
Jester Bobbity |
Every once in while some friends and I get together for "grudge matches" in lieu of our regular game. The rules are you take a comic, anime, or otherwise fantasy character and make a sheet for them. Then we get together for a tournament and see who wins. You use a level 20 character (template allowed if it fits into the story), no traits, 20 points buy, max hit points, no hero points, standard PC wealth for 20th(880000), and paizo sources only.
I'm working on a build for the newly awakened Zaraki Kenpachi. As of 4/4/2013 I still don't know what his zanpaktou does so I ad hoc'd it and the eye patch. I have never actually played a barbarian, so I'm not sure if these are the optimal Rage powers, feats, etc. Also I have approx. 267,500G left and no idea what to spend it on. The point is making him as grossly overpowered as possible, but it is more important to stay true to the character's style. Any advice would be welcomed. Thanks in advance :)
Zaraki Kenpachi (Rage stats are in parentheses)
Half-Celestial Human Invulnerable Rager Barbarian 20
CN Medium Humanoid
Init +4; Senses darkvision 60 ft. Perception +23 immunity to disease; +4 racial bonus on saves vs. poison; acid, cold, and electricity resist 10; DR 10/magic; DR/10-; and SR 34
DEFENSE
AC 20(13), touch 15(8) flat-footed 11(5) (+4 shield, +5 Dex, +1 natural, -2 Rage)
hp 282 (20d12+140+2favored class)
Fort +21(25), Ref +11, Will +13(17); +5 vs. Traps, +13 vs. spells, supernatural and spell-like abilities
Defensive Abilities Improved Uncanny Dodge, DR 10/-
OFFENSE
Speed 40 ft.
Melee +25(29) Nodachi +25/+14/+9/+4 (29/18/13/8) 1d10-1(1d10+3) 18-20x2
(+20 base +7 Str +5 Reckless -6 Power Atk -2 one-handed +1 WFocus -6 eyepatch)
(1d10, +7 Str, +12 Power Attack, -1/2 Shield of Swings, -10 eyepatch)
Str 24(32), Dex 20, Con 28(36), Int 10, Wis 16, Cha 14
Base Atk +20; CMB +27(31); CMD 41(45)
Special Attacks: Mighty Rage (55 rounds)
RAGE POWERS
Come and get me(Enemies get +4 attack and damage, Kenpachi gets Aoo) Guarded Life(20 points of lethal converted to non lethal at 0HP) Greater Guarded Life (adds another 20HP to Guarded life) Superstition (+13 to saves vs. spell, etc.) Reckless Abandon(-5 to AC & +5 to attack rolls) Renewed vigor(5d8+65 Healed as a standard action) Regenerative Vigor (fast Healing 3, after Renewed vigor is used) Renewed Vitality (ignore 10 points of ability damage) Renewed Life(ignore up to 5 temporary negative levels) Flesh Wound (negates one hit/rage making it deal only 1/2 it's damage that becomes non-lethal)
FEATS
Exotic Weapon Proficiency(bonus), Endurance(bonus), Diehard, Weapon Focus (Nodachi), Combat Reflexes, Power Attack, Furious Focus, Dazzling Display, Shield of Swings, Cornugon Smash, Shatter Defenses, Exhausting Critical, Quicken Spell like ability (Moment of Greatness)
SPECIAL ABILITIES
Not Quite "Good":
While a Celestial being, Kenpachi is Chaotic Neutral. He does not gain the spell like abilities of the half-celestial template, nor does he gain the ability to smite evil. Instead he gains the ability to cast the following as spell like abilities.
HD 1-2: Blessing of the Watch 1/day (20 hour duration, only works in Seireitei); Moment of Greatness 3/day (Self only)
HD 3-4: Instrument of Agony (Self only)
HD 5-6: Deadly Juggernaut (Self only)
HD 7-8: Divine Power (Self only)
HD 9-10: Righteous Might (Self only)
HD 11-12: Regenerate (Self only) (Stylistically, this is "shrugging off damage" rather than a heal effect)
HD 13-14: Cloak of Chaos, Burst of Glory (Self only)
HD 15-16: Iron Body (Self only)
