Crab Battle!!! [Archive] - Wizards Community

Post/Author/DateTimePost
TheGeek

12-28-07, 09:11 PM
Fiendish Paragon Kenyan Mangrove Crab
Small Magical Beast (Aquatic, Extraplanar)
Hit Dice: 1d8+23 (31 hp)
Initiative: +8
Speed 60 ft. (12 squares)
Armor Class: 48 (+1 size, +8 Dex, +5 natural, +12 insight, +12 luck), touch 43, flat-footed 40
Base Attack/Grapple: +0/+7
Attack: Claw +33 melee (1d6+27)
Full Attack: 2 Claws +33 melee (1d6+27)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 2d6+13, improved grab, Smite Good (+14 damage) 1/day
Special Qualities: Amphibious, low-light vision, darkvision 60', scent, Resistances: Cold 10, Fire 10, Adamantium Claws
Spell-like abilities: greater dispel magic, haste, and see invisibility three times per day, DR 10/epic, SR 40, Fast Healing 20
Saves: Fort +20, Ref +20, Will +18
Abilities: Str 25, Dex 26, Con 27, Int 18, Wis 26, Cha 17
Skills: Craft (bloody carcass) +18, Diplomacy +17, Hide +26, Move Silently +22, Profession (chef) +22, Spot +22
Feats: Toughness (B), Improved Sunder (B), Improved Natural Attack
Environment: Temperate Aquatic
Organization: Solitary
Challenge Rating: 15
Treasure: Standard, plus one Food Ration
Alignment: Usually Lawful Evil
Advancement: 2HD (Small)

Combat:
The Kenyan Mangrove Crab's claws could rip through a tank. Jesus Christ! It's looking right at you!
Illithid00

12-29-07, 08:23 PM
CR 15 seems insanely high for a monster with only 24 hp. A 15th level character could kill it with one hit.
jakelslang21

12-30-07, 06:05 AM
It does have DR 10/ epic anf Fast Healing 20 which would make it a large annoyance but nothing to killer. Great job with the 'cave demon' though.
Talisman

12-30-07, 01:39 PM
"The crab pinches you."

"Ooo, I'm scared."

"You're good, right? You take...38 points of damage."

:mymy: "Little :censored:-er! I smash it to oblivion with my greatsword! ...Hah! I roll a 34! That's...41 damage!"

"You missed."

:uh-huh:
DudeamisGriff

12-30-07, 03:30 PM
"The crab pinches you."

"Ooo, I'm scared."

"You're good, right? You take...38 points of damage."

:mymy: "Little :censored:-er! I smash it to oblivion with my greatsword! ...Hah! I roll a 34! That's...41 damage!"

"You missed."

:uh-huh:

haha, omg that is funny stuff right there. I feel the need to unleash one of these on my group.
CryoSilver

12-30-07, 04:26 PM
Treasure should be a food ration, which can be eaten to restore lost stamina.
SokenzanMarauder

12-30-07, 04:28 PM
This thread has registered six giga-wins on a five giga-win scale! It's not possible!!!

Also...

Wow.

EDIT:
Further, you forgot to increase all of its abilities by 15 for the paragon template!
Talisman

12-30-07, 07:26 PM
Further, you forgot to increase all of its abilities by 15 for the paragon template!

"Oops...did I say 38 damage?"

:tantrum: "Yeah...you did."

"My mistake."

"Really? It wasn't 38?" :w00t:

"Nope...it was 45."

:blink: :OMG! :rant:
CryoSilver

12-30-07, 07:28 PM
Maybe give it Improved Sunder as a bonus feat.
faghter_hero

01-02-08, 01:53 AM
A giant enemy crab, you say? Add to an Asian style campaign for historical accuracy.
False-paradox-Truth

01-02-08, 01:57 AM
You have to attack its weak points for massive damage.
CryoSilver

01-02-08, 02:07 AM
A Kenyan Mangrove crab is accurate in an Asian campaign?
Fafnir

01-02-08, 03:30 PM
A Kenyan Mangrove crab is accurate in an Asian campaign?

Only a giant one.
Millenia

01-02-08, 06:29 PM
A Kenyan Mangrove crab is accurate in an Asian campaign?
Yes. Just ask the people in the OA boards. :>

They'll tell you allll about the battles that ancient Japanese samurai had against Giant Kenyan Mangrove Crabs invading their homeland.
Watsyurname529

01-02-08, 06:40 PM
Don't forget that it's claws would be treated as Adamantium. It broke Snake's knife with one pinch.
Silversheen197

01-02-08, 10:35 PM
Fiendish Paragon Kenyan Mangrove Crab
Small Magical Beast (Aquatic, Extraplanar)
Hit Dice: 1d8+23 (31 hp)
Initiative: +8
Speed 60 ft. (12 squares)
Armor Class: 48 (+1 size, +8 Dex, +5 natural, +12 insight, +12 luck), touch 43, flat-footed 40
Base Attack/Grapple: +0/+7
Attack: Claw +33 melee (1d6+27)
Full Attack: 2 Claws +33 melee (1d6+27)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 2d6+13, improved grab, Smite Good (+14 damage) 1/day
Special Qualities: Amphibious, low-light vision, darkvision 60', scent, Resistances: Cold 10, Fire 10
Spell-like abilities: greater dispel magic, haste, and see invisibility three times per day, DR 10/epic, SR 40, Fast Healing 20
Saves: Fort +20, Ref +20, Will +18
Abilities: Str 25, Dex 26, Con 27, Int 18, Wis 26, Cha 17
Skills: Craft (bloody carcass) +18, Diplomacy +17, Hide +26, Move Silently +22, Profession (chef) +22, Spot +22
Feats: Toughness (B), Improved Natural Attack
Environment: Temperate Aquatic
Organization: Solitary
Challenge Rating: 15
Advancement: 2HD (Small)

Combat:
The Kenyan Mangrove Crab's claws could rip through a tank. Jesus Christ! It's looking right at you!

Fixed it for you.
OneWinged4ngel

01-02-08, 11:02 PM
CR 15 seems insanely high for a monster with only 24 hp. A 15th level character could kill it with one hit.

