ENTRY C
Level 20 Chrono-Legionnaire
Nomad 5/Fighter 1/Ranger 1/Slayer 10/Anarchic Initiate 3
+5 Valorous Mage-bane Evil Outsider-Bane Cold Iron Longspear: 130310
+5 Full Plate with +3 Defending Armor Spikes: 58850
Cloak of Resistance +5: 25000
Belt of Magnificence +6: 200000
Ring of Protection +5: 50000
Shirt of Natural Armor +5: 50000
Skin of the Defender: 32000
Boots of Springing and Striding: 5500
Torc of Power Preservation: 36000
Tome of Clear Thought +4: 110000
Pale Green Ioun Stone: 30000
Dusty Rose Ioun Stone: 5000
Heward’s Fortifying Bedroll: 3000
Bag of Tricks (Grey): 900
Potion of Bless Weapon (CL2) x5: 500
Potion of Cloud Wings x3: 900
Bag of Holding Type II: 5000
15x Masterwork Colossal Siangham: 5220
Remaining Gold: 11820
Modified Ability Scores: Str 20 (+5) Dex 16 (+3) Con 20 (+5) Int 30 (+10) Wis 19 (+4) Cha 14 (+2)
HP: 179 [4 + 5.5 + 4.5 + 2.5*4 + 4.5*10 + 3.5*3 + 5*20]
AC: 42 [10 + 1 dex + 13 armor + 5 deflection + 9 natural + 3 defending + 1 insight]
Buffed AC: 67 [10 +10 int +13 armor +5 deflection +9 natural +3 defending +9 Force Screen +8 Defensive Precognition]
Init: +9 [+3 dex +2 psicrystal +4 feat]
BAB/Grapple: +16/+21 [+16 BAB +5 str]
Speed: 30ft
Saves:
Fort +20 [+9 base +5 con +5 resistance +1 competence]
Dex +16 [+7 base +3 dex +5 resistance +1 competence]
Will +24 [+14 base +4 wis +5 resistance +1 competence] +4 compulsions and mind-affecting effects
Feats: Psionic Weapon, Overchannel, Psicrystal Affinity (Nimble), Power Attack, Practiced Manifester, Track, Psionic Meditation, Deep Impact, Expanded Knowledge (Control Body), Improved Initiative, Expanded Knowledge (Schism), Expanded Knowledge (Expansion)
Abilities: Ranger Favored Enemy +2, Wild Empathy [1d20+0], Slayer Favored Enemy +8, Enemy Sense, Brain Nausea, Lucid Buffer, Cerebral Blind, Breach Power Resistance, Cerebral Immunity, Chaotic Grace, Anarchic Surge, Wild Surge +1, Psychic Enervation
PP: 335 [250 + 85]
Powers Known (ML 17, Effective ML 20):
Level 1 [DC 21]: Defensive Precognition, Expansion, Force Screen, Psionic Grease, Offensive Precognition, Offensive Prescience, Vigor
Level 2 [DC 22]: Damp Power, Dimension Swap, Ego Whip, Evade Attack
Level 3 [DC 23]: Energy Wall, Dispel Psionics, Psionic Lion’s Charge, Solicit Psicrystal, Telekinetic Thrust, Touchsight
Level 4 [DC 24]: Control Body, Dimension Door (Psionic), Psionic Freedom of Movement, Psionic Fly, Schism, Wall of Ectoplasm
Level 5 [DC 25]: Anticipatory Strike, Power Resistance, Psionic Teleport, Teleport Trigger
Level 6 [DC 26]: Inconsistent Location, Temporal Acceleration
Level 7 [DC 27]: Divert Teleport, Psionic Ethereal Jaunt, Psionic Moment of Prescience
Level 8 [DC 28]: Shadow Body, True Metabolism
Level 9 [DC 29]: Assimilate
Attacks:
+5 Valorous Magebane Evil Outsider-Bane Cold Iron Longspear:
Attack: +27/+22/+17/+12 [+16 BAB +5 str +5 enhance +1 competence] Damage: 1d8+12 [+7 str +5 enhance]
+5 Valorous Magebane Evil Outsider-Bane Cold Iron Longspear (Control Body):
Attack: +32/+27/+22/+17 [+16 BAB +10 int +5 enhance +1 competence] Damage: 1d8+15 [+10 int +5 enhance]
+3 Defending Armor Spikes:
Attack: +17/+12/+7 [+13 BAB +3 str +1 enhance] Damage: 1d6+4 [+3 str +1 enhance ]
Skills (total bonus in parenthesis):
Concentration 18 (+21), Knowledge Dungeoneering 4 (+7), Knowledge Psionics 18 (+23), Knowledge The Planes 8 (+11), Listen 18 (+22), Psicraft 18 (+23), Spot 18 (+22), Unassigned Skill Points 17
Important Abilities and Class Features
Deep Impact + Psionic Meditation: Attack your enemy’s touch AC instead of normal AC once every round.
