Super Munchkin Powers, ACTIVATE
Oct. 29th, 2002 03:19 pmOkay. Through repeated munging of numbers I've got a conjurer spelljammer with 18 int and con (con is as important as int for wizzies under the house rules we're using) bonded to a tok'ra cleric with more average stats (16 wis, 15 cha). The cleric has war and travel domains, and the favored weapon of the Toa is the light-saber. Sorry, the soul-blade.
This gives me the ability to summon an unprecedented number of celestial badgers -- up to 21 of them, if I'm lucky with the d3 rolls. Although I'd be better off playing it safe and using summon monster I, which'd give me 17 badgers. Of course, they only last 1 or 4 rounds each, so I can't really build up an overwhelming badger army, but I guess I can settle for using the ship's spell crystal to summon GIANT CELESTIAL SPACE BADGERS.
Nya ha ha ha. This should be... stupid. But that's okay.
This gives me the ability to summon an unprecedented number of celestial badgers -- up to 21 of them, if I'm lucky with the d3 rolls. Although I'd be better off playing it safe and using summon monster I, which'd give me 17 badgers. Of course, they only last 1 or 4 rounds each, so I can't really build up an overwhelming badger army, but I guess I can settle for using the ship's spell crystal to summon GIANT CELESTIAL SPACE BADGERS.
Nya ha ha ha. This should be... stupid. But that's okay.