SMACK characters - FINISHED VERSIONS ONLY!

Jeph

Explorer
Okay, would the 8 of you please have your finished characters posted to this thread by the 20th. Please try to keep this thread uncluttered by not commenting on the characters, just nice clean stat blocks and and ability descriptions. Thanks!

-Jeph
 

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Arowain, Human Clr14/Spelldancer1/Contemplative1

Domains: Time, Travel, Mysticism
Hit Dice: 14d8+2d6+32 (134 hp)
Initiative: +7
Speed: Walk 20'
AC: 30 (+10 armor, +3 shield, +3 dex, +1 insight, +3 luck)
Attacks: Club +1 (Wrathful Healing) +14/+9;
Damage: Club +1 (Wrathful Healing) 1d6;
Face\Reach: 5 ft. by 5 ft.\5
Special Qualities: Divine Health, Spelldance, Turn Undead 7/day
Saves: Fortitude: +24, Reflex: +22, Will: +32
Abilities: Str 8, Dex 16, Con 14, Int 10, Wis 22, Cha 18
Skills: Concentration 19; Knowledge (Religion) 14; Perform 32;
Feats: Combat Casting, Dodge, Empower Spell, Endurance, Extend Spell, Improved Initiative, Mobility, Persistent Spell
Alignment: Neutral Good

Possessions:

Cleric's Vestments (PHB, fluff)
Cloak of Displacement (Major) (DMG, 50% miss chance)
Vest of Resistance +5 (T&B, +5 resistance to saves)
Psychoactive Skin of the Hero (PsiH, +3 luck AC/ATK/SV)
Wand of Cure Critical Wounds (DMG, 4d6+16 healing)
Masterwork Dragonscale Shield (QF, +3 AC)
Masterwork Dragonscale Armor (QF, +10 AC)
Club +1 of Wrathful Healing (EA, heal 1/2 dmg)
Necklace of Prayer Beads (Bead of Karma) (DMG, +4 caster level 1 spell/day)
Pale Green Ioun Stone (DMG, +1 circumstance AC/ATK/SV/Skills)
Horn of Blasting (DMG, cone sonic damage + stunning)
Belt of the Performer +20 (DMG, Custom, +20 competence to perform)
Helm of Alacrity +1 (BoEMII, +1 insight AC)
Brooch of Shielding (DMG, negates magic missile)

Spell DC 16 + Spell Level, Spells per Day: 6/7+1/7+1/6+1/5+1/5+1/4+1/3+1/2+1


****


Tournament Preparation:

Day 1

Spelldance for 1 minute.
Cast 10x Extended Belsameth's Blessing (among other things, Con +6, for half a year).
Take 10 on perform check to well exceed DC of 25.
Pass Fort Save of 20 except on a 1.

Day 2

Cast Favor of Ilmater.
Spelldance for 3 minutes.
Cast Extended, 14x Empowered Eagle's Splendor (Cha +34).
Take 10 on perform check, to meet DC of 41.
Fail Fort Save of 40 (unless a 13 or better is rolled) taking 2 points of temporary Con damage, and becoming fatigued. Favor of Ilmater elimates the possibility of being fatigued.
Cast Lesser Restoration to restore the two temporary points of ability damage.

Day 3

Cast Favor of Ilmater.
Spelldance for 5 minutes.
Cast Extended, 22x Empowered Eagle's Splendor (Cha +48).
Take 10 on perform check, to meet DC of 57.
Fail Fort Save of 55 (unless a 4 or better is rolled) taking 2 points of temporary Con damage, and becoming fatigued. Favor of Ilmater elimates the possibility of being fatigued.
Cast Lesser Restoration to restore the two temporary points of ability damage.

Day 4

Cast Favor of Ilmater.
Spelldance for 6 minutes.
Cast 10x Extended, 22x Empowered Eagle's Splendor (Cha +48).
Take 10 on perform check to meed DC of 66.
Fail Fort Save of 64 (unless a 13 or better is rolled) taking 2 points of temporary Con damage, and becoming fatigued. Favor of Ilmater elimates the possibility of being fatigued.
Cast Lesser Restoration to restore the two temporary points of ability damage.

Day 5

Cast Favor of Ilmater.
Spelldance for 6 minutes.
Cast 10x Extended, 22x Empowered Eagle's Splendor (Cha +48) on Mok'Tar.
Take 10 on perform check to meed DC of 66.
Fail Fort Save of 64 (unless a 13 or better is rolled) taking 2 points of temporary Con damage, and becoming fatigued. Favor of Ilmater elimates the possibility of being fatigued.
Cast Lesser Restoration to restore the two temporary points of ability damage.

Day 6

Cast Favor of Ilmater.
Spelldance for 6 minutes.
Cast 10x Extended, 22x Empowered Owl's Wisdom (Wis +48).
Take 10 on perform check to meed DC of 66.
Fail Fort Save of 64 (unless a 13 or better is rolled) taking 2 points of temporary Con damage, and becoming fatigued. Favor of Ilmater elimates the possibility of being fatigued.
Cast Lesser Restoration to restore the two temporary points of ability damage.

Day 7

Cast Favor of Ilmater.
Spelldance for 6 minutes.
Cast 10x Extended, 22x Empowered Cat's Grace (Dex +48) on Oliver.
Take 10 on perform check to meed DC of 66.
Fail Fort Save of 64 (unless a 13 or better is rolled) taking 2 points of temporary Con damage, and becoming fatigued. Favor of Ilmater elimates the possibility of being fatigued.
Cast Lesser Restoration to restore the two temporary points of ability damage.

Day 8

Cast Favor of Ilmater.
Spelldance for 6 minutes.
Cast 10x Extended, 22x Empowered Bull's Strength (Str +48) on Mok'Tar.
Take 10 on perform check to meed DC of 66.
Fail Fort Save of 64 (unless a 13 or better is rolled) taking 2 points of temporary Con damage, and becoming fatigued. Favor of Ilmater elimates the possibility of being fatigued.
Cast Lesser Restoration to restore the two temporary points of ability damage.

Day 9+

Repeat from 4-8
As the 10x Extended stat boosters have durations of a week, and it's on a 5 day loop, combat can come any day, and the sequence can just be picked up the next day without anyone's buff's expiring.



