Sultans of Smack


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Not to mention that Veldrane posted a 16th level cleric using the spell destruction already. His save is a little higher. :)

Check out his full post earlier in the thread for this little gem.

Veldrane said:
Evil Wizard, kneel to The Lady

Spellcasting Cleric DC Smackdown

Save DC:

10 Base
+20 Wisdom Modifier
+6 Hierophant Abilities
+4 Greater Spell Focus: Necromancy
+2 Spell Enhancer (casted as a free action)
=

DC: 42 + Spell Level meaning the Destruction will have DC 50
 

Re: Re: heheh

Xeriar said:


At a minimum of +20 or so, sure.

:rolleyes:
You could always tie em down, then cast it again and again and again you'll get it by at most #20 (statistically)

And don't get with the "thats not very friendly", because as long as you WANT and WILL be their friend, then you can cast it:D
 

Re: smackdowns

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

Paul

how does sundering a weapon provoke a cleave? it says when you drop an enemy/opponent so unless it's some sort of dancing animated weapon you sunder it's not going to work.
 

Re: Re: smackdowns

1337 h4xor said:
how does sundering a weapon provoke a cleave? it says when you drop an enemy/opponent so unless it's some sort of dancing animated weapon you sunder it's not going to work.
because that was his very first post on these boards, and he actually had the audacity to try to add to the Smackdown thread. :rolleyes:

And in the powergaming vein, I take pride in having 2 characters in a row nerfed because the DM's of online games didn't want them overpowered. ;)
 

Audacity? I'd call it inspired courage.

He read the thread, liked it, and gathered up his courage and/or his patience for signing up for membership, and tried his hand.

More posters the better. Those that don't do well can have improvements pointed out to them and may become better with time and/or revisions, those that DO do well add to our wonderful collection.

Good or bad, it's better posted than not. Posted at least serves a purpose. :D
 

Jeremy said:
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!

I'm sure if you use Monte Cook's variant Psion from "If Thoughts Could Kill" you'd get even more PPs.
 

Psion/Meditant Smackdown (using If Thoughts Could Kill and The Mind's Eye)

Ok so this one doesn't do 200+ damage in one round but it can generate 4 DC 35+ Save or Die effects in one round.

Human Psion 9 (Savant)/Meditant 7 (From Wizards site)
Relevant starting stats 18 Con.
18 +4 from level, +6 Amulet of Health, +5 Manual =33 Constution (+11 modifier)

Primary Disipline Psychokinesis, Secondary Telepathy and Psychometabolic.

Feats: Extend Power, Psionic focus Psychokinesis, Greater Psionic Focus Psychokinesis, Psychic Meditation: Crown (+3 Natural Armor), Heart (+3 temporary hp per level max 42), Third Eye (+1 temporary PP per level), Solar Plexus (+2 to one save, +1 to others), Throat (+2 Int, Wis, Cha), Base (+2 Str, +2 Dex, +2 Con), Sachral (+3 to Primary disipline DC's, +1 to all others)
Intense Psychic Meditation (added to values of regular meditation): Sachral (+2 to Primary disipline DC's, +1 to all others), Third Eye (+1 temporary PP per level), Solar Plexus (+2 one save, +1 all others), Base (+2 Str, +2 Dex, +4 Con)

Meditation feats are activated by 1 minute of meditation and the effects last 2 hours.

Magic Items: Amulet of Health +6, Manual of Health +5, Torc of Psionic Might, Psionatrix of Psychokinesis x2.

Final PP: 228
Important Powers: Fission, Disintegrate, Schism

Start off by manifesting a Extended Fission (12 PP) (double has 108 PP) and hand double a Psionatrix of Psychokinesis.

Both sit down to meditate, gaining +3 Natual Armor, +42 temporary HP, +30 temporary PP, +4 to Reflex Saves, +2 to Fort and Will, +2 Int, Wis, Cha, +5 DC to Psychokinesis powers +2 to all others, and +4 Str, Dex, Con.

