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<blockquote data-quote="reapersaurus" data-source="post: 482244" data-attributes="member: 1194"><p><strong>Mok-Tar, nicknamed "Jax, can you Smell the Divine Cheese?"</strong></p><p></p><p>Here's the most absurd thing I could come up with:</p><p>I'm embarrassed and proud at the same time. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Mok-Tar, Male Knuk Rgr1/MartialArtist1(Beyond Monks)/Clr1/Pal1/Hero4/TribalProtector2/SinghRager4</p><p></p><p>Knuk : (ECL +2) Medium sized humanoid (feline)</p><p>+2 natural armor bonus</p><p>Special: Low-light vision, multiattack, 4 arms (4 claw attacks + bite attack)</p><p>STR +2, DEX +4, WIS +2, CHA +2</p><p>Reflex saves +2, Will saves +2</p><p>Favored Class: Ranger</p><p>Average about 7' tall, males have horns, kinda like cat people</p><p></p><p>HP 156 (2d8+9d10+4d4+80)</p><p>Init +12 (Dex); Spd 40 ft (80 ft with Boots of S&S)</p><p></p><p><strong>AC</strong> 38 (+9 Rhino Leather armor of Speed, +3 large steel shield (+1), +12 Dex, +2 natural, +2 Deflection from Arm of Nyr)</p><p>- 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)</p><p>BAB +11/+6/+1</p><p><strong>Atks</strong> +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)</p><p>+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)</p><p>- 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)</p><p></p><p>Sick facts: <u>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.</u></p><p><u>When he grows to Gargantuan size, his reach is 20', and shield grows from 1d8 to 4d6 damage.</u></p><p><u>Average damage if all hit is ... geez! I hadn't added it till now, but that's 4,290 damage in one round!</u></p><p><u>And that's without Power Attacking or Reckless Attacking.</u></p><p><u>That would bring it to 5,148 damage. </u></p><p></p><p>SA spells, turn undead</p><p>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</p><p>AL LG</p><p></p><p>SV Fort +44, Ref +43, Will +36 (+2 to all with Charm domain on)</p><p></p><p><strong>Abilities:</strong> 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)</p><p></p><p><strong>Modified Ability Scores:</strong> 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)</p><p></p><p><strong>Skills:</strong> Perform (Dance) 5 ranks (+30), Jump 5 ranks (+??), Iajutsu Focus 18 ranks (+43) (worth about 8d6 damage each strike in first round)</p><p></p><p><strong>Feats:</strong> (Multidexterity, Multi-Weapon Fighting, Improved Multi-Weapon Fighting, Track), Iron Will, Ki Shout (OA), Extra Turning, Divine Vigor*, Heroic Powers (FCtF)**, Leadership, <em>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),</em> (last 17 feats gained from superpowers)</p><p></p><p><strong>Equipment:</strong> +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</p><p>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</p><p>Rhino Armor of Speed (made from Studded Leather instead of hide) 26,165 gp</p><p>4 Arms of Nyr (51,200 gp’s total)</p><p>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</p><p></p><p>Scrolls: <em>Magic Weapon x 3, Endure Elements x2, Divine Favor x2, Obscuring Mist x 2</em></p><p>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.</p><p></p><p>Money: 260,000 available, ~240,000 used</p><p>Experience: 120,000 XP</p><p></p><p><strong>Domains: </strong>Charm and Nobility</p><p>(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.</p><p>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.)</p><p></p><p>Spells: 3 / 2+1 - <em>Create Water, Detect Magic, Virtue / Smite x2, Charm Person</em> (domain)</p><p>Charm Person has a DC of 38 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> Why fight, when we can be friends?</p><p></p><p></p><p><strong><span style="font-size: 12px">Super Powers: </span></strong></p><p></p><p><strong>Alternate Form (0 HrP):</strong> 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.</p><p></p><p><strong>Heightened Mental Ability (19 HrP)</strong>: 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). </p><p></p><p><strong>Heightened Physical Ability (3 HrP)</strong>: 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).</p><p></p><p><strong>Gain Feat (1 HrP):</strong> Mystical. Persistent. Power Attack. Encumbrance Restricted (-1 HrP).</p><p><strong>Gain Feat (1 HrP):</strong> Mystical. Persistent. Divine Might. Encumbrance Restricted (-1 HrP).</p><p>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).</p><p><strong>Gain Feat (1 HrP)</strong>: Mystical. Persistent. Shield Expert. Encumbrance Restricted (-1 HrP).</p><p>You do not lose the shield bonus of your shield if you attack with it.