Sultans of Smack


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Aloïsius said:
Circle leader smackdown.
Wizard 6 Red wizard 10
feats : leadership>4. choose fellow red wizard. With a high cha, you will be able to have 4 cohort of approximatively 13th level (I haven't done the math). You then have to find 5 other red wizard, perhaps the cohort of your cohort. Let's say they are level 11.
...
Where's the smackdown in this, anyway? All you're doing is using the circle leader ability with a few dudes of somewhat high levels.
Also, I've got to agree with reapersaurus: For the effort you're putting into this, the end result leaves much to be desired...
 

Sollir Furryfoot said:
Shains: Yes, I believe it was posted somewhere. Unfortunately, the errata has limited the amount of burned ability points a day...
Darn i need to read it more oh well it was a small (ya right) loophole that's now closed up.

P.S. well maybe i can be of some help: take samurai levels to get iaijutsu focus put all the skill points you can into it take quick draw and get a ring of improved invis or blinking whatever makes your opponent flat footed roll a natural 20 and WHOO!!
 
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reapersaurus said:
Let me sum up :
You have a 16th level caster, 4 13th, and 5 11th, and all they get is 350 or 506 damage in a round?

No. Since you have a lot of bonus level left, you can recast the same spell many times. And don't forget that the effect of circle magic last for 24 hour : so after loading yourself the morning, you can use devastating attacks anytime before the next. The smack is the use of circle casting ability + leadership feat. (and by the way, nothing forbid to ask your cohort to hurl a few spells to help in an attack. 506 damage to several targets is good for me, especially if you cast twice the same spell with your extra partial actio, plus another with a quicken spell. You could end in the 1300 + damage, fort half in one round.
 

My friends, there's a thread in GD that possibly might prove interesting to you.

It's about the importance of magic items for a character's power.

Maybe you'll get a creative idea or two out of it - or maybe you can help the good people in that thread a bit with your well-honed knowledge of the rules and how to exploit them. :cool:

- Darkness
 

Shains said:

Darn i need to read it more oh well it was a small (ya right) loophole that's now closed up.

P.S. well maybe i can be of some help: take samurai levels to get iaijutsu focus put all the skill points you can into it take quick draw and get a ring of improved invis or blinking whatever makes your opponent flat footed roll a natural 20 and WHOO!!

Sorry, but this won't work. Imp Invis or blinking denies their Dex bonus, but doesn't leave them flatfooted. That is an important distinction between iaijutsu focus and sneak attack.
 

Can't believe I didn't see an arcane trickter smackdown, it's really easy, can do it with NO items =)

halfling rogue 3, wizard 5, arcane trixter 8, level 16 char

spells required: haste, lesser acid orb, improved invis (or suprise)
feats required: twin spell, weapon focus (energy missle) spell specialization (energy missle), point blank shot, extend spell, persistant spell.

tatic: persisted improved invis and haste on self. memorize alot of twined lesser acid orbs, or other energy versions. first round of combat cast 2 twinned lesser acid orbs at 30 feet or closer (haste partial for the other lesser acid orb)
to hit is +8 bab, +5 dex(easy to get with persistant spell) +1 size, +1 weapon focus, +1 PBS= +16 ranged touch(not too shaby, considering no dex mod to ac cause of invis)

twined lesser acid orb deals [1d8(acid) +1(PBS) +2(spell specialization) + 6d6 (sneak attack)] x 10(number of orbs) x 2(number of castings)

which comes out to 20d8 +60 + 120d6 (fort save DC 16 or so, might as well assume all but one saves, so 19d8/2 + 1d8) (one orb on average will miss (if touch ac is 18 or less, with no dex))

average 42.75 +4.5 + 57 + 399 = 504.15 damage. not so shaby.

Repeat until out of twined acid orbs, switch to non metamagiced ones for half total damage, if target can see invis, blind them =)

I love arcane trixters =) (ps, this is the only halfling I will play)

Grom
 

Re: Force of nature

Dark Dragon said:
Another druid smack down: turning the druid into a spell casting combat machine...Magic items and companions aren't needed...

We need a Bbn 1 / Drd 18 with at least WIS 19. Average HP: 140. BAB is 14 / 9 / 4.

Feats: Multiattack, Natural Spell

The druid casts the following spells per round:

1. Shape change (lvl 9): morphing into a legendary tiger with STR 32, DEX 18, CON 24, AC 23. Attacks: 2x claw, 2d6+11, bite, 2d8+5, 2x rake 2d6+5

2. Animal growth (lvl 5): doubling HD (to 38), hp rise to 280 (average), BAB is (size-corrected) 27 / 17 / 7. STR 40, DEX 14, CON 28, AC 23. +76 hp due to higher CON (2x 38), we get about 355 hp. Claws: 2d8+15, bite: 4d6+7, rakes: 2d8+7.

