Sultans of Smack

WAIT, I'm determined to make a smack that works!

mini creatures kill you smack
Druid7/Tamer of Beasts 9
ussuming that a cockroach has 1/8 HD, and since paragon doesn't affect the HD, this character could have...256 paragon cockroaches, these are about 16HP, +20 attack, 20 damage, I think. And since these creatures are fine, you can fit A BUNCH in a square, and if they all hit, this is a great deal more than 200 damage.

I know this isn't very exact, but you guys can figure this out:D

And for the problems: I don't have the epic handbook, and I've only seen it twice soo.. if I've missed something on paragon please tell me.
A few arguments I've heard is that...
Paragon creatures are magical: Well, level 9 tamer of beasts can tame magical creatures
There in only ONE paragon animal of each type: In this case, One paragon cockroach, grasshopper, cricket, black ant, red ant, fire ant, honey bee, killer bee, monkey, chicken, bat, rat, etc.

Any problems with this one, besides the fact that you couldn't find this many paragons, theres bound to be some:rolleyes:
 

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A Paragon insect would be a sentient, free-willed creature. Would the spell allow you to control treants or thri-kreen?
 

Strength...Fading, Health...Falling SMACK
Rouge 16
Feats:
Hair Trigger Reflexes
Rapid Shot
Brew Poison
Quicker Than the Eye
Skill Focus (or craft poison)
Skills: Alchemy (or craft poison)
Items: Bow, Arrows (preferably magical) that are previously posioned
Boots of Speed
Anything that ups Alchemy Checks (or craft poison checks)
Poison wells
Surprise Round: Activate boots of speed, drink potion of true strike
1st Round: Hair Trigger Reflexes:D to go first, shoot with rapid shot.
2nd Round: If they aren't hurt enough, use quicker than the eye, and repeat.

This poison does 3d6 of two ability scores (decide which, for this, its strength and con.) with a Save DC of 40, if you want to know how I did this, check Traps and Treachery, wait jusa sec while I calculate the DC to make it :D ....
its... 60, okay, so how about 3d6 con both times, that mkaes it 45, hmm, a bit hard, dang...
Save DC=...

okay, lets start over (I don't believe in backspace)
Save DC=30, initial damage=unconsciousnes:D
This would require a DC of 35, pretty easy.
Once they are unconscious, then use slit their throat:p
I haven't calculated the exact + to the ability a rouge could have (as you can probably see) so add to the DC as you so choose:rolleyes:

Edit: throat, not sloat:o
 
Last edited:

The Gauntlet Monster Generator

Total level 12

Here is a sort of Smackdown I came up with while looking into some of the Mind's Eye
Psionic Web Enhancements found on the WotC D&D site.

While this smack doesn't live up to the 200 points of damage in one round, it does
do between 635 to 1397 points of damage in 4 rounds (Maximum 2286) at the character's
12th Level. After those 4 rounds the damage (if not stopped) has the duration for 11
minutes doing between 302 to 704 points of damage a round (Maximum 1152). Basically
The Psion/Constructor summons as many beefed up Astral Constructs a round as possible.


Sources used:
PHB, DMG, Psionic's Handbook, The Mind's Eye (WotC D&D Webpage)

Human Psion 6 / Constructor 6 (Mind's Eye)
Total manifester level 11

Items: (total 88K gp for level 12)
Torc of Psionic Might (10K gp)
Headband of Intellect +6 (36K gp)
Psionic Tattoo Schism (750gp)
Crystal Capacitor 11 PP (36K gp)

Total 82,750 gp

Int = 27 (base 18, +3 Levels, +6 Headband of Intellect (36K gp))

PowerPoints = 96 (base 52, +44 Bonus from 27 Int @ level 11)

Feats from Levels:
Twin Power
Quicken Power
Augment Construction (Mind's Eye) +1 on attack rolls
3x Empower Construction (Mind's Eye) +1 Astral Construct menu ability

Feat's from classes:
Advanced Construction (Mind's Eye) not used
Extended Construction (Mind's Eye) not used
2x Infused Construction (Mind's Eye) Increase Metapsionic cap +3 base, +2 for each after
2x Efficient Construction (Mind's Eye) For each -1 PP when casting constructs
Enhanced Construction (Mind's Eye) + 1d3 Astral Constructs summoned at 2 Levels lower
Ecto Manipulation (Mind's Eye) Change up menu abilities at a 2 for 1 basis
Empower Construction (Mind's Eye) +1 Astral Construct menu ability

Total Metapsionic cap = 15 PP (base 10, +3 Infused, +2 2nd Infused)

Round 1:
Primary Mind:
10 PP (5+8-3) Quickened Astral Construct 3, (1d4+1 AC 1) + 1d3 AC 1 (Enhanced Construction)
Activate Psionic Tattoo Schism
Schism Mind:
(Begins) 17 PP (5+5+8-3+2) Twinned Astral Construct 3

Average Astral Constructs this Round: 5 AC 1
Total Average Astral Constructs: 5 AC 1

