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Sultans of Smack

Re: magical healing only

chrisland said:
The BoVD states that only magical healing heals the con loss, so if you loose 3pt of Con, you'll need up to three lesser restorations depending of how good your rolls is.
So if you are playing a Cl 3, you need a wisdom of 22 to have that many lesser restoration. Better play a cleric level 4 with a wisdom of 14.
Now think that you can have access to the contagion spell, it lists the diseases in the core book but a DM should extend it to the disease in the BoVD.
So if you are CL5 and/or have access to the destruction domain (not really needed anyway) you may be able to auto inoculate yourself with the festering anger...no need to wait one year. Humm could be fun to play a cleric dedicated to a disease god a living carrier of disease.
more evilness....

Good point about the magic healing. But in BoVD is says that a Contagion spell will not work for the diseases listed in that book.
 

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ElderBasalist, you needd an item of +5 Wis (inherant), and one level of Shiba Protector. That way, hey look, +10 attack and damage per shot. :D If you happen to mosey on over to the local monastery, you've got your Wis modifier to Attack, damage, and AC, a little combo that can be very useful.
 


Egoist Smackdown

More rampant abuse of Psionics, again, sorry if it's been done already.

[32 point buy character]
Half Orc Psion (Egoist) 16
Str 30
Dex 10
Con 14
Int 8
Wis 10
Cha 8

Total strength is 30 (18 base +2 racial +4 level up +6 Belt of Strength)

Feats:
Power Attack
Inner Strength (3)
Talented
Body Fuel

Equipment
Belt of Giant Strength +6
Potion of Haste
Holy keen Lawful Scythe +5
Potion of Divine Power
Potion of Divine Favor (15th level caster; +5 bonus)

Total Number of Power Points available for use with Body Fuel & Inner Strength: 225

Surprise Round: Drink Potion of Haste. Drink potion of Divine Favor

Round 1: Drink potion of Divine power & draw Holy Keen Lawful Scythe +5.

Round 2: Burn 225 Power Points (reducing all ability scores except strength to 1) for an additional +112 Strength Mod, for a total strength mod of +122. This is a free action. Full attack.

Total Attack Bonus
+148/+148/+143/+138/+133

Damage per attack: 2d4 +122 (Str) +5 (Weapon enhancement bonus) +5 (Divine Favor) +16 (Full Power Attack)=153 average damage.

Average damage per round not factoring critical hits in : 785.

Assuming one critical hit per round, damage jumps to 1244.

Absolute Maximum damage per round is 3120.

According to the
Munchkin Damage Calculator, the mean damage per round against an AC of 40 is 1316.9375. Against an AC of 100, this drops to 1289.2125 damage per round. Both of these numbers should really be bumped up by about 2.5 points, since I had to use 1d8 damage for the scythe, instead of 2d4.
 

divine power lvl 4

I think that divine power is a lvl4 spell, therefore it cannot be made into a potion (brew potion only allows level 3 or less to be made into a potion). You'll need the master alchemist from FR to make a potion of a higher level. Therefore why not use a potion of righteous might , a potion of time stop, a potion of wish etc...
 

what's with this "burn all your ability scores except (X) down to 1"?!

You'd be a drooling idiot who couldn't even remember to breathe, much less attack.
I must be missing something in that set-up... ?
 

Ze ninja Smackdown

16 level oa ninja

Maxed str 22 +6
Int 18 +4
Dex 18 +4

The twf tree
improved init
2 ninjatos(1d8 dam?)

Hide

1st turn (surpwise)

charge and sneak, since opp is flatfooted
1d8+6+8d6 dam = 4,5+6+28 dam=38,5 dam avg

2nd round regular
u win init cause of init bonus of +12 opp still flatfooted
u use fullround attack to sneak attack

4 main hand attacks
(1d8+6+8d6)*4 = 154 dam avg
2 off hand attacks
(1d8+3+8d6)*2 = 71 avg dam
 

chrisland: Oops :) I must have been thinking of wands. in any event, Just substitute a ring of spell storing with divine power. Losing divine power really hurts this smack, since it negates half of the attacks and most of the damage coming from Power Attack.

Reapersaurus: As for burning all ability scores down to one, Body Fuel allows a psionic character to voluntary suffer 2 points of temporary ability damage to gain 1PP. Nowhere in the rules does it say a character with an Int 1 can't attack. Int 1 represents animal intelligence. In 3e, animals can attack. I see no evidence that would suggest the character would then be too stupid to attack something. A few quick Potions of Lesser restoration or something similar and the character is back to normal, except for being completely drained of PPs.
 

thegreatbuddha said:
I see no evidence that would suggest the character would then be too stupid to attack something.
Hmm.....
Looking in the PHB, I see that that NPC would have the DEX , Charisma, and Wisdom of a gelatinous cube.
The intelligence of a carrion crawler.

In the description of a carrion crawler, it says "This unintelligent creature continues to attack as long as it faces any moving opponents."
It would be distracted by a fly in its face, devoting all attacks to catching it.
A ball would be just as likely of opponent as a mage preparing a spell.

You don't have to go down to an attribute of 1 to make a Smack.
Unless you think a gelatinous cube is a difficult opponent to outwit, or get around.
Unfortunately for this unlikely PC, it doesn't have a body made of acidic ooze, so it will be ripped apart by arrows, or led off a cliff, or just have a boulder rolled towards him - he'd be too stupid to get out of the way. :D

By the way, i thought that super-attribute burn for psionics sounded fishy, so i looked at the errata:
p. 24, Body Fuel: Add as last sentence:
You can burn no more than 60 ability points in a day, regardless of any ability healing you may receive.
Make sure to update those 'smacks', OK? ;)
 
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