agentJay |
We are starting at level 15 with 500,000 gold and 2 magic items that we rolled. I have decided on a bow using fighter. I have never been this high of a level before and need a lot of help building my fighter. The stats I rolled are 18,18,17,16,17,15 and we are allowed to increase one stat by lowering another by one. I rolled a +5 weapon (we can spend money for upgrades to the weapon so say I can spend the difference to get a special ability to the weapon (bow) as long as I can afford it. The other magic item I rolled was manual of quickness and action. I am thinking of buying Celestial armor (p465 crb 22,400), belt of physical might (+6 dex/con 90,000), greater bracers of archery (p 504 crb 25,000), also thinking ring of prot +5 & natural armor amulet +5
Not sure what I should put on my +5 bow, altho I am not allowed the slayer that would work on a tarrasque, also not sure how to do my stats. I am thinking str 17, dex 18, con 18, int 17, wis 16, char 15 and going human and put +2 in dex. That is really all I got, really need help deciding what feats to get, what items to get, and how to put this together.
Thanks,
+J
Pirate |
Yar!
By "slayer" do you mean arrows of slaying? If so, they're a poor choice (as a DC 20 or 23 Fort save, easily made, negates it).
If you're allowed it (which you should be allowed), I'd recommend the Bane property for Magical Beasts. It's a +1 enhancement, but gives you an extra +2 to hit, to damage, and an extra 2d6 damage. a +4 bow of Magical Beast Bane acts as a +6 bow vs Magical Beasts (with a bit extra), and counts as EPIC for the purposes of overcoming DR.
If the Bane property is what you meant by "slayer", then that kinda sucks.
:/
~P
agentJay |
Yar!
By "slayer" do you mean arrows of slaying? If so, they're a poor choice (as a DC 20 fort save, easily made, negates it).
If you're allowed it (which you should be allowed), I'd recommend the Bane property for Magical Beasts. It's a +1 enhancement, but gives you an extra +2 to hit, to damage, and an extra 2d6 damage. a +4 bow of Magical Beast Bane acts as a +6 bow vs Magical Beasts (with a bit extra), and counts as EPIC for the purposes of overcoming DR.
If the Bane property is what you meant by "slayer", then that kinda sucks.
:/
~P
Yes the bane property is what I meant, and yes it does!
Do recall that it's impossible to kill the tarrasque. This isn't the 3.5 version any more.
That is the whole Idea, we are not suppose to kill it. This is just for fun because 3 of the people in the group have always wanted to fight one. I have a feeling that after round 4 they won't feel that way anymore cause they will be dead. We have a battle cleric, blasting sorc, bomber alchemist, ranger with an oath bow, 2 others that I don't know what they are playing and myself. I have never played a fighter let alone a ranged fighter and honestly I know nothing about the tarrasque, I have not read up on it and don't plan on it, I only know what the GM told me, which I assume would be character knowledge, I don't want to get swallowed by it, I don't want to melee it unless I have to, and a bow fighter can do stupid amounts of damage. So here I am trying to build this fighter but I have only played wizards before. Please help.
By the way I totally plan on dying.
Thanks,
+J
Mergy |
Alright:
N Colossal magical beast
Init +8; Senses low-light vision, scent; Perception +45
Aura frightful presence (300 ft., DC 26)
DEFENCE
AC 32, touch 4, flat-footed 28 (+3 armour, +4 Dex, +35 natural, -2 rage, -8 size)
HP 667 (30d10+1d12+496); regeneration 40
Fort +38, Ref +24, Will +16
DR 15/epic; Immune ability damage, acid, bleed, disease,
energy drain, fire, mind-affecting effects, paralysis,
permanent wounds, petrification, poison, polymorph; SR 36
OFFENCE
Speed 50 ft.
