Sultans of Smack

The Spell-Storing Smackdown
Originally Posted by Sir Hawkeye

"Thanks for the hit points."

Max out a wizard for dagger throwing, and then utilize spell-storing daggers with metamagicked Vampiric Touches.

Halfling Wiz 16

Str 8+3d4(TT) = ~15
Dex 20+4(levels)+3d4(TT) = ~31
Con 10
Int 13+6 = 19
Wis 8
Cha 8

HP ~40
BAB: +8/+3

Feats:
Scribe Scroll
Maximize Spell
Craft Magic Arms and Armor
Weapon Focus: Dagger
Rapid Shot
Improved Rapid Shot [Non-Core, Optional](Dragon 275, no penalties for rapid shot)
Empower Spell
Far Shot
Point Blank Shot

Equipment:

6x Dagger +1, Spell Storing, Returning

Headband of Intellect +6

Spells:

Maximized Empowered Vampiric Touch, Stored in each dagger
Haste, Running
Empowered Tenser's Transformation, Running

Hp: ~40+(1.5*16d6)= ~124
BAB: +16/+11/+6/+1

Now for the Attack Sequence:

At range of 20 ft:

Dagger +1 Spell Storing, Returning +30/+30(Rapid Shot)/+30(Haste)/+25/+20/+15
W/OUT IRS: +28/+28/+28/+23/+18/+13

Damage per attack: 1d4+4+(60+5d6)

Max Potential Damage: 498 hp
Max Potential Temporary hp gained: 90 hp

Avg. Damage AC 20: 461.3 hp
Avg. Damage AC 25: 419.0 hp
Avg. Damage AC 30: 355.5 hp

EDIT: Missed Halfling Thrown weapon bonus and bonus for size small in attack sequence. Avg. Damage calculations are still slightly inaccurate.

EDIT: Changed range to 20 ft. Temporary hp don't stack: reduced max temporary hp to 90. What's the source for that? Or is it just the "bonuses from the same source don't stack" rule that's in effect?

EDIT: Imp. Rpid Shot is non-core: denoted as optional. Added attack routines w/out IRS.
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Then again, I could be insane.

<editor’s note: Not that he isn’t great by himself, but I’d love to see this guy hand off those dagger to Jack the Knife. 1d4+16d6 per dagger = 6d4+64d6 (no save) + the rest of Jack’s attacks with their 8d6 sneak attack damage. Ha ha ha!---er… Sorry.>

<editor’s additional note: It has been clarified and pointed out by an astute rules lawyer that both the DMG and PHB specifically state that metamagic feats adjust the slot and the effective level for spell storing items and magic item creation. So technically they’d have to be just regular vampiric touches, not the hyped up ones. Again, not correcting the smack because I don’t want to alter someone else’s work and because people might expect me to do the same for every post. :p>
 

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The Hit Point Super Soaker
Originally Posted by MeanGenes

This isn't so much a smackdown but a min/maxing of HP:

Dwarf with 20 con, start lawful good align, switch to neutral good at 3rd level
Levels (max/avg HP at each level)
Level 1 paladin, feat toughness, 13/13 HP
level 2 Ranger 10/5.5
level 3 cleric, dwarf's toughness +6 HP, 14/10.5
level 4 barbarian 12/6.5
level 5 barbarian 12/6.5
level 6 fighter, dragon's toughness +12 taken twice, 34/29.5
Level 7 fighter, dragon's toughness +12 , 22/17.5
8-19 fighter with dragon's toughness taken every other level as bonus feat

8 10/5.5
9 22/17.5 + 12 dragon toughness feat
10 10/5.5
11 22/17.5
12 10/5.5 + 12 DT
13 22/17.5
14 10/5.5
15 22/17.5 + 12 DT
16 10/5.5
17 22/17.5
18 10/5.5 +12 DT
19 22/17.5
20 sorc 4/2.5 get toad familiar

Maximum HP = 351, avg = 277.5 (let's round up to 278).

Now let's add in con. 20 at first level + 5 stat increases + 5 inherent (tome) + 6 amulet of health + 4 raging + 2 toad = 42 con. A 42 con gives a con bonus of +16. 16 X 20 levels = 320 HP.

Max HP = 671, avg HP = 598.