If it didn't break your knife, at least.
CryoSilver

01-03-08, 04:26 PM
The question to be asked is, at what point could a character eaily deal 41 damage to it in one hit? That's how mmuch it'd take to cut through the DR and hp in one shot.
Dracomortis

01-04-08, 04:24 PM
The question to be asked is, at what point could a character eaily deal 41 damage to it in one hit? That's how mmuch it'd take to cut through the DR and hp in one shot.
Actually, you'd have to do 51 points of damage to it, because anything short of a one-hit kill means the dreaded cave demon comes back the next round with at least 11 hit points and a wrathful flurry of claw attacks and insane ninja evasion. Oliolioliooooo!
DeathDragon

01-10-08, 04:32 AM
I just saw that flash video again today (Saw it before christmas break too, but forgot). This is a crackup of epic perportions.

olioli

oliolioooooo
M-bark

01-10-08, 08:43 AM
Now this is certainly a monster I would have face a bunch of PCs.

Tops for the references. (b'_')b
Anuvrix

01-10-08, 11:23 AM
I've had these crabs before...:embarrass
DarkDerrik

01-10-08, 09:22 PM
That's an amazing high AC. Although I think CR 15 is a bit much. I mean, one Disentergrate and it would go right down.

Oh wait, is has SR 40. Holy :censored: . Never mind then.CR 15 is fine.
SkipSandwich

01-13-08, 12:49 PM
empowered orb of acid would take care of this...oh wait, touch AC 43, never mind...
TheGeek

01-18-08, 09:16 PM
Whoah, a slew of responses. Thanks guys! I appreciate the feedback, even if all I did was slap some templates onto a monstrous crab.. :rolleyes:

Thanks to Silversheen for fixing, will update OP.
Insane Pixie

01-20-08, 06:50 PM
Ha. I know the guy, Chris Boe, who animated Crab Battle. He loves himself.
Grod_The_Giant

01-20-08, 07:33 PM
meh. I saw a scareier crab on the Giant in the Playground boards once, but I don't have a link. This is still great, though, in a "HOW THE HELL DO WE HIT THIS?!?" kind of way.

But still, how would we beat this...hmm...
Aha! Only a +7 grapple? I've got it!
1. Potion of True Strike for our Barbarian 7/Bear Warrior 7.
2. Barbarian rage into Brown Bear form, giving a +16 strength modifier, added to a +14 BAB = +29 touch. Add in that potion and that's a +49. Start a grapple (with the improved grapple feat). With true strike, that 43 touch armor class is easy enough to hit (even without the potion, only a 14 is needed).
3. Beat the **** out of the crab with unarmed strikes- my claws, baby! d8+18 damage on a sucessful grapple check (did I mention that in bear form I have +38 to my grapple check?). Have the party sorcerer use buffs to add, say, sonic damage, and that crab will be nothing but crabcake soon! (unless I missed something).
Talisman

01-21-08, 01:47 AM
3. Beat the **** out of the crab with unarmed strikes- my claws, baby! d8+18 damage on a sucessful grapple check (did I mention that in bear form I have +38 to my grapple check?). Have the party sorcerer use buffs to add, say, sonic damage, and that crab will be nothing but crabcake soon! (unless I missed something).

You did. The crab's DR 10/epic cuts you average damage from 22 to 12, which the crab's fast healing 20 takes care of, unless you land a lucky crit. Meanwhile, the crab attacks with his claws (natural weapons = light weapons = useable when grappled), not caring about the penalties with his +33 to hit. He does an average of 30 points per claw = average of 60 points per round, taking you down in not more than 4 rounds. Sooner, if he gets a lucky crit.

My God, I can't believe I'm still following this insane thread.

Challenge: Find the lowest-level character with a better-than-50% chance to defeat this monstrosity. Level-appropriate geat. No backup from other PCs.
TheGeek

01-22-08, 09:12 AM
Perhaps some CoDzilla or Daring Outlaw build?

And Silversheen, I can understand Craft (Bloody Carcass), but Profession (Chef)? Are we to allow our deadly pirateninja crabs to be chefs as well? The world, truly, is not ready for such a thing.
CryoSilver

01-22-08, 01:20 PM
In Soviet Russia, crab bakes YOU!
Silversheen197

01-22-08, 03:16 PM
Talisman, you forget something else, too: its spell-like abilities. It will most likely be hasted, allowing it to make an additional claw attack each round, and any spells you have active when you attack it will be dispelled very quickly.

Everyone else, remember for Talisman's challenge that it can also see invisibility, so no invisible mages or people with potions of invisibility, either.


Silversheen, I can understand Craft (Bloody Carcass), but Profession (Chef)? Are we to allow our deadly pirateninja crabs to be chefs as well? The world, truly, is not ready for such a thing.

This is a joke that came up in a campaign I was a part of. We had a paladin that tri-wielded a speed longsword, a dancing speed longsword, and a short sword. We got the drop on a group of nagas, and he went first in the surprise round. Eleven hits (with four crits) later, all the nagas were dead, and we joked that the paladin had instantaneously gained max ranks in sushi chef (I forget what the japanese word for such a chef is). That's what that skill is supposed to be, I just can't remember what the right word is, so I simply put 'chef.'
Talisman

01-22-08, 03:21 PM
Talisman, you forget something else, too: its spell-like abilities. It will most likely be hasted, allowing it to make an additional claw attack each round, and any spells you have active when you attack it will be dispelled very quickly.

Actually, I didn't factor that in since it only has those abilities 3/day, and with a crab's intellect...

Oh wait: it's got an Int of 18. Never mind. Yeah, that makes 3 claws/round, for an average of 90 damage per round.
Echoes of Deception

01-22-08, 06:33 PM
Hey, could someone put up stats for a Fiendish Paragon Kenyan Mangrove Crab advanced to 2 HD?
Silversheen197

01-22-08, 08:34 PM
Advanced Fiendish Paragon Kenyan Mangrove Crab
Small Magical Beast (Aquatic, Extraplanar)
Hit Dice: 2d8+46 (59 hp)
Initiative: +8
Speed: 60 ft. (12 squares)
Armor Class: 48 (+1 size, +8 Dex, +5 natural, +12 insight, +12 luck), touch 43, flat-footed 40
Base Attack/Grapple: +1/+8
Attack: Claw +34 melee (1d6+27)
Full Attack: 2 Claws +34 melee (1d6+27)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 2d6+13, improved grab, Smite Good (+15 damage) 1/day
Special Qualities: Amphibious, low-light vision, darkvision 60', scent, Resistances: Cold 10, Fire 10, Adamantium Claws
Spell-like abilities: greater dispel magic, haste, and see invisibility three times per day, DR 10/epic, SR 41, Fast Healing 20
Saves: Fort +21, Ref +21, Will +18
Abilities: Str 25, Dex 26, Con 27, Int 18, Wis 26, Cha 17
Skills: Craft (bloody carcass) +19, Diplomacy +18, Hide +27, Move Silently +23, Profession (chef) +23, Spot +23
Feats: Toughness (B), Improved Sunder (B), Improved Natural Attack
Environment: Temperate Aquatic
Organization: Solitary
Challenge Rating: 16?
Treasure: Standard, plus one Food Ration
Alignment: Usually Lawful Evil
Advancement: None

Combat:
The Advanced Kenyan Mangrove Crab's claws could rip through a tank. Jesus Christ! It's looking right at you!
----------------------------------------------------------------------------------------------------------
Nothing too incredibly special. The only real increase is in hp (which more than doubles). Otherwise, he's basically the same.
BillTheManiac

01-22-08, 08:49 PM
You have to attack its weak points for massive damage.

