Breaking the Wilder... [Archive] - Wizards Community

Post/Author/DateTimePost
Daymare

05-07-04, 03:05 AM
I was thinking today about the possible combinations of Metamorphasis (Choker), Fission, and Schism. I'm posting here to find out if I screwed up somewhere along the way.

The basic idea is to start with a Wilder 20. Metamorphasis into a Choker (getting a second move or standered action.) The Fission, creating two Chokers, one at Manifester level -2. You and your duplicate than manifest Schism. You can now effectivly manifest 6 powers a turn. 2 each from the Chokers + 1 each from the Schisms.

The build includes as a non-human

Level 1: Psicrystal Affinity
Level 3: Maxamize Power
Level 6: Metamorphic Transfer
Level 9: Expanded Knowledge (Hustle)
Level 12: Expanded Knowledge (Schism)
Level 15: Expanded Knowledge (Metamorphasis)
Level 18: Expanded Knowledge (Fission)

So after you have 2 Chokers each with two minds. Having 6 Standard Actions per round and each Choker holding focus this is how it goes down.

Main Body

Normal Standard Action: Surge +6, Manifest Maxamized 22d6+22 Energy Ray of Fire or Cold (154damage)

Move Action: Focus

Choker Extra Action: Surge +6, Manifest Maxamized 22d6+22 Energy Ray of Fire or Cold (154damage)

Swift Action: Hustle

Hustle Move Action: Focus

Schism Action: Surge +6, Manifest Maxamized 16d6+16 Energy Ray of Fire or Cold (112 damage)

Duplicate Body

Normal Standard Action: Surge +6, Manifest Maxamized 20d6+20 Energy Ray of Fire or Cold (140 damage)

Move Action: Focus

Choker Extra Action: Surge +6, Manifest Maxamized 20d6+20 Energy Ray of Fire or Cold (140 damage)

Swift Action: Hustle

Hustle Move Action: Focus

Schism Action: Surge +6, Manifest Maxamized 14d6+14 Energy Ray of Fire or Cold (98 damage)

.... phew, quite a bit for one round.

This gives us a total of: 798 Damage of either Fire or Cold with no save.

All of this of course assumes a few things:

1.) You hit with all the rays. This is lessened by the 3/4 BaB of the Wilder, however people still roll 1's

2.) You don't get Enervated on the first action. I'm assuming that your schismed mind could still function, so you only need to worry about the first Enervation check per body.

3.) You have 2-3 rounds to prepare for this. This can also be take care of with Temporal Acceleration.

Albeit this is a one trick pony 20 level build and requires 136 Power points (147 if you use Temporal Acceleration) but should kill dang near anything you should be fighting at 20th.

What do you all think? Did I screw it up? Forget some rule that kills this? and the all important question, how can you make it better?
fozzybear

05-07-04, 03:55 AM
And the wizard casts lesser globe of invulnerability, and all of those rays are useless