HD 17-18: Winds of Vengeance (Stylistically Kenpachi swings his sword to create these winds) (Self only)
HD 19-20: Heal (Stylistically, this is more "shrugging off damage" rather than a heal effect)
Alternate Favored Class Bonus:
Kenpachi hates the art of Kido (spells) and refuses to learn it. This increases the bonus to his superstitious rage power by +1/3 per level. He has taken this bonus 18 times for a total of +6
Fearless:
Zaraki Kenpachi is always afraid. Fear is a constant companion of someone who fights, and yet his love of battle is so great this fear has long ago become excitement. Whenever Zaraki is targeted with a fear effect he automatically fails any saving throw. If the effect would leave him shaken he instead gains a +1 morale bonus to attack, damage, and saving throws, for the listed duration of the effect. Frightened is +2, and panicked is +3.
Magic Items:
Kenpachi, to his knowledge, has only ever read three books. They were all books on fighting that increased his Str. Dex. and Con. by +5
Bonus:
His love of of fighting has forced Kenpachi to hone his body more and more. Swinging his sword when other warriors have tired. He gains endurance as a bonus feat at first level.
Nodachi:
Zaraki Kenpachi, grew up wielding the nodachi he currently uses, and given the sheer number of fights and vast familiarity he has using it, it grants him certain abilities, but only with this particular weapon. If he uses any other nodachi he is does not gain any of the listed benefits. Kenpachi gains exotic weapon proficiency (nodachi) as a bonus feat, he may also take any feats that give bonuses to a nodachi, though again those only apply with this particular weapon and no other. Kenpachi may also Parry as the duelist class feature, granting him the chance to negate one attack per round. While a medium creature Kenpachi is very tall, when wielding his nodachi in one hand, which is a longer than the average two handed weapon, these two things in concert grant him a reach of ten feet. When Kenpachi wields his nodachi with one hand he takes a -2 on all attacks, can use any ability or feat that requires wielding a two handed weapon while using only one hand, and is treated as one-handed when determining the effect of Power Attack, Strength bonus to damage, and the like.
Parasitic Eyepatch:
Kenpachi's parasitic eyepatch is actually an organism special engineered to consume vast amounts of raw magical energy from the him. This causes all attack rolls to suffer a -6 penalty and all damage rolls to suffer a -10 penalty. Furthermore, the eyepatch, decreases Kenpachi's maximum hit points by 100. The eyepatch cannot absorb any magic already sculpted into a spell, therefore any spells or spell-like abilities cast by the wearer on themselves are delayed for as long as the eyepatch is worn, and any static magical effect from items worn or wielded are also delayed or in the case of instantaneous spells suppressed. Lastly, the parasitic eyepatch negates all critical hits by the wearer, even on a natural 20. These effects can not be overcome in anyway as long as the eyepatch is worn, nor can the eyepatch be put on an unwilling subject, by any means. Putting on the eyepatch is a move action that provokes an Aoo, while taking it off is a free action that does not. (The eyepatch is taken into account in the stats)
STRATEGY
Zaraki Kenpachi opens combat by entering a rage and determining who the most powerful opponent is. Sometimes going as far as asking which one it is, or suggesting that everyone attack him at once.