</p><p><strong>Gain Feat (1 HrP): </strong>Mystical. Persistent. Improved Shield Bash. Encumbrance Restricted (-1 HrP).</p><p><strong>Gain Feat (1 HrP):</strong> Mystical. Persistent. Shield Charge. Encumbrance Restricted (-1 HrP).</p><p>While using a shield in a shield bash attack during a charge, your attacks do double damage.</p><p><strong>Gain Feat (1 HrP): </strong>Mystical. Persistent. Cleave. Encumbrance Restricted (-1 HrP).</p><p><strong>Gain Feat (1 HrP):</strong> Mystical. Persistent. Great Cleave. Encumbrance Restricted (-1 HrP).</p><p><strong>Gain Feat (1 HrP):</strong> Mystical. Persistent. Power Lunge. Encumbrance Restricted (-1 HrP).</p><p>During a charge, your STR bonus to damage is doubled.</p><p><strong>Gain Feat (1 HrP):</strong> Mystical. Persistent. Divine Shield. Encumbrance Restricted (-1 HrP).</p><p>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)</p><p><strong>Gain Feat (1 HrP)</strong>: Mystical. Persistent. Reckless Attack (QF). Encumbrance Restricted (-1 HrP).</p><p>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.</p><p><strong>Gain Feat (1 HrP):</strong> Mystical. Persistent. Off-Hand Weapon Expert (QF). Encumbrance Restricted (-1 HrP).</p><p>Your off-hand attacks do full strength damage, instead of half.</p><p><strong>Gain Feat (1 HrP):</strong> Mystical. Persistent. Distract (QF). Encumbrance Restricted (-1 HrP).</p><p>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.</p><p><strong>Gain Feat (1 HrP):</strong> Mystical. Persistent. Bull Charge (Beyond Monks). Encumbrance Restricted (-1 HrP).</p><p>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.</p><p><strong>Gain Feat (1 HrP): </strong>Mystical. Persistent. Dancing Charge (Beyond Monks). Encumbrance Restricted (-1 HrP).</p><p>Prerequisite: Perform (Dance) 5 ranks. </p><p>You don’t need to move in a straight line to charge. This feat cannot be used while wearing medium or heavy armor.</p><p><strong>Gain Feat (1 HrP):</strong> Mystical. Persistent. Divine Armor (NboF). Encumbrance Restricted (-1 HrP).</p><p>Prerequisite: Ability to turn or rebuke undead, Cha 13+, Divine Vigor, Extra Turning.</p><p>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.</p><p><strong>Gain Feat (1 HrP): </strong>Mystical. Persistent. Combat Fury (NboF). Encumbrance Restricted (-1 HrP).</p><p>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.</p><p>In addition, when using this ability you increase your AC penalty to -4 during any round that you make this extra attack.</p><p>Gain Feat (1 HrP): Mystical. Persistent. Extra Rage (MotW). Encumbrance Restricted (-1 HrP).</p><p><strong>Gain Feat (1 HrP):</strong> Mystical. Persistent. Typhoon Attack (Mythic China). Encumbrance Restricted (-1 HrP).</p><p>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.</p><p><strong>Gain Feat (1 HrP): </strong>Mystical. Persistent. Super-Charge Power (FCtF) (Super-Feat). Encumbrance Restricted (-1 HrP).</p><p>You can use your own life-force to fuel your powers.</p><p>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.</p><p></p><p><strong>Sizeshift (2 HrP):</strong> 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.</p><p>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). </p><p></p><p>* 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.</p><p>** Heroic Powers feat description: Substitute 33,000 gp’s for 11 Hero Points.</p><p></p><p></p><p><strong>Cohort: </strong></p><p>Karnak</p><p>Clr15</p><p>He casts the following Double-Empowered buff spells each day with the help of a Necklace of Prayer Beads (Bead of Karma): </p><p>Eagle's Splendor</p><p>Cat's Grace</p><p>Bull's Strength</p><p>Endurance</p><p></p><p>Also:</p><p>Persistent Divine Favor (+6 luck bonus to attack and damage)</p><p>Spikes (DotF, 3rd level) : on each of Mok-Tar's Darkwood shields to give +10 to damage, lasts 19 hours.</p><p>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. </p><p>Divine Power</p><p></p><p>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.</p><p></p><p>Followers: </p><p>A lot. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>135 1st lvel, 13 2nd level, 7 3rd, 4 4th, 2 5th and 2 6th level followers at Mok-Tar's disposal.</p><p></p><p>That Leadership feat is so broken. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I'll come back and finish it up in a bit, but other than the damage (it goes higher), it's mostly sketched.</p><p></p><p>notes : </p><p>haven't calculated the +2 when Raging from Furious enchantment.</p><p></p><p>Haven't added in the bonus to damage from Power Attack OR Reckless Attack. That alone can come to +22 PER ATTACK. