SMACK characters - FINISHED VERSIONS ONLY!

I can't toss out level of Deepwood sniper because the whole build is based on crit multipliers. Sure, the ability to power attack with a bow is nice (and I think I can find it elsewhere, I think an AEG book had such a feat), but getting rid of those levels would drop my mutliplier by one. I imagine I might be well served if I dug up that feat. If I can keep that and the critical multiplier, it would be optimal. The OoBI, doesn't really offer much, IMHO since their damage bonus ain't that great and is only on sneak attacks.

buzzard
 

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Re: Mok-Tar version with Arowain's CHA enhancement

reapersaurus said:
<snip> Tons of craziness with a giant four-armed shield-bashing leonine titan. </snip>

Well . . . so that's what I was looking for. Egad.

Naughty boy, a real GM should never allow you to take all those restrictions on feats. I mean, honestly, not being able to use a Divine feat in an antimagic area? You can't do that anyway, so it's just cheap trying to make it a restriction. Anyway, Gain Feat should be errata'd so that each feat costs 2 HrP, but they are all part of one power, with normal limits for maximum HrP spent and with restrictions only counting once.

Well, I'll have to spend some time looking this masterpiece of a thread over so I can figure out what needs to be errata'd for Four-Color to Fantasy.
 

Yeah, I think that's a reasonable change to Gain Feat power.

I slightly edited Mok-Tar thru the months, and he wouldn't need SO many feats to be effective: 6 or 7 of them are for Quickening Divine Feats, and qualifying for Singh Rager, which wouldn't be necessary with one Belsameth's Blessing cast. Heck, Belsameth's Blessing alone gives Mok-Tar even more punch, and tidies up the build some. I'm attaching the slightly modified version I sent RangerWickett, just for fun (it doesn't include Bel's Blessing, since I felt that spell was "Jeremy's" in this SMACK thread.)

I think without the Blessing but with 10 points of Super-Charge Power used, Mok-Tar would do 7,731 damage. (give or take a thousand LOL j/k)
Of course, with the Bel's Blessing (+12 to STR, +4 DEX, +6 CON + Pounce), it would let Mok-Tar take 4 other levels, so with Divine Hammer, he'd get +47 more to attack and damage, DR 47/+1, and SR 57. :D
Actually, Savage Species' Lion's Charge would fix the problem of Bel's Blessing possibly taking away the Knuk's 4 arms, so I'd probably re-work it with that, if I had time/interest.
 

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