He then charges the most powerful opponent. Kenpachi's "Come and get me" Rage power activates as soon as he enters a rage. It is a stance he always uses. He also uses Reckless abandon. He always uses shield of swings, and always power attacks, unless he cannot hit the creature any other way. Lastly, he always forgoes his second or third attack so that he may use it as a parry. All of these characteristics (save the missing attack) are included in the stats.
Kenpachi is simply terrifying. He uses Cornugon Smash to Intimidate every round he uses power attack but is so into the fight that he does not "realize" he is doing it. Therefore he always takes ten on the check (36 vs. 10 + the target’s Hit Dice + the target’s Wisdom modifier) and can never opt not to.
Kenpachi uses strong, and wide slashes. To the untrained eye they appear wild, but are actually quite precise and designed to keep his foe off balance. Kenpachi's Cornugon Smash intimidates his foe's and causes them to become shaken. After hitting them once they become flat-flooted against his attacks due to the Shattered Defenses feat. He lures them in with his come and get me rage power and always uses up his 6 Aoo's per turn unless he has no other choice. After the first opponent falls, he moves on to the next.
Upon, reaching zero hit points Kenpachi realizes that he is going to die if he doesn't get serious. He uses his next standard action to activate Renewed vigor (heals 5d8+5*con HP.) He then takes off his eyepatch(gaining 100 HP) Kenpachi gains the benefits of all the spell like abilities and weapon enhancements that were being delayed by the eyepatch, turning him into and unstoppable monster. This effect lasts for 20 rounds. Depending on his enemies, he stops using Reckless abandon (still uses come and get me.) He also grips his Nodachi in two hands, with the eyepatch now off, making it a +3 keen vorpal nodachi, and doubles the shield bonus gained from Shield of Swings with no damage penalty for a # of rounds = to his Constitution modifier. This stance negates his 10-ft. reach. He then uses attacks until he has used exhausting critical, on everyone within reach. Then finishing them one by one. Whoever has the lowest HP first. After they are all dead he goes after anyone left, again hitting whomever has the lowest HP first.
New Stats:
DEFENSE
AC 13, touch 15(8) flat-footed 11(5) (+8 shield, +5 Dex, +3 natural, -2 Rage, +4 deflection, -1 Size)
HP 150+9d8+95+2+40(temp)
Fort +25(29), Ref +15, Will +17(21); +5 vs. Traps, +13 vs. spells, supernatural and spell-like abilities
Defensive Abilities Improved Uncanny Dodge, DR 5/evil, DR 15/adamantine DR 10+2/- per creature killed
OFFENSE
Speed 20 ft. 60 Fly(perfect)
Melee +49 Nodachi +49/+43/+38/+33/+28 2d8+51 15-20x2 + exhausted condition
Hit:(+20base +16Str +5Reckless -6Power Atk. +1WFocus +6luck, +1 sacred)
Dmg:(2d8, +16Str, +12Power Attack, +6luck) (Will save DC 15 or nauseated for 1d4+1 rds./sickened for 1 rd. if saves) +5d8 on Aoo after being struck (DC Fort. save for half 15)
Str 42, Dex 12, Con 40, Int 10, Wis 16, Cha 14
Base Atk +20; CMB +36; CMD 47
Intimidate rises to(38)
If a lawful creature succeeds on a melee attack against Kenpachi, it is confused for 1 round Will 21 negates
Immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect physiology or respiration.
Take only half damage from acid and fire.
Vulnerable to all special attacks that affect iron golems
At this point, Kenpachi simply kills everyone in the most efficient way possible.
MORALE
Zaraki Kenpachi fights to the death.