Melee bite +41 (4d8+19/15–20/×3 plus grab), 2 claws +41
(1d12+19), 2 gores +41 (1d10+19), tail slap +36 (3d8+9)
Ranged 6 spines +26 (2d10+19/×3)
Space 30 ft.; Reach 30 ft. (60 ft. with tail slap)
Special Attacks rush, spines, swallow whole (6d6+28 plus 6d6
acid, AC 27, hp 66)
Base Statistics
When not enraged, the Tarrasque barbarians statistics are as follows: AC 35, touch 6, flat-footed 31; HP 605; Fort 36, Will +14; Melee bite +39 (4d8+17/15–20/×3 plus grab), 2 claws +39 (1d12+17), 2 gores +39 (1d10+17), tail slap +32 (3d8+8); Ranged 6 spines +25 (2d10+17/×3); Special Attacks swallow whole (6d6+25 plus 6d6 acid, AC 27, hp 60); Str 45, Con 38; CMB +55 (+59 grapple)
STATISTICS
Str 49, Dex 18, Con 42, Int 3, Wis 17, Cha 12
Base Atk +31; CMB +57 (+61 grapple); CMD 69
Feats Awesome Blow, Blind-Fight, Bleeding Critical, Cleave, Combat Reflexes, Critical Focus, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Run, Stunning Critical
Skills Acrobatics +4 (+48 when jumping), Perception +45; Racial Modifiers +8 Perception
Languages Aklo (cannot speak)
SQ carapace, powerful leaper
Gear masterwork studded leather
I'm sure I made a few mistakes, but I'm impressed with it all the same.
Sylvanite |
I'd go with Fighter 1/Transmuter 5/Eldritch Knight 9 and use it to really be able to buff yourself up. This way, you can be flying and invisible with no real problem to keep yourself out of harm's way. He won't be able to smell you at the distance you'll keep, though he might be able to find you with his perception. Even then, you still should have a high enough AC to avoid his weak ranged attacks, and a miss chance for even if he does hit you. Plus your team-mates will get AoOs.
As best I can figure it, hitting Big T with your stats and equipment shouldn't be an issue. You can use Greater Magic Weapon on your bow, so instead of +5, you could have a +4 Bow with another +4 worth of enhancements (whithout having to pay anything, if your DM is letting you choose how the +5 worth of enhancement is distributed yourself). With this you could add Frost, Shock, Bane, and Distance, to keep you safer and also add 4d6 to every shot and bypass his DR (with GMW and the Bane, the weapon would be +6). Get a Lesser Elemental Metamagic Rod (frost or shock) and use it when casting the Flame Arrows spell on your ammo. This adds another 1d6 per arrow.
If for some reason you don't get the +6 through a bane weapon, remember that the Clustered Shots feat will really help overcome that DR.
So with Gravity Bow up, you would do 7d6+27 per shot(I'm factoring in some things I will mention in a list right now), and get 6 attacks (counting haste, manyshot, and rapid shot). I would suggest Greater Bracers of Archery, weapon focus and greater weapon focus, Greater Heroism (immune to frightful presence and temp HP too!), +6 Dex/Str belt, boots of speed, Greater Invisibility, Fickle Winds (30% miss chance for the spines if he does target you), Arcane Strike, weapon specialization, deadly aim, stoneskin (just in case, right?), Mage Armor, Shield, Amulet of Natural Armor and Ring of Protection +4, Ioun Stone that gives +1 AC....and whatever else I'm forgetting that will up your damage, attack bonus, and AC.
Your AC should sit right close to 40 in the fight (his spines are only at a +25 bonus, and will grant AoOs to teammates...you probably won't be attacked), and your attack routine will probably be about +34/+34/+34/+29/+24 with Deadly Aim and Rapid Shot up. You lose 8 damage a shot without Deadly Aim, but gain back 4 points of attack bonus. So if your group members are helping out, it may be worth it to just go with the more accurate shots. That will mean your first three shots (for 4 arrows of damage) would hit on anything except natural 1s. Probably better to go that route now that I think about it, as you'll end up doing closer to 130+ damage a round or so that way.