Weak point: Holy Word.
Echoes of Deception

01-22-08, 09:25 PM
Shouldn't it get 62 hp since paragon creatures get max hp per hd?
Talisman

01-22-08, 09:27 PM
Weak point: Holy Word.

SR 40. A level 20 cleric has a 50/50 chance to insta-kill it or waste a 7th-level spell.

However, if you throw in Spell Penetration and Greater Spell Penetration, a 17th-level cleric has a 55% chance to kill it.

All right folks! Current minimum class/level to kill the DoomCrab: Cleric 17!
Watsyurname529

01-22-08, 09:32 PM
SR 40. A level 20 cleric has a 50/50 chance to insta-kill it or waste a 7th-level spell.

However, if you throw in Spell Penetration and Greater Spell Penetration, a 17th-level cleric has a 55% chance to kill it.

All right folks! Current minimum class/level to kill the DoomCrab: Cleric 17!

This is proving to be one tough crab. Should make for an excelent meal if someone manages to kill it.

Try taking this over to the CO boards and see what they come up with.
BillTheManiac

01-22-08, 09:48 PM
Adult Red, CR 15, has a 25% chance of kill per breath weapon, 35% with ability focus. It's going to be a while before the red dies with all the HP, and he will definitely 1-hit with the breath. Sounds good?

Oh, and how about Assay Spell Resistance? Does that do something?
CryoSilver

01-22-08, 09:55 PM
Level 15 Wizard with Improved Init, Gloves of Dex +6 and Dex 16 has Init +10, meaning it will usually beat the crab.

Presuming the wizard wins initiative, Forecage the crab. Now the group has 26 hours to figure out how to kill it while the crab can't escape (Forecage can't be Dispelled). Limited Wish used to reduce the crab's next save by 7 followed by a Binding with 6 assistants casting Dominate Person (CL 9) means the wizard has an effective CL of 33. Assay Resistance assures success vs SR. 10(base)+8(spell level)-3(hedged maze)+8(Int 26)+1(spell focus)= DC 24 to resist, meaning the crab needs a 13 or higher to save.

If you have a blackguard in the party, have him stand next to the cage, giving the crab another -2 on its save.
Talisman

01-22-08, 09:59 PM
Adult Red, CR 15, has a 25% chance of kill per breath weapon, 35% with ability focus. It's going to be a while before the red dies with all the HP, and he will definitely 1-hit with the breath. Sounds good?

Yes, but an adult red has an epic ECL (young reds are ECL 19), and I did say "character." Good try, though.

Oh, and how about Assay Spell Resistance? Does that do something?

It's a spell; of course it does something :P Seriously, I lent out my SC, so I can't help ye there.
McPoyo

01-23-08, 09:41 AM
Fight it like the Tarrasque, Fly well outside the Dispel Magic range, and rain down fire. Eventually, it will die.

Hopefully.



I'm using this against my PCs now. *Yoink*


EDIT:
I'm thinking about using Monster of Legend instead of Fiendish or Paragon...hmm...Might have to post up those stats now...
Silversheen197

01-23-08, 01:49 PM
Except that it has SR 40, fire resistance 10, and fast healing 20.

If you ever actually overcome its SR, your damage is reduced by 10, and if you don't hit it again fast enough, it'll heal everything you already did. Even if you're 20th level, you've only got around 7-8 chances to kill it, because after that, you're out of meteor swarms.
McPoyo

01-23-08, 01:51 PM
I used "fire" meaning "Launch ordinance", not for [Fire] descriptor spells. That was a bad word choice on my part.

Hmm..seems like a good choice for an Ultimate Magus with Versatile Spellcaster and Rings of Wizardry, there...
Echoes of Deception

01-23-08, 02:25 PM
Good thing this for defeat, and not kill. I haven't got all the details hammered out, and it only seems to work if the crab is standing on rock ground...

A 13th level sorcerer with gloves of dexterity +6, a cloak of charisma +6, Improved Initiative, two immovable rods, a ladder, one 12 inch ruler, a 10-foot pole and who knows disintegrate, wall of iron, summon monster V and bull's strength should be able to win initiative and cast disintegrate on the ground beneath the crab, creating a 10foot cube pit of solid rock with sheer, vertical (unclimbable) walls. Now, since it cannot climb out of the hole, the crab could only try jumping out of the hole.

My 3.5 PHB I have says that small creatures have a 4 foot reach, and that DCs for high jumps are 4 per foot. The crab must jump 6 feet, making the DC 24, doubled because the crab cannot get a 20-foot running start. Without any ranks in jump, the crab will have to somehow overcome the DC 48 jump check to escape its erstwhile prison. If it cannot, the sorcerer deletes another 10 foot cube from underneath the crab just to be on the safe side. I think this qualifies as a defeat.

If he wants to kill it... On the next round, the sorcerer measures 2 inches from the edge of the 20 foot pit with his ruler, squares it off with the pole and climbs his ladder to set up an immobile rod eight feet up from the ground at the 2 inch margin. Then, he secures the position of the top of his ladder with the other rod, climbs down and summons a medium earth elemental. He creates a wall of iron on the edge of the pit, so that 1 of its 3 inchess of thickness overlaps the precipice and it cannot topple over in the direction of "away from the pit", since an immobile rod prevents such a movement. The sorcerer casts bull's strength on himself. Then, on the elemental. He climbs the ladder and tells the elemental to help him push over the wall into the pit. A toppled wall of iron inflicts 10d6 points of bludgeon damage, but I think the 20 foot fall would help to increase the damage. If the crab isn't dead yet, he just does it again.