Control Body + Solicit Psicrystal: When used on self, it provides an attack bonus of +5, a damage bonus of +3, an AC bonus of +9, and allows one set of physical actions and one set of mental actions every turn. The only downside is losing the ability to make attacks of opportunity. It’s also a Fort save-or-die power. A truly fantastic combo.
Psionic Fly: Enables diving charges for double damage (
http://www.wizards.com/default.asp?x=dnd/rg/20040706a).
Valorous Weapon Enhancement: Raises damage multiplier to x3 on a diving charge or x2 on a normal charge.
Temporal Acceleration: Psionic Time Stop! Allows for quick buffing at the beginning of every encounter.
Assimilate: +4 to all abilities for 1 hour by toasting a creature summoned by the Bag of Tricks. Very powerful. Can be used offensively, but you deal more damage with your attacks. Unfortunately, I don’t think it’s possible to use this in a Temporal Acceleration, and I’m not sure how it interacts with Control Body.
Telekinetic Thrust: Moves stuff around the battlefield, or throw large weapons of choice for up to 45d6 (gargantuan nunchaku or colossal crossbow bolts) or 60d6 damage (colossal siangham) if they all hit.
Anticipatory Strike: Greatly improves your spike damage. For example, in the first round you can use Temporal Acceleration to buff up and move into place, diving charge, then teleport away. One initiative later, use Anticipatory Strike, and diving charge again, which doubles your one-round damage potential. This can also save you from unexpected hazards.
Cerebral Immunity: Selective immunity to mind-affecting effects. Removes drawback of Temporal Acceleration.
Inconsistent Location: It grants superb battlefield mobility and puts you in position to charge every turn.
Schism: Grants another mental standard action.
True Metabolism: Gives you fast healing 10 for 20 minutes.
Energy Wall: The primary purpose of this spell is a cheap way of disrupting attacks and spellcasting, not dealing damage. It’ll mess with targeting, and the damage can force a Concentration check. Plus, it ignores SR and Rings of Evasion. At later levels, it can function as an AoE damage spell when combined with Temporal Acceleration.
Wall of Ectoplasm: Superb battlefield control power that can double as a reflex-based save-or-suck. Unfortunately, using it for utility like as a bridge requires Spider Climb or a phenomenal balance check.
Ego Whip: Not that great at low levels, but with 22 PP this deals an average of 15 Charisma damage and dazes on a failed save, and 7 Charisma damage on a successful save. Two is almost always going to be lethal.
Disintegrate, Psionic: As a direct damage power, it leaves a lot to be desired (pick up Celestial Conduit instead). However, the real reason to use this power is to destroy walls and force effects.
Divert Teleport: Makes Dimension Swap much more versatile, allows for greater control over Teleport Trigger, and restricts enemy mobility.
Shadow Body: Good for stealth, damage reduction, darkvision, immunities, etc.
(Celestial Conduit), (Crystal Shard), or (Energy Stun): I don’t recommend getting another direct damage power, but if you want one, these are your best choices. Celestial Conduit deals positive energy damage and it has a 1:1 PP to DC augment. Crystal Shard goes through an anti-magic field. If you’re not using the Complete Psionic nerf, Energy Stun is crazy good and you should definitely take it if your DM is OK with that.
Ranger and Slayer Favored Enemies: Your choice!
Using Power Attack
Important Statistics:
Average CR20 monster AC is 31.44 with a standard deviation of 9.04 and a max of 40.
