Feats: H Extra Turning 1 Extra Turning Undeath Extra Turning Planning Extend Spell(Metamagic Feat Requirement for Hierophant) 3 Extra Turning 6 Extra Turning 9 Extra Turning 12 Extra Turning 15 Extra Turning
Notable abilities: Every morning he wakes up and transfers 45 uses of his Turn Undead attempts to Chuck for 24 hours. He occasionally buffs Chuck, but usually freeloads around.
Notable abilities: Every morning he wakes up and transfers 45 uses of his Turn Undead attempts to Chuck for 24 hours. He occasionally buffs Chuck, but usually freeloads around.
So this means that Chuck then uses about 85 turn attempts in a round to get 85 move actions of 576,160 ft each, then use belt of Battle for the full round action to use Tornado throw... My brain hurts. Did we just more than double the damage again?
Mark of Minauros doesn't function in this build. It requires you to attack at the end of a charge; a charge is a full-round action that can't be taken at the same time as the full-round action of initiating Tornado Throw.
Ok, so you don't Tornado Throw. This thread is on Footsteps of the Divine cheese, not just Chuck. You don't use attack bonuses with TT, anyway. The point is, with Footsteps of the Divine, you can get a pretty damn good attack bonus.
Here's about where we are. Since custom items(even slotless versions of normal items) are taboo around here, I'll stick to what we've got.
Class Levels
Chuck is a Cleric 2/Crusader 1/Swordsage 4/Ruby Knight Vindicator 10/Contemplative 3, though not necesarily in that order. 1st level is Cleric, 20th level is Swordsage and Crusader before Ruby Knight.
A Few Good items:
A Belt of Battle(MIC 73)--12,000 gold. This allows Chuck to take a full-round action by activating the belt as a swift action.
Reliquary Holy Symbol(MIC 120)--1,000 gold. 2 more turn undead attempts for the bargain basement price of 1,000 gold.
Dorjes of Hustle x2(50 charges each)-12,000 gold. With ranks in Use Psionic Device(cross-classed) and a high Charisma, activation is guaranteed. Thanks to the Sage's ruling, activating of a spell-trigger item is the same action type as casting the spell. In this case, a swift action.
Circlet of Rapid Casting(MIC 86). 15,000 gold. 3 charges per day. Expend 2 charges to cast a spell of up to 3rd level as part of the same swift action required to activate the item, so long as the spell isn't longer than 1 standard action. Footsteps of the divine is a 3rd-level spell and a standard action.
Lesser Metamagic Rod of Extend--3,000 gold. Can apply Extend Spell after Persistent Spell to Footsteps of the Divine.
Gloves of Storing(two gloves). 20,000 gold. Allow Chuck to use two Dorjes and not interfere with his ability to Tornado Throw or cast spells. Can draw them or store them as a free action(one per glove)
Sword of Crypts (Arms and Equipment Guide)--42,315gp +2 Holy Longsword that gives 1 extra turn attempt each day, and adds +2 to turning damage Very interesting. Since Chuck is a good-aligned Crusader, there's nothing wrong with him having a holy sword. And the Turn Undead use is nice. He can draw it as part of a move action and drop it as a free action if he must.
Scroll of Greater Visage of the Deity--3,825 +4 Cha = 2 extra turn attempts. Fly speed of double "normal" speed.
Cloak of Charisma+6--36,000. +6 Enhancement bonus to Charisma.
Tome of Leadership and Influence--137,500. +5 inherint bonus to Charisma.
Scroll of Greater Celerity--3000. Extra Full Round action, dazed afterwards. Swift action to use.
Spellsight Spectacles(MIC 138)--2500. +5 competence bonus on spellcraft checks to decipher scrolls and use magic device checks to use scrolls.
+5 Twilight Mithril Chain Shirt--37,100. No speed reduction, Armor Check Penalty or Arcane Spell Failure(for Arcane Scrolls).
Total spent: 325,240 gold Remaining: 434,760 gold
Calculation of Swift Actions
DMM: Persistent Spell is 7 turn undead attempts and Divine Impetus is 1/additional swift action.
3+Cha+2(holy symbol)+1(Sword)+4X(Extra Turning feats)= number of turn undead attempts.
Max Charisma is 34 at level 20. 18 base+5 levels+5 tome+6 enhancement item. So that's +12 Charisma bonus. After Greater Visage of the Deity, Charisma is 38, for a +14 Charisma bonus.
So 20+4X-7(persist)= number of extra swift actions. This simplifies to 13+4X, where X is the number of Extra Turning feats.
Now to figure out the number of potential Extra Turning feats.
Feats Human Persistent Spell Planning Extend Spell Undeath Extra Turning 1 DMM: Persist 3 Extra Turning 6 Leadership 9 Extra Turning 12 Extra Turning 15 Extra Turning 18 Extra Turning
So 6 Extra Turnings
24+13=37 extra swift actions.
Our cohort Max Turnage transfers his 45 turn attempts to us.
So 37+45=82 extra swift actions.
Using Our Extra Actions
Our free swift action will be to activate Circlet of Rapid Casting to cast Footsteps of the Divine as a swift action and then apply Persistent Spell via Divine Metamagic and finally Extend Spell via the Metamagic Rod of Extend. Then we forego the remaining duration to increase our base speed to 288,080 ft for the rest of the round.