Does that work?
Prime32

01-23-08, 02:31 PM
This is a joke that came up in a campaign I was a part of. We had a paladin that tri-wielded a speed longsword, a dancing speed longsword, and a short sword. We got the drop on a group of nagas, and he went first in the surprise round. Eleven hits (with four crits) later, all the nagas were dead, and we joked that the paladin had instantaneously gained max ranks in sushi chef (I forget what the japanese word for such a chef is). That's what that skill is supposed to be, I just can't remember what the right word is, so I simply put 'chef.'

Tri-wielding? Good lord, this thread has turned into One Piece!
http://tn3.deviantart.com/300W/images2.deviantart.com/i/2003/51/1/7/Roronoa_Zoro.jpg

Clearly, the only way to fight this abomination... is with an Apparatus of Kwalish!
http://www.youtube.com/watch?v=ow86G5OYq-8
Talisman

01-23-08, 02:57 PM
Level 15 Wizard with Improved Init, Gloves of Dex +6 and Dex 16 has Init +10, meaning it will usually beat the crab.

Presuming the wizard wins initiative, Forecage the crab. Now the group has 26 hours to figure out how to kill it while the crab can't escape (Forecage can't be Dispelled). Limited Wish used to reduce the crab's next save by 7 followed by a Binding with 6 assistants casting Dominate Person (CL 9) means the wizard has an effective CL of 33. Assay Resistance assures success vs SR. 10(base)+8(spell level)-3(hedged maze)+8(Int 26)+1(spell focus)= DC 24 to resist, meaning the crab needs a 13 or higher to save.

If you have a blackguard in the party, have him stand next to the cage, giving the crab another -2 on its save.

Hey, where'd all the assistants come from?

Forcecage could trap it...however, limited wish still has to get through the crab's SR 40 so you'd need multiple castings of assay resistance. Shouldn't be a problem for a 15th-level wizard. IIRC.

However, I think Echoes is currently in the lead with his 13th-level sorcerer with the creative list of equipment.
CryoSilver

01-23-08, 04:08 PM
The wizard could just pay for castings of Dominate Person.

And with 26 hours to screw around, there's no lack of time to cast Assay Resistance.
Echoes of Deception

01-23-08, 04:33 PM
However, I think Echoes is currently in the lead with his 13th-level sorcerer with the creative list of equipment.
:bigeyes: :rofl: I just want everyone to know that I defeated the Fiendish Paragon Kenyan Mangrove Crab using a standard issue ten foot pole. Every time I look at that list, it makes me laugh until I cry. Just a little :D

By the way, this is why I don't have the fluffs for the Bleak Omen and the Nightgrace up on Feybook, yet.
Echoes of Deception

01-23-08, 04:44 PM
Oh, say... by the by. This level 13 sorcerer has just defeated a CR 15 creature by himself. How much XP does he get?
Silversheen197

01-25-08, 05:02 PM
Tri-wielding? Good lord, this thread has turned into One Piece!
http://tn3.deviantart.com/300W/images2.deviantart.com/i/2003/51/1/7/Roronoa_Zoro.jpg

Clearly, the only way to fight this abomination... is with an Apparatus of Kwalish!
http://www.youtube.com/watch?v=ow86G5OYq-8

Remember, one of his swords was dancing, so he didn't actually need to hold it. It just sorta floated around and attacked what he was attacking.
Talisman

01-25-08, 06:59 PM
Oh, say... by the by. This level 13 sorcerer has just defeated a CR 15 creature by himself. How much XP does he get?

Blearrgh! Stupid internet ate my post!

Your sorcerer gets 7,800 XP...plus a 500-XP bonus for creative use of a 10' pole. :thumbsup:
Novacat

01-25-08, 07:17 PM
http://www.guildcafe.com/gallery/data/500/1165746257019.jpg
Talisman

01-25-08, 07:53 PM
You, sir deserve an entire box of cookies.
In fact, here: :gift:
ToastedAmphibian

01-25-08, 10:43 PM
But..... the crab has adamantine claws! He has 4ft reach. He reaches up 4 ft, and sticks a claw in teh rock. Then he reaches up another 4 ft and does the same..... then he is 4 ft from the top, within his reach, so he has to make like a dc 12 climb check to pull himself up.


Otherwise he could just start sundering sections of rock and tunnel under the sorcerer.....
Prime32

01-27-08, 02:18 PM
In the spirit of rules abuse, how would the 2HD Terrorcrab do against 16 Dreadswarms (http://forums.gleemax.com/showpost.php?p=14934337&postcount=24)? :D
CrimsonDeath

01-27-08, 04:57 PM
Sorry, never mind... Missed a couple of the crab's abilities the first time around.

So, does the character actually need to be able to beat the crab in a normal encounter? If that's the case, the crab probably gets a surprise round and is fairly likely to win initiative...
TheGeek

01-27-08, 08:59 PM
Well, it shouldn't be too hard for the average wizard to outwit the crab. After all, a wizard usually starts with an INT of 18, and increasing it shouldn't prove too difficult. Once you've figured a way to get the crab onto rock, couldn't a wizard haste himself and quickened-cast Walls of Force inside the pit to keep said beastie from sundering its way out of the rock prison (Which, toastedamphibian, was an excellent application of the adamantine claws :clap:)?
Watsyurname529

01-27-08, 09:18 PM
But the challange was to find the lowest level character possible to defeat the demi-god crab.
CrimsonDeath

01-28-08, 03:30 AM
Okay, I've refined my level 9 build to the point that I believe it has a significant chance of beating the 1HD crab in a typical encounter.

True Neutral Neraph Barbarian 2/Psychic Warrior 2/Fighter 2/Duskblade 1/Warblade 2

25 point-buy:
Str 16 (14 +2 enhancement)
Dex 10 (10)
Con 20 (16 +2 level +2 enhancement)
Int 11 (11)
Wis 12 (12)
Cha 8 (8)


Relevant Skills
Level Class Concentration Jump Tumble Feats
1 Barbarian 4/2 4 4/2 Power Attack
2 Psychic Warrior 1 1 Psionic Weapon
3 Duskblade 1 1 Improved Sunder
4 Fighter 1 1/2 Improved Bull Rush
5 Barbarian 1 3/2
6 Psychic Warrior 2 Deep Impact, Leap Attack
7 Fighter 2/1 Shock Trooper
8 Warblade 4
9 Warblade 1 3 Combat Brute


Relevant Skills:
Concentration +13 (8 ranks +5 Con)
Jump +20 (8 ranks +6 Str +5 racial +2 synergy +2 armbands)
Tumble +13 (11 ranks +2 synergy)

Stances:
Leading the Charge

Relevant Maneuvers:
Battle Leader's Charge

Relevant Spells:
True Strike

Relevant Gear:
Belt of Battle (12000gp)
Armbands of Might (4100gp)
+2 Amulet of Health (4000gp)
+2 Gauntlets of Ogre Power (4000gp)
+1 Greatsword (2350gp)
Quarterstaff (0gp)
9550gp remaining (for armor and other things that won't matter)

Initiative: +2
HP: 101
AC: too low to make a difference
Attack: +12/+7 Greatsword or +11/+6 Quarterstaff

Strategy:
Travel in Leading the Charge stance. (I'll assume it affects the character's own attacks, even though it doesn't matter.)