Average CR20 monster touch AC is 8.75 with a standard deviation of 5.24 and a max of 17.
Table and Analysis:
Below is the optimal PA table, and a comparison between Power Attack and Weapon Focus. The top section is when you’re totally unbuffed, and the bottom section is when you’re buffed with only Control Body. In each section, the top box is for single hits and the bottom box for full attacks. To Hit is your opponent’s AC minus your to-hit, before PA’s attack penalty or Weapon Focus’s attack bonus benefit. EDp is the expected damage with optimal Power Attacks. EDf is the expected damage with Weapon Focus. Diff is the difference between the two. A positive Diff means Power Attack is better, and a negative Diff means Weapon Focus is better.
To Hit: -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13
PA: 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 0 0
EDp: 27.6 26.0 24.4 22.9 21.4 20.0 18.6 17.2 15.9 14.7 13.5 12.4 11.3 10.3 9.3 8.3 7.4 6.6
EDf: 15.7 15.7 15.7 15.7 15.7 15.7 15.7 15.7 14.9 14.0 13.2 12.4 11.6 10.7 9.9 9.1 8.3 7.4
Diff: 12.0 10.3 8.7 7.2 5.7 4.3 2.9 1.6 1.1 0.7 0.3 0.0 -0.3 -0.5 -0.7 -0.8 -0.8 -0.8
PA FA: 6 5 4 3 3 2 2 1 2 2 1 1 0 0 1 0 0 0
EDp FA: 65.6 61.0 56.4 51.8 47.3 43.1 39.0 35.2 31.8 28.7 25.9 23.1 20.6 18.2 15.7 14.0 12.4 10.7
EDf FA: 53.6 52.0 50.3 47.9 45.4 42.9 40.4 38.0 34.7 31.4 28.1 25.6 23.1 20.6 18.2 15.7 14.0 12.4
Diff: 11.9 9.0 6.0 3.9 1.9 0.1 -1.5 -2.8 -2.9 -2.7 -2.2 -2.5 -2.5 -2.5 -2.4 -1.7 -1.7 -1.7
To Hit: -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13
PA: 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 0 0 0
EDp: 30.2 28.5 26.8 25.2 23.6 22.1 20.7 19.3 17.9 16.6 15.3 14.1 12.9 11.8 10.8 9.8 8.8 7.8
EDf: 18.5 18.5 18.5 18.5 18.5 18.5 18.5 18.5 17.6 16.6 15.6 14.6 13.7 12.7 11.7 10.7 9.8 8.8
Diff: 11.7 10.0 8.3 6.7 5.1 3.6 2.1 0.7 0.3 0.0 -0.3 -0.5 -0.7 -0.9 -0.9 -1.0 -1.0 -1.0
PA FA: 5 5 4 3 2 1 1 0 0 0 0 0 0 0 0 0 0 0
EDp FA: 72.3 67.9 63.3 58.6 54.0 49.5 45.2 41.0 37.1 33.2 30.2 27.3 24.4 21.5 18.5 16.6 14.6 12.7
EDf FA: 63.4 61.4 59.5 56.6 53.6 50.7 47.8 44.9 41.0 37.1 33.2 30.2 27.3 24.4 21.5 18.5 16.6 14.6
Diff: 8.9 6.4 3.8 2.1 0.4 -1.3 -2.6 -3.9 -3.9 -3.9 -2.9 -2.9 -2.9 -2.9 -2.9 -2.0 -2.0 -2.0
With Control Body up (and it should be at these levels), Power Attack handily beats out Weapon Focus even on full attacks. Without Control Body, Power Attack loses out slightly against Weapon Focus. An interesting thing to note is that even when Weapon Focus is at its best versus Power Attack, the spread is only at about 4 points of expected damage. On the other hand, Power Attack can easily be better than Weapon Focus by much more than that.
I also compared Deep Impact + Power Attack versus Weapon Focus + Weapon Specialization + Greater Weapon Focus. With a Deep Impact diving charge against the CR20 monster with the highest touch AC, you can dump your entire BAB into Power Attack and still maintain a 95% chance of hitting (even without Control Body or any other buffs!). Such an unbuffed charge deals an average of 145.5 damage. Power Attack contributes 96 of that damage. That’s an expected damage of 138.2. Weapon Focus + Weapon Specialization + Greater Weapon Focus gets you an expected damage of 65.6 versus an average AC monster on a full attack with Control Body. There’s simply no comparison here.