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>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)</p><p>Haven't included Favored Enemy <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /> or additional attack when under Righteous Wrath of the Faithful.</p><p></p><p>(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....</p><p>428 x 18 = 7704 damage.</p><p></p><p>In ONE ROUND.)</p><p></p><p>edit: last note before bed:</p><p>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.</p><p></p><p>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 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /></p><p>Yeah, really realistic doing it with shields, eh, DM_Matt? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p>Hey, it's by the rules.</p><p>So that's 9d6*18 attacks on full cheese = 567 more, if 'only' 18 attacks. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Next level, BTW, it's even sicker: Divine Hammer gets his CHA bonus to attack and damage. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="reapersaurus, post: 482244, member: 1194"] [b]Mok-Tar, nicknamed "Jax, can you Smell the Divine Cheese?"[/b] 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) [b]AC[/b] 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 [b]Atks[/b] +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: [u]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. [/u] 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) [b]Abilities:[/b] 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) [b]Modified Ability Scores:[/b] 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) [b]Skills:[/b] Perform (Dance) 5 ranks (+30), Jump 5 ranks (+??), Iajutsu Focus 18 ranks (+43) (worth about 8d6 damage each strike in first round) [b]Feats:[/b] (Multidexterity, Multi-Weapon Fighting, Improved Multi-Weapon Fighting, Track), Iron Will, Ki Shout (OA), Extra Turning, Divine Vigor*, Heroic Powers (FCtF)**, Leadership, [i]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),[/i] (last 17 feats gained from superpowers) [b]Equipment:[/b] +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: [i]Magic Weapon x 3, Endure Elements x2, Divine Favor x2, Obscuring Mist x 2[/i] 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 [b]Domains: [/b]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 - [i]Create Water, Detect Magic, Virtue / Smite x2, Charm Person[/i] (domain) Charm Person has a DC of 38 :cool: Why fight, when we can be friends? [b][size=3]Super Powers: [/size][/b] [b]Alternate Form (0 HrP):[/b] 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. [b]Heightened Mental Ability (19 HrP)[/b]: 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). [b]Heightened Physical Ability (3 HrP)[/b]: 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). [b]Gain Feat (1 HrP):[/b] Mystical. Persistent. Power Attack. Encumbrance Restricted (-1 HrP). [b]Gain Feat (1 HrP):[/b] 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). [b]Gain Feat (1 HrP)[/b]: Mystical. Persistent. Shield Expert. Encumbrance Restricted (-1 HrP). You do not lose the shield bonus of your shield if you attack with it. [b]Gain Feat (1 HrP): [/b]Mystical. Persistent. Improved Shield Bash. Encumbrance Restricted (-1 HrP). [b]Gain Feat (1 HrP):[/b] 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. [b]Gain Feat (1 HrP): [/b]Mystical. Persistent. Cleave. Encumbrance Restricted (-1 HrP). [b]Gain Feat (1 HrP):[/b] Mystical. Persistent. Great Cleave. Encumbrance Restricted (-1 HrP). [b]Gain Feat (1 HrP):[/b] Mystical. Persistent. Power Lunge. Encumbrance Restricted (-1 HrP). During a charge, your STR bonus to damage is doubled. [b]Gain Feat (1 HrP):[/b] 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) [b]Gain Feat (1 HrP)[/b]: 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. [b]Gain Feat (1 HrP):[/b] Mystical. Persistent. Off-Hand Weapon Expert (QF). Encumbrance Restricted (-1 HrP). Your off-hand attacks do full strength damage, instead of half. [b]Gain Feat (1 HrP):[/b] 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. [b]Gain Feat (1 HrP):[/b] 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. [b]Gain Feat (1 HrP): [/b]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. [b]Gain Feat (1 HrP):[/b] 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. [b]Gain Feat (1 HrP): [/b]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). [b]Gain Feat (1 HrP):[/b] 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. [b]Gain Feat (1 HrP): [/b]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. [b]Sizeshift (2 HrP):[/b] 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. [b]Cohort: [/b] 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 [/QUOTE]
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