Now, you can add temporary HP into this like aid spell (1d8), bardic music (2d10), and potion of heroism (2d10). You can also switch out a level of cleric for a level of psychic warrior and pick up the Verve power for 1 temporary HP for 1 minute. If someone wants to go ahead and look up every +temporary HP spell and magic item go ahead and add that onto what I have so far. Does anyone know how to add any more actual HP's though?
__________________
-MeanGenes

"Doctors have it easy. They get to bury their mistakes."
-Harlan Ellison

<editor’s note: Please note that Souljourner also has a min/max thread similar to this on the boards currently, though this one pre-dated it by a very wide margin, and I haven’t checked to see which is better. But kudos to both for the hard work!>
 

Barbarian Wizard Smackdown
Originally Posted by -Eä-

<editor’s note: I’m reluctant to include this post as it doesn’t actually include a smackdown, but I imagine it took a lot of time to think up and hammer out so I’ll post it anyways. Takes moxy to post on this thread sometimes. For the reader, this is not a one round smackdown, it is a way to play a multi fighter/wizard and still be able to cast competitive spells. Something difficult to do often in 3e as multiclassing really hurts spellcasters. That being said I trimmed it down significantly to make it much more brief and more an example of what it is, a solid strat… Cleric spells he casts are from limited wish and are only bonus, not required.>

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:

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:

0 4+1
1 6+1
2 5+1
3 5+1
4 5+1
5 5+1
6 3+1
7 3+1
8 2+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:

Fort: 2 (Barb) +2 (Wiz) +3 (MaA) +5 (Cape) +5 (Con) = 17
Refl: 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
__________________
Gods do not meddle in or care about our mathematical difficulties...

They integrate empirically!


 

Holy Polymorphed 4-Armed Smackdowns Batman!
Originally Posted by DM with a vengence

Holy Polymorphed 4-Armed Smackdowns Batman!

The Character

Human Ranger1/Barbarian1/Fighter4/Order of the Bow Initiate10

Stats: Wisdom 26 (18 start + 4 level +6 Periapt of Wisdom)

Feats (By level)

1 Weapon Focus: Composite Longbow, Point Blank Shot, Two Weapon Fighting, Ambidexterity
2 Rapid Shot
3 Precise Shot, Quickdraw
5 Weapon Specialization: Composite Longbow
6 Zen Archery
9 Improved Critical
12 Improved TWF
15 Any Feat

Items: Periapt of Wisdom +6, Gloves of Dexterity +6, Belt of Giants Strength +6, 2x Ioun Stone of Spell Storing, 2x +1 Mighty Composite Longbows (18) of Speed, 50x +1 Arrows of Spell Storing, Boots of Speed, 11x Scrolls of Hold Person, 3x Scrolls of Greater Magic Weapon (CL 15), Scroll of Tenser’s Transformation, 11x Scrolls of Fireball (CL 10), Scroll of Polymorph Other.

Preparation

Have your party members cast the spells from your scrolls into your magic items. The Tenser’s Transformation into the Ioun Stone, The Fireballs and Hold Persons into the spell storing arrows, the Greater Magic Weapons onto your weapons and finally have them polymorph you into a 4-Armed Mutant Sahuagin.

Your final important stats are Str 20, Dex 19, and Wis 26.

The Smackdown

Surprise Round: Activate Haste, Quickdraw your bows, activate your stones of Tenser’s Transformation and move to within 30 feet of your opponent.

1st Round: Fly into Barbarian Rage, increasing your Str to 24, then unload your Arrows of Spell Storing that you had charged with Hold Person.

Your BAB is 21 thanks to the Tenser’s Transformation so assuming full TWF and Rapid Shot, your base attacks are at 21/21/21/16/11/6/1 and 21/21/21/16. Your modifier to ranged attacks is +26 (+5 arrows, +5 bow +4 dex, +13 wis (stacks due to Improved Zen Archery), +2 Focus, +1 Point Blank Shot –2 Rapid Shot –2 TWF) meaning you pull off your attacks at+ 47/47/47/42/37/32/27 and +47/47/47/42. Each shot deals 1d8+18/17 (+5 arrow, +5 bow, +4/+3 Str, +4 Specialization), assuming all of them hit, and that’s not unlikely with a minimum attack bonus of +27, that means you do an average of 243.5 damage in the first round. Since the target also has to make 11 DC14 Will saves, odds are they are now Held.

<editor’s note: weapons of speed do not stack with haste, -1 attack up there>

2nd round: Continue the Smackdown, but this time use Arrows of Spell Storing holding Fireballs. Now, because the target is most likely Held, he will be vulnerable to the OoBI Sneak Attacks and gets a penalty to his save (or none according to the DM) against the 11 10th level fireballs. He takes 11d8+165d6+194, or on average 1141 points of damage.

Total Damage in 2 rounds 1384.5, or on average 692.5 points of damage a round.
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Spilleng! suks: Too does' grammmer and Punctuation,

All the stupidest plans involve Alchemist's fire.
 