3. Nature's Avatar (lvl 9): + 18d8 hp (+81 hp avg.) + 10 morale bonus to attack & damage + a haste effect. We have then: 430 hp, BAB 37 / 37 / 27 / 17 / 10 / 5 (the last two for the rakes), AC 27. Claws: 2d8+25, bite: 4d6+17, rakes: 2d8+17. The second spell this round is: Nature's Favor (lvl 3): +9 luck bonus to attack & damage: Claws: 2d8+34, bite: 4d6+26, rakes: 2d8+26. BAB 46 / 46 / 36 / 26 / 19 / 14.

4. Aura of Vitality (lvl 7): +4 enhancement to STR, DEX, CON: HP are at nearly 510, AC 29, STR 44, DEX 18, CON 32. Claws: 2d8+36, bite: 4d6+27, rakes: 2d8+27. Second spell: Brilliant Aura (lvl 7): +9 enhancement to attack & damage...we get: BAB 55 / 55 / 45 / 35 / 28 / 23, claws: 2d8+45, bite: 4d6+36, rakes: 2d8+36.

At the beginning of round 5, the druid warps in his rage, increasing STR to 48, CON to 36, AC drops to 27, HP reach nearly 580. The final damage is: 3x claws (haste!): 2d8+47, bite: 4d6+37, 2x rakes: 2d8+37. The BAB is (STR included!): 74 / 74 / 64 / 54 / 47 / 42.
Assuming a pounce attack and a hit for all attacks, we get on the average 311 points of damage.

Klauth (CR 25) would hold his ground nearly three rounds against one CR 19 druid :D

Why shapechange into a crappy lengedary animal when the Tarrasque is at your disposial with shapechange? (i think he falls under unique dragon types that is mentioned as being included, after unique dragon, unique magical beast?)

as for that, a level 48 epic level tammer of the beasts can BEFRIEND the tarrasque =) he even buffs him up with class abilities =)
 

Grommilus said:
Can't believe I didn't see an arcane trickter smackdown, it's really easy, can do it with NO items =)

halfling rogue 3, wizard 5, arcane trixter 8, level 16 char

spells required: haste, lesser acid orb, improved invis (or suprise)
feats required: twin spell, weapon focus (energy missle) spell specialization (energy missle), point blank shot, extend spell, persistant spell.

tatic: persisted improved invis and haste on self. memorize alot of twined lesser acid orbs, or other energy versions. first round of combat cast 2 twinned lesser acid orbs at 30 feet or closer (haste partial for the other lesser acid orb)
to hit is +8 bab, +5 dex(easy to get with persistant spell) +1 size, +1 weapon focus, +1 PBS= +16 ranged touch(not too shaby, considering no dex mod to ac cause of invis)

twined lesser acid orb deals [1d8(acid) +1(PBS) +2(spell specialization) + 6d6 (sneak attack)] x 10(number of orbs) x 2(number of castings)

which comes out to 20d8 +60 + 120d6 (fort save DC 16 or so, might as well assume all but one saves, so 19d8/2 + 1d8) (one orb on average will miss (if touch ac is 18 or less, with no dex))

average 42.75 +4.5 + 57 + 399 = 504.15 damage. not so shaby.

Repeat until out of twined acid orbs, switch to non metamagiced ones for half total damage, if target can see invis, blind them =)

I love arcane trixters =) (ps, this is the only halfling I will play)

Grom
I thought that the orb spells worked like shuriken, and only the first one got the Sneak Attack Damage?
 

Grommilus said:
twined lesser acid orb deals [1d8(acid) +1(PBS) +2(spell specialization) + 6d6 (sneak attack)] x 10(number of orbs) x 2(number of castings)

Unfortunately, I believe elemental orb spells as well as flame arrows and other spells that are more than one attack in a single spell only allow sneak attack damage on the first attack. So the first spell of 10 orbs would have 6d6 sneak attack, as would the second, for 12.

It's like shuriken. You only get sneak attack, point blank shot, weapon specialization, etc. to damage on one of the three. Though I always liked the shotgun feel of a rogue with two fistfulls of darts (or acid orbs, or charged playing cards) doing 6d6 sneak attack with every one. But Skip thought that was a little unbalanced.

:)
 
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