Bloodrager

Irulesmost's page

385 posts (432 including aliases). No reviews. No lists. No wishlists. 2 aliases.




I've got a fairly extensive stable of 10th level characters I keep on hand to run one-shots with. I am looking to expand this stable, and I figure the first, easiest direction to go with this is to make ones of the classes that do not yet have representation in my characters.

Those classes are as follows:

Druid
Magus
Cavalier
Bard
Barbarian
Summoner
Gunslinger
Witch
Inquisitor

I would appreciate help with making builds for these, either in terms of advice, or in posting of complete builds. The characters should be relatively quirky, and not necessarily optimized for power, as powergaming would be in sharp contrast to the majority of other characters.

Parameters used for these characters (standardized)

Core races only
-Base Stat array (no deviation, assign stats as you please): 18, 14, 14, 12, 10, 10
-Wealth of 80k gp
-Use of archetypes and prestige classes is allowed, but try to keep multiclassing to a minimum

Those who create and share full builds (via email or messageboards) are entitled to access to the characters I have already created for this purpose (to be sent in PDF format via email), should they so desire.


The bestiary entry on the Tarrasque states that there is no known way to slay it. Well, let it be known that I have discovered a virtually foolproof way to slay it permanently, without breaking rules, or even resorting to cheesy interpretations of things.

The Tarrasque is immune to: Permanent wounds, mind affecting effects, acid, fire, polymorph, ability damage, bleed, disease, energy drain, paralysis, petrification, and poison. Also, has SR 36, and a will save of +12

Magic Jar is a 5th level spell of the necromancy school, and does not overlap any of the Tarrasque's immunities. A wizard of 20th level, who has Spell Penetration, Greater Spell Penetration, and applies Piercing Spell metamagic to Magic Jar must roll a 7 or better to penetrate the spell resistance of the Tarrasque, and, assuming a +10 Int mod, and spell focus/greater spell focus necromancy, and using Heighten Spell 3 levels (along with piercing, to cast as a 9th circle spell) the Tarrasque must roll a natural 20 to succeed his will save versus possession. And, due to the way magic jar works, he would to roll a 20 each round for HOURS.

Upon possessing the Tarrasque, you may not access its extraordinary or supernatural abilities. Regeneration, in the universal monster rules, is called out as an extraordinary ability. As such, it is not active at the time of possession. At this point, the Tarrasque's body can be slain in virtually any way; trivial to do in 20 hours' time. When the host body is slain, as per magic jar, your soul returns to the gem, and "the life force of the host departs" (it is dead and gone).

If that is not sufficient, my possessed Tarrasque can submerge fully in water until such a time as it suffocates (which, specifically, can kill creatures with active regeneration).


An idea I've been tossing around (spurred primarily by the Antagonize feat's Intimidate function, and its mundane, at-will compulsion effect that doesn't count as a compulsion effect for resistances) and furthered by my wish for something like that to exist, (and more nice things, possibly like that, for fighters etc. in UC) but not be broken, is to offer a saving throw for them (Will, or maybe just a Wisdom check) that works a bit differently. Not quite a standard save, but not a combat maneuver.

So for, say, antagonize, in addition to the intimidate check, it offers a saving throw.

DC = 10 + B.A.B. + CHA

This makes it something that is clearly better for martial types, while not being overpowered for, say, Intimidate-focused Half-orc Inquisitors. One could argue that this makes it too good for Paladins. Maybe so, but they'd have to spend a trait on getting intimidate as a class skill, and high-Charisma martial types, including, say, fighters, were made somewhat viable by eldritch heritage anyway.

The only other thing I can think of that makes sense flavorfully is if it were a CON-based DC, and there is no precedent for CON-based DCs, aside from certain monster abilities, and then, barbarians who have the rage power to add STR to intimidate and take this feat are significantly better mechanically than anyone else who could (though, them being more adept at provoking enemies into seeing them as a big threat makes sense flavorfully.)