Build Stub:
(No, it doesn't qualify for everything yet, I'm just working out what it would need and what I want to fit in. As a plus, I think I can do this without divine ranks or epic spells/powers. Failing that, I'd like to do it with as little epic/divine stuff as possible.)
(As before, This is just theoretical stuff, not practical. I have little to no intention of filling this out to a full build and actually running it through the challenge. My personal goal is to have a non-epic, non-divine character capable of getting to Dispater in his tower and honking the archdevil's nose for a few points of damage before laughing and running away. For kicks, I'll also sunder the unenchanted side of The Iron Staff of Dis)
- Ardent 10 -> Time mantle w/ Substitute Powers so it has at least Synchronicity, Temporal Acceleration, and that 9th-level one that reverts time by 1 round. Apply Dominant Ideal (ACF) to Time mantle.
- Bestow Power power, Linked Power feat, Metapower (Linked Synchronicity) feat. Exponentially growing PP and actions based on time since the trick comes online.
- Some way to use powers as SU. Either Supernatural Transformation (psionics), or Dweomerkeeper 4 w/ Magic Mantle. This is a semi-optional thing, mostly for kicks. Since my entire attempt will take place inside a single round, if something goes wrong I want to be able to retry it freely by reverting to the beginning of the round, and the power that does that has a 1000xp cost. Other methods that ignore xp costs should work.
- Entry to the tower. Correct me if I'm wrong, but didn't a carefully worded Wish do the trick? If so, Reality Revision should do it.
- A way to find and reach Dispater. Sadly, the tower is a true infinity, so brute forcing it doesn't work. Find the Path? Reality Revision? Metafaculty? That Consecrated Harrier ability? If I can get the distance OR direction, I can triangulate.
- A way to ensure I can actually injure Dispater. Iron Curtain isn't an issue, since it has a very limited number of uses and I have an arbitrary amount of readied actions. Maneuvers (Mountain Hammer and friends) probably aren't viable, since I'm not sure I can freely refresh them. Should be some PR-less, save-less, DR-less powers that'll work. Crystal Spray or something like that? Or Amethyst Burst? Otherwise, great physical damage can be done through the standard methods (PA + stuff; even ubercharging is feasible if I can stagger myself). He only has DR 40/no, anyways, but spells/powers means I should be prepared if possible.
- Defenses. Not particularly necessary, since readied actions should be able to get me away from anything, but persistent area obstructions can still block off areas for me. Void Disciple should work for a lot. I'd like to look at non-epic options, too, though. Remember, all of this is happening on my turn, at an arbitrarily early point inside a single round to boot.
- Wasn't there a feat that boosted your CL or gave free metamagic or something based on the number of times you cast a spell in a previous round?
- Oh, cool. I can add an arbitrary amount of swift actions to this build, too. RKV 7 + any power that gives a turning attempt (that Druid spell -> Wyrm Wizard/Recaster -> StP Erudite). Gives me maneuver refresh, too, if that matters.
... hey, did anyone else notice that Dispater's cosmic rank is granted by an Ex ability? Remove the ability, remove the rank?
Dispater:
- Acadia's Influence: Don't be good-aligned.
- Aura of Hell: TODO: What's it even do?
- Call Devils: Ignore.
- Chains of Toil: Ignore.
- Ferric Affinity: Mostly ignore. He can see me and hit me with auras and whatnot through walls, though.
- Hell's Fire: Ignore.
- Iron Curtain: Ignore. Just attack with readied actions for when he raises it, or take the curtain down with 600 damage if he does raise it. He can only use it 9/day.
- The Might of Hell: Ignore, but be wary of Unhallowed areas on principle.
- Perseverating Glance: It takes an action to use and has limited uses. Ignore.
- Spells/Powers: TODO: His spellcasting is missing from the wrtiteup.
- Epic Spells/Powers: TODO
- Feats: He has (Epic) Craft Contingent Spell. Nothing else worrisome.
Items:
- Iron Staff of Dis: Spell Stowaway, Contingencies, Fortification (75% only), and super Spell Turning. Don't cast anything that'll one-shot myself. Note that it's a +6 defending weapon, but quarterstaves are double weapons. The other end must not be enchanted. Vulnerability, anyone?
- Rod of Dis: Rod of Rulership (ignorable) and Lawful Power. TODO: What's Lawful Power do, again?
Defeating the Iron Tower:
- Dimensional Anchor: I don't suppose there's a token that allows access to wherever big D may be at the time the attempt is made? If so, I'll just swipe it.
- Telekinetic interference: Get a Strength modifier of at least +1, then be satisfied that 1/400 attempts will still succeed, naturally. Or immunity to Force effects, possibly.
- Catapsi: TODO: check the power and see what it actually does.
- Defensive manifesting: -36 penalty means I should have at least a +50 modifier to manifest 9th level powers 1/20. I really need at least +61, though, so as to have a 100% success rate for level 1 powers, otherwise the plan might be at risk.
- Corrupt Intensified Lighting Bolt: It's 1/round. As long as I have at least 241 hp (or 121 and electricity immunity), it can be ignored.
- Hold Monster: If I'm there for more than 2 minutes, I've already lost. If it happens to trigger just as I arrive, I have a readied action for that. In a general sense, Mind Blank or Freedom of Movement should be enough.
- Disjunction: If any part of my plan relies on magic items or non-instantaneous buffs, I'll care about it then. Also, it's only every 4 rounds, readied action, yadda yadda.
To do list:
- Check Catapsi.
- Check Dispater's Aura of Hell.
- Check the effects of cosmic ranks.
- Get a dispel check of +59 or better.