****


Spells Cast:

Spells Cast Bi-Annually:

10x Extended Belsameth's Blessing (Weretiger, Hybrid) (5) - Str +12, Dex +4, Con +6, +2 AC, +2 Fort/Will, Balance +4, Hide +7, Listen +10, Move Silently +7, Search +8, Spot +10, Swim +5 (RR, makes caster natural lycanthrope for 1 day/level, can be given to another character but makes them afflicted, not natural)

Spells Cast Daily:

Energy Immunity (6) - Fire (T&B, self explanitory)

6x Empowered Endurance (2) - +16 Con (Perform DC 24, Fort DC 22) (PHB)

Persistent Divine Power (4) - 16 Base Attack Bonus, 18 Str, +16 HP (Perform DC 18, Fort DC 26) (PHB)
Persistent Divine Favor (1) - +5 ATK/DMG (Perform DC 15, Fort DC 30) (PHB)

18x Empowered Bull's Strength (2) - +40 Str (Perform DC 38, Fort DC 66)(PHB)
Blindsight (4) - Blindsight (MoF, 30' blindsight)
Greater Magic Weapon (4) - +5 ATK/DMG (PHB)
Greater Magic Weapon (4) - +5 ATK/DMG for Oliver (PHB)
Magic Vestment (3) - +5 AC (PHB)
Magic Vestment (3) - +5 AC (PHB)
Spikes (3) - +10 DMG, 19-20/x2 (DotF)

Spells Cast (in round one of an encounter) if Necessary:

Mass Haste (7) - AC +4, +Extra Partial Action (PHB)
Battle Tide (5) - +Extra Partial Action (MoF, +action and minor penalties to affected enemies)
Shield of Faith (1) - +4 AC (PHB)


****


Adjusted Stat Block:

HD: 14d8+2d6+208 (286 hp)
Init: +9
Spd: Walk 20'
AC: 50 (30 base +4 haste, +2 BB, +10 MV, +4 SoF)
ATK: +58/+53/+48/+43, +58, +58 (16 BAB +32 Str, +5 GMW, +5 DF)
DMG: 1d8+52 (+32 Str, +10 Spikes, +5 GMW, +5 DF)
Face: 5 ft. x 5 ft./10 ft.
SQ: Spelldance, Divine Health, Scent, Blindsight, Darkvision 60', Fire Immunity
SV: Fort +61, Ref +48, Will +82
Abil: Str 74, Dex 28, Con 36, Int 10, Wis 70, Cha 66
Skills: Concentration 30; Knowledge (Religion) 18; Perform +56; Balance +10; Hide +10, Listen +40, Move Silent +10, Search +9, Spot +40, Swim +11
Feats: Combat Casting, Dodge, Empower Spell, Endurance, Extend Spell, Improved Initiative, Mobility, Persistent Spell, Blindfight, Multiattack, Power Attack

Spell DC 40+Spell Level, Spells Remaining per Day: 6/13/11+1/9+1/7+1/11+1/9+1/9+1/8+1


****


Munchkinland Traits:

286 hp. His weapon of wrathful healing compounds this trait by allowing him to heal half the damage he inflicts.

AC 50. 50% miss chance from displacement further strengthens this trait.

Up to 6 attacks per round means that if spellcasting won't work, Arowain can deal out around 340 points of melee damage per round. Wrathful healing makes this even more applicable.

Scent, Blindsight, and Darkvision allow for various forms of detection. With +40 to spot and listen Arowain is surprisingly difficult to surprise for a priest.

Saves are suitable for a munchkin game with even DC 70 spells having a decent chance of being saved. This trait is compounded by high hit points.

Abilities are exemplary. For the purposes of this demonstration, I assumed a roll of 3 out of 4 on all stat buff spells, this will fluxuate in game both directions.

Spellcasting ability. Spellcasters rule high level gaming and Arowain is capable of gaining two extra partial actions per round for 3 spells per round, he also has a +9 to init that allows first strike capability with those spells.

Healing. As a cleric, aside from having armor, spells, buffs, and attack bonus, Arowain also has longevity for both himself and his allies. A well timed mass heal can spell instant victory, and with a wand of cure critical wounds he allows physical attack damage allies (including himself) to continue through multiple encounters with minimal damage retention.

Defense and Versatility. With detection, hit points, AC, saves, healing, and high ability scores, Arowain has many traits designed to keep him alive long enough to deliver a payload of Corean's Fire, Blade Barriers, Flame Strikes, and Fire Storms. Added versatility comes in the form of domain spells granting access to staples such as Mass Haste and Fly.
 
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Final sniper version

OK, I incorporated the muchkiny stuff from AEG mercenaries.

Oliver King, M Human Ranger (Monte Cook's)4 Fighter4 Deepwood Sniper8 CR 16; Size:M Type Humanoid; HD (4d8)+(4d10)+(8d8)+32; hp 119; Init +11 (+7 Dex, +4 Misc); Spd Walk 30'; AC 21 (flatfooted 15, touch 16), *Longbow +3 (+5 Mighty/Composite/Speed) +31/+26/+21/+16 110'/P (1d8+9 19-20/x3 Neither M grants 1 extra attack each round at highest bonus) or ; SA: Favored Enemy(Undead),Keen Arrows, Magic Weapon,Safe poison use,Concealment Reduction 20pct,Consistent Aim 2/day,Projectile Improved Critical +2,Take Aim +4, Range Increment +80ft; Vision: Normal AL: TN; Sv: Fort +16, Ref +22, Will +10; Str 20, Dex 24, Con 14, Int 14, Wis 14, Cha 8

Skills and Feats: Balance +28, Climb +14, Hide +51, Jump +15, Knowledge (Monster Lore) +6, Listen +9, Move Silently +36, Search +8, Spot +23, Tumble +20, Wilderness Lore +13; Acrobatic,Alertness,Armor Proficiency (Heavy),Armor Proficiency (Light),Armor Proficiency (Medium),Far Shot,Improved Critical (Longbow (Composite)),Improved Initiative,Martial Weapon Proficiency,Point Blank Shot,Precise Shot,Rapid Shot,Shield Proficiency,Simple Weapon Proficiency,Track,Weapon Focus (Longbow (Composite)),Weapon Specialization (Longbow (Composite)), Find the secrets (undead), Find the secrets (constructs)
Possessions: 1.0 Boots (Winged), 1.0 Bracers of Archery, 1.0 Chain Shirt +1 (Fortification (Heavy)/Mithral/Silent Moves), 1.0 Cloak of Elvenkind, 1.0 Collar of Resistance +4, 1.0 Gloves of Dexterity +4, 1.0 Eyes of Accuracy, 1.0 Longbow +3 (+4 Mighty/Composite/Speed), Quivver casting extended greater magic weapon at 15th level 1/day, 1.0 Portable Hole, 1.0 Ring (Chameleon Power), 200 laminated, serrated tiger claw arrows (18-20 x3).

His attacks would work as(within 60'):
+39/+39/+34/+29/+24 for 1d8+17 with a 12-20 x5 critical.
with rapid shot this is:
+39/+37/+37/+32/+27/+22

Max damage (unrealistic): 750/ round
more realistic is we assume 2.7 crits per round
and assume average damage (4.5/ arrow) we get 361 damage per round (using rapid shot).

sustainable for 8 rounds.

So something which is critable (which in this case includes undead and constructs) can be pounded for 2889 over that period. This does assume everything hits.

When the distance is outside of 60' damage drops by 4 per arrow. His range increment is 245'. He can fly for 2 hours per day.