Assume the crab gets a surprise round. It can either do a partial charge from 60', or it can wait until the character gets next to him and cast Haste.

Assume the crab wins initiative. If it charged, he gets two claw attacks; otherwise, it gets three. Either way, three total attacks so far.

If the crab hit three times and didn't crit, it can do a maximum of 99 damage, so the character still has at least two HP. (It's been a while since my statistics class, but I think the crab has about a 5% chance to get three hits, including at least one crit, in three attacks.) Also note that the crab's Improved Grab is useless because my character is too big.

So it's finally my character's turn. One more hit will knock him out, and he has no reason to think the crab will miss. If it charged, he also knows he can't outrun it. So he goes nova.

Move action: Tumble backwards ten feet (+13 vs DC 15-- 95% chance of success) and draw the quarterstaff if the crab decided to sunder the greatsword
Standard action: Cast True Strike
Swift action: Activate Belt of Battle (3 charges)
Free action: Rage
Full round action: Battle Leader's Charge
Power Attack for 8, Heedless Charge for 6, Leap Attack (Jump +22 vs. DC 20), Deep Impact, Neraph Camouflage

Greatsword attack bonus: +34
Quarterstaff attack bonus: +33
Crab's flat-footed touch AC: 35 (+1 size +12 insight +12 luck)
Greatsword damage: 2d6+57 (+1 enhancement +7 Str +5 stance +10 maneuver +16 Power Attack +16 Leap Attack +2 armbands)
Quarterstaff damage: 1d6+56 (+7 Str +5 stance +10 maneuver +16 Power Attack +16 Leap Attack +2 armbands)
Crab's HP: 31
Crab's DR: 10/epic

So, this guy has about an 86% chance of killing the crab in one hit, even after the crab gets three free shots.

That assumes, of course, that the crab uses conventional crab tactics. If the crab starts readying actions it gets pretty complicated, and if the crab tries initiating a normal grapple rather than using Improved Grab (especially if it uses the surprise round to cast Haste), its grapple check is good enough to make escaping the grapple a legitimate problem, allowing the crab to make natural weapon attacks with impunity (if we can call a -4 penalty "impunity", and I think we can in this case).
Silversheen197

01-28-08, 05:06 PM
Pretty good, except you forgot one thing: the crab's flat-footed touch AC is 35, not 23. It gets to keep the insight bonus at all times, just like a monk gets to keep his insight bonus at all times...

Oh, wait; you attack bonus, even with the quarterstaff, is +33...Okay, never mind.
CryoSilver

01-28-08, 05:15 PM
New entry: elven wizard 9 with 22 Dex, +6 Gloves of Dexterity, and Improved Initiative has +13 to Init. Presuming he wins initiative, or catches the crab by surprise, Cloudkill, and done. I can't believe no one (including myself) hadn't checked by now; Cloudkill allows no SR, and no save for creatures with less then 4 HD.
Nephlite

01-28-08, 05:34 PM
New entry: elven wizard 9 with 22 Dex, +6 Gloves of Dexterity, and Improved Initiative has +13 to Init. Presuming he wins initiative, or catches the crab by surprise, Cloudkill, and done. I can't believe no one (including myself) hadn't checked by now; Cloudkill allows no SR, and no save for creatures with less then 4 HD.

Bravo, I never noticed. But since few fight <3 HD at that level.
CryoSilver

01-28-08, 05:47 PM
I'm thinking now that I could get it even lower...

Level 3 elven rogue, 20 Dex, Improved Init still has +9 to init, putting it on par with the crab. Presuming he wins init, use potion of Levitation to get away from the crab, then use a +10 shard to grant himself a bonus on his Use Magic Device check. Next round, use Use Magic Device (total mod = 6 ranks + 14 Cha + Skill Focus UMD + shard = 22) meaning success on a 7 or higher to use his scroll of Cloudkill.

Interestingly enough, you could do this exact same thing with an expert, and furthermore, a level 1 expert, if one is willing to lose 2 ranks of UMD and 1 point off initiative in order to be human and get the bonus feat... And it's all core.
CrimsonDeath

01-28-08, 05:49 PM
Pretty good, except you forgot one thing: the crab's flat-footed touch AC is 35, not 23. It gets to keep the insight bonus at all times, just like a monk gets to keep his insight bonus at all times...

Oh, wait; you attack bonus, even with the quarterstaff, is +33...Okay, never mind.

Interesting. The last place I'd seen an Insight bonus to AC was Defensive Precognition (http://www.d20srd.org/srd/psionic/powers/precognitionDefensive.htm), which states that the bonus goes away if you can't use your Dexterity bonus. I thought that applied to all Insight bonuses, but apparently it doesn't.

Fortunately, I didn't think of that before developing the Crabslayer, so I was aiming for his actual flat-footed touch AC anyway. I'll update my post with the crab's actual AC.
ToastedAmphibian

01-28-08, 05:52 PM
Okay, I have an entry!
I dont have my books, so let me know if i get something wrong....

Human Sorcerer 6
25 Point Buy

Str 18 (17+1 level)
Dex 16 (14 + 2 Gloves of Dex)
Con 8
Int 8
Wis 8
Cha 16(14+ 2 Nymphs Cloak)

Other possesions +1 Eager Long spear
Wand of Fly

Feats: Power Attack, Improved Iniative, Sudden Quicken Spell
3rd level spell slots: Fly x 3

He has better iniative than the crap (3dex + 4 Improved Init + 2 Eager=9), so atleast 50% chance to go first (If no surprise round)
Casts fly, goes 20 ft above the crab. Sudden quickens another Fly spell.

rnd 2, casts Enlarge person, sudden quickens another fly spell

rnd 3 sudden quickens another fly spell, power attacks crab for 3

His fly spell should last for 60 rounds. He has a 1 in 400 chance to roll a Nat 20 on both his attack roll and his confirmation hit. He has enough quickened flys to outcast the crabs dispell, and the wand should keep him flying long enough to ensure a lucky crit.... eventually.

