Sultans of Smack


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dont think that's possible as many shot is a standard action not a partial, the only reason you could get 2 off with a haste is because you use 1 standard action have a move left over.... and a move plus a partial is another standard thus you get 2 standard in one round.

A move plus a partial is not a standard action. They do very strongly resemble one another, but it doesn't work that way.

However, let's assume for a moment that it does.

If a move plus a partial equals a standard, then by the same logic, a standard minus a move equals a partial.

Thus, for your first manyshot, you intend to use a standard... minus the move which you intend to combine with the extra partial to form a second standard.

But! That means that your first standard is no longer a standard, but a partial, since you've given its move to the extra partial. And you've already declared that you can't use Manyshot with a partial action, so your first action fails miserably.

Alternatively, you could reread PHB p127, and realise that James McMurray is quite correct.

Combining a hasted partial Manyshot (HPMS), a standard-action Manyshot (SAMS), and a Move (M), can be done in several different ways within one hasted round :

HPMS, M, SAMS
HPMS, SAMS, M
M, SAMS, HPMS
SAMS, M, HPMS

You can't combine them like this :

M, HPMS, SAMS
SAMS, HPMS, M

... since you take your hasted partial action between the move and the rest of your standard action. In this case, it makes no difference, since your HP and SA are the same.

Isn't it all much clearer now? :)

-Hyp.
 


Hypersmurf said:


A move plus a partial is not a standard action. They do very strongly resemble one another, but it doesn't work that way.

However, let's assume for a moment that it does.

If a move plus a partial equals a standard, then by the same logic, a standard minus a move equals a partial.

Thus, for your first manyshot, you intend to use a standard... minus the move which you intend to combine with the extra partial to form a second standard.

But! That means that your first standard is no longer a standard, but a partial, since you've given its move to the extra partial. And you've already declared that you can't use Manyshot with a partial action, so your first action fails miserably.

Alternatively, you could reread PHB p127, and realise that James McMurray is quite correct.

Combining a hasted partial Manyshot (HPMS), a standard-action Manyshot (SAMS), and a Move (M), can be done in several different ways within one hasted round :

HPMS, M, SAMS
HPMS, SAMS, M
M, SAMS, HPMS
SAMS, M, HPMS

You can't combine them like this :

M, HPMS, SAMS
SAMS, HPMS, M

... since you take your hasted partial action between the move and the rest of your standard action. In this case, it makes no difference, since your HP and SA are the same.

Isn't it all much clearer now? :)

-Hyp.

actually there's no need to go and re-read anything. :rolleyes:
 


Jeremy said:
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.

...
Don't mind me, I'm just trying to figure out the particulars of the above smack. :o
Okay, now:

Half-orc Clr16; Atk +17/+12/+2 melee (1d6+7, quarterstaff) and +17/+12 melee (1d6+3, quarterstaff); Str 24, Dex 15.
Feats: Ambidexterity, Improved Two-Weapon Fighting, Power Attack, Two-Weapon Fighting, 2 undefined.
Patron Deity: St. Cuthbert. Domains: Destruction, Strength.

Greater magic weapon turns the quarterstaff into a +5 weapon.
(Side note: You'll have to cast it twice, though, no? 'cause double weapons have to have both ends enchanted separately with magic item creation, too... Heh. Just occurred to me now...)
So: Atk +22/17/7 (1d6+12) and +22/17 (1d6+8).

Divine favor gives you a +5 luck bonus to attack and damage rolls (for 1 action within the next minute).
Thus: Atk +27/22/12 (1d6+17) and +27/22 (1d6+13).

Righteous might grants you a +4 enlargement bonus to Strength and increases the quarterstaff's base damage to 1d8. But it also gives you -1 to attack rolls since you are now Large.
Therefore: Large; Atk +28/23/18 (1d8+19) and +28/23 (1d8+14); Str 28.

Activating the Strength Domain power gives you +16 Strength.
Which means: Atk +36/31/26 (1d8+27) and +36/31 (1d8+18).

Smite gives you +4 to hit and +16 damage with one attack.

Total damage: 3*(1d8+27) + 2*(1d8+18) +16 = 5d8 + 133
(The lowest attack bonus being +26 unless it's the Smite, in which case it's +30.)

