The CO response to fastest possible speed

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The best way to get daze immunity is to use Limited Wish for contingencied Favored of the Martyr (book of exalted cheese) set to go off "immediately before I become dazed."

I disagree; the best way to get immunity to daze is to take the Eberron feat that gives you immunity to daze :D
I think this build's kinda feat heavy as it is and its good to stay away from campaign-specifics unless otherwise noted.
Let us consider this build:

naenhoon illumian gestalt cleric20/swordsage11/ftr4/master of 95. Feats of importance: extend spell, persistent spell, divine metamagic (persistent), combat reflexes, combat expertise, pimproved trip.

Prebuffs with: Divine Power, Righteous Might, Greater Visage of the Deity, footsteps of the divine. All made persistent + extended through a combination of naenhoon power word, divine metamagic and/or rod of extend (lol).

Putting the catapault together: Dual stance wolf-pack tactics + thicket of blades, discharge extended persisted footsteps of the divine for gigantic speed bonus which grants a fly speed = twice base speed (worship a deity which grants movement speed). For these calculations I'll assume a nice rounded off 400,000ft land speed (or 80,000 5ft squares). Start off 10ft away from your opponent, step 10ft towards him with DC40 tumble check from OA and tornado throw him only 10ft upward. Since tornado throw works as a trip attempt you get an attack at highest BaB against him, if you hit you can tumble 10ft upto him and throw him one more time 10ft upward. Rince and repeat, since the 5ft steps from WPT are capped at your land speed and tornado throw lets you move upto double your speed we now have a tornado throw moving 1,200,000ft. At your very last 10ft of movement throw him your very hardest with a +2.4 million bonus on the trip check, you will be successful and will chuck him 10+(2.4 million/5, or 480,010)ft upward into the air. At the very end of your catapaulting he would have taken 168,000d6 points of falling damage, he also has taken 336,002d6 points of damage from the tornado throw itself, and that's not counting the millions of attacks I just made against him ALL AT HIGHEST BAB!

Did I win anything?
yes, every daze 'i' have seen is mind effecting.... and iv not seen them all.....

and that is a scary build / tactic...
I think this build's kinda feat heavy as it is and its good to stay away from campaign-specifics unless otherwise noted.

And you think that spending 300 xp, plus finding some way of casting Favored of the Martyr (itself from a book that may not be allowed in 3.5-compliant games) for each encounter you will be using Celerity is somehow optimal, much less better than dropping one Extra Turning for a feat?
And you think that spending 300 xp, plus finding some way of casting Favored of the Martyr (itself from a book that may not be allowed in 3.5-compliant games) for each encounter you will be using Celerity is somehow optimal, much less better than dropping one Extra Turning for a feat?

See my above build, daze immunity is no longer needed.,
See my above build, daze immunity is no longer needed.,

Irrelevant, as your claim about the best way to achieve daze immunity is entirely separate from whether it's going to be used in your build.
Irrelevant, as your claim about the best way to achieve daze immunity is entirely separate from whether it's going to be used in your build.

I was attempting to answer shadowdragonknight's question about getting daze immunity without eberron. I do agree with you about the dragonmark feat but since the only thing I know about eberron is that warforged are the coolest thing ever I limited my response to what I know.
I was attempting to answer shadowdragonknight's question about getting daze immunity without eberron. I do agree with you about the dragonmark feat but since the only thing I know about eberron is that warforged are the coolest thing ever I limited my response to what I know.

skydragonknight. ;)

Limited Wish isn't very Cleric-y though. Miracle works and I like the idea of Contingincied Favor of the Martyr, but getting 9th level maneuvers and 9th level spells together would be pretty difficult without Gestalt.

Any chance there's a way to get Limited Miracle? lol
Since you are working under the premise that footsteps is giving an increase to base speed...

Why not cast it and discharge it multiple times? Or is it not stackable for some reason?
In general, even unnamed bonuses from the same source don't stack. We also don't, if I remember the sequence correctly, have standard actions to spare for casting.
Ack! I was just stumbling around my books yesterday when I found a way to make Chuck even more dangerous, and significantly so.

Step 1. Purchase a Scroll of Planar Binding and a Power Stone of True Mind Switch.

Step 2. Use the Scroll of Planar Binding to bind an Aspect of Demogorgon.

Step 3. Use the Power Stone of True Mind Switch to switch bodies with the Aspect.

Step 4. ???

Step 5. PROFIT!!!


The Aspect has the ability to make two round's worth of actions each round. Polymorph wouldn't get you these (plus, it's an outsider, so you couldn't polymorph into it anyway).

Many abilities, TMS wouldn't give you either. But an Aspect's Dual-Actions is an extraordinary special quality. TMS gives you access to all extraordinary abilities of your new form. Plus, becuase as a human, Chuck lacks any extraordinary abilities, he loses nothing.