Also , though he is not invisible, he does hide at +51, and can do it in plain sight.


buzzard
 

Tourach

Tourach Human Male Nec 5 / Red 8 / Sha 1 / Acm 2

Stats:
Str: 10
Dex: 36 (9x Empowered Cat's Grace at Caster Level 43)
Con: 41 (9x Empowered Endurance at Caster Level 43)
Int: 39 (9x Empowered Fox Instinct at Caster Level 43)
Wis: 12
Cha: 12


Feats:
01: Scribe Scroll
01: Persistent Spell
01: Extend Spell
03: Enlarge Spell
05: Shadow Weave Magic
06: Insidious Magic
06: Pernicious Magic
06: Tenacious Magic
06: Spell Focus (Necromancy)
09: Spell Focus (Evocation)
10: Leadership
12: Skill Focus (Spellcraft)
15: Spell Mastery (Knock, Teleport Without Error, Plane Shift, Greater Dispel Magic, Anti Magic Field, Eatherrealness, Kiss of the Vampire, Horrid Wilting, Magic Jar, Mind Blank, Disintegrate)


Abilities:
Summon Familiar
Spell Power (Necromancy) +4
Specialist Defense (Necromancy) +3
Circle Leader
Scribe Tattoo
Spell Power +2
Master of Shaping


Stats:
BAB: +7/+2
Melee: +7/+7/+2
Ranged: +47/+47/+42 (+7/+2 + 13 (Dex) + 20 (Arcane Puissance) + 10 (GMW) - 4 (Martial Weapon Proficiency)

Damage:
Unarmed: 1d3 + 0
Bow: 1d8 + 10

Fortitude: +18
Reflex: +16
Will: +16

AC:
28 (N) (10 (base) + 13 (dex) + 4 (haste) )
15 (F) (10 (base) + 4 (haste))
27 (T) (10 (base) + 13 (dex) + 4 (haste))
HP: 278 (15d4+244)


Spells:
Base Spell Slots:
lvl: 0/1/2/3/4/5/6/7/8
num: 4/9/9/8/8/8/7/6/7

Spell Save DC: 26 + Spell Level, 32 + Spell Level for Necromancy, 28 + Spell Level for Evocation

Spell Levels expended already: 130.

Active Spells:
(the caster level is between the brackets)
Fox Cunning [43]
Endurance [43]
Cat's Grace [43]
Mind Blank [43]
Persistent Improved Invisibility [43]
Persistent Fly [43]
Contingency (Antimagic Field when in the area of a Mordenkainen's Disjunction I did not cast) [43]
Create Magic Tattoo [40, 41, 42] x3
Greater Magic Weapon [43] x2
Persistent Protection from Energy (Fire) [43]
Persistent Protection from Energy (Sonic) [43]
Persistent Protection from Energy (Acid) [43]
5x Enlarged Blindsight [43]

Spell Slots Left:
lvl: 0/1/2/3/4/5/6/7/8
num: 4/9/1/6/8/8/6/2/4

Spells Memorized:
0)
1)Magic Missile (3) Protection from Evil (1) Mage Armor (2) Shield (2) Ray of Enfeeblement (1)
2) Ghoul Touch (1)
3) Fireball (4) Gentle Repose (1) Fly (1)
4) Improved Invisibility (2) Enervation (3) Ghorus Toth's Metal Melt (2) Phantasmal Killer (1)
5) Magic Jar (1) Cloudkill (1) Grimwalds Greymantle (1) Teleport (1) Cone of Cold (2)
6) Greater Dispel Magic (2) Antimagic Field (1) Disintegration (2) Circle of Death (1)
7) Finger of Death (1) Teleport Without Error (1)
8) Horrid Wilting (3) Polymorph Any Object (1)
9) -


Equipment:
Longbow of Arcane Puissance + 1 (18.425)
Mage Robe of Haste and Medium Fortification + 1 (49.160)
Tome of Clear Thought +5 (135.000)
Belt of Proof against Transmutation (49.000)
+/- 8.500 GP left for spells.


Cohort1:
Purraj Male Human Enh 10 / Red 5

Str: 9
Dex: 10
Con: 12
Int: 38 (8x Empowered, 2x Extended Fox Instinct at Caster Level 43)
Wis: 11
Cha: 9

Att: +24 / + 19 ranged (Composite Longbow of Arcane Puissance +1)
Dmg: 1d8 + 10
HP: 56
AC: 14
Saves: +5 / +4 / +11

1: Scribe Scroll
1: Extend Spell
1: Persistent Spell
3: Craft Wonderous Item
5: Spell Focus (Enchantment)
6: Extend Spell
9: Leadership
10: Tattoo Focus
12: Skill Focus (Spellcraft)
15: Greater Spell Focus (Enchantment)

Spell Slots:
0/1/2/3/4/5/6/7/8
4/9/9/8/8/8/7/5/4

(He can give a total of 232 Spell Levels)

Equipment:
Keen Longbow of Arcane Puissance + 1 (25.425)
Mage Robe of Haste and Light Fortification + 1 (25.160)


Cohort2:
Ishan Male Human Con 10 / Red 4

Str: 8
Dex: 12
Con: 14
Int: 28 (8x Empowered, 2x Extended Fox Instinct at Caster Level 43)
Wis: 11
Cha: 8

Att: +24 / + 19 ranged (Composite Longbow of Arcane Puissance +1)
Dmg: 1d8 + 10
HP: 63
AC: 15
Saves: +6 / +5 / +11

1: Scribe Scroll
1: Still Spell
1: Enlarge Spell
3: Craft Wonderous Item
5: Craft Magic Arms and Armor
6: Still Spell
9: Spell Focus (Transmutation)
10: Tattoo Focus
12: Skill Focus (Spellcraft)

Spell Slots:
0/1/2/3/4/5/6/7
4/8/7/7/7/6/5/4

(He can give a total of 159 Spell Levels)

Equipment:
Longbow of Arcane Puissance + 1 (18.425)
Mage Robe of Haste and Light Fortification + 1 (25.160)
Ring of Sustenance (2.500)


Munchy Traits:

1) He is nearly unfindable. His Improved Invisibility cannot be dispelled (1d20 + 20 < 58 or 54). He can not be detected by divination spells cast by normal Weave users (level check against DC 52).

2) He is well protected: with 3 immunities to elements, immunity to mind affecting spells, scrying and even Disern Location and immunity to Transmutation spells. He has decent hit points for a mage.

3) He can spot enemies easily. Within 180 ft. radius he does not have to make spot checks.

4) He can deal quite some damage. He can empower spells up to level 20. Examples are 6 times Empower Horrid Wiltings, 6 times Empowered, Maximized Cones of Cold and 6 times Empowered Leech Fields.

5) He can cast huge buff spells. 9 Times Empowered Endurances for example.

6) SR should not be a problem, since he casts as a 43th level caster, with boni from the various Spell Powers.

7) DCs for instakill spells range from 30 (simple disintegrate) to 52 for a 13 times Heightened Finger of Death.

8) His cohorts give him access to 300+ spell levels each day, even more if they rest another 8 hours after they transfer these levels...

9) With two cohorts, both being able to cast 7th level spells, he has access to powerful True Rituals, like Vampirism or Lich.

10) He has a better attack bonus than the Ranger / Deepwood Sniper :D;)


Special thanks to the people who have the Kingdoms of Kalamar players guide and did not post the feat I requested.


Edits:
{03 - 11 - 2002: Updated my spell list}
 
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Mok-Tar, nicknamed "Jax, can you Smell the Divine Cheese?"