With a 4 round Temporal Acceleration’s worth of buffs, your average damage will 1-shot a Pit Fiend (in other words, the buffing and killing combined will only take 1 round). If you also have some kind of damage power that’s tough to save against like Celestial Conduit, you can tack it on at the end and kill the Balor in 1 round a well. This is not possible without Power Attack.
I have a little demonstration to show you just what Power Attack lets you do. If you’ll turn the page…
Abusing Power Attack: Soloing A Hecatoncheires
For reference, pertinent Hecatoncheires stats:
HP: 1048
Initiative: +10
Speed: 100 ft.
AC: 72 Touch: 30
BAB: +52
Attack: Greatsword +73 melee (2d6+20/17-20); or boulder +55 ranged (2d8+20/19-20)
Full Attack: 100 greatswords +73 melee (2d6+20/17-20); or 100 boulders +55 ranged (2d8+20/19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Superior Multiweapon Fighting, spell-like abilities, Summon Hecatoncheires
Special Qualities: Abomination traits, electricity immunity, regeneration 40, fast healing 50, SR 70, DR 20/good and epic and cold iron
Saves: Fort +39, Ref +30, Will +27
Abilities: Str 50, Dex 15, Con 32, Int 10, Wis 8, Cha 24
Skills: Climb +75, Diplomacy +13, Hide -12, Intimidate +40, Jump +89, Knowledge (history) +33, Listen +104, Search +105, Sense Motive +49, Spot +104, Survival +54
Feats: Cleave, Combat Reflexes, Great Cleave, Improved Critical (greatsword), Improved Critical (boulder), Improved Initiative, Multidexterity, Multiweapon Fighting, Power Attack, Improved Sunder, Weapon Focus (greatsword), Weapon Focus (boulder)
Epic Feats: Epic Toughness (×2), Epic Weapon Focus (greatsword), Epic Weapon Focus (boulder), Multiweapon Rend
Challenge Rating: 57
Superior Multiweapon Fighting (Ex)
A hecatoncheires fights with a greatsword or a boulder in each hand. The hecatoncheires does not suffer an attack or damage penalty for attacking with one hundred weapons. However, the press of limbs prevents the creature from making iterative attacks with any of its arms, nor can it make more than ten attacks against a Small or smaller creature, fifteen attacks against a Medium-size creature, or twenty attacks against a Large creature in the same action (it can make all its attacks against a Huge or larger creature in one action).
Spell-Like Abilities
At will— greater magic weapon, fly, shield. Caster level 50th; save DC 17 + spell level. The DC is Charisma-based.
Summon Hecatoncheires (Sp)
A hecatoncheires can summon one other hecatoncheires once per day, though is loath to do so because then it will be similarly obligated to answer its sibling’s summoning. A summoned hecatoncheires cannot use its summoning power while “summoned.”
Abomination Traits
Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.
Regeneration (Ex)
Hecatoncheires take normal damage from good weapons or weapons tempered with the blood of a deity.
The Process:
This routine requires a very large open area.
Buffing Sequence:
Less than 1 hour before the fight:
- Teleport Trigger (destination: somewhere safe) triggered upon getting hit [12 PP]
- Gain Psionic Focus
- Assimilate on a small animal summoned by the Bag of Tricks [16 PP]
- Drink Potion of Cloud Wings
First Round of the Fight:
If you lose initiative and the Heca hits you, you teleport away and try again later. There’s almost no way it can kill you in 1 hit.
If you win initiative:
- Swift Action: Overchannel Temporal Acceleration for 4 rounds [22 PP]
> Round 1: Augmented Control Body [10 PP], Solicit Psicrystal on Control Body [4 PP], move towards charging distance
> Round 2: Oil of Bless Weapon (physical action), Psionic Fly (mental action) [6 PP]
> Round 3: True Metabolism [14 PP], move towards diving charge location
> Round 4: Precognition Offensive +7 [18 PP], dismiss Teleport Trigger, move into diving charge location
- Mental Standard Action: Expansion (Augmented for Huge size) [6 PP]
- Physical Full-Round Action: Deep Impact diving charge
- Mental Move Action: Psionic Dimension Door to a safe distance away (Augmented) [12 PP]
Second Round of the Fight:
The Heca can’t do anything relevant.
