Sultans of Smack

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.

Ah, but the reasoning behind shuriken is that you make one attack roll for all 3 shuriken. The lesser energy orb requires one attack roll for every orb. Also, I don't get Dragon, so I don't read Skip's advice. Until there is official errata for the Tome and Blood, I'm going by my sneak attack arcane trixter god =) Besides, if a rogue with full attack can get 4+ attacks easily, my arcane boy should be able to get his orbs off =)

But, if indeed it is as you say, lemme work up a new one. The arcane trixter is increadably easy to abuse.
 

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WOOT, got one =) took 3 minutes to think up =)

The truely funny thing is, this method is usable by the same arcane trixter with only minor mods =)

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

spells required: haste, acid orb, improved invis, cat's grace, fox's cunning

feats required: repeat spell, weapon focus (energy missle) spell specialization (energy missle), point blank shot, extend spell, persistant spell, spell focus conjur, greater spell focus conjur.

tatic: persisted improved invis and haste, extended cats grace, foxes cunning on self. memorize (at least) 2 repeated energy orbs (cold and fire are good cause they make the next round easier), or other energy versions. suprise round of combat cast 2 reapeated energy orbs at 30 feet or closer (haste partial for the other energy orb) , next round move and cast 2 more energy orbs (not repeated, outa spell power)
to hit is +8 bab, +5 dex(easy to get with extended cat's grace) +1 size, +1 weapon focus, +1 PBS= +16 ranged touch(not too shaby, considering no dex mod to ac cause of invis)

Assume 18 base INT, plus 4 from fox's cunning, +4 from level ups =26, +8 mod

damage on suprise [15d6 energy orb plus 6d6 sneak attack +1 PBS +2 spell specialization] x 2 for 2 orbs. Fort DC 26 (yah yah, not that great sigh.. still think lesser orbs get sneak on every one, cause they all take an attack roll)
first round, coming from the same source (didn't expect that, didja, the halfling says cause he moved) repeat with normal energy orbs. (4 acid orb spells are taking effect this round, no items used, I love it)

average damage from each barrage, 153 assuming no saves or misses, full effect 459.

if saves successful, damage is only 292.5 BOOOOO.. time to figure out how to get 7.5 more damage.... even numbers = good.

Not as good as before, took a suprise round to clear 200.. sigh...

Grom (whose halfling got nerfed by Skip)

edit: if there are 15 oponents within 30 feet of each other, 165 to each, if no saves succesful =P but I'd be better off using repeated fireballs and a pair of cones of cold to deal 140 fire and 105 cold for a total of 245 [and don't you DARE nerf my acid orb affecting 15 different oponents getting sneak attack on all of them, cause a fireball is better =P ]
 
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There's one other minor flaw that may or may not have an effect on how many preparation rounds you need.

Only spells with a personal range or spells with a fixed emanation range from you (i.e. 60 ft cone of detect evil) can be made persistent. Haste and Improved Invisibility can not be made persistent. I think they made it that way on purpose to negate spells like fly, improved invisibility, haste, etc. Though I wonder if invisibility sphere would work...

'appreciate all the hard work though. Tough job coming up with smackdowns.
 
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check this out, a non magic 16th level character with over 200 points in one round =)

bare with me here, this is gonna using a ton of broken rules =)

character is human fighter 6, cleric(war domain, longsword), cavalier 2, singh rager 7(singh rager is OA)

18 str leveld up to 22. lion's fury adds 4 more, for total 26

feats (the important bit) 7 normal, 4 fighter, 1 weapon focus cleric
improved crit (heavy lance), improved crit (scythe) power critical (heavy lance), power critical (scythe), power attack, spirited charge, weapon focus (heavy lance), weapon focus (longsword), mounted combat, ride-by-attack, iron will, ki shout.

whew.. that was alot of feats...

k, if you follow the feats you probably got it.

use swiftness of the lioness, lion's fury

power attack 5 attack for dmg, deadly charge with lance (used twohanded, one handed is for wimps), power critical it, ride by.

free dismount(ride check dc 20, got it), drop lance

partial action: charge again, draw scythe mid charge, power critical it. lion's pounce (and roaring strike for fun).

assuming masterwork lance and scythe.

