Super Munchkin Powers, ACTIVATE
Okay. 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. Current Mood: predatory