Here's the most absurd thing I could come up with:
I'm embarrassed and proud at the same time. :)

Mok-Tar, Male Knuk Rgr1/MartialArtist1(Beyond Monks)/Clr1/Pal1/Hero4/TribalProtector2/SinghRager4

Knuk : (ECL +2) Medium sized humanoid (feline)
+2 natural armor bonus
Special: Low-light vision, multiattack, 4 arms (4 claw attacks + bite attack)
STR +2, DEX +4, WIS +2, CHA +2
Reflex saves +2, Will saves +2
Favored Class: Ranger
Average about 7' tall, males have horns, kinda like cat people

HP 156 (2d8+9d10+4d4+80)
Init +12 (Dex); Spd 40 ft (80 ft with Boots of S&S)

AC 38 (+9 Rhino Leather armor of Speed, +3 large steel shield (+1), +12 Dex, +2 natural, +2 Deflection from Arm of Nyr)
- or AC 62 with Divine Shield, 87 with Divine Armor also up, 112 with Dancing Shield (from cohort) also up (AC 64/919/118 with Charm domain on) : (-2 to AC in Rage, -4 in Combat Fury)
BAB +11/+6/+1
Atks +32/+32/+32/+32/+32/+27/+27/+27/+27/+22 melee (haste from Speed Armor, 4 arms w/ Multidexterity and Multi-Weapon Fighting and Impr. MWF)
+24/+24/+24/+24/+24/+24/+24/+24/+19/+19/+19/+19/+14 (hasted, with Tribal Protector, flurry of blows and Combat Fury) melee (1d8+36 shield bash with Divine Favor on and charging, double STR bonus from off-Hand Weapon Expert & Power Lunge)
- or +51/+51/+51/+51/+51/+51/+51/+51/+46/+46/+46/+46/+41 melee (1d8+61 using Divine Shield, 1d8+86 with Divine Might, 1d8+96 with Spikes)

Sick facts: damage is multiplied by 3 for each attack when charging (which doesn't have to be in straight line, within 160 feet) : get free attacks at anyone in reach if succeed at a charge attack from Typhoon Attack.
When he grows to Gargantuan size, his reach is 20', and shield grows from 1d8 to 4d6 damage.
Average damage if all hit is ... geez! I hadn't added it till now, but that's 4,290 damage in one round!
And that's without Power Attacking or Reckless Attacking.
That would bring it to 5,148 damage.


SA spells, turn undead
SQ Favored Enemy (aberrations), unarmed strike, flurry of blows, detect evil, divine grace, divine health, lay on hands, Great Ki Shout, Lion’s Rage, Remain Conscious, Lion’s Pounce
AL LG

SV Fort +44, Ref +43, Will +36 (+2 to all with Charm domain on)

Abilities: Str 18 (+2 from race, +4 from superpower, +8 from Arms of Nyr, +8 from Double-Empowered Bull’s Strength), Dex 14 (+4 from race, +8 from Arms of Nyr, +8 from Double-Empowered Cat’s Grace), Con 14 (+8 from Double-Empowered Endurance), Int 12, Wis 10 (12), Cha 18 (+2 from Knuk, +26 from superpower, +4 from Command Shield, +8 from Double-Empowered Eagle’s Splendor, +3 levelups, +4 with Charm domain on)

Modified Ability Scores: 40 STR (+15 bonus), 34 DEX (+12 bonus), CON 22 (+6 bonus), INT 12, WIS 12, CHA 61 (+25 bonus) or 65 with Charm domain on (+27 bonus)

Skills: Perform (Dance) 5 ranks (+30), Jump 5 ranks (+??), Iajutsu Focus 18 ranks (+43) (worth about 8d6 damage each strike in first round)

Feats: (Multidexterity, Multi-Weapon Fighting, Improved Multi-Weapon Fighting, Track), Iron Will, Ki Shout (OA), Extra Turning, Divine Vigor*, Heroic Powers (FCtF)**, Leadership, Power Attack, Shield Expert (S&F), Divine Might (DotF), Improved Shield Bash (DotF), Shield Charge (DotF), Divine Shield (DotF), Cleave, Great Cleave, Reckless Attack (QF), Off-Hand Weapon Expert (QF), Distract (QF), Bull Charge (Beyond Monks), Dancing Charge (Beyond Monks), Divine Armor (NboF), Power Lunge (S&F), Typhoon Attack (Mythic China), Super-Charge Power (FCtF), (last 17 feats gained from superpowers)

Equipment: +1 Furious (OA : +2 to STR in Rage), Spell-Storing Bashing Large Darkwood Shield of Command 16,000 gp for defensive cost + 8000 for offensive cost = 24,000 gp
3 +1 Wrathful Healing, Bashing Darkwood Lion's Shield 9,170 gp for defensive cost + 18,000 for offensive cost times 3 shields = 108,680 gp
Rhino Armor of Speed (made from Studded Leather instead of hide) 26,165 gp
4 Arms of Nyr (51,200 gp’s total)
Heward’s Handy Haversack (2,000 gp), Phylactery of Faithfullness (1,500 gp), Ioun stone (purple) (12,000 gp), Boots of Striding & Springing (2,500 gp), Wings of Flying (5,150 gp), Ring of Jumping 2,000 gp, Brooch of Shielding 1,500 gp, 5 Potions of See Invisibility

Scrolls: Magic Weapon x 3, Endure Elements x2, Divine Favor x2, Obscuring Mist x 2
Mighty Composite Longbow +4 500 gp, Dagger x2, Wand of Cure Light Wounds 750 gp, Wand of Smite (paladin) 750 gp, 3 flasks Holy Water, common adventuring gear.

Money: 260,000 available, ~240,000 used
Experience: 120,000 XP

Domains: Charm and Nobility
(Charm domain - You can boost your Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.
Nobility domain - Once per day, as a standard action, you grant allies a +2 morale bonus to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls for CHA bonus # of rounds.)

Spells: 3 / 2+1 - Create Water, Detect Magic, Virtue / Smite x2, Charm Person (domain)
Charm Person has a DC of 38 :cool: Why fight, when we can be friends?


Super Powers:

Alternate Form (0 HrP): Mystical. Persistent. When invoking Divine power, Mok-Tar’s eyes become aflame with red fire, and his voice impacts people like a lion’s roar does. Special HrP reduction.

Heightened Mental Ability (19 HrP): Mystical. Persistent. Mok-Tar gains +26 to Charisma. Base rank 2. Increased Effect x12 (24 ranks). Gadget, external (-2 HrP Reduction), Circumstance Injury (-2 HrP reduction, whenever around Siamese cats, Rare), Circumstance Suppression (-2 HrP reduction, whenever around Siamese cats, Rare), Encumbrance Restricted (-1 HrP reduction, only in light or no armor).

Heightened Physical Ability (3 HrP): Mystical. Persistent. Mok-Tar gains +4 to Strength. Base rank 3. Increased Effect x1 (3 ranks). Circumstance Suppression (-2 HrP reduction, whenever around Siamese cats, Rare), Encumbrance Restricted (-1 HrP reduction).