Round 2:
Primary Mind:
10 PP (5+8-3) Quickened Astral Construct 3, 1d4+2+1d3 Astral Construct 1
(Begins) 15 PP (5+5+8-3) Twinned Astral Construct 3
Schism Mind:
(Ends) 0 PP Twinned Astral Construct 3, 2d4+2+2d3 Astral Construct 1

Average Astral Constructs this Round: 16 AC 1
Total Average Astral Constructs: 21 AC 1

Round 3:
Primary Mind:
10 PP (5+8-3) Quickened Astral Construct 3, 1d4+2+1d3 Astral Construct 1
(Ends) 0 PP Twinned Astral Construct 3, 2d4+2+2d3 Astral Construct 1
(Begins) 15 PP (5+5+8-3) Twinned Astral Construct 3
Schism Mind:
(Begins) 17 PP (5+5+8-3) Twinned Astral Construct 3

Average Astral Constructs this Round: 16 AC 1
Total Average Astral Constructs: 37 AC 1

Round 4:
Primary Mind:
10 PP (5+8-3) Quickened Astral Construct 3, 1d4+2+1d3 Astral Construct 1
(Ends) 0 PP Twinned Astral Construct 3, 2d4+2+2d3 Astral Construct 1
Schism Mind:
(Ends) 0 PP Twinned Astral Construct 3, 2d4+2+2d3 Astral Construct 1

Average Astral Constructs this Round: 27 AC 1
Total Average Astral Constructs: 64 AC 1

Total PP 104
Crystal Capacitor for 10 PP of 11PP
94 of 96 PP spent

Each Astral Construct has the duration 11 Minutes (Extended construction)

Each Astral Construct 1 has 5 Abilities from Menu A (4x Empower Construction)
1 Menu A ability:
Fly 60' (Average)
1 Menu C ability (2 A abilities = 1 B ability, 2 B abilities = 1 C ability):
Concussion 3d6 Force damage as free action (Range 110', Fort Save for Half)

As the Astral Constructs come into play they immediately scatter doing a double move of 120' flying
Using their Concussion when they come within 110' of their target(s)

Damage
Round 1:
MAX: 90 (5 * 3 * 6)
Average (not making saves): 55 (5 * (11 ~AVE(3d6))
Average (making saves): 25 (5 * ((11 ~AVE(3d6)) / 2)
Round 2:
MAX: 378 (21 * 3 * 6)
Average (not making saves): 231 (21 * (11 ~AVE(3d6))
Average (making saves): 105 (21 * ((11 ~AVE(3d6)) / 2)
Round 3:
MAX: 666 (37 * 3 * 6)
Average (not making saves): 407 (37 * (11 ~AVE(3d6))
Average (making saves): 185 (37 * ((11 ~AVE(3d6)) / 2)
Round 4:
MAX: 1152 (64 * 3 * 6)
Average (not making saves): 704 (64 * (11 ~AVE(3d6))
Average (making saves): 320 (64 * ((11 ~AVE(3d6)) / 2)

Total:
MAX: 2286 (90 + 378 + 666 + 1152)
Average (not making saves): 1397 (55 + 231 + 407 + 704)
Average (making saves): 635 (25 + 105 + 185 + 320)


What do you think?
 

That is very creative and VERY effective.

I was going to say, at 12th level, what's the point of having AC 1's... They aren't going to last long in melee, they aren't likely to hit, and they won't do a lot of damage.

But you are using them more like Lantern Archons, flying around out of melee reach and 3d6 concussion'ing away. Very nice.

Kudos!
 


heheh

I just have to post this:D
Shocker Lizard Smack
You could do this with a tamer of beasts but...

Get a bunch (and I mean a BUNCH) of shocker lizards in one spot, and have a 16th level wizard cast teleport without error on them to the middle of a big clump of enemies and... ZZZZZZZZZZZZZZZZZZZZZAAAAAAAAAAAAAAAAAAAAPPPPPPPPPPPPPPPPPPPPP!!!!!!!!!!!!!!!!!!!!!!!!!!!

BTW, a lv 7 druid/lv 9 TOB could have 16 shocker lizards, not a whole bunch:(


A Paragon insect would be a sentient, free-willed creature
this would give them a will save, nothing more:D
 


You can create up to 60 Astral Construct Vs per round with a shaper 6/constructor 10. 90 if you use a munchkin loophole. I don't need any astral construct 1s.

Apply Overpower to the number of constructs you can create :devil:
 

smackdowns

For the tidy cleric who doesn't like leave a mess of his enemies

-destruction domain
-spell focus (evocation for implosion, transmutation for disentigrate)
-greater spell focus

13 levels of cleric, 5 levels of heirophant
wis 22 (18 + level enhancements)

take spell power for all heirphant levels.
cast a maximized wisdom enhancer on yourself (owl's I think)

then nail em with disentigrate DC 29 then you add in magic gear.


And for the fighter who wants his oponent unarmed and on his ass

power attack, cleave, sunder, improved sunder, expertise, imprved trip and knockdown.

Sunder thier weaponwhich provkes a cleave onto then which provoces knockdown. They are unarmed, hurt and on thier ass in 1 attack.

Paul
 

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