The best part is the price: A mere 55,475 gp. (53,825 for the power stone, 1,650 for the scroll)

Anyone care to calculate how much Chuck could do with that.
Just something I thought about when I was looking through this.

AoO's still happen, right? Speed non-withstanding. Even if they are moving at Mach 100 the person would still be able to swing out their sword to attack them?

Talk about distorting space-time... or something...
Just something I thought about when I was looking through this.

AoO's still happen, right? Speed non-withstanding. Even if they are moving at Mach 100 the person would still be able to swing out their sword to attack them?

Talk about distorting space-time... or something...

Yes, they would still be provoked, but since Chuck has much better maneuverability than anything he'll face (fly speed of Mach whatever with perfect maneuverability), the only person he'll likely provoke an AoO from is a large target with 10ft reach. Everyone else he'll just avoid.
trip, just to see chuck fly with less than perfect manuverbility.
Warning: Pure, absolute speculation. I don't know if this would work, nor if you would countenance the use of nightsticks.

That said, a question: Would the 2d6/10 ft count as "melee damage rolls"? I think they could, because although damage taken is based on distance traveled, it is a direct result of Chuck throwing the target (melee attack), but it's not guaranteed by any means. If that doesn't count as melee damage rolls, maybe replace 2 SS levels with Bloodstorm Blade to make them ranged-but-count-as-melee attacks...?

If it does count, throw Stormguard Warrior in there somehow and do the attack routine 2 rounds in a row (assuming you have enough nightsticks to get you enough turning attempts), making the Tornado Throws touch attacks instead of throwing people. This deals 5*attacks damage on each attack--that is, +((5 * # of attacks) * # of attacks) damage--in round 2, which, based on post 357, gives

# of attacks= 106,585,90 atks/TT * 23 Tornado Throws = 245,147,570
# of attacks^2= 60,097,331,076,904,900
(# of attacks^2) * 5= 300,486,655,384,524,500

So this gives us an extra +300,486,655,384,524,500 more damage assuming Stormguard Warrior works; this extra damage alone is 3000-and-change times as much damage as the original amount, with only one round of warmup.

So does this work?
I know this is serious thread necromancy here, but I have an item or two that could help Chuck out.

First up, Slippers of Battledancing from DMG II. For just 33,750 gp and 5 ranks in Perform (dance), they let him substitute his Cha modifier for Strength on attack and damage rolls with one handed or light weapons as long as he moves at least 10' as a move action.

Next, make his weapon a Devoted Spirit Setting Sun martial discipline weapon, for an extra +7 to all attack rolls when using Tornado Throw while in the Aura of Chaos stance.

Gauntlets of Extended Range from the MIC are also a nice and relatively cheap addition to the build; for just 2,000 gp, or 3,000 gp if you add the property onto another hand slot item, you double the range increment of thrown objects.

A Winged Vest, also from the MIC, activates as a swift action to give you a 60ft. fly speed for the next five rounds.

Add the properties of the Circlet of Mages to the Circlet of Rapid Casting for an extra 7,500 gp and you can recover 1 third-level spell per day as a free action, possibly letting you cast Divine Footsteps again.

I'm sure there are other possibilities out there that we've missed, so I'll keep looking. And feel free to tell me if some of these items aren't as useful as I'd thought.
Looking through it, the only useful one in there is the Gauntlets of Extended Range, but only for the last throw.

If it works on whatever you throw (I think it only works on thrown weapons), then that will dramatically increase damage.

Casting Footsteps of the Divine again won't be useful becuase you're already used all of your turn attempts.
If you're using items... why not item-cheese out, and get Slippers of the Setting Sun (Master) (ToB pg 150)? 45000 for any 9th level maneuver saves you the non-caster levels.

What that gives you, is 7 more Turning attempts/day (7 for not using DMM: Persist; burn one feat at 18 for Martial Lore: Quicksilver Motion takes away the feat you save by not taking DMM: Persist), Miracle, Greater Celerity daily instead of on a scroll, Greater Visage of the Deity... there are a lot of goodies at 9th level casting. And, if you delay the RVK until the last 7 levels, you can still get Aura of Chaos.

Alternatively, take the item, and you can start this much earlier with DMM: Persist-- Chuck won't hit the absolute theoretic max at level 10 (when you first have 45K GP), but he can do the first part (Tornado Throw + Persistent Footsteps) then. Heck, if he just went Cleric 10 with Undeath and Planning Domains, and then Extra Turning 3 times... with a Cha of 14, he should be able to persist 2 other spells (hi2u Righteous Might + Divine Power). This makes a character playable without the cheese, but still able to XP on the planet closer to level 20 by just not DMMing RM and DP. Hell, Cleric 10/Crusader 1/RVK 9 works splendidly, and honestly there are worse things for a melee Cleric to take than a dip in Crusader, especially early on (if you're going to dip anyway, that is).