Gain Feat (1 HrP): Mystical. Persistent. Power Attack. Encumbrance Restricted (-1 HrP).
Gain Feat (1 HrP): Mystical. Persistent. Divine Might. Encumbrance Restricted (-1 HrP).
You can spend a turning attempt to gain your CHA bonus to all weapon damage rolls for CHA bonus rounds. This is a free action (errata in FAQ).
Gain Feat (1 HrP): Mystical. Persistent. Shield Expert. Encumbrance Restricted (-1 HrP).
You do not lose the shield bonus of your shield if you attack with it.
Gain Feat (1 HrP): Mystical. Persistent. Improved Shield Bash. Encumbrance Restricted (-1 HrP).
Gain Feat (1 HrP): Mystical. Persistent. Shield Charge. Encumbrance Restricted (-1 HrP).
While using a shield in a shield bash attack during a charge, your attacks do double damage.
Gain Feat (1 HrP): Mystical. Persistent. Cleave. Encumbrance Restricted (-1 HrP).
Gain Feat (1 HrP): Mystical. Persistent. Great Cleave. Encumbrance Restricted (-1 HrP).
Gain Feat (1 HrP): Mystical. Persistent. Power Lunge. Encumbrance Restricted (-1 HrP).
During a charge, your STR bonus to damage is doubled.
Gain Feat (1 HrP): Mystical. Persistent. Divine Shield. Encumbrance Restricted (-1 HrP).
You can spend a turning attempt to gain an enhancement bonus to your Shield for CHA bonus rounds. This bonus is for both offensive and defensive purposes (free action by extension from FAQ)
Gain Feat (1 HrP): Mystical. Persistent. Reckless Attack (QF). Encumbrance Restricted (-1 HrP).
You can take a penalty to your AC of no greater than your BAB and gain a equal bonus to damage till the next round.
Gain Feat (1 HrP): Mystical. Persistent. Off-Hand Weapon Expert (QF). Encumbrance Restricted (-1 HrP).
Your off-hand attacks do full strength damage, instead of half.
Gain Feat (1 HrP): Mystical. Persistent. Distract (QF). Encumbrance Restricted (-1 HrP).
As a free action, you may attempt to distract any foe with INT greater than 3. If you can succeed at a CHA check at DC 10 + opponent’s character level or HD, you will cause him to take only partial actions in his next round of combat.
Gain Feat (1 HrP): Mystical. Persistent. Bull Charge (Beyond Monks). Encumbrance Restricted (-1 HrP).
Whenever you hit with a charging attack, you may immediately attempt a Bull Charge (as a charge action) on the same opponent as a free action.
Gain Feat (1 HrP): Mystical. Persistent. Dancing Charge (Beyond Monks). Encumbrance Restricted (-1 HrP).
Prerequisite: Perform (Dance) 5 ranks.
You don’t need to move in a straight line to charge. This feat cannot be used while wearing medium or heavy armor.
Gain Feat (1 HrP): Mystical. Persistent. Divine Armor (NboF). Encumbrance Restricted (-1 HrP).
Prerequisite: Ability to turn or rebuke undead, Cha 13+, Divine Vigor, Extra Turning.
Benefit: By spending one of your turn or rebuke undead attempts, your armor or body gains a sacred (if you channel positive energy) or profane (if you channel negative energy) bonus to Armor Class equal to your charisma bonus for a number of rounds equal to your charisma bonus. When active, your armor or body glows with divine light (or a profane aura) in a radius of 5 feet. The bonus provided by Divine Armor is fully effective against incorporeal creatures.
Gain Feat (1 HrP): Mystical. Persistent. Combat Fury (NboF). Encumbrance Restricted (-1 HrP).
By spending an additional Rage per day while you are already enraged, you can enter a combat frenzy that enables you to make one additional attack per round at your highest attack bonus for the duration of your rage. This bonus attack and all other attacks made until your next action suffer a -2 penalty to your attack roll, and you must take the full attack action in order to make this extra attack.
In addition, when using this ability you increase your AC penalty to -4 during any round that you make this extra attack.
Gain Feat (1 HrP): Mystical. Persistent. Extra Rage (MotW). Encumbrance Restricted (-1 HrP).
Gain Feat (1 HrP): Mystical. Persistent. Typhoon Attack (Mythic China). Encumbrance Restricted (-1 HrP).
If you succeed at a charge attack and you are either unarmed or are fighting with light weapons (or a double weapon), you immediately get another attack with the same base attack at a second opponent within reach.
Gain Feat (1 HrP): Mystical. Persistent. Super-Charge Power (FCtF) (Super-Feat). Encumbrance Restricted (-1 HrP).
You can use your own life-force to fuel your powers.
As a full-round action, Mok-Tar can gain a number of virtual ranks to any power (notably Heightened Mental Ability), lasting for one minute. For each virtual rank that he gains, he takes 5 points of damage. Since this is not an actual increase in Hero Point cost, he is not restricted by the normal limit of character + Hero Points in a single power, so he can increase the power as much as he is willing.

Sizeshift (2 HrP): Mystical. Activated. As a standard action, you may change your size. Your gear changes size with you, but your ability scores do not change, nor your speed. You suffer AC and attack bonus penalties if increasing your size category.
When Gargantuan, face is 15’ x 15’ and reach is 20’. AC and attack penalty is –4. Base Rank 1. Medium to Gangantuan (3 ranks). Damaging, 1 point of damage with each activation (-2 HrP Reduction).

* Divine Vigor feat description: You may spend a turning attempt to gain a +10 ft bonus to movement, as well as +2 enhancement bonus to CON for your CHA bonus in minutes.
** Heroic Powers feat description: Substitute 33,000 gp’s for 11 Hero Points.


Cohort:
Karnak
Clr15
He casts the following Double-Empowered buff spells each day with the help of a Necklace of Prayer Beads (Bead of Karma):
Eagle's Splendor
Cat's Grace
Bull's Strength
Endurance

Also:
Persistent Divine Favor (+6 luck bonus to attack and damage)
Spikes (DotF, 3rd level) : on each of Mok-Tar's Darkwood shields to give +10 to damage, lasts 19 hours.
Righteous Wrath of the Faithful (DotF, 7th level) : additional attack each round at highest attack bonus, also +2 morale bonus to attack, damage rolls, and saves, as well as 2d8 temporary hp's.
Divine Power

He also has the Dancing Shield that Mok-Tar can use Divine Shield on before Karnak tosses it in front of Mok-Tar to get cover bonus.

Followers:
A lot. :)
135 1st lvel, 13 2nd level, 7 3rd, 4 4th, 2 5th and 2 6th level followers at Mok-Tar's disposal.

That Leadership feat is so broken. ;)

I'll come back and finish it up in a bit, but other than the damage (it goes higher), it's mostly sketched.

notes :
haven't calculated the +2 when Raging from Furious enchantment.

Haven't added in the bonus to damage from Power Attack OR Reckless Attack. That alone can come to +22 PER ATTACK. :D

Under Divine Power, that would increase to +32, and add another attack (munchkin would be to have a superpower that granted Greater Multi-Weapon Fighting only under Divine Power, thus getting total of 4 more attacks under Divine Power)
Haven't included Favored Enemy :rolleyes: or additional attack when under Righteous Wrath of the Faithful.

