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Sultans of Smack
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<blockquote data-quote="Jeremy" data-source="post: 150578" data-attributes="member: 4036"><p><strong>Multipurpose Smackdown</strong></p><p>Originally Posted by DM_Matt</p><p></p><p><em><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></em></p><p></p><p>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.</p><p></p><p>Str 24</p><p>Dex 24</p><p>Con 26</p><p>Int 20</p><p>Wis 12</p><p>Cha 30</p><p></p><p>Classes: Fighter1/Shujenja4/MysticWanderer1/DivineDesciple2/DivineAgent1/Hospitaler10</p><p></p><p>Attack: +14/+9/+4 (base)</p><p></p><p>Attack W/scim (GMF'd): +27/+22/+17, 12-20/x2 and Beheading</p><p></p><p>AC: 10+10(Cha)+7(Dex)+5(Natural)+5(Ring)+4(permanent mage armor)+5 (Shield) = 46</p><p></p><p>Init: +11</p><p></p><p>Fort: +29</p><p>Ref: +23</p><p>Will: +28</p><p></p><p>SacDef +1</p><p></p><p>HP: 11d10+5d8+4d6+160</p><p></p><p>Divine Emissary: Can communicate with outsiders telepathicly within 60 feet.</p><p>Divine Health: Immune to all disease</p><p></p><p>Feats:</p><p></p><p>Alertness</p><p>Iron Will</p><p>Mounted Combat</p><p>Rideby Attack</p><p>Spellcasting Prodigy</p><p>Maximize Spell</p><p>Weapon Focus (Scimitar)</p><p>Improved Critical (Scimitar)</p><p>Powel Critical (Scimitar)</p><p>Improved Initiative</p><p>Elemental Substitution (Acid)</p><p>Spell Focus (Evocation)</p><p>Greater Spell Focus (Evocation)</p><p></p><p>Items: </p><p></p><p>Cloak of Cha +6 (36k)</p><p>Belt of Giant Str +6 (36k)</p><p>Gloves of Dex +6 (36k)</p><p>Bracers of Health +6 (36k)</p><p>Headband of Intellect +6 (36k)</p><p>Inherant to Cha +1 (27,500)</p><p>Boots of Striding and Springing/ Speed (12k)</p><p>Amulet of Natural Armor +5 (50K)</p><p>Ring of Protection +5 (50k)</p><p>Ring of Evasion (4k)</p><p>+1 Keen Vorpal Frost Holy Scimitar (200,000)</p><p>Ring of Spell Storing (90K)</p><p>-----</p><p></p><p>713.5</p><p></p><p>Domains: Spell, Time, Fire School (Moshi), Myticism</p><p></p><p>Spell/day: 6/9/9/8/8/8/8/7/6/4...all +d</p><p></p><p>Spells:</p><p></p><p>0 Light</p><p></p><p>1 Divine Favor, True Strike, Mage Armor, Burning Hands, Change Self, Protection from Evil</p><p></p><p>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, </p><p></p><p>3 Lesser Aspect of the Deity, Haste, Anyspell, , Fireball, Keen Edge, Searing Light, Greater Magic Weapon, Clarvoyance/Claraudience (or Haste)</p><p></p><p>4 Weapon of the Deity, Freedom of Movement, Rary's Neumonic Enhancer , Wall of Fire, Fire Shield, Lightning Bolt, Dismissal, Descern Lies</p><p></p><p>5 Rightious Might, Permanency, Break Enchantment, Fire Breath, Improved Invisibility, Spell resistance, Flame Strike, Feeblemind</p><p></p><p>6 Aspect of the Deity, Contingency, Greater Anyspell, Chain Lightning, Fire Seeds, Greater Glyph of Warding, Greater Dispelling</p><p></p><p>7 Holy Word, Mass Haste, Limited Wish, Prismatic Spray, Mass Invisibility, Fire Storm, Death of Mind's flame***</p><p></p><p>8 Holy Aura, Foresight, Antimagic Field, Everburning Rage**, Power Word: Blind, Teleport w/o Error</p><p></p><p>9 Greater Aspect of the Deity, Time Stop, Mord's Disjunction, Meteor Swarm, Call of Heaven*</p><p></p><p>* 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.</p><p></p><p>** 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.</p><p></p><p>***Feeblemind, Slow, and confusion, all in one</p><p></p><p>Weapon Smack:</p><p></p><p>Round 1:Contingency, Maximized Lightning Bolt</p><p>Round 2: Haste, GMW</p><p>Round 3: GMW, Holy Aura</p><p>Round 4: Greater Aspect of the Deity, Improved Invisibility</p><p>Round 5: Aspect of the Deity, Rightous Might</p><p>Round 6: Divine Favor, Call of Heaven</p><p>Round 7: LW(Divine Power), LW(Tensers Transformation)</p><p></p><p><em><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.> </em></p><p>------------------</p><p></p><p>+4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha.</p><p></p><p>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</p><p>------------------------------</p><p></p><p>Bab: +48/+48/+43/+38/+33/+28/+23</p><p></p><p>AC: 50, saves 35,31,34, SR 25, DR 10/+3, Immune to Acid, Cold, and Disease, darkvision 60, Fly at 60, Large, </p><p></p><p>-----------------</p><p></p><p>Round 7: (Smite) +58/+48/+43/+38/+33/+28/+23</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>HP: 11d10+5d8+4d6+200+20d6.......MAX: 474...Average: 353</p><p></p><p>Spell Smack:</p><p></p><p><em><editor’s note: Snipped due to heavy errors and too many rounds, insert any number of high level arcane caster strategies here> </em></p><p></p><p>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.</p><p></p><p>Happy Smacking!</p></blockquote><p></p>
[QUOTE="Jeremy, post: 150578, member: 4036"] [b]Multipurpose Smackdown[/b] Originally Posted by DM_Matt [I]<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>[/I] 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) [I]<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.> [/I] ------------------ +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: [I]<editor’s note: Snipped due to heavy errors and too many rounds, insert any number of high level arcane caster strategies here> [/I] 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! [/QUOTE]
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