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<blockquote data-quote="Soltares" data-source="post: 171956" data-attributes="member: 4070"><p>Wizard 8 / Summoner 2 / Alienist 1 w/ Augment Summoning Feat.</p><p></p><p>Five Pseudonatural Girallons w/ special Summoner spell Maximized with Summoner ability.</p><p></p><p>10 ft. Reach, arrange around target(s) so that those without reach have to provoke an AoO to close into attack range. Twenty Claw attacks at +13 to hit for 1d4+9, five bites at +18 to hit for 1d8+5, plus if any two Claws hit, automatic Rend for 2d4+13. Use True Strike to ensure that two Claws hit.</p><p></p><p>Alternately, skip Alienist and summon Cold Elemental Girallons (using the Manual of the Planes template). They will get +3 Natural Armor, +1d4 Cold damage / successful attack and their Hit Dice will drop to d8's instead of d10's.</p><p></p><p>Round two, cast Adrenaline Surge to increase their effectiveness. Or Mass Haste, if you have it.</p><p></p><p>Wizard 14 / Summoner 5 / Alienist 1 w/ Augment Summoning Feat.</p><p></p><p>Use Monster Summoning IX via Summoner enhancement (to get 1d3 creatures), then Maximized with Summoner ability, to call 3 Pseudonatural Elder Earth Elementals.</p><p></p><p>15 ft. Reach, Cleave, Great Cleave, Improved Critical (Slam) and Power Attack. Space them to take advantage of all this incredible goodness (to get lots of Cleave opportunities with their 15 ft. Reach).</p><p></p><p>Remember that True Strike affects only the first attack after it is cast, while Power Attack affects EVERY attack of the round, so if you use it on the very first attack, all four Slams will be at -20 to hit / +20 to damage. It would be more effective to use it on the *last* attack of the round, taking 10 pts out of it with Power Attack to add to damage.</p><p></p><p>Counting Augment Summoning and Earth Mastery (assuming it applies), attacks will be +29 / +24 / +19 / +24 (+10 from True Strike), doing 2d10+18 for the first three hits, and 2d10+28 for the fourth (using Power Attack to take 10 pts of the True Strike). Remember to apply Improved Critical: Slam and Great Cleave (with a 15 ft. Reach), as appropriate.</p><p></p><p>For a Wizard, Haste, Mage Armor, Mass Haste, Emotion: Rage and Adrenaline Surge (MotW) are all good.</p><p></p><p>For a Cleric, Prayer.</p><p></p><p>For a Druid, Adrenaline Surge (MotW), Natures Favor (MotW), Animal Growth, Barkskin, Greater Magic Fang and Magic Fang.</p><p></p><p>For a Bard, sing puppy, sing.</p></blockquote><p></p>
[QUOTE="Soltares, post: 171956, member: 4070"] Wizard 8 / Summoner 2 / Alienist 1 w/ Augment Summoning Feat. Five Pseudonatural Girallons w/ special Summoner spell Maximized with Summoner ability. 10 ft. Reach, arrange around target(s) so that those without reach have to provoke an AoO to close into attack range. Twenty Claw attacks at +13 to hit for 1d4+9, five bites at +18 to hit for 1d8+5, plus if any two Claws hit, automatic Rend for 2d4+13. Use True Strike to ensure that two Claws hit. Alternately, skip Alienist and summon Cold Elemental Girallons (using the Manual of the Planes template). They will get +3 Natural Armor, +1d4 Cold damage / successful attack and their Hit Dice will drop to d8's instead of d10's. Round two, cast Adrenaline Surge to increase their effectiveness. Or Mass Haste, if you have it. Wizard 14 / Summoner 5 / Alienist 1 w/ Augment Summoning Feat. Use Monster Summoning IX via Summoner enhancement (to get 1d3 creatures), then Maximized with Summoner ability, to call 3 Pseudonatural Elder Earth Elementals. 15 ft. Reach, Cleave, Great Cleave, Improved Critical (Slam) and Power Attack. Space them to take advantage of all this incredible goodness (to get lots of Cleave opportunities with their 15 ft. Reach). Remember that True Strike affects only the first attack after it is cast, while Power Attack affects EVERY attack of the round, so if you use it on the very first attack, all four Slams will be at -20 to hit / +20 to damage. It would be more effective to use it on the *last* attack of the round, taking 10 pts out of it with Power Attack to add to damage. Counting Augment Summoning and Earth Mastery (assuming it applies), attacks will be +29 / +24 / +19 / +24 (+10 from True Strike), doing 2d10+18 for the first three hits, and 2d10+28 for the fourth (using Power Attack to take 10 pts of the True Strike). Remember to apply Improved Critical: Slam and Great Cleave (with a 15 ft. Reach), as appropriate. For a Wizard, Haste, Mage Armor, Mass Haste, Emotion: Rage and Adrenaline Surge (MotW) are all good. For a Cleric, Prayer. For a Druid, Adrenaline Surge (MotW), Natures Favor (MotW), Animal Growth, Barkskin, Greater Magic Fang and Magic Fang. For a Bard, sing puppy, sing. [/QUOTE]
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