Min crit damage is (2roll + 7str +6 PA +1 Enhancment bonus)x3 =48
CrimsonDeath

01-28-08, 06:19 PM
Feats: Power Attack, Improved Iniative, Sudden Quicken Spell

Doesn't Sudden Quicken have about five or six prerequisite feats? And doesn't it work only once per day?
ToastedAmphibian

01-28-08, 07:07 PM
Hmm, i thought it was 3 times per day for some reason. I honestly have no idea what the pre-reqs are. I never play casters and i dont have any books with me. You could very likley be correct. How much is a metmagic rod of quicken?
CrimsonDeath

01-28-08, 08:05 PM
35,000gp for a Lesser one.

Of course, a Sorcerer can't use it, since applying metamagic to a Sorcerer spell (even from a rod) makes it a full round action.
ToastedAmphibian

01-28-08, 08:57 PM
:} My magic-fu is weak.....
CryoSilver

01-29-08, 12:43 AM
Right, so as noted above, my final entry:

Human expert 1, 25 point buy

Str 9
Dex 18
Con 8
Int 8
Wis 8
Cha 15

Feats: Danger Sense, Improved Initiative, Skill Focus (use Magic Device)

Gear: 1 potion of levitation, 1 psionic shard of UMD +10, 1 scroll of Cloudkill

Skill: Use Magic Device +9 (+19 with the shard), meaning success of scroll activation on a 10 or higher (55% success rate).

Trait: Aggressive.
Flaw: Vulnerable

Total Initiative modifer: +10, and can be rerolled, thanks to Danger Sense, meaning he should win initiative 84% of the time, if I'm doing my math right.

Level 1 expert. Beat that.
Lyndis

01-29-08, 02:57 AM
Here's an entry for ya...it's really more of a spectator battle than a real entry, but...it should give that crab a good fight, at 3 CR lower!

http://www.webdesign.org/img_articles/7072/BW-kitten.jpg

Paragon Kitten of Legend

Size/Type: Diminutive Outsider
Hit Dice: 1d8+12+11 (31 hp)
Initiative: +16
Speed: 90 ft. (18 squares)
Armor Class: 60 (+4 size, +12 Dex, +12 insight, +12 Luck, +10 natural), touch 50, flat-footed 48
Base Attack/Grapple: +0/-4
Attack: Claw +41 melee (1d4+28)
Full Attack: 2 claws +41 melee (1d4+28) and bite +41 melee (1d6+24)
Space/Reach: 1 ft./0 ft.
Special Attacks: Pounce
Special Qualities: Low-light vision, scent, DR 10/epic, SR 26, Spell-like abilities, Permanent Spell Turning, Immune to mind-affecting effects, Fast healing 20, fire and cold resistance 10, Casts spells as 5th level cleric, +10 on all skill checks
Saves: Fort +26, Ref +27, Will +21
Abilities: Str 26, Dex 34, Con 33, Int 18, Wis 27, Cha 23
Feats: Stealthy, Weapon FinesseB, Power Attack
Environment: Temperate plains
Organization: Domesticated or solitary
Challenge Rating: 12

Spell-like Abilites
3/day-greater dispel magic, haste, see invisibility

Skills
Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

Notable skills: +42 Hide (essentialy invisible)
CrimsonDeath

01-29-08, 04:07 AM
Gear: 1 potion of levitation, 1 psionic shard of UMD +10, 1 scroll of Cloudkill

Total value: 2,425gp He'd need to be at least level 3 to own all that.

Not to mention that you haven't explained how he locates the presumably hiding crab or survives the surprise round if he fails to spot it. Also not sure what the (easily dispelled) potion of Levitate is for.
CryoSilver

01-29-08, 11:56 AM
If the guy is Levitating, the crab can't attack him; that's what it's for. And if that's the case with wealth, bump him to level 3; he's still just a level 3 expert, and now he has another feat, which would probably be spent on Improved init, and get Blooded at first level, boosting his init by another +2.
McPoyo

01-29-08, 11:58 AM
And how do you defend against the Greater Dispel 3/day with only a single use of Levitate?
CryoSilver

01-29-08, 12:08 PM
Well, if the crab just used Greater Dispelling, then it didn't attack, so Levitate served its purpose of preventing the crab from attacking.

Basically, if this guy doesn't get off his spell in the second round, he's done for, but at level 3, he has a 91% chance of winning initiative, and a 65% chance of getting off his Cloudkill successfully.
ToastedAmphibian

01-29-08, 07:23 PM
Actually, kitty vs crab would be a very bad fight.

Crab hits kitty on a roll of nat 20
Kitty hits Crab on a roll of .... 7

Crab Speed 60
Kitty Speed 90

Crab Init 8
Kitty Iniative 8

Crab Adamantine Claws
Kitty Pounce

Kitty > Crab
Lyndis

01-29-08, 09:29 PM
Based on this, I declare the CR system to be broken! ^_^
Echoes of Deception

01-30-08, 09:04 AM
I shall take up the challenge and defeat the crab with a character with less "level" than a level 1 expert. Please give me some time.
Prime32

01-30-08, 12:26 PM
Based on this, I declare the CR system to be broken! ^_^
One dreadswarm (http://forums.gleemax.com/leaving.php?destination=http://forums.gleemax.com/showpost.php%3Fp%3D14934337%26postcount% 3D24), just one, even if it would take 16 of them to equal its CR. It has over 400 hp and fast healing 10.
CryoSilver

01-30-08, 03:14 PM
I shall take up the challenge and defeat the crab with a character with less "level" than a level 1 expert. Please give me some time.

Your only real option is to use a commoner, or do it without magical gear.
Echoes of Deception

01-30-08, 07:35 PM
Yeah, I know. I'm still working on it. But I will figure it out... maybe a holy weapon.
CryoSilver

01-30-08, 09:32 PM
I think if I got criticism for using 2700 gp worth of stuff, you aren't proving much by using minimum of 18000 gp worth....
Echoes of Deception

01-30-08, 09:39 PM
I'm not really trying to prove anything, CryoSilver. I'm just trying to beat a demigod crab with a level 0-1/2 character/level 1 commoner. Holy won't work anyway. I have to get more creative.
CryoSilver

01-31-08, 12:05 AM
You'll never hit its AC without using multiple spells (True Strike + Wraithstrike gives you a slim chance...). That's why I used a no save, no SR spell.
ToastedAmphibian

01-31-08, 03:56 PM
Hey, this one should work...