You really should be able to kill the beast in a few rounds. Even if you only hit 3 times per round, you'll essentially do 100 damage per round (accounting for his regen). So without much help you could probably take him down in 4 or 5 rounds fairly easily.
I'm assuming you have a 32 Dex for my calculations (20 start, 3 from levels, 3 from manual of quickness, 6 from belt)
AC: 39 (10 base, 4 mage armor, 4 shield, 4 ring, 4 amulet, 1 ioun stone, 11 Dex, 1 haste) You should be far enough away that Big T gets -2 from range if he shoots at you, and miss chance from Fickle Winds/Invisibility)
Attack Routine: +38/+38/+38/+33/+28 (+12 BAB, +11 Dex, +6 bow, +2 bracers, +2 wf and gwf, +1 haste, +4 greater heroism, +2 invisibility, -2 rapid shot)
Damage: 7d6+19 (2d6 bow w/gravity bow, 1d6 frost, 1d6 shock, 2d6 bane, 1d6 flame arrow spell modified to frost, +6 bow, +6 Str, +4 Arcane Strike, +2 weapon spec, +1 bracers)
Mergy |
Mergy wrote:Alright:
** spoiler omitted **
I'm sure I made a few mistakes, but I'm impressed with it all the same.
The purpose of this post is to build a bow fighter to fight the tarrasque. But thanks anyways.
Thanks,
+J
Oh I know! :D I'm aware that my post was entirely unhelpful, but the idea of a Tarrasque with class levels was too delicious to ignore. I'll leave it to a more expert player to create a 15th level Tarrasque fighter. :)
Sylvanite |
My first post is a disaster of formatting and understanding. Lemme re-do this.
Build: Fighter 1/Transmuter 5/Eldritch Knight 9
Feats: Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus, Scribe Scroll, Arcane Strike, Extend Spell, Deadly Aim, Toughness, Manyshot, Clustered Shots, Weapon Specialization, Greater Weapon Focus, Quicken Spell
Traits: Magical Knack, Reactionary
Items: +1 Frost, Shock, Hunstman, Distance Composite Longbow (X Str), Greater Bracers of Archery, Boots of Speed, Lesser elemental (cold) metamagic rod, lesser extend metamagic rod, Ring of Protection +5 (bonded item), Amulet of Natural Armor +4, Handy Haversack, Efficient Quiver, Ioun Stone with +1 AC, +6 Dex/Str belt, +4 Headband of Int (Fly and Survival skills), Ioun Stone with +1 caster level, etc...
Skills: Go all in on Spellcraft, Knowledge (Arcane) and whatever else you want. Then grab Survival and Fly on your Headband of Int.
Spells: Mage Armor (extended), Shield, Gravity Bow, Anticipate Peril, Bear's Endurance, Stoneskin, Greater Invisibility (mem extended versions), Fickle Winds, Greater Heroism, Overland Flight, Flame Arrows (modified to Frost with metamagic rod), Greater Magic Weapon (extended)...AND anything else I'm forgetting that's a good buff for this situation.
Tactics: Track him, buff up, hover 200 feet above him while invisible, and then open fire. He won't be able to hit you with his spines (which will provoke AoOs from your melee team-mates anyway), and even if he gets lucky you have plenty of HP (plus temps, miss chance, and DR). You'll probably hit him 4 times per round, with damage reduction only applied once thanks to Clustered Shots. Your damage will be about 40 per shot (don't use Deadly Aim), which means you'll do ~145. He regenerates 40 per turn, so you can peg him for about 100 per round. Even without much help, this fight should be pretty much over in 5-7 rounds.
Note: He does have blind fight, so you don't get the +2 to attacks against him from Invisibility. He also gets to re-roll his miss chance. It shouldn't make a huge difference in the long run, though.
Note 2: Knowledge (Arcane) allows you to know things about the Tarrasque, but the DC will be 40. You should easily have a modifier of +26, but adding to that to make the check easy will help in terms of you getting prepared for the fight. Also, don't forget about Divination spells. If the Tarrasque is terrorizing the countryside, try to get a leg up with information.