Multipurpose Smackdown
Originally Posted by DM_Matt

<editor’s note: again, fails to meet all the requirements of a smackdown, but another good example of a capable ftr/wiz, I think I’m going to delete any further non-qualifiers>

This smackdown exploits the poor synergy between Oriental Adventures and the core rules, which makes Shujenja suitable for cleric PRCs. This uses some controvercial rules (A shujenja who gets domains gets a domain spell slot to cast the spells in, but does not gain them as spells known) but is intended to be a character that can smack with spells OR melee, and have extreme defensive abilities.

Str 24
Dex 24
Con 26
Int 20
Wis 12
Cha 30

Classes: Fighter1/Shujenja4/MysticWanderer1/DivineDesciple2/DivineAgent1/Hospitaler10

Attack: +14/+9/+4 (base)

Attack W/scim (GMF'd): +27/+22/+17, 12-20/x2 and Beheading

AC: 10+10(Cha)+7(Dex)+5(Natural)+5(Ring)+4(permanent mage armor)+5 (Shield) = 46

Init: +11

Fort: +29
Ref: +23
Will: +28

SacDef +1

HP: 11d10+5d8+4d6+160

Divine Emissary: Can communicate with outsiders telepathicly within 60 feet.
Divine Health: Immune to all disease

Feats:

Alertness
Iron Will
Mounted Combat
Rideby Attack
Spellcasting Prodigy
Maximize Spell
Weapon Focus (Scimitar)
Improved Critical (Scimitar)
Powel Critical (Scimitar)
Improved Initiative
Elemental Substitution (Acid)
Spell Focus (Evocation)
Greater Spell Focus (Evocation)

Items:

Cloak of Cha +6 (36k)
Belt of Giant Str +6 (36k)
Gloves of Dex +6 (36k)
Bracers of Health +6 (36k)
Headband of Intellect +6 (36k)
Inherant to Cha +1 (27,500)
Boots of Striding and Springing/ Speed (12k)
Amulet of Natural Armor +5 (50K)
Ring of Protection +5 (50k)
Ring of Evasion (4k)
+1 Keen Vorpal Frost Holy Scimitar (200,000)
Ring of Spell Storing (90K)
-----

713.5

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

Spell/day: 6/9/9/8/8/8/8/7/6/4...all +d

Spells:

0 Light

1 Divine Favor, True Strike, Mage Armor, Burning Hands, Change Self, Protection from Evil

2 Spiritual Weapon Gentle Repose, Silence, The Fires that Cleanse, Cat's Grace, Heat Metal, Bull's Strength (or Endurance), Flaming Sphere, Endure Elements, Faerie Fire, Cause Fear, Hypnotism,

3 Lesser Aspect of the Deity, Haste, Anyspell, , Fireball, Keen Edge, Searing Light, Greater Magic Weapon, Clarvoyance/Claraudience (or Haste)

4 Weapon of the Deity, Freedom of Movement, Rary's Neumonic Enhancer , Wall of Fire, Fire Shield, Lightning Bolt, Dismissal, Descern Lies

5 Rightious Might, Permanency, Break Enchantment, Fire Breath, Improved Invisibility, Spell resistance, Flame Strike, Feeblemind

6 Aspect of the Deity, Contingency, Greater Anyspell, Chain Lightning, Fire Seeds, Greater Glyph of Warding, Greater Dispelling

7 Holy Word, Mass Haste, Limited Wish, Prismatic Spray, Mass Invisibility, Fire Storm, Death of Mind's flame***

8 Holy Aura, Foresight, Antimagic Field, Everburning Rage**, Power Word: Blind, Teleport w/o Error

9 Greater Aspect of the Deity, Time Stop, Mord's Disjunction, Meteor Swarm, Call of Heaven*

* 1round/2levels: DR: 0/+1. 5d6 to all within 6 feet, Fly, can blast 10die fireballs as a free action, once/round, subtracting 1 from the duration each time.

** Ranged touch, reduces character to 0 hp for 1 round/level, no save. If victim takes an action to get him down to -1, the damage becomes real.

***Feeblemind, Slow, and confusion, all in one

Weapon Smack:

Round 1:Contingency, Maximized Lightning Bolt
Round 2: Haste, GMW
Round 3: GMW, Holy Aura
Round 4: Greater Aspect of the Deity, Improved Invisibility
Round 5: Aspect of the Deity, Rightous Might
Round 6: Divine Favor, Call of Heaven
Round 7: LW(Divine Power), LW(Tensers Transformation)

<editor’s note: Too slow! But as with the dwarven rage wizard, good example of how best to use your time while an enemy is closing on you.>
------------------

+4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha.