Our Standard action is using the Scroll of Greater Visage of the Deity, which gives +4 Charisma and a fly speed of double our "normal" speed. I'm using base speed as my working definition of normal speed and Chuck's base speed is 288,080 ft, since Footsteps of the divine actually increases base speed instead of applying a bonus. Chuck's new fly speed is 576,160 ft.
Our move action will be to move 576,160 ft.
We have 82 free swift actions for Chuck to use, thanks to a high number of Turn Undead attempts and Ruby Knight Vindicator's Divine Impetus ability. Chuck's first 79 will be used to activate the Dorjes of Hustle to move 79 x 576,160 ft.
Our next additional swift action will be using the Belt of Battle using all three charges to generate an extra full-round action to initiate Tornado Throw. 80 Chuck increments before the throws and 82 after.
Then, a swift action to recover Tornado throw.
Our last swift action to activate the Scroll of Greater Celerity for an extra full-round action to initiate Tornado Throw, again. 82 Chuck increments before the throws and 84 after.
Oh yeah, and he's dazed afterwards. Like you wouldn't be if you just hustled 9201 miles in six seconds and threw opponents around 230,464 times.
How Far, How Hard
A "Chuck Increment" is about 576,160 feet for a human, or 109.53 miles. This is how far Chuck can move in a single move action. He moves twice this distance when initiating Tornado Throw.
Starting 576160*80=46,092,800 ft(8762.88 miles) 46,092,800 ft * +2/5 ft = +18,437,120 to 1st trip check 18,437,120 ft thrown(3505.15 miles) 3,687,426 d6 12,905,984 avg. damage 15,487,180 with Aura of Chaos
Ending(after two Tornado Throws) 576160*84=48,397,440 ft(9201.03 miles) 48,397,440 ft * +2/5 ft = +19,358,976 to last trip check 19,358,975 ft thrown(3680.41 miles) 3,871,797 d6 13,551,289 avg. damage 16,261,547 with Aura of Chaos
(15,487,180 + 16,261,547) / 2 = 15,874,363 is about the average damage of a throw.
15,874,363 * 230,464 throws is 3,658,469,194,000 average damage.
3.65 trillion damage.
This beats the Hulking Hurler's damage record. Double-H's average damage is 1.10 Trillion and max damage is 3.88 Trillion--I gave the big guy a couple of items from the recent books to make it more of a fair fight.
There technically is no damage limit for us because of Aura of Chaos. But for the sake of having a number, without Aura of Chaos our maximum damage is 5.22 Trillion. Since we have to roll 871 billion d6's, if we had a billion monkeys in a billion parallel universes each rolling 871 billion d6's every second it might still take a billion billion millenia to happen once. 1 in 6^871,000,000,000 is worse odds than playing the lottery in the Nine Hells.
That raises it to 137,353,054,098 d6 + 1.5 Str (480,735,689,459 average, 1,648,236,649,406 max on a crit), from just one more multiple that is essentially costless to the build.
^ talking about the hurler.
this was taken from the last page of the hurler thread and after a bit of search it's the lattest damage they've come out with.
So Chuck is only beating the hurler by a mere 1,370,807,096,541 damage on average and he even surpassed the maximum crit damage of the hurler by more than 200,000,000,000 damage assuming we get the average damage (which is basicly pretty much every time ± 1% maybe)
Oh and Skydragonknight hasn't used cheesesticks either
this was taken from the last page of the hurler thread and after a bit of search it's the lattest damage they've come out with.
So Chuck is only beating the hurler by a mere 1,370,807,096,541 damage on average and he even surpassed the maximum crit damage of the hurler by more than 200,000,000,000 damage assuming we get the average damage (which is basicly pretty much every time ± 1% maybe)
Oh and Skydragonknight hasn't used cheesesticks either
Woohoo! Skydragonknight, LordPendragon, Hemopyrophiliac, snakeman, rmcmcowen, and all the other contributors:
A small nit-pick, though, Djief -- The sheer number of dice doesn't mean we'll get the average damage every time. Rather, it means that our damage is on a normal curve, and will most likely fall within one standard deviation of the mean damage (SDK's average damage listed above.)
Woohoo! Skydragonknight, LordPendragon, Hemopyrophiliac, snakeman, rmcmcowen, and all the other contributors:
A small nit-pick, though, Djief -- The sheer number of dice doesn't mean we'll get the average damage every time. Rather, it means that our damage is on a normal curve, and will most likely fall within one standard deviation of the mean damage (SDK's average damage listed above.)
well, the 1% margin I put is equal to 18,515,427,860 damage, I haven't took the time to calculate the curve so I put ±1%, sorry if it bothers you
well, the 1% margin I put is equal to 18,515,427,860 damage, I haven't took the time to calculate the curve so I put ±1%, sorry if it bothers you
Heh. Can't call it an annoyance; in fact, I hadn't even thought of trying to calculate the standard deviation for Chuck's damage yet `til you reminded me of it. I'll work on that (using SDK's numbers) when I get off work, if someone doesn't beat me to it.
EDIT: Or I could check Wikipedia in a spare moment and be reminded that on a normal curve, a standard deviation is roughly +/- 34.1% (i.e. +/- 1 standard deviation on the normal curve contains 68.268% of our expected values.) So average damage * 0.341 = 631,376,090,026. That's a rough estimate of the real value of the standard deviation.
I kinda like being able to say "That's one point eight five trillion damage, plus or minus about six-fifty billion." Rolls off the tongue.