RISE DEAD THREAD
Sorry if I should have made a new thread but I wasn't sure.
Anyways, the save game trick was called a dirty trick as a tribute to LoP so I'm not sure if it belongs here. I'll erase my post and make a new thread if people want me to. The save game trick was created by Tleilaxu_Ghola, here it is.
Save Game Mechanic by Tleilaxu_Ghola:
Summary:
With this trick one is able to create "save" game points, with a minimal cost of 15 XP. The point allows one to adventure for a day and then reload the save game point if something went awry.
Ingredients:
Forced Dream (Magic of Eberron)
Anticipatory Strike (Complete Psionic)
Time Hop
Psionic Contingency
A psi-crystal
Status
Imbue Spell-like Ability
Sending Stones (Magic Item) (Complete Arcane)
Forced Dream: Psion/Wilder 3
[paraphrased]Any time during the rounds/level duration (or minutes per level with 4 pp augment), you can spend a swift action to restart your turn. "When this effect is used, everyone and everything is reset to the state they were at when the subject's turn began. Any spells or abilities used are available again, any damage dealt is healed , any effects incurred are negated, any objects or creatures moved are reset to their original position, and so on. The only exception to this is that any power points spent to manifest forced dream are not recovered..." The power ends when the swift action to do this is expended or when the duration expired.
The Trick
Manifest psionic contingency on your psi-crystal placing a contingent ancipatory strike on him contingent on the event: returns to the normal timestream from a time hop.
Share metamorphosis with your psi-crystal. Transform him into something that isn't immune to mind-affecting compulsions. Heck you could transform him into an object of any size if you wish. Have the party cleric use imbue spell-like ability on the psi-crsytal so that it can use the spell status. Mix with affinity field if you wish the psi-crystal to have knowledge of all party members' condition.
The Psi-crystal casts status on you or whatever party member you choose. This person's condition will determine whether or not the save-game will be reloaded, so choose carefully.
Manifest forced dream on your psicrystal at some time before you fear harm will befall you. Ready a std action to manifest time hop mass contingent when the psi-crystal moves (tell him to do so), advancing him hours / level ahead in time. With enough ML you can advance your psi-crystal nearly a day. Adventure on your merry way, whilst your psi-crystal is outside the time stream.
If your party succumbs to a TPK, your psi-crystal will still be alive and kicking the next day. No time will pass for him and when he comes out of the time hop the contingency will grant him sufficient actions to check the status of the party (provided they are on the same plane as the psi-crystal). The psi-crystal may also use a sending stone to ask whether his master would like to reload or not. If the party member is under a certain condition or if the master tells the crystal to, the save game is reloaded as the psi-crystal spends a swift action to return to the beginning of his turn (which began with you manifesting time hop on him right before he started moving). You may now retry whatever you failed to accomplish. There is a 5% error in the sending transmition if you are not on the same plane as the psi-crystal and the status effect will not work across planes.
???
Profit.
Here is also the "World Record Damage: Multiple dirty tricks for insane synergy!" thread original post and latest number. I believe that it was created by psly4mne. Here it is.
"World Record Damage: Multiple dirty tricks for insane synergy!" original post:
On the Nasty Gentlemen thread (LoP's dirty trick #4), we discussed ways of achieving world record damage by combining three Dirty Tricks - Attack of the Clones, Perpetual Damage Machine, and of course the Nasty Gentlemen. The number started at 10^21, then grew in fits and bounds. Eventually, it grew beyond the realm of calculation. Consequently, calculating the damage is getting difficult.
EDIT: I updated and simplified the routine. The damage is now much more. I am leaving this post as the original for reference, but the latest number is HERE. Last change: Used Reciprocal Gyre for higher seed damage, 2/18/06.
First, the builds. These are not that important, so don't focus on them. They just include the few necessary elements and a bunch of fluff.
Abe: DaelkyrHalfBlood Wiz5 / Incantatrix10 / ImpurePrince5
Bee: Warforged Egoist17
Cecil: Human Artificer14 / Cleric1 / Chameleon2
Equipment used: 2 staves of Body Outside Body, 1 staff of Blood of the Martyr, 1 staff of Delayed Blast Fireball at CL 20, 4096 Shadow Siblings. Only one or two charges on each staff are needed - Power Surge will take care of the rest.