Of course... MDJ ruins your whole day, but scrolls of TT are also somewhat cheap-- and the 9 levels of Cleric casting *should* save you more on the scrolls y'all were using than just one of TT.

(Edit: I know, necrobump, but I was just directed here after coming back from an 18 month hiatus)
Just out of morbid curiosity, has anyone considered the implications of having a Marshal in the party? That's one more move action that he gets. I'm not sure I understand the combination that grants additional swift actions, but I'm sure that 8 levels of marshal can be worked in there, which means two additional move actions.

EDIT: And if there are no circumstance bonuses figured there, add +10 to his move speed (although the DM might rule he'd have to carry the marshal with him)
I'm sorry to say that the best I can do without spells (somehow that seems to be cheating ;)) is as follows:

Fiendish, Warbeast, Shadow, Half-Fey Centipede (pick a size)
Base Speed: 40
Warbeast: 50
Purchase 100 Fast Legs (from Fiend Folio): 1050
Shadow: 1575
Half-Fey: Fly speed 3150

Does this even work? If it does...well that isn't so bad without buffing...
Isn't this the :

FATHER of CHUCK-y

Here comes your 19th forums breakdown ... ohh who's to blame, it ain't 5E driving you insane.

 

Im not overly clear on ToB rules, what would be the earliest level you could pull off tornado throw + footsteps of the divine?
Can't we also snag the highest jump check? From the SRD Your Jump check is modified by your speed. If your speed is 30 feet then no modifier based on speed applies to the check. If your speed is less than 30 feet, you take a -6 penalty for every 10 feet of speed less than 30 feet. If your speed is greater than 30 feet, you gain a +4 bonus for every 10 feet beyond 30 feet. ((576,160-30)/10)*4= + 230,452 to jump Of course, I may have been using a fly speed when I grabbed the latest chuck increment, but even if you reduce this by a factor of 10, it's still the record for the highest jump.



One guy said that's 11 miles straight up (~17km). Not to mention that the OP said that the run up is about 48,000 a second; which translates to about 9 miles a second (~14.5 km/s). Taking these into account, you could break past the escape Velocity for a planet with the proportional gravity of earth (11.2 km/s); and at that point wouldn't have to come back down, and just keep going up.

*looks back and forth sneakily* Bring this up at your next sessions; you could use it to jump to the moon(s).

Of course, someone may have already mentioned that. In fact, it's an old joke on some other forums that monks can jump to the moon. But this time, it's backed up with numbers.

... You know what, spacefaring in D&D needs a thread all its own for crazy awsome methods like that.

(P.S. Sorry if this is a necro or something. Just had to say it somewhere.)
... You know what, spacefaring in D&D needs a thread all its own for crazy awsome methods like that.



I'll see you a thread and raise you a campaign setting. (Yes, that was official.)

And this is less thread necromancy as ensuring that Chuck will endure another board wipe. 

Cancer prognosis: I am now cancer-free.

Weekly Optimization Series

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These are NOT all my creations! The lead authors are identified as follows: [TS] Tempest Stormwind, [AR] Andarious Rosethorn, [RT] Radical Taoist, [SN] Sionnis, [DH] DisposableHero_, [SH] Seishi.