Hmm... Is it possible that the author of this smack did the Str bonus incorrectly? He seems to have multiplied it by 1.5 for each end - which is not the way to do it if you're using a double weapon, I believe.
Also, he said the lowest Atk bonus is +24 - but I got +26 (+12base -10third attack +17Str +5gmw +5luck -1Large -2two-weapon fighting).

Heh. Anyway: It's still one of my favorite smacks - and has been since it was created. :cool:
 
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This is not really a smack but my kids won't let me have the time to make one.

In R&R 2 there is a 2nd level Cleric/Paladin spell called Force of Will, range of personal. Therefore you should make it Persistent.
Anyway it allows you to use your Wisdom mod. in place of ANY physical ability mod. So your Con.,Str., and Dex could be increased.

You Cleric ARCHERS out there should do the following:

Cast a maximized and empowered Divine Wisdom to boost your Wisdom score up to lets say (assuming this is a 16th level Cleric)
an average of +8 to Wisdom. You should probally extend this spell also.

Now you have for a Human about a max of 30 Wisdom giving you +10 to spell DC's and saves.

Now you cast a Persistent Force of Will 3 times to make your Str., Dex., and Con. all 30 for 24 hours. Boosting hit points also.

Since you are 16th level you have bundles of Cash so go buy the Bow from Book of Eldritch Might II that is a +2 Mighty Composite Longbow that adjusts its Str. Modifier to fit the user up to +10 Strength! So now your Bow does +10 Strength Damage.

Cast a Persistent Divine Favor, Persistent Divine Power and you get +16 BAB and +16 hit points plus +5 luck bonus to hit & damage (I think at that level its +5).

Greater magic Weapon cast on Bow and Arrows gives you another +10 to hit and damage.

So far you have:

+16 BAB +10 from Strength
+5 Divine Favor +5 Divine Favor
+5 Magic bow +5 Magic Arrows
+5 Magic Arrows +5 Magic Bow
+10 from Dexterity
+1 Weapon Focus
For a total of +42 to hit & +25 to Damage

I'm not sure but if you cast Righteous Might your Arrows might do more damage from size increase to 1d10 at the cost of -1 to hit.

In the Quintessential Wizard book (I think ) there is a Metamagic Feat that lets you imbue weapons to hold spells that have a range of touch. (FORGET ABOUT USING HARM THAT IS EXTREME POWERGAMING ) So go ahead and Imbue an arrow to do a Maximized & Empowered Cure/Inflict Spell.

Now for more Uber Feat and smacking goodness In the AEG Mercenaries Handbook there is a Feat that allows up to 2 of your arrow shots to be automatic criticals (depending on your # of BAB)
So in theory if you have a Persistent Assassin's Senses cast and have the Improved Critical Feat (for times when you want to shoot more than twice a round) Your Critical arrows do 4d10 +100 points of Damage not including the Spell Critical Damage ( if its allowed rule wise while its on an arrow).

So you have 4d10 + 100 hps damage on 1 ARROW! Plus an average +20 hps(empowered),+48hps(maximized) Cure/Inflict Critical Wounds attached to that for a maximum (averaged for the empowerment) of 208 hps from 1 arrow. Using the automatic critical feat twice you could do 416 hit points damage in 2 shots in 1 round.

Notice that I didn't include Point Blank Shot.
At 20th level you could take 1 level in Templar and 3 levels in Peerless Archer and increase the damage within 30ft for Specialization and Power Shot for +20 giving you 4d10 +192 hit points of damage on a critical within 30ft and not including Infict Wounds spell off of one arrow for a max of 232 hit points damage.
Include the Empowered & Maximized Inflict Critical Wounds and you get another +68 hit points (roughly) for 300 hit points max on 1 arrow and 600 max off 2 arrows in one round

Please comment and add on to this post.
 


Arcanus said:
In the Quintessential Wizard book (I think ) there is a Metamagic Feat that lets you imbue weapons to hold spells that have a range of touch. (FORGET ABOUT USING HARM THAT IS EXTREME POWERGAMING )
Your point being...? :D
 

You dont get 2 handed dam bonus when u fight with multi headed weapons.

Jeremy said:
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.
two-handed
 

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