Half-dragon Goliath Barbarian 1 with a +1 Eager glave

Rage, Fly, Stab, get luck crit, roast crab on stick.

Hmm, need to look up mountain rage. Hopefully you dont lose the benifit if you leave the ground...
Echoes of Deception

01-31-08, 05:55 PM
Well actually... I was going to try to fool it into picking up the weapon and giving itself a negative level...
CryoSilver

01-31-08, 06:49 PM
Not a bad idea... You'd need a Small sword though. Try coating it in chum.
ToastedAmphibian

01-31-08, 07:41 PM
Crabs normally rip small pieces off of their food. It would probably just take a chunk out of the sword with its adamantine claws...
CryoSilver

01-31-08, 11:22 PM
But have you watched a crab eat before? They'll try and pick it up if it's small enough.
Talisman

02-01-08, 01:23 AM
Keep in mind, this is a crab with an 18 Int. I don't think a chum-coated sword will trick it.
McPoyo

02-01-08, 08:56 AM
Well, could always sacrifice an attractive 1st level commoner chick holding the sword, since we all know super-intelligent massively strong "nigh-invincible" evil creatures can't resist a supple young female.

And now I've got a mental image of this crab breathing fire while flying by like a dragon. You all have no idea how comical this mental image is. Seriously.
CrimsonDeath

02-01-08, 01:33 PM
And now I've got a mental image of this crab breathing fire while flying by like a dragon. You all have no idea how comical this mental image is. Seriously.

Sounds reminiscent of the Zerg Guardians from Starcraft.
McPoyo

02-01-08, 01:53 PM
More like a Weird Al inspired psychotropic trip, really.
smeagol_lied

02-01-08, 03:02 PM
I beat it with a level 1 kobold wizard with a snake familiar and the divine minion template...
McPoyo

02-01-08, 04:18 PM
CHEATING!
Fly666monkey

02-01-08, 05:06 PM
The only thing that works:

a lvl 1 Chuck Norris....

I got nothing else.
Talisman

02-01-08, 06:23 PM
And now I've got a mental image of this crab breathing fire while flying by like a dragon. You all have no idea how comical this mental image is. Seriously.

Winged Half-Dragon Crab! (no, I'm not statting it out...)

The only thing that works:

a lvl 1 Chuck Norris....

I got nothing else.

Chuck Norris was born at level 20.
And Chuck Norris doesn't gain levels. Levels gain Chuck Norris.
Echoes of Deception

02-02-08, 03:42 PM
There must be a way to fool it into giving itself a negative level with a level one character... either that or I'ma hafta come up with one of those "creative" lists of equipment again. Maybe elementum...
CrimsonDeath

02-04-08, 03:34 AM
Well, I think a holy adamantine shuriken is only about 500 gp.

Alternatively, if you can find a no-SR, no-attack-roll spell that does some damage other than fire or cold, you could use Fell Weaken with some metamagic reducers.

Still have to find a way to surprise round, though...
Talisman

02-04-08, 05:05 PM
Well, I think a holy adamantine shuriken is only about 500 gp.

Shuriken cost 1 gp for 5, or 2 sp each
Adamantine adds +60 gp
A weapon must be mastwerwork to be enchanted. The cost for a piece of MW ammunition is +6 gp.
Holy is equal to a +2 bonus, but the weapon must have a minum +1 enhancement bonus to be enchanted. Total cost 18,000; note that the table specifically includes arrows, bolts and sling stones as ammunition typs, but not shruiken.

Total cost of a +1 holy adamantine shuriken: 18,066 gp, 2 sp.

If we assume a shuriken can be enchanted as ammo (like an arrow), the cost drops to (360 + 60 + 6 + .2) = 426 gp, 2 sp. However, this contradicts the DMG.
CrimsonDeath

02-07-08, 12:48 AM
Shuriken cost 1 gp for 5, or 2 sp each
Adamantine adds +60 gp
A weapon must be mastwerwork to be enchanted. The cost for a piece of MW ammunition is +6 gp.
Holy is equal to a +2 bonus, but the weapon must have a minum +1 enhancement bonus to be enchanted. Total cost 18,000; note that the table specifically includes arrows, bolts and sling stones as ammunition typs, but not shruiken.

The cost of the adamantine subsumes the masterwork cost.

Also, I think it's an interesting rules interpretation to give shuriken the ammunition price for masterwork and adamantine, but not for magic.
CryoSilver

02-07-08, 01:04 AM
If you can get the crab to grab it immediately, the spell Holy Sword would work.
CrimsonDeath

02-07-08, 01:52 PM
But at that point, you're either back to at least level 9 (a Cleric with the Glory domain), or making a DC 27 Use Magic Device check (on a Paladin scroll). You may as well just use the Cloudkill scroll, since that doesn't depend on the crab's actions.
Wells

06-10-08, 09:20 AM
This crab's power level is over 9000!

Someone should give him barbarian levels.
Nathreet

07-18-08, 09:27 PM
I got it!!

Gnome commoner 1, cha 10, rest irrelevant. No gear.

1. Ready action prestidigitation. Wait for the melee-dependant crab to approach within 10'. The gnome can also use a single move action to advance each round and still ready an action. So basically this relies on the crab attacking the gnome, seeing him as an easy target.

2. Slowly levitate the crab upward with prestidigitation, release. No save or SR. 20d6 fall damage. The crab can dispel the effect on himself, but not the gnome since the gnome is not the target of the spell (see spell text). So the gnome can start the effect again (with the same prestidigitation spell) the next round. Works on most crabs, since they are under 1 pound. Some of the varieties we like to eat are over 1 pound, but many are not. A trail ration weighs a pound, and since this crab provides a ration, it might be one of the larger ones.

The only way out that I see is for the crab to dispel the prestidigitation, then run away in humiliation, out of the 10' range of the gnome's spell.