[TS] The Pinball Brothers: Large And In Charge (Melee, Lockdown, Charge, Juggling)
[TS] Ashardalon Reborn: I Will Swallow Your Soul (Melee, Fear, Negative Levels, AoE, Theme)
[AR] "A"-Game Paladin: Play That Funky Music, Knight Boy! (Team Support, Melee, Theme, Single-Class)
[RT] Uncanny Trapsmith: Get in, make it look like an accident, get out. (Skillmonkey, Stealth/Scout/Infiltration, Unorthodox Methods, Theme)
[AR] Wizsassin: *Everything* is permitted. (Spellcaster, Support, Sneak Attack, Utility)
[TS] Phantom Rush: General Gish Gouda. (Gish, Theme, Setting-Specific(Eberron), Early-Entry PrC)
[TS] Storm Knight: Another kind of gish. (Melee/"Gish", Theme, Setting-Specific(Eberron), Unorthodox Methods)
[TS] Inevitable Nightmare: The weapon you only have to fire once. (Melee, "Unorthodox" Methods (no charging), Reliability)
[AR] Captain Constitution: The number one threat to America. (Melee, TOUGHTOUGHTOUGH, Defense, Theme)
[AR] Nuker: I casts the spells that makes the peoples fall down! (Spellcaster, damage, blasting, damage)
[TS] Dread Lord of the Dead: Let the Reaping Begin! (NPC-only, Variable (combat/casting/leadership), Iconic Villain, Theme)
[AR] Heavy Crusader: No Rest. No Mercy. No Matter What. (Melee, Damage (No charging), Variable, Theme).
[TS] Gun Fu: It's bullet time (Ranged, THEORETICAL, Twin weapons, Theme)
[RT] Face First: We should talk. (Psionic, social, mind-control, info-management)
[SN] Chaingun Porcupine: Never Enuff Dakka. (Ranged, Skirmishing, Spike Damage, Incarnum)
[RT] Always On Edge: The Mortal Draw deals death. (Melee, Generalist, Dungeoneering, Stunt)
[AR] Feral Druid: Real feral taste. Zero druid calories. (Melee, offense, damage, murder)
[RT] Rusty!: Man's Best Friend (Sentry, Support, Backup, Rearguard)
[RT] The T3 (Tashalatora Triple Threat): My Kung Fu is More Powerful (Hybrid, Flex-Function, Melee, Caster)
[RT] The #1 Snoipah: Boom. 'Eadshot. (Caster, Theme, Spike, Trapscout)
[AR] Dreamblade: Rest in Pieces. (Melee, Damage, Single-Class, Combo/Momentum)
[AR] Evasion Tank: “When fighting angry blind men, is best to stay out of the way.” (Melee, Tank, Unorthodox Methods (attack negation), Theme)
[DH] Psycarnum Warrior: ↑↑↓↓←→←→BA Start (Melee, Tank, Psionics, Incarnum, 1337 h4x)
[AR] Heavy Weapons Elf: WHO TOUCHED MY BOW? (Ranged, Cohort, Damage, Unorthodox Methods (ranged ToB))
[RT] Gnowhere Gnome: A little man who wasn't there (Caster, Stealth, Single-Class, Elusive)
[AR] Uberflank: I got your back. (Melee, support, stunt, teamwork)
[TS] Flip the Bird: Everyday I'm shuffling (Ranged, harrier, unorthodox methods (ranged ToB / off-turn movement), support)
[DH] Eat Sleep Gank: Real Ultimate Power (Stealth, Assassination, Spike, Magic Versatility)
[AR] Slash and Burn: Mind, Body, Blade, Flame / Aspects of a greater whole / which delivers death. (Melee, Theme (flex-style), Damage, Stunt)
[RT] Edge of the Light: Cut, Fade to Black (Melee, Defense/Offense, Momentum, Tactical)
[RT] Quiet Murder: Cut throats, not corners. (Melee, Stealth, Harrier, Tactical)
[TS] Wand Overdrive: Say Hello to my little friends. (Caster, support/artillery/variable, wand specialist)
[RT] God Hand: What did the five fingers say to the face? (Melee/Gish, Unarmed, SAD, Theme)
[AR] Zero Buff Time Gish: Try to keep up! (Gish, Speed, Movement, Opportunity)
[TS] Robo Tackle: I Am Iron Man. (Melee, setting-specific (Eberron), positioning, theme, stunt)

[TS] Holy Fire: Just getting warmed up! (Casting, damage, theme (fire), theme (sacred), blasting)

[TS] Groundhog Mage: ♪Let’s do the time warp again♪ (Casting, stunt, setting-specific (Faerun), spell stamina / versatility, spontaneous wizard)

[RT] Captain Charisma: All she wants to do is dance (Hybrid (melee/support), SAD, Theme (criticals), Theme (flex-style))

[TS] Assassin's Speed: A blade in the crowd (Melee (technical), iaijutsu, SAD, theme (Assassin's Creed), tutorial)

[RT] Something for Everyone: A.K.A. The Last Sorcerer RT Will Ever Build (Caster, Damage, Trapscout, Takedowns)

 

Want to see how the entire group rolls?
[All] Party Optimization Showcase: Dead for Nothing
[TS/RT/AR] Optimization Article: The Flash Step
[RT] Optimization Article: Kung Fu Witchcraft

 

Seishi: I think it might be fun to have a one-off [game] tuned fairly, but with the intention of wiping the party. 

DisposableHero_: if [my campaign] has taught me nothing else, it is that with this group, nothing tuned fairly will ever wipe the party

RadicalTaoist: I've been throwing **** at this group that's 5 levels over CRed in DFN, and have yet to wipe the party.

One flaw i significantly found was, In all of his Glorious couchpotatohood, Max Turnage is himself not optimized as the ultimate Cheezestick:

If Max instead trades out one of his numerous Extra Turning feats for a single Leadership feat, would he not be allowed to get his identical twin brother as a Cohort, who would then also charge the insane pool of Chuck, Ruby Knight Windicator. Except that Max's cousin also is identical to max and his brother, allowing for even more turning.

or was this part of the No recursive loops problem? 
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