(398 per attack with all including Favored Enemy and Furious enchantment) (428 when taking full Reckless and Power Attack under Divine Might. 18 attacks with this super-cheese, all told....
428 x 18 = 7704 damage.

In ONE ROUND.)

edit: last note before bed:
that total doesn't include any of the entirely probable massive-extra-attacks that he would get with 20' Reach and Great Cleave as well as the broken Typhoon Attack giving a free attack every time he succeeds at an attack (must be different target each time) - he could easily break 10,000 points of damage from one round's attacks.

edit (last one, I promise myself *yaaaawn*): i didn't include the +9d6 damage he'd do in the first round's attacks from Iajutsu Focus :rolleyes:
Yeah, really realistic doing it with shields, eh, DM_Matt? ;)
Hey, it's by the rules.
So that's 9d6*18 attacks on full cheese = 567 more, if 'only' 18 attacks. :D

Edit next day: I didn't include the initial -2 to the primary attacks from 'TWF penalties', and I didn't extend the damage that could be done if he simply burns hit points to Super-Charge, 5 hp's to 1 HrP ratio. For example, if he did himself 50 points of damage, he could increase his CHA by 10, getting a +5 more to CHA, increasing the damage by around 420 to 540 points.

And if Jeremy's PC did a huge multiple-Empowered Eagle's Splendor, that would push thie damage output way above 10,000 I'd wager.

Next level, BTW, it's even sicker: Divine Hammer gets his CHA bonus to attack and damage. :D
 
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Mok-Tar version with Arowain's CHA enhancement

Here's the most absurd thing I could come up with:
I'm embarrassed and proud at the same time. :)

Mok-Tar, Male Knuk Rgr1/MartialArtist1(Beyond Monks)/Clr1/Pal1/Hero4/TribalProtector2/SinghRager4

Knuk : (ECL +2) Medium sized humanoid (feline)
+2 natural armor bonus
Special: Low-light vision, multiattack, 4 arms (4 claw attacks + bite attack)
STR +2, DEX +4, WIS +2, CHA +2
Reflex saves +2, Will saves +2
Favored Class: Ranger
Average about 7' tall, males have horns, kinda like cat people

HP 226 (2d8+9d10+4d4+150)
Init +12 (Dex); Spd 40 ft (80 ft with Boots of S&S)

AC 32 (+8 Rhino Studded Leather armor with Magic Vestment, +2 large steel shield, +12 Dex, +2 natural, +4 Haste, +2 Deflection, -2 while charging, -2 while in Lion’s Fury, -4 Gargantuan size)
- or AC 79 with Divine Shield, 126 with Divine Armor also up, 173 when using Defending weapon full.

BAB +11/+6/+1
Attacks 9 attacks normally (4 arms w/ Multidexterity, Multi-Weapon Fighting and Impr. MWF)
+32/+32/+32/+32/+27/+27/+27/+27/+22 melee (11 BAB, +20 STR, +1 Divine Favor, +2 while charging, -2 Multi-Weapon Fighting)
13 attacks when hasted, Righteous Wrath’ed, with Tribal Protector, and flurry of blows +73/+73/+73/+73/+73/+73/+73/+73/+68/+68/+68/+68/+63 melee (+47 Divine Shield, +2 RWotF, -2 flurry of blows, -2 Wild Fighting, -4 Gargantuan size)
Damage: (2d8+40 Gargantuan shield bash while charging, double STR bonus from Off-Hand Weapon Expert & Power Lunge, +47 using Divine Shield, +47 with Divine Might, +10 with Spikes, +2 Improved Weaponry, +1 Divine Favor, +2 RWotF)
could be up to +11 more from Power Attack and +11 from Reckless Attack

- ranged attack from Shield #3 (Ranged, Distance shield) has 300 ft range (30 ft from Ranged, doubled by Distance, 5 range increments being a thrown weapon)

SA spells, turn undead
SQ Favored Enemy (aberrations), unarmed strike, flurry of blows, detect evil, divine grace, divine health, lay on hands, Great Ki Shout, Lion’s Fury, Remain Conscious, Lion’s Pounce
Alignment: Lawful Good

Saves:
Fort +76 (+16 base, +10 CON, +47 CHA, +2 RWotF, +1 resistance)
Ref +71 (+7 base, +12 DEX, +47 CHA, +2 Knuk, +2 RWotF, +1 resistance)
Will +62 (+7 base, +1 WIS, +47 CHA, +2 Knuk, +2 RWotF, +2 Iron Will, +1 resistance)

Abilities:
Str 18 (+2 racial, +4 from superpower, +8 from Arms of Nyr, +8 from Double-Empowered Bull’s Strength, +4 from Rage spell, +4 from Lion’s Fury)
Dex 14 (+4 from race, +8 from Arms of Nyr, +8 from Double-Empowered Cat’s Grace)
Con 14 (+8 from Double-Empowered Endurance, +4 from Rage spell, +4 from Lion’s Fury)
Int 12
Wis 10 (12)
Cha 18 (+2 racial, +24 from superpower, +4 from Command Shield, +48 from Arowain’s Insane-Empowered Eagle’s Splendor :), +3 levelups, +1 inherent, +4 with Charm domain on)

Modified Ability Scores: 48 STR (+20 bonus), 34 DEX (+12 bonus), CON 30 (+10 bonus), INT 12, WIS 12, CHA 104 (+47 bonus)

Skills: Perform (Dance) 5 ranks (+31), Jump 5 ranks (+50), Iajutsu Focus 18 ranks (+42) (worth 9d6 damage each strike in first round), Wilderness Lore 4 (+5)

Feats: (Multidexterity, Multi-Weapon Fighting, Improved Multi-Weapon Fighting, Track), Iron Will, Ki Shout (OA), Extra Turning, Divine Vigor*, Heroic Powers (FCtF)**, Leadership, Shield Expert (S&F) (from Tribal Protector), Power Attack, Divine Might (DotF), Improved Shield Bash (DotF), Shield Charge (DotF), Divine Shield (DotF), Power Lunge (S&F), Cleave, Great Cleave, Reckless Attack (QF), Off-Hand Weapon Expert (QF), Distract (QF), Dancing Charge (Beyond Monks), Divine Armor (NBoF), Quicken Turning (DotF), Quicken Divine Channeling (NBoF), Super-Charge Power (FCtF), (last 17 feats gained from superpowers)

Equipment:
Shield #1: +1 Darkwood Shield of Command 9,257 gp for defensive cost
Shield #2:1 +1 Wrathful Healing, Bashing Darkwood Lion's Shield 9,427 gp for defensive cost + 32,000 for offensive cost = 41,427 gp
Shield #3: +1 Ranged, Distance Energy Draining Darkwood Lion's Shield 14,427 +18,000 for offensive cost = 38,427 gp
Shield #3: +1 Energy Draining Defending Darkwood Lion's Shield 14,427 + 8,000 offensive cost = 29,427 gp
Rhino Armor of Speed (made from Studded Leather instead of hide) 26,165 gp
4 Arms of Nyr (51,200 gp’s total – each provides +2 STR, +2 DEX. +2 non-stacking Deflection to AC)
Tome of Leadership +1 (27,500 gp)
Heward’s Handy Haversack (2,000 gp), Phylactery of Faithfullness (1,500 gp), Ioun stone (purple) (12,000 gp) (stored spell – Teleport), Boots of Striding & Springing (2,500 gp), Cloak of Resistance +1 (1,000 gp), Ring of Jumping (2,000 gp), Brooch of Shielding (1,500 gp), Potion of See Invisibility (300 gp), MW drum (100 gp)

Scrolls: Magic Weapon x 3, Obscuring Mist x 2
Dagger x2, Wand of Cure Light Wounds 750 gp, Wand of Smite (R&R) (paladin) 750 gp, Potion of Fly 750 gp, 3 flasks Holy Water, common adventuring gear.