SR 25...+4 to saves/AC...DR 10/+3...if hit, blinded, weapon might blow up...+4 str enlargement....Large.., +6 luck attack/dmg....immune to acid, cold, electricity, disease, one smite....BAB set to +30, +20d6 hp, +5 Fort saves, assume that the str and dex on 2d4 do not exceed 6
------------------------------

Bab: +48/+48/+43/+38/+33/+28/+23

AC: 50, saves 35,31,34, SR 25, DR 10/+3, Immune to Acid, Cold, and Disease, darkvision 60, Fly at 60, Large,

-----------------

Round 7: (Smite) +58/+48/+43/+38/+33/+28/+23

Run through Spikeys SpreadSheet and extrapolating......Assuming all attacks hit, this character deals 345 dmg/round in melee on average....Also, assuming that everything hits, there is a 50% chance that each hit will behead.

Add 60 for a contingencied lightning bolt, and 15d6/round from Call of heaven (53), and you get 398 dmg/round on average with a free 60 as a one-shot.

HP: 11d10+5d8+4d6+200+20d6.......MAX: 474...Average: 353

Spell Smack:

<editor’s note: Snipped due to heavy errors and too many rounds, insert any number of high level arcane caster strategies here>

Due to its complexity and the fact that it has been constantly changed, I am sure that there are errors. Feel free to point em out, or to refine this.

Happy Smacking!
 

Foamin’ Frenzy Smackdown
Originally Posted by SpikeyFreak

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.

<editor’s note: don’t worry about it. :) simple hit-him-as-hard-as-you-can strategies work well with orc’s. Though taking out 4 levels of barbarian would bring the level in line with other smacks. :)>

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

--Ragin' Spikey

<author’s note: Also, I just realized that there are some easy, although not to realistic, ways of making Mr. Frenzy do a lot more damage. Toss in a mercurial greatsword and get an incantrix to cast a 7 times empowered bulls strength and you get about +8 str and A LOT more damage on the first power critical attack. Then toss on the ever-present rhino hide armor and haste for a partial charge with that power critical, and you get 1 attack that auto-crits (I think) and has a mult of x5.

That one attack does an average of 437 points of damage aginst everything all the way up to AC 32.

Ick.

--Unrealistic Spikey>
 

Whoah Ugly!
Originally Posted by jontherev

By request here's my Fang of Lolth smackdown.

1 Rogue
2 Rogue
3 Rogue
4 Rogue
5 Rogue
6 Rogue
7 Rogue (qualify for
8 Fang of Lolth1
9 FoL2
10 FoL3
11 FoL4
12 FoL5
13 FoL6
14 FoL7
15 FoL8
16 FoL9
17 Fighter1
18 Fighter2
19 Ninja1
20 Assassin1

By 20th level, you are a death machine. A total of +9d6 sneak attack dice. BAB of +13 (not so hot). But who cares? That's easily overcome by these feats: Weapon Finesse (weapon of choice), Weapon Focus (same weapon), Expert Tactician, and by 18th level, you'll also have MultiDexterity, MultiAttack, and MultiTwoWeaponFighting (IF your DM allows these to be selected as fighter feats...if not that makes this smackdown a bit less nasty).

<editor’s note: Note that FoL levels stop at 16, so without the last 4 levels this char would be 16 too. –3 BAB, 3 feats, and 2d6 sneak attack doesn’t hurt so much.>

Let's see. 1 bite attack. 5 offhand attacks (normal offhand, and 4 spider legs). 3 primary hand attacks. 1 attack from Expert Tactician. 1 more attack if Hasted. Now, if you also took normal Ambidexterity, TWF, and Improved TWF, that another attack with your normal offhand. That's a possible of...12 attacks in one round if hasted, and 9 of those attacks are at the highest bonus!!! Now, if you have LOTS of money, add 6 weapons of speed for another 6 attacks. That's a possible 18 attacks. If you had a ring of blinking, you'd still hit with roughly 14 or 15 of them. So, assuming all were sneak attacks, that is a total of +162d6 if all attacks landed. Ouch. Plus weapon damage and all that good stuff. So, just from sneak attack damage alone, you have an average of 567...441 while blinking.
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"C'mon, you know I'm right!"-everyone
 

Minotaur Werewolf Halfiend Smackdown
Posted by ashockney

I absolutely LOVE the Teamwork smackdown! Hilarious!