- Swift Action: Temporal Acceleration for 2 rounds [14 PP]
> Round 1: Overchannel Prescience Offensive +8 [21 PP], regain Psionic Focus
> Round 2: Dimension Door into diving charging location [6 PP]
- Physical Full-Round Action: Deep Impact diving charge
- Mental Standard Action: Dimension Door to safe location [6 PP]
The Loop:
The Heca still can’t do anything relevant, and now you’ve got all your buffs up. Repeat this until the Heca is dead.
- Swift Action: Temporal Acceleration for 1 round [10 PP]
> Round 1: regain Psionic Focus, Dimension Door into diving charge location [6 PP]
- Physical Full-Round Action: Deep Impact diving charge
- Mental Standard Action: Dimension Door to safe location [6 PP]
The Math
Attack: +29 [+16 BAB +12 Int +2 Charge +9 Enhancement +7 Insight +1 Competence -16 Power Attack -2 Size]
You hit the Heca’s touch AC on a 2 (1 is automiss).
Damage: 13d6+186 [3x (3d6 +12 Int +9 Enhancement +32 Power Attack +9 Insight) + 4d6 Banes]
Average Damage: 231.5 (first round: 204.5)
Average Net Damage Per Round: 181.5 [228.5 -50 Fast Healing] (first round: 154.5)
Expected Number of Rounds to Kill Heca Given 1 Miss: 7 [2+(1048-154.5)/181.5]
Expected Power Points Used: 274 [164 + 5x22]
Experience Points Gained Using Straight-Line Extrapolation: 7,549,747,200 [4800 * 1.5 * 2^floor(57-16)]
OK, straight-line extrapolation is obviously wrong here. But you’ll be gaining tons of experience points.
The Sound of Victory:
http://www.youtube.com/watch?v=Xb_wbAW5yNY
The Explanation
In any 1v1 fight, your goal is simple: kill your opponent before you run out of juice or your opponent kills you. The latter part is easy: there’s no way the Hecatoncheires can kill you fast enough. While even one hit from a Greatsword with Power Attack would really hurt, you can’t get hit by it. With augmented Expansion and a reach weapon, you can hit the Heca from 30’ away. The Heca’s melee attack only reaches 15’. You’re also more maneuverable than the Heca, and with smart Dimension Door positioning, there’s no way he can reach you in melee or move away. If he’s on the ground, he can move 100’ or fly 60’ straight up as a readied action. In this case, slightly more than 90’ right above the Heca is the sweet spot. If the Heca is in the air, his speed drops to 60’. In this case, the sweet spot is anywhere from 120’ to 150’ away (and at least 10’ above) the Heca.
While the Hecantoncheires can make 100 attacks as a full round action, there’s nothing that allows him to make 100 attacks as part of a readied action. Thus, while the Heca can hit you with a boulder as a readied action every round, that 19 net average damage per round (thanks to True Metabolism) isn’t going to be nearly enough to win the damage race. With Assimilate up, you have 219 HP, enough to survive 11 rounds of boulders. After the charge, you can Dimension Door 1200’ away. In the SRD, there’s no listing for the Heca’s range increment for boulders, so I thought an increment of 200’ was reasonable based on the giants’ boulder-throwing range. Thus, as long as you’re more than 1100’ away, the Heca can’t hit you with a boulder during his turn.
Running out of Power Points is a bigger concern. Thanks to Power Attack, your offensive capabilities are good enough to kill the Hecatoncheires before that happens. You can bypass both the Regeneration (good weapon through Oil of Bless Weapon) and the DR (weapon is cold iron by default, bless weapon makes it good, and it has a +9 enhancement bonus thanks to Magebane and Evil Outsider-Bane). Since you’re only making one attack per round, Deep Impact allows you to ignore the high normal AC and instead use the much lower touch AC. Finally, with the diving charge, Valorous weapon enhancements, and Power Attacking for your BAB, you have enough damage output to hurdle the Fast Healing 50 and take out all of the Heca’s 1048 HP before you run out of juice