect at Yxbudur’zmutkimdu have no effect other than to cure a number of hit points equal to one point per spell level of the magical attack. Hit points in excess of her normal total remain for one day as temporary hit points. Successive enchantment effects simply cure more hit points or give her more temporary hit points (these temporary hit points do not stack with themselves, so if she is at full hit points and hit by a 9th-level Enchantment spell followed by a 1st-level enchantment spell, he has only 9 temporary hit points). Effects without a spell level do not give her hit points but still do not affect her.
All Necromancy magics cast at Yxbudur’zmutkimdu have no effect other than to give her a limited damage reduction ability for one day, negating damage equal to 1 point per spell level of the necromantic attack. This effect has saved the aberrition from apparent death more than once. Multiple Necromancy effects do not stack; she gains the most favorable amount of damage reduction from the attacks directed against him (so if struck with a 9th-level Necromancy spell and a 1st-level Necromancy spell, Yxbudur’zmutkimdu prevents 9 points of damage, DR 9/-, per attack for the next day). Effects without a spell level do not give her damage reduction but still do not otherwise affect her.
All Transmutation magics of 5th-level or higher cast at Yxbudur’zmutkimdu have no effect except to allow the aberrition to cast a single stoneshape spell (caster level 27th) at any time within the next day. Multiple Transmutation effects give her multiple uses of this stoneshape spell, each with its own time of expiration. Transmutation effects of less than 5th level have no effect whatsoever, but do not give her the ability to use stoneshape.
---

Due to feats Yxbudur’zmutkimdu can make an additional attack with as her claws at no penalty, she can make third attacks with all her claws but at a –5 penalty.

When Yxbudur’zmutkimdu hits with two claws she can make an additional rend attack for 6d6 +50. Because she has three pair or claws she can make three rend attacks. When using a full round attack option or her pounce ability and she hits with all her attacks she can make 18 claw attacks, one bite attack, 9 rend attacks and two rake attacks. Her rake attacks deal 2d6 + 14 damage a piece.

When everything hits à 112d6 +1d8 +984dmg

Due to feats Yxbudur’zmutkimdu can grapple with the bodypart she made her attack with at no penalty. So effectively she can grapple six opponents at no pentalty. Yxbudur’zmutkimdu has an effective grapple bonus of +22.
 

Remove ads

Top