Along those lines, creatures must be developed to contend with these powerhouses in campaigns. So here's a contribution from my last high level campaign:

Minotaur Werewolf Half-fiend Fighter 4/Unholy Liberator 6 (exactly like Holy Liberator from DoF, but must be C/E) - CR 20

Str 44, Dex 12, Con 31, Int 12, Wis 16, Cha 22
HP: 250
AC: 35 (-1 size, +8 nat, +1 dodge, +13Armor, +4 Haste)
Attacks: 41/36/31/26
Damage: 2d8+30+2d6 (Unholy Keen Huge Greataxe +5)
Reach: 10'
SA: Charge, Smite Good
Saves: 37/26/38
SD: Scent, Natural Cunning, all half fiend resists
Skills: Listen/Search/Spot +20

Magic Items: CoP +3, Ring of Free Movement, Ring of Spell Turning, Unholy Keen Huge Greataxe +5, Belt of Mighty Prowess, Boots of Speed, Mithral Plate +5 of Moderate Fortification

Typical Spells Cast: Holy Sword, Death Ward, Divine Sacrifice

Relevant Feats: Weapon Spec, Imp Crit, Divine Might, all the save bonuses, Blindfighting, Power Attack, and Cleave

Using 10 points of Power Attack (w/o Smite Good or Holy Sword factored in) base damage is:

AC 35: 209/round
AC 30: 261/round
AC 25: 293/round

(and yes, my players did fight this guy...)
 

My half-orc priest beat your paladin champion with a stick!
Originally Posted by Dantai

PHB Smackdown with no magic items

O.K. You got your prestige classes of uber-cheese only printed once in warbles and weevils magazine vol 1 smackdowns utilizing +8 swords of monkey-beasting.

Here's something a bit simpler:

Half-Orc: Cleric (St Cuthbert) Lv16

Armed only with a common qurterstaff and these Feats:
Ambidexterity, TWF, Imp TWF, Power Attack

With Divine Favour (yes I am English), Greater Magic Weapon and Righteous Might cast.

With a strength of 24 activating your strength domain power gives a strength of 40 for a round, str 44 with righteous might.

So your base damage adjust is +17 (str) +25 (two-handed) +30 (luck bonus from divine favour) +35 (enhancement bonus from greater magic weapon).

You get 5 attacks this round the lowest attack bonus being +24, might as well use the smite ability on that one then for a grand total of:

191 + 5D8 damage

If you're being picky then Power Attack away to your heart's content.

Total cost of Smackdown ingredients = zip, not a single GP

Total number of dodgy classes and books used= zip, PHB only

So when you're butt-naked in the dungeon of ultimate despair you need only find a stick to prove that you are still the daddy.

For a bit of extra death you could use the Spikes spell out of DotF

I guess you could disallow the Righteous Might if you only had one round to prep, but you could take a Barbarian Lvl (and a N alignment) and use rage to compensate, which would be slightly less effective but should still get the 200 pts in with a bit of power attacking.
 

Deepwood Sniper Smack
Originally Posted by Urbanmech

Ok after reading smackdowns for some time, I finally though of a halfway decent one for the Deepwood Sniper.

Race: Elf (28 point buy)
Str 12 (18 with items), Dex 22 (28 with items), Con 12, Int 10, Wis 12, Cha 10
Ranger 4/Fighter 4/Deepwood Sniper 7

Feats: Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus:Composite Longbow, Far Shot, Weapon Spec. Composite Longbow, Improved Critical: Composite Longbow, two feats free

Magic Items: Gloves of Dexterity +6, Belt of Giant Strength +6, +5 Icy Burst Mighty (+4) Composite Longbow, Bracers of Archery, Boots of Speed, Ioun Stone (spell storing), Armor +5 (not really relevant here), Ring of Protection +2, Cloak of Resistance +3, Amulet of Natural Armor +2 =~253100gp.

The Ioun Stone holds Greater Magic Weapon (15th) and 3 Hunters Mercy's

To make this one work the archer needs to be within 30' to get the bonuses from Weapon Spec. and PB Shot and the Bracers.

Total BAB with all bonuses= 39/34/29/24
With Rapid Shot it becomes= 37/37/32/27/22

Each arrow does 1d8+18 with a threat range of 18-20/x5

On the surprise round activate the boots of speed then cast Hunters Mercy (makes next bow attack a crit if it hits)
On the 1st combat round: Full Attack.

Damage is 5d8+90+4d10 for the first shot (average 130)

The other 5 shots will do 1d8+18 each without crits. (average damage 110)
Total Damage = 240

The Deepwood Sniper can also reroll 2 attacks to try for more crits. This gives 7 tries to get a second critical which should up the damage lots more.

Thoughts? Suggestions to make it better or for those last two feats?
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"Ahhh, sleep, that's where I'm a viking!"
 

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