kyrt-ryder |
Although interesting, this fails on two fronts.
First: No Yachiru. Ken-chan needs Yachiru to be complete, which might come in the form of Leadership, or a skill/buff-casting oriented Eidolon, or a re-fluffed familiar.
Second: Kenpachi is nowhere near level 20 conceptually. I'd place him somewhere between level 11 and 15

Jester Bobbity |
Yup, no yachiru. Sadness! Our matches are limited to one character per person, anyone extra must be from a class skill, or a mount. For eidolon, or familiar he would have to be a magic user, and that violates his character. I was gonna give him Leadership but ran out of feats while I was still thinking about combat. It could be argued that all Gotei 13 captains get it as a bonus feat, but even then it wouldn't matter for the game we are playing.
On your second point I'm not so sure. He has displayed the equivalent of tireless rage on several occasions. Moreover the rules for this engagement are "build a 20th level character" to make our tournament equal, so it doesn't matter what level he ACTUALLY is.

Darth Grall |

I made a build in Star Wars Saga Edition that was inspired by him. His "force powers" were all innate buffs to defense, 10 DR on demand. He even used a sword when everyone else used a lightsaber and actually wrecked a few characters that way. On that end, I thank you for bringing back those memories.
The only issues I have are why the Half-Celestial bit? Just for the SLAs? If anything Half-Fiend would make more sense...
Also, I think there's a spell reflection-y rage power that would make way more sense... Unless you're only gonna fight martial characters, in which case you don't need it.
As for Yachiru... that'd definitely be leadership, or just another character.

Jester Bobbity |
I agree Half-fiend does fit better, and yet in the Bleach universe fiends are hollows and Kenpachi certainly isn't (we hope.) Since he doesn't meet the alignment req's for either of them I figure I would probably change most of the SLA's (spell like abilities) anyway they both get the same SR which makes the individual elemental resistances a little moot.
I guess the reason I decided on that was because I have no idea what soul reaper's actually ARE. Half celestial human has an awesome stat boost, REALLY good spell resistance and is just as good as anything else at describing a humanoid that wanders around heaven kickin butt.
I did consider ghost though :P
As for the Rage powers
I didn't take Spellbreaker because the caster that I threaten has to fail the check to cast defensively. No caster worth their salt would miss that check, even at a -4. Witch hunter is VERY nice though. I'll have to see what I can cut to get that one.
Thanks :)

Darth Grall |

I more meant stuff like Spell Sunder. So he can literally cut through spells. Fits with Kenny's ability to just ignore Kido and other magical abilities. Oh, and Sunder Enchantment.

Jester Bobbity |
I wonder if it's worth it for Spell sunder. I would probably trade Renewed Vitality & Renewed Life it for spell sunder and Witch hunter. I know witch hunter is worth it, but I wonder about spell sunder.
If there were an effect by a 20th level then the DC would be 35. Which is not a problem with a +31 while raging. If it is a creature though, then it is their CMD and I have to beat it by 10 for this to really get useful. I just don't know how often that would happen, though probably more often than me getting hit with an energy drain that bypasses SR...
You're right again it seems :P

Jester Bobbity |
haha, that'd be awesome! Six mystic teirs as long as he sunbathes properly lol.
That's why we all just make level 20 chars. Stylistically, if they character is more powerful you simply draw them up at some point in the past or, at some unseen point in the future. That seems to keep most things in check, the only thing we've had to outlaw so far was when Keith wanted to play Batman. The problem was that we couldn't realistically cap his Gold. He came in with more than 3 million in gear, and owned everyone. What are you supposed to say "Bruce Wayne" couldn't afford it?
With that said we've also learned that some characters have almost no money or gear, even at 20th level. Like... Oh I don't know uhhh... Slightly better than minimum wage Daily Bugle news reporters!

Jester Bobbity |
Strength Surge. 1/rage (which can be 1/round if you have tireless rage) add +20 to your cmb roll
As one of the DM's who run this I'm not sure I would allow that, I would have to talk it over with the other two, but I doubt it. It's essentially a constant true strike that works on combat maneuvers. That's sick twisted and wrong, and while I love it for that very reason, I don't think it's meant to be that way.
Do you have a FAQ, or a James Jacobs post, or something that says you can do that?

Jester Bobbity |
Darigaaz the Igniter wrote:Strength Surge. 1/rage (which can be 1/round if you have tireless rage) add +20 to your cmb rollAs one of the DM's who run this I'm not sure I would allow that, I would have to talk it over with the other two, but I doubt it. It's essentially a constant true strike that works on combat maneuvers. That's sick twisted and wrong, and while I love it for that very reason, I don't think it's meant to be that way.
Do you have a FAQ, or a James Jacobs post, or something that says you can do that?
Just looked it up and I can use strength surge in that way. Most of those once per rage powers are immediate or swift actions and so that holds them in check. AWESOME! That also means I can use flesh wound once per round and have one extra rage power since I will be giving up Regenerative Vigor (it ends when your rage ends and now I would end it every round)
I have one Rage power open, and 200K+ Gold to spend, and I need to go over my feats and make sure they are optimal.
Thanks for all the help guys. Can you think of anything else?