Preparation:
Bee manifests Fusion with Cecil, then with Abe. Then the cloning begins. First, Abe/Bee/Cecil infuses the staff with Metamagic Item three times (for Repeat, Twin, and Persistent). Abe/Bee/Cecil casts Body Outside Body from one staff. The clone takes the second staff, infuses it with Power Surge, and clones himself. This process continues for a long time (and starts long before the routine begins), so clone supply is effectively limitless. Whenever, a Fusion or an infusion needs to be replaced, the clones can take care of it. Whenever a Fusion on the main character (ABC) ends, a clone replaces it with a twinned Fusion targeting the two parts of ABC (so ABC is fused all day). This also replenishes ABC's power points. At the beginning of the day, a bunch of clones change their Chameleon feats to various metamagics, divine metamagics, and extra turnings. One changes its feat to Mental Resistance and one takes Snowcasting.
Metamagic Item and Cooperative Metamagic take care of all the metamagic. All spells are Twinned, Repeated, Persisted (if applicable), and Quickened (if listed as a swift action). They are also shared with the symbionts, with the exception of the Shapechange.
Now, for the explanation of the routine. In the first round, all the necessary preparatory spells are cast. Clones repeatedly infuse ABC with Construct Essence to take care of ability damage for attaching symbionts. The symbiont clones attach in between Body Outside Body castings, so the results of the Body Outside Body castings multiply.
Next, ABC alternates manifesting extended Affinity Field and extended Fate Links. The Fate Links target ABC (who is under the effect of Affinity Field) and a clone who maintains an Affinity Field. This gives everyone within 20 feet (in particular, ABC and a lot of symbionts) a Fate Link to everyone else within 20 feet. This does not create an infinite loop because Fate Link cannot target the same creature twice.
Now, move within 20 feet of the bad guy. ABC changes into a Jovoc for the retributive aura ability. Then a clone uses a readied action to blast ABC with a heavily metamagicked Sphere of Ultimate Destruction. The Fate Links throw a lot of damage around. The only thing keeping the damage finite is the Mental Resistances damping the feedback with DR 3/-.
There are 14400 rounds in the duration of a Persistent spell.
1[standard] Shapechange (into a Chronotyrn)
1[swift] Death Ward
1[dual] Mirror Action (Mental Resistance) not twinned or repeated
1[dual swift] Delay Death
2[standard] Body Outside Body
2[swift] Body Outside Body
2[dual] Body Outside Body
2[dual swift] Body Outside Body
3-10400 Same as 2
10401[standard] Extend Fate Link
10401
"World Record Damage: Multiple dirty tricks for insane synergy!" latest number:
Now, let's look at the new routine, taking into account the change - we can now only have one Fate Link between any two participants. Also, I didn't take into account before that damage the target takes gets sent back through Fate Link (Fate Link is two-way). This matters a lot because the target doesn't have Mental Resistance
Current Routine Starts Here
The big Gyre deals:
Gyre: 25d12
Admix: 50d12
Enervate: 75d12
Empower: 75d12+37d12
Fiery: 75d12+37d12+112
Max: 900+37d12+112 = 1012+37d12
Total: 1049 - 1456
Setup: Similar enough that you can figure it out
Round 1: Same
Rounds 2-9800: 4 BOB castings
Round 9801 before actions: The psion (not fused) has previously manifested Affinity Field and shared it with his psicrystal. He now manifests extended overchanneled Fate Link between himself and his psicrystal. Affinity Field does its thing, and everyone is happy.
Shift into Jovoc, Blast for 1049 - 1456 damage initial.
Round 9801-14400: 4 BotM castings
Total:
u=3
r=1
n=7600 * 5^(9799*16)=1.563*10^109591
a=0
m=1012+37d12
b=4600*16=73600
The system of equations is:
S(i)=B(i)+(n-1)S(i-u)+M(i-u)
B(i)=nS(i-u)+M(i-u)+i
M(i)=S(i)+nS(i-u)+2B(i)
(initial conditions omitted)
Solving these by diagonalization yields (very roughly) S(i)=(2n)^(i/u)
D(i)=nS(i)+M(i)+B(i)
D(i) is very roughly (2n)^(i/u)
T(0)=D(m)
T(i)=D(T(i-1)) (i>0)
So we have:
Total damage > (2.5*10^36530)^^73600, using Knuth's up-arrow notation
Notice that this is more than before. By a lot. This is because stacking Fate Links was a bad idea in the first place - more Bloods of the Martyr are more important once the framework is in place
.
Here is the original thread on the WOTC boards in case you want to read the other posts or the upper half of the latest number post.
http://community.wizards.com/go/thread/view/75882/19868594/World_Record_Damage:_Multiple_dirty_tricks_for_insane_synergy!?pg=1