14,000 gp’s substituted for 7 Hero Points (see Heroic Powers** feat)

Money: 260,000 available (+ 59,000 cohort wealth) :: 263,400 currently used (~249,400 on gear)
Experience: 120,000 XP

Domains: Charm and Nobility
Charm domain - You can boost your Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.
Nobility domain - Once per day, as a standard action, you grant allies a +2 morale bonus to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls for CHA bonus # of rounds.

Spells: 3 / 2+1 - Create Water, Detect Magic, Virtue / Smite x2, Charm Person (domain)

Super Powers:

Alternate Form (0 HrP): Mystical. Persistent. When invoking Divine power, Mok-Tar’s eyes become aflame with red fire, and his voice impacts people like a lion’s roar does. His feet leave a tiny trail of fire behind when he charges. Special HrP reduction.

Heightened Mental Ability (18 HrP): Mystical. Persistent. Mok-Tar gains +24 to Charisma. Base rank 2. Increased Effect x11 (22 ranks). Gadget, external (-4 HrP Reduction, counts double), Encumbrance Restricted (-2 HrP reduction, only in light or no armor, counts double).

Heightened Physical Ability (3 HrP): Mystical. Persistent. Mok-Tar gains +4 to Strength. Base rank 3. Increased Effect x1 (3 ranks). Gadget, external (-2 HrP Reduction), Encumbrance Restricted (-1 HrP reduction).

Gain Feat (1 HrP): Mystical. Persistent. Power Attack. Encumbrance Restricted (-1 HrP).
Gain Feat (1 HrP): Mystical. Persistent. Divine Might. Encumbrance Restricted (-1 HrP).
You can spend a turning attempt to gain your CHA bonus to all weapon damage rolls for CHA bonus rounds. This is a free action (errata in FAQ).
Gain Feat (1 HrP): Mystical. Persistent. Improved Shield Bash. Encumbrance Restricted (-1 HrP).
Gain Feat (1 HrP): Mystical. Persistent. Shield Charge. Encumbrance Restricted (-1 HrP).
While using a shield in a shield bash attack during a charge, your attacks do double damage.
Gain Feat (1 HrP): Mystical. Persistent. Cleave. Encumbrance Restricted (-1 HrP).
Gain Feat (1 HrP): Mystical. Persistent. Great Cleave. Encumbrance Restricted (-1 HrP).
Gain Feat (1 HrP): Mystical. Persistent. Power Lunge. Encumbrance Restricted (-1 HrP).
During a charge, your STR bonus to damage is doubled.
Gain Feat (1 HrP): Mystical. Persistent. Divine Shield. Encumbrance Restricted (-1 HrP).
You can spend a turning attempt to gain an enhancement bonus to your Shield for CHA bonus rounds. This bonus is for both offensive and defensive purposes (free action by extension from FAQ)
Gain Feat (1 HrP): Mystical. Persistent. Reckless Attack (QF). Encumbrance Restricted (-1 HrP).
You can take a penalty to your AC of no greater than your BAB and gain a equal bonus to damage till the next round.
Gain Feat (1 HrP): Mystical. Persistent. Off-Hand Weapon Expert (QF). Encumbrance Restricted (-1 HrP).
Your off-hand attacks do full strength damage, instead of half.
Gain Feat (1 HrP): Mystical. Persistent. Distract (QF). Encumbrance Restricted (-1 HrP).
As a free action, you may attempt to distract any foe with INT greater than 3. If you can succeed at a CHA check at DC 10 + opponent’s character level or HD, you will cause him to take only partial actions in his next round of combat.
Gain Feat (1 HrP): Mystical. Persistent. Dancing Charge (Beyond Monks). Magical (-1 HrP).
Prerequisite: Perform (Dance) 5 ranks.
You don’t need to move in a straight line to charge. This feat cannot be used while wearing medium or heavy armor.
Gain Feat (1 HrP): Mystical. Persistent. Divine Armor (NBoF). Encumbrance Restricted (-1 HrP).
Prerequisite: Ability to turn or rebuke undead, Cha 13+, Divine Vigor, Extra Turning.
Benefit: By spending one of your turn or rebuke undead attempts, your armor or body gains a sacred bonus to AC equal to your CHA bonus for that many rounds, which is fully effective against incorporeal creatures. When active, your armor or body glows with divine light in a radius of 5 feet.
Gain Feat (1 HrP): Mystical. Persistent. Quicken Turning (DotF). Magical (-1 HrP).
Gain Feat (1 HrP): Mystical. Persistent. Quicken Divine Channeling (NBoF). Magical (-1 HrP).
Gain Feat (1 HrP): Mystical. Persistent. Super-Charge Power (FCtF) (Super-Feat). Encumbrance Restricted (-1 HrP).
You can use your own life-force to fuel your powers.
As a full-round action, Mok-Tar can gain a number of virtual ranks to any power (notably Heightened Mental Ability), lasting for one minute. For each virtual rank that he gains, he takes 5 points of damage. Since this is not an actual increase in Hero Point cost, he is not restricted by the normal limit of character + Hero Points in a single power, so he can increase the power as much as he is willing.

Improved Weaponry (2 HrP): Mystical. Persistent. Mok-Tar deals an extra +2 damage when using a shield. Base Rank 3. Encumbrance Restricted (-1 HrP).

Sizeshift (2 HrP): Mystical. Activated. As a standard action, you may change your size. Your gear changes size with you, but your ability scores do not change, nor your speed. You suffer AC and attack bonus penalties if increasing your size category.
When Gargantuan, face is 15’ x 15’ and reach is 20’. AC and attack penalty is –4. Base Rank 1. Medium to Gangantuan (3 ranks). Quicken Super Power (+4 HrP enhancement), Damaging, 4 point of damage with each activation (-3 HrP Reduction), Encumbrance Restricted (-1 HrP), Gadget, external (-2 HrP Reduction).

Circumstance Injury (2 bonus HrP’s) Personal Restriction.
Mok-Tar suffers 1 damage per round whenever around Siamese cats (Rare).