attack bonus with lance = 15(bab) + 1(cavilier bonus) +1(weapon focus) + 8 (str) + 2(charge) -5(power attack)= 22(pretty damn good if i say so myself)

attack bonus with scythe same as lance -2(no cavilier, I dismounted, no focus) = 20.

damage with lance = x4 for deadly charge, power critical so x6
d8+17 x 6= 129! woot one hit, over halfway there

damage with scythe = x4 for power critical, so 2d4 + 17 x 4= 88,

total 217!!! in 2 attacks

roaring strike and 2 more attacks at +15 and +10 from lion's pounce are just ICING =)

I love singh rager =) I'm convinced i can brake the 200 limit with a forsaker/singh rager glaive monkey grip duel wielder too, just need to work on it =)

this forum is so much more fun without magic items =)

Grom, master of poorness (lack o magic items)
 

Grommilus said:
attack bonus with lance = 15(bab) + 1(cavilier bonus) +1(weapon focus) + 8 (str) + 2(charge) -5(power attack)= 22(pretty damn good if i say so myself)

attack bonus with scythe same as lance -2(no cavilier, I dismounted, no focus) = 20.

I have to say, an attack bonus of +20 to +22 at 16th level just doesn't excite me. A quick survey of CR 16 monsters gave an average AC of just over 30, making 35%-45% of your attacks misses. This is just for CR = average level attacks, which are supposed to be easy. If you want to really put 200+ points of damage to use, it needs to be on a harder monster, with CR of perhaps 18 or 19 and a round of prep time (raising the AC higher, no doubt).

Even "as is", an AC of 30 lowers average damage from 217 to 132 (not including the pounce).
 

1) The singh rager can be MUCH better done for a smackdown that that.
I haven't worked my version fully out yet, but i remember someone putting one up earlier that (IIRC) easily beat this last one.

2) Grom: look at the Shuriken Smackdown if you want to see massive-damage based off flinging lots of stuff. ;)
 



Grommilus said:
as to the shuriken, it's been over ruled officially. So no dice, bud.
How, pray tell?
I'm interested.
(you are referring to the revised smackdown, correct?
Not the very first version?)

And why would you want to make a no-magic Smackdown?
If you can add a simple magic weapon or 2, why not?
Sounds kinds artificial to me.....
 

The Maximum Points of Damage in a Single Round Smack.

The Character
Druid 16

The Stats.
Wis 26+

The Feats.
Quicken Spell.
Enlarge Spell
Improved Initiative (It can’t hurt)
Spell Focus: Evocation (See Above)

The Items.
Greater Rod of Maximization.
Necklace of Prayer Beads (Karma)
Ioun Stone of Spell Storing (3x Extended Haste (CL 12))

The Spells.
8th) 2x Sunburst, Quickened Flamestrike

The Enemies.
Many Vampires in bat form.

Preparation.
Activate your Prayer Beads and your Ioun Stone. This can be done as much as 48 rounds before combat, so you should have plenty of time.

The Combat.
Win Initiative. This is important. If you don’t win the zillions of Vampires will fly down and kill you, so get that initiative.
Cast Sunburst and Maximize it with the Rod.
Cast Sunburst and Maximize it with the Rod.
Cast Quickened Flamestrike and Maximize it with the Rod.

Sunburst has an area of a sphere with radius 10’/level. Thanks to the Bead of Karma, that’s 200 ft, total volume of Sunburst. 200^3(pi)*4/3=33510321.64 ft^3. A Vampire in bat form has a volume of 1 ft^3, so we can get around 33,510,321 in one sphere. Each one of those takes 20d6, or 120 points of damage. The Flamstrike has a volume of 12566.37061 ft^3, so we get 12,566 Vampires each taking 15d6, or 90 points of damage.

33510321*120=402,1238,520
12566*90=1,130,940

2*402,1238,520+1,130,940=8,043,607,980
Over 8 Billion Points of Damage, and we haven’t even gotten shoehorned in Gaseous Formed Vampires.

But that’s at 16th level, let’s do it again at 20th
Same as before, but with a second Quickened Flamestrike
240^3(pi)*4/3=57905835.79*144=8338440240
12566*90=1,130,940

8338440240*2+1130940*2=16,679,142,360

Over 16.6 Billion Points of damage
Now if we could put a bunch of gaseoused formed vampires in there, then damage would conceivably go to infinity.

(Note: No actual vampires were hurt in the creation of this Smackdown)
 

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