Sultans of Smack

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[B][I]Barbarian Wizard Smackdown[/I][/B]

Actually, I'm not sure if this qualifies as a smack, but I'll post what I have, and you can give me feedback on what to improve and what the flaws are.

Note that I assume that the potions are created before the adventure and that the items are so as well.

Character Dwarf

Ability Scores:
Code:
Str:	16 +4 (raised) +5 (inherent) (+8 (Tenser’s) +4 (Righteous) +4 (rage) = 41)
Dex:	12
Con:	12 +2 (Dwarf) +6 (item)
Int:	14 +6 (item)
Wis:	12
Cha	10 –2 (Dwarf)

Speed: 20 (Dwarf) +10 (Barbarian) (60 with boots)

Barbarian 1: Rage

Wizard 8 (abjurer): Scribe Scroll, +1 Feat

Master Alchemist 10: Brew 9th level potions

Levels: 7 feats

Feats: 1. Brew Potions, 2. Magical Artisan: Potions, 3. Skill Focus: Alchemy, 4. Quicken Spell, 5. Maximise Spell, 6. Power Attack, 7. Craft Wondrous Item, 8. Improved Critical: Scythe

Spells:
Code:
0	1	2	3	4	5	6	7	8	9
4+1	4+1	4+1	4+1	4+1	4+1	4+1	3+1	3+1	2+1
	2	1	1	1	1

Hit Points: 12+18d4+19*5…12+18*2,5+19*5=152

BAB: 1 (Barb) +4 (Wiz) +5 (Master Alchemist) = 10
AB: 10 (BAB) +7 (str)

With Divine Power and Tenser’s Transformation + Rage
BAB: 19 (Divine Power) +9 (Tenser’s Transformation) = 28
AB: 28 (BAB) +15 (Str) = 43
AB Scythe: 43 +1 (Enh) = 44 (44/39/34/29(/44))
Damage Scythe: 2d4+23 18-20/x4


Saving Throws:
Code:
Fort:	2 (Barb) +2 (Wiz) +3 (MaA) +5 (Cape) +5 (Con) = 17
Ref:	0 (Barb) +2 (Wiz) +3 (MaA) +5 (Cape) +1 (Dex) = 11 (15 when Tenser’s)
Will:	0 (Barb) +6 (Wiz) +7 (MaA) +5 (Cape) +1 (Wis) = 19


AC: 10 +8 (Bracers) +5 (Ring) +5 (Amulet) +1 (Dex) = 29 (34 with Tenser’s, 38 with Tenser’s and Haste)



Items:

Manual of Gainful Exercise +5: 137500 GP
Cloak of Major Displacement: 50000 GP
Ring of Protection +5: 50000 GP
+1 Keen Scythe of True Striking: 32500 GP
Headband of Intellect +6: 36000
306000 GP

Created:
Boots of Striding and Springing: 100 XP, 1250 GP
Bracers of Armour +8: 2560 XP, 32000 GP
Periapt of Health +6: 1440 XP, 18000 GP
3xPotion of Spell Turning: 3*136,5 XP = 409 XP, 3*1706,25GP = 5118 GP
Potion of Mind Blank: 180 XP, 2250 GP
Potion of Nondetection: 22 XP, 281 GP
Potion of Stoneskin: 42 XP, 525 GP
Amulet of Natural Armour +5: 2000 XP, 25000 GP
2xPotions of Haste: 90 XP, 1125 GP
6843 XP, 85549 GP


Spells:

0th level: All
Memorised: 2xGhost Sound, 2x Mage Hand, 1xResistance

1st level: All
Memorised: 2xTrue Strike, 2xProtection from Law, 1xMagic Missile, 2x Ray of Enfeeblement

2nd level: Invisibility, Darkness, Protection from Arrows, See Invisibility, Mirror Image
Memorised: 2xDarkness, 1xProtection from Arrows, 2xMirror Image, 1xSee Invisibility

3rd level: Nondetection, Haste, Blink, Protection from Elements, Vampiric Touch
Memorised: 1xHaste, 2xNondetection, 1xProtection from Elements, 2xBlink

4th level: Stoneskin, Fire Shield, Enervation, Minor Globe of Invulnerability, Improved Invisibility
Memorised: 2xEnervation, 1xFireshield, 1xMinor Globe of Invulnerability, 1xStoneskin, 1xImproved Invisibility

5th level: Dismissal, Transmute Rock to Mud, Cone of Cold, Wall of Iron, Mind Fog
Memorised: 1xQuickened True Strike, 1xWall of Iron, 2xQuickened Protection from Law, 1xTransmute Rock to Mud, 1xDismissal

6th level: Globe of Invulnerability, Tenser’s Transformation, True Seeing, Bigby’s Forceful Hand, Flesh to Stone
Memorised: 1xQuickened See Invisibility, 1xQuickened Invisibility, 2xTrue Seeing, 1xGlobe of Invulnerability

7th level: Limited Wish, Sequester, Spell Turning, Teleport without Error, Phase Door
Memorised: 3xLimited Wish, 1xSpell Turning

8th level: Mind Blank, Sunburst, Horrid Wilting, Iron Body, Otiluke’s Telekinetic Sphere
Memorised: 1xMind Blank, 2x Quickened Haste, 1xIron Body

9th level: Mordenkainen’s Disjunction, Foresight, Meteor Swarm, Energy Drain, Wish
Memorised: 2xMaximised Tenser’s Transformation, 1xWish




Tactics:

Round 1:
1. Quickened Haste
2. Limited Wish: Divine Power
3. Limited Wish: Righteous Might