Some refigured Stats counting on you having 32 Dex and 23 Str:
AC: 40 (counting +1 from haste), and Big T gets -2 to his Spines due to range. He only hits on a 17 or better. If you have a bunch of leftover money you could theoretically get this up to him only hitting on a natural 20, but it's not really worth it with the miss chance from being invisible, Stoneskin's DR, and your high HP.
Attack Routine: +34/+34/+34/+29/+24 within 220 feet is close range.
Damage: 6d6+17 per shot
Saves: Shouldn't matter. You're immune to fear with Greater Heroism, and I don't think you'll have to make any other saves.
Nephril |
doesnt matter what you do
http://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/tarrasque
please take your time read what you will.
my suggestion to you is just build a character with an ac above its possible hit (hi 50s should do) then stare at it while it stares at you. when it tries to grapple you use your 3 levels of monk (yes you have these in maneuver master so he cant grapple you) you are allowed to strike him and add teh damage to your cmd.now when he attacks your high 50 ac with his 57+1d20 grapple you must do enough damage to make your cmd go up to 80. if this is possible u and the tarrasque can now stare at each other eventually he will get bored and possibly die from said boredom.
Nephril |
No form of attack can suppress the tarrasque's regeneration—it regenerates even if disintegrated or slain by a death effect. If the tarrasque fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit point if no further damage is inflicted upon its remains. It can be banished or otherwise transported as a means to save a region, but the method to truly kill it has yet to be discovered.
for your enjoyment cut and pasted. and yes i think someone already tried "shoot him with a bow"
maouse |
Mirror of Life Trapping... Now you have a 50/50 chance of defeating the Tarrasque if you manage to get within 30 feet. My suggestion - Bring three!
Its a DC 23, and it gets +11 on its Will save, so you got a shot at taking it out. Just make sure to never damage that fragile mirror!
"Awe, isn't that a pretty Tarrasque in the mirror, yes it is, awe so sweat, who's a naughty continent destroyer, you are, yes you are, awe, so cute!"
HaraldKlak |
Magic Jar is the great Tarrasque killer.
With its lousy will save, it doesn't stand a chance against a DC around 30. Spell Resistance 36 is a problem, but with two attempts per round at d20+23, your spell should connect in a round or two.
When you are safe in a gemstone, carried by an flying invisible familiar well outside scent range (60 ft), the tarrasque don't stand a chance.
It might not kill it, but why should you, when you have the means to become the tarrasque!
maouse |
Magic Jar is the great Tarrasque killer.
With its lousy will save, it doesn't stand a chance against a DC around 30. Spell Resistance 36 is a problem, but with two attempts per round at d20+23, your spell should connect in a round or two.
When you are safe in a gemstone, carried by an flying invisible familiar well outside scent range (60 ft), the tarrasque don't stand a chance.
It might not kill it, but why should you, when you have the means to become the tarrasque!
You only get one shot at it with Magic Jar (if it makes its save you are done trying). A whole flight of Mages might make this happen though.
Afterwards, polymorph it into something else (now that you inhabit it it is a willing body), kill the body. I suggest a small gerbil or something. Just in case, permanency on the gerbil form. On the next round you return to your own, Tarrasque permanently killed. In theory, as a gerbil it loses its EX regen. Good job!
HaraldKlak |
You only get one shot at it with Magic Jar (if it makes its save you are done trying). A whole flight of Mages might make this happen though.Afterwards, polymorph it into something else (now that you inhabit it it is a willing body), kill the body on the round you return to your own, Tarrasque permanently killed. Good job!
Well, you are right. Only one chance at the saving throw, but by boosting the spell DC, that should only happen on a nat 20. Multiple tries on the spell resistance though :-)
But better not kill it entirely... Better to set it loose again, for more opportunities to harvest those 1,6M XP.