EDIT: He could pump his initiative, assuming the battle even starts less than 50 feet away. But the simplest thing for him to do is live in a gnome village. Even when not among other gnomes, the crab is unlikely to pay more attention to him than anyone else. Granted, someone else might die before the gnome notices the crab.
dragonseth

07-18-08, 11:54 PM
Clever. Hmm. I must research more interesting uses for prestidigitation...
Nathreet

07-21-08, 12:58 AM
No more responses? No challenges to what I posted? FWIW, if I were a DM I wouldn't allow "material" to include creatures with prestidigitation. I just thought it was amusing that a level 0 spell might possibly work. And prestidigitation is one friggin' useful spell regardless.

I really like the cloudkill response, that's 100% legit no matter how strictly you interpret it.
aelryinth

07-21-08, 08:32 PM
To be fair, I think just about any Uber Charger with a Valorous Weapon and Gauntlets of True Strike should be able to one hit the thing. Avg dmg at level 6 for a no frills uber charge is 60ish+ weapon. All you need to do is hit the thing.

The other cheesy way is to shrink item something big and heavy over it, then dispel it. Doing 60 pts of dmg with the falling object rules isn't that hard, either.

For the earth elemental example, I actually thought you were going to have the earth elemental burrow up close, disintegrate the pit under it, and just have the solid stone earth elemental jump on it. Thing weighs tons, should squash it flat, or, barring that, grapple and immobilize it and just squish it.

Ya know, that must've been one heck of a mangrove crab to be so immortalized.

===Aelryinth
Nathreet

07-21-08, 10:28 PM
charger: Yeah, but you have to hit it (see builds in previous posts). In general, note that its fast healing also means that you probably need to one shot it or have a tremendous AB to land rapid consecutive hits.

shrink item tactic: Well at least you didn't say "speak the command word'. That tactic has been disallowed by the FAQ. But as for dispelling it, how do you keep it in the air for a round? Without the crab moving out of the way in the meantime? You use a standard action to chuck it and it's another standard to dispel. A quickened dispel requires a level 13 caster, which is a bit close to the crab's CR anyway.
aelryinth

07-22-08, 02:45 AM
charger: Yeah, but you have to hit it (see builds in previous posts). In general, note that its fast healing also means that you probably need to one shot it or have a tremendous AB to land rapid consecutive hits.

shrink item tactic: Well at least you didn't say "speak the command word'. That tactic has been disallowed by the FAQ. But as for dispelling it, how do you keep it in the air for a round? Without the crab moving out of the way in the meantime? You use a standard action to chuck it and it's another standard to dispel. A quickened dispel requires a level 13 caster, which is a bit close to the crab's CR anyway.

Note the Gauntlets of True Striking for +20 to hit. Hitting it likely not as hard as it could be. A non-optimized level 6 charger can muster about a +16 to hit without True strike or much in the way of buffs. Scaring up another +10 wouldn't be all THAT hard, especially with a few more levels to play with. Heck, add Martial and Bane (animal) to the weapon, and you've got +5 TH right there, and we're sitting on +41. If we win initiative and have Haste from Boots of Speed, that's an auto-hit except on a 1, and dead.
----

I'd keep it aloft with either a levitation spell propelled along by mage hand, or telekinesis, and then simply cancel either when required, or dispel the shrink. It would instantly exceed the weight limit of either spell, and fall. Perfect control up until that point, however.

===Aelryinth
calronmoonflower

07-23-08, 03:12 AM
I call on the power of C.O.D.zilla.

This strategy to kill the cave demon depends on the ability to command undead like a 5th level cleric.

Step 1). Find a wraith
Step 2). Successfully command it, repeat 1&2 once if desired
Step 3). Order your wraith(s) to kill the crab.
Step 4). ???
Step 5). Profit.

The wraiths have a 1/20 chance of hitting the crab, and 1/20 chance to do Con drain :gah: on a hit.

The crab however has a 0% chance of hitting incorporeal creatures.

[edit]
My math was off.

Ok the chance to both hit and drain is 1/400. With an attack each round a wraith should do the Con drain one every 40 minutes. It might take a while, but nothing says tireless persistence like undead.
Nathreet

07-23-08, 03:34 PM
Note the Gauntlets of True Striking for +20 to hit. Hitting it likely not as hard as it could be. A non-optimized level 6 charger can muster about a +16 to hit without True strike or much in the way of buffs. Scaring up another +10 wouldn't be all THAT hard, especially with a few more levels to play with. Heck, add Martial and Bane (animal) to the weapon, and you've got +5 TH right there, and we're sitting on +41. If we win initiative and have Haste from Boots of Speed, that's an auto-hit except on a 1, and dead.
----

I'd keep it aloft with either a levitation spell propelled along by mage hand, or telekinesis, and then simply cancel either when required, or dispel the shrink. It would instantly exceed the weight limit of either spell, and fall. Perfect control up until that point, however.

===Aelryinth

Gauntlets of true strike? Are you serious? They're cheese, they're not allowed per FAQ, but maybe if you could get a custom item or a scroll or 1 level wizard dip you could cast it as a standard action. Or at higher levels (either via 5th evel spell access or the wealth to get a rod of lesser quicken), you could quicken it. Otherwise you need to win initiative, 2 rounds to execute, and at least 10 feet to charge on the second round. Remember the crab has a speed of 60 feet and can double move, run or charge for more.
----
That's a 3 round strat. You better hope you win initiative and combat starts at least 300 feet away. With clear terrain (which you'll need to see the crab from far away), you could need as much as 600 feet. And with the moving crab, you'll need telekinesis, assuming that spell can keep up.

Otherwise it's a nice concept.
aelryinth

07-23-08, 11:09 PM
Gauntlets of true strike are from the MIC. 1/day, True strike.

At level 6+, getting a fast mount isn't hard. Nor is getting a fly spell, or a haste action to counter/equal it's speed.

You have to hit, but if it hits, the Crab dies. That's all the point I'm really trying to make, not that he's immune to counter attack. Although if he's flying with a reach weapon, he might be, at least for a round.

And what's his caster level, anyway? 17? heh.

===Aelryinth
Nathreet

07-28-08, 05:51 PM
Ah so it's a standard action activation. Ya, that works then. At least after you pump all that mobility stuff you mentioned to stay safe in the mean time. So what's the minimum level on that build?
aelryinth

07-29-08, 01:52 PM
A basic Uber Charger build is generally complete at level 6. If you need some gold and/or TH bonuses, you could tack on 2-3 more levels.

A Smiting Paladin on horseback, flying, using a lance, could accomplish much the same thing using a Valorous Weapon, also. Since he'd be able to buff Cha and Str in tandem, he'd likely have a higher mod to hit. However, fitting in all the required feats would probably be impossible without flaws.

===Aelryinth