* Divine Vigor feat description: You may spend a turning attempt to gain a +10 ft bonus to movement, as well as +2 enhancement bonus to CON for your CHA bonus in minutes.
** Heroic Powers feat description: Substitute 14,000 gp’s for 7 Hero Points.
______________________________________________
Cohort:
Karnak
Clr15 (Cleric of the Olympian Pantheon : Domains are Madness & Travel)
Feats: Extend Spell, Persistent Spell, Empower Spell

He casts the following Double-Empowered buff spells each day on Mok-Tar:
Eagle's Splendor
Cat's Grace
Bull's Strength
Endurance

Also:
Magic Vestment (3rd) +5 to AC on Mok-Tar’s armor
Persistent Divine Favor (5th) (+1 luck bonus to attack & damage) (thru Ioun stone)
Persistent Divine Power (5th) (Gains +5 BAB, +15 temporary hp’s) (cast by Arowain, thru ioun stone)
Spikes (3rd) - +10 DMG, 19-20/x2 –DotF on each shield (4 spells total)
Righteous Wrath of the Faithful (DotF, 7th) : additional attack each round at highest attack bonus, also +2 morale bonus to attack, damage rolls, and saves, as well as 2d8 temporary hp's.

Followers:
A lot. :)
135 1st lvel, 13 2nd level, 7 3rd, 4 4th, 2 5th and 2 6th level followers at Mok-Tar's disposal.
_________________________________________________
notes :
Sick stats: damage is multiplied by 3 for each attack when charging (which doesn't have to be in straight line, within 160 feet).
When he grows to Gargantuan size, his reach is 20', and his shield grows from 1d6 to 2d8 damage. Damage totals don’t include any of the entirely probable massive-extra-attacks that he would get with 20' Reach and Great Cleave.
Average damage if all hit is ... geez! I hadn't added it till now, but that's X,XXX damage in one round!

And that's without Power Attacking or Reckless Attacking, which would bring it to 5,148 damage.

Also 9d6 damage per attack from Iajutsu Focus on the first round’s attacks.

Also he could burn hit points to Super-Charge, 5 hp's to 1 HrP ratio. For example, if he did himself 50 points of damage, he could increase his CHA by 10, getting a +5 more to CHA, increasing the damage by around 420 to 540 points.

Next level, BTW, it's even sicker: Divine Hammer gets his CHA bonus to attack and damage. :D

will edit in actual damage calculation when i get the chance...
 

Since it looks to me like Oliver may well be pushing up daisies, I'm thinking about trying mark II using FCtF. I think I can increase the damage appreciably.

Oliver King, M Human Ranger (Monte Cook's)4 Hero4 Deepwood Sniper8 CR 16; Size:M Type Humanoid; HD (4d8)+(4d4)+(8d8)+32; hp 92; Init +15 (+11 Dex, +4 Misc); Spd Walk 30'; AC 21 (flatfooted 10, touch 21), *Longbow +1 (+5 Mighty/Composite/Speed) +41/+36/+31 110'/P (1d8+33 19-20/x3 Neither M grants 1 extra attack each round at highest bonus) or ; SA: Favored Enemy(dragons),Keen Arrows, Magic Weapon,Safe poison use,Concealment Reduction 20pct,Consistent Aim 2/day,Projectile Improved Critical +2,Take Aim +4, Range Increment +80ft; Vision: Normal AL: TN; Sv: Fort +13, Ref +26, Will +11; Str 20, Dex 32, Con 14, Int 14, Wis 14, Cha 8

Skills and Feats: Balance +24, Climb +16, Hide +55, Jump +14, Knowledge (Monster Lore) +6, Listen +9, Move Silently +30, Spot +23, Tumble +17, Wilderness Lore +13; Acrobatic,Alertness,Armor Proficiency (Heavy),Armor Proficiency (Light),Armor Proficiency (Medium),Far Shot,Improved Critical (Longbow (Composite)),Improved Initiative,Martial Weapon Proficiency,Point Blank Shot,Precise Shot,Rapid Shot,Shield Proficiency,Simple Weapon Proficiency,Track,Weapon Focus (Longbow (Composite)),Weapon Specialization (Longbow (Composite)), Find the secrets (undead), Find the secrets (constructs)
Powers:
Immunity- criticals: (8)

Heightened physical ability dex: (18) +12 dex

Improved weaponry: (19) +18 damage with composite long bow

gain feat (4) x2 (Know the Secrets twice)

Heightened accuracy (3) +3 to hit with longbow (restrictiion to longbow for 2 points)
Possessions: 1.0 Boots (Winged), 1.0 Bracers of Archery, 1.0 Cloak of Elvenkind, 1.0 Collar of Resistance +4, 1.0 Eyes of Accuracy, 1.0 Longbow +1 (+4 Mighty/Composite/Speed), Wand of greater magic weapon (15th level caster), 1.0 Portable Hole, 200 laminated, serrated tiger claw arrows (18-20 x3). 105000 GP have been cashed in for 20 hero points

Ok in this revision I have given up one attack. However I suspect the results will be well worth it.

Attacks will be:
This includes using the wand of greater magic weapon on bow and arrows.
+41/+41/+36/+31 (add 1 within 60') 12-20 x5
or +41/+39/+39/+34/+29 with rapid shot
Damage will be 1d8+35 (+37 within 60')

max possible damage (all hits, all crits, 8 on each die) would be: 1125 [not bad, I gained about 400 there]

We'll try average instead now:
there would be 2.25 crits per round.
This increases average damage to 581
Not too bad.

Against things which can't be critted damage drops to 207 (on all hitting).

If Arowain adds his sick dex bonus from the broken spell dancing this increases his dex to 80. Bonuses to hit will increase by 24.

Skills: Balance +48, Climb +16, Hide +79, Jump +14, Knowledge (Monster Lore) +6, Listen +9, Move Silently +54, Spot +23, Tumble +51, Wilderness Lore +13;

to hit:
+65/+65/+60/+55 (add 1 within 60') 12-20 x5
Oh yes, and AC will increase to 45.

Which is really disgusting.

[edited because I forgot the strength bonus to damage on the bow]
 
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Since I hate to see some Shield Charge-adin beat out an archer, consider dumping 6 deepwood sniper levels for 6 Order of the Bow Initiate, which allows you to add your Wisdom modifer to hit within 30' (or in your case 60')
Wedge 3 peerless archer levels in there and you can Power Attack with a bow, mmm good.

I don't have Masters of the Wild on hand to check this, but if Deepwood sniper only requires a +4 BAB, the following build has cheese potential.

1 monte ranger/2 fighter/2 hero/2 deepwood/6 order of the bow/
3 peerless archer.

Other archer cheese: Hunter's Mercy(MoF) (It's Mok-tar bad)

EDIT: Sigh, got home. Deepwood requires a +5 BAB which tosses the Hero levels unless there is some Hero point option to get fighter BAB from hero levels. Replacing the 2 hero levels with Fighter works. Other options, toss Peerless archer and use the free levels to pick up a Templar level (OotBI get Know(religon) as a class skill or just cross class it) and 2 more Hero levels.

Love
Burne
Cleric 9/Templar1 Archer in RttToEE
 
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