Round 2:
1. Quickened Improved Invisibility
2. Nondetection
3. Spell Turning

Round 3:
1. Quickened True Strike
2. Maximised Tenser's Transformation
3. Rage & Attack



The tactic I originally planned to use:

Round 1
1. Quickened Haste (8)
2. Darkness (2)
3. Spell Turning (7)

Round 2
1. Limited Wish (7) Divine Power
2. Mind Blank (8)
3. Quickened Protection from Law (5)

Round 3
1. Quickened Improved Invisibility (8)
2. Nondetection (3)
3. Limited Wish (7) Righteous Might

Round 4
1. Quickened See Invisibility (6)
2. True Seeing (4)
3. True Strike (1)

Round 5
1. Maximised Tenser’s Transformation (9)
2. Rage & Attack
 

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Re: [B][I]Barbarian Wizard Smackdown[/I][/B]

-Eä- said:
Actually, I'm not sure if this qualifies as a smack, but I'll post what I have, and you can give me feedback on what to improve and what the flaws are.

It's interesting, but it takes too long. You only get 1 round (plus *maybe* one prep round).

Also, to optimize the smack, I suggest an alternative to levels in Master Alchemist: spell-storing ioun stones. The less levels it takes, the mopre we're impressed.

Finally, total up your damage. Using some exotic, questionable math you have to get average damage up to 200 points.
 

Hey, I'm the number cruncher around here. :)

I may not have submitted any smacks, but I'm constantly inspired by this thread. Keep it up!
 

Re: Multipurpose Smackdown

DM_Matt said:


Domains: Spell, Time, Fire School (Moshi), Myticism


Reread the section on Spells for the Hospitaler. They choose two domains out of Healing, Protection, War, Glory, and Domination, and lose access to any other domains.

(Come to think of it, I've never noticed this part of the Hospitaler PrC before, and I can't think of anybody who has taken levels as a Hospitaler ever taking this into account. Has this been changed by the Sage or erratad somewhere?)

[Edit] Ah, I found it. Sage Advice, Dragon #286:
Hospitaler prestige class -- Spells: The first entry (Spells) is incorrect. Use the second entry (Spells per Day) instead. In addition, Table 3-7 should have a Spells per Day column, which should read "+1 level of existing class" at each level.
[/Edit]
 
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Odd... I guess it was taken out in later printings. Does anybody else's copy have this, or am I the focus of some giant conspiracy to make people think I'm insane?
 

Hope this hasn't already been posted, but I'm not going to read this whole thread.

I know this one isn't exaclty on the bleeding edge edge of damage maximums, but here's one that REALLY simple and can dish out a lot of damage. Plus it's all WotC, and only Power Crit and Frenzied Berserker are non-core.

Half-Orc Barbarian 10\Frenzied Berserker 10

Stats:
Str 50 (20 + 6 enhancement + 5 inherent + 5 level ups + 10 frenzy + 4 rage)

Feats: Power Attack, Power Critical, Improved Critical, Weapon Focus

Weapon: +5 Keen Greatsword of Speed

Rage and Frenzy, then use supreme power attack for 20 and power critical on the first attack.

That's 5 attacks at +26/+26/+21/+16/+11 doing 2d6+75 damage and 4d6+150 on a crit.

vs AC 15 thats 550 damage average
vs AC 20 thats 513 damage average
vs AC 25 thats 448 damage average or Power attack for 18 and its 457 damage average
vs AC 30 thats 340 damage average or power attack for 13 and its 398 damage average

Here's my spreadsheet with that character in it so you can play around with it

--Ragin' Spikey
 

Attachments

Last edited:

SpikeyFreak said:
That's 5 attacks at +25/+25/+20/+15/+10 doing 2d6+75 damage and 4d6+150 on a crit.

vs AC 15 thats 550 damage average
vs AC 20 thats 513 damage average
vs AC 25 thats 448 damage average or Power attack for 18 and its 457 damage average
vs AC 30 thats 340 damage average or power attack for 13 and its 398 damage average

Your sheet lists the attacks as +26/+21/+16/+11 instead of +25/+20/+15/+10. Which is correct?

***********************************

Quick question about Power Critical: Do you still have to make an attack roll and crit confirmation check? How exactly does this work?
 

I forgot the weapon focus when I was writing the post, so +1 on every attack would be right.

This is from memory, so I could be wrong: Power Critical makes your next attack an automatic critical threat. It says that if you hit with your attack, it's a critical, which is exactly the same thing.

Why, have you found another bug/error in my spreadsheet?

--Nervous Spikey
 
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Jairami said:
<looks at CRG, points to the above post, looks at Spikey in awe>

How's that for some crunchiness? :D

I pretty much got the idea for making my sheet as complex as it is from CRGreathouse, so you can still consider him the main number cruncher around here.

--Unoriginal Spikey
 
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SpikeyFreak said:
This is from memory, so I could be wrong: Power Critical makes your next attack an automatic critical threat. It says that if you hit with your attack, it's a critical, which is exactly the same thing.

Why, have you found another bug/error in my spreadsheet?

Perhaps. You're telling me two different things, and I don't know what's right.

If PC makes any hit into a crit, your spreadsheet is correct and the average damage is as you figured it.

If PC makes any hit into a threat, your spreadsheet is incorrect and your average damage is wrong.

Your sheet says the chance for crit with Power Critical is 95%, assuming auto-crit. Auto-threat would make the chance 90.25%.

How does Power Crit work, exactly? :confused:
 

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