This gives your double a Con of 31 so its DC will be 1 lower then yours and 138 PP.

Find and unsuspecting enemy and during the suprise round both Manifest Schism.

1st Round both manifest a regular Disintegrate and a schism Disintegrate.

DC for your Disintegrate: 1d20 +11 Con, +5 Psychic Meditation, +4 Psionic Focus, +1 Psionatrix, +6 Power level = 1d20 +26

DC for your fission's Disintegrate: 1d20 +10 Con, +5 Psychic Meditation, +4 Psionic Focus, +1 Psionatrix, +6 Power level = 1d20 +25

Both of you still have enough PP to keep up the double Disintegrate for about 4 rounds.

Can anyone think of any improvements?
 

All your crit are belong to us

Relevant stats: Str, base of 18, +4 level, +6 belt, +4 manual, total 32
Class: Cleric (some diety with Destruction and Trickery domains that favors the Bastard Sword, hell make him up) 1 / Fighter 6 / Templar 5 / Cavalier 2 / Weapon Master 2
Items: +1 Keen Flaming Burst, Shocking Burst, Acid Burst, mercurial bastard sword, Manual of Gainful Exercise +2, Belt of Gian Strength +6

Feats: All the prereqs you need for the PrCs, Improved Critical

Relavant Special Abilities: Smite (+6 damage, from Templar / Cleric), Deadly Charge (from Cavalier), Luck domain (from Cleric), Weapon Specialization (from Templar), Increased Multiplier (from Weapon Master)

Tactics: Okay, on the first round of combat, you make an attack with a x7 damage multiplier. How? Here's how.

Crit 18-20, Luck domain lets you reroll. We'll just assume you make one of the rolls.

x4 base critical multiplier
x3 Deadly Charge
+1 Increased Critical

So, you have a base damage of 2d8, +2 from Specialization, +1 enhancement, +10 strength, +6 Smite, total 2d8+20.
THEN: +5d10/1d6 Flaming Burst, +5d10/1d6 Acid Burst, +5d10/1d6 Shocking Burst.

for a total of: 14d8+133+15d10+3d6

average damage:

(14x4.5 =) 63
+133
+(15x5.5=)82.5
+(3x3.5=) 10.5
-------------------
289

SMACK!!!
 
Last edited:

Jeph said:
All your crit are belong to us

Relevant stats: Str, base of 18, +4 level, +6 belt, +4 manual, total 32
Class: Cleric (some diety with Destruction and Trickery domains that favors the Bastard Sword, hell make him up) 1 / Fighter 6 / Templar 5 / Cavalier 2 / Weapon Master 2
Items: +1 Keen Flaming Burst, Shocking Burst, Acid Burst, Sonic Burst mercurial bastard sword

Feats: All the prereqs you need for the PrCs, Improved Critical

Relavant Special Abilities: Smite (+6 damage, from Templar / Cleric), Deadly Charge (from Cavalier), Luck domain (from Cleric), Weapon Specialization (from Templar), Increased Multiplier (from Weapon Master)

Tactics: Okay, on the first round of combat, you make an attack with a x7 damage multiplier. How? Here's how.

Crit 18-20, Luck domain lets you reroll. We'll just assume you make one of the rolls.

x4 base critical multiplier
x3 Deadly Charge
+1 Increased Critical

So, you have a base damage of 2d8, +2 from Specialization, +1 enhancement, +11 strength, +6 Smite, total 2d8+20.
THEN: +5d10 Flaming Burst, +5d10 Sonic Burst, +5d10 Acid Burst, +5d10 Shocking Burst.

for a total of: 14d8+140+20d10

average damage:

(14x4.5 =) 63
+140
+(20x5.5=)110
-------------------
313

SMACK!!![/color


Lets just say that I rolled the critical:rolleyes:

Just get power critical
 

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