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Jairami said:
Isn't there a rule that states at the point where your subdual damage equals your current hit points you are rendered unconscious, and any further sudual damage after that point is treated as real damage?

Only for subdual damage taken from the enviroment, i.e. marching through the desert. Not from subdual taken from swords/axes/spells ect.
 

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James McMurray said:
Pielorihno (sp?)

You cn't power attack with missile weapons, and where does the touch attack come from?

D'oh! Good catch on the power attack business; instead, make it a high-STR character. And acid flasks (as well as alchemist fire and holy water) are all touch attacks. I dunno whether they can get extra STR damage, although I think they can. Even if they can't, the tactic still works.

Daniel
 

Human Clr 20
Wee Jas
Domains: Death and Law

Feats: Spell Focus (Necromancy), Spell Penetration, Maximize Spell, Spell Focus (Enchantment), Heighten Spell

Equipment: Boots of Speed, Periapt of Wisdom +6, Major Circlet of Blasting, 3' x 5' Carpet of Flying, Dust of Disappearance x5, Necklace of Prayer Beads (w/Bead of karma), Tome of Understanding +5, Dust of Sneezing and Choking

WIS after magic items: 18 + 5 (levels) + 5 inherent (Tome) + 6 enhancement (Periapt) = 34

CHA 12 or better for turning

Spells per day (Save DC)

1 8+1 (23)
2 8+1 (24)
3 8+1 (25)
4 8+1 (26)
5 7+1 (27)
6 6+1 (28)
7 6+1 (29)
8 6+1 (30)
9 5+1 (31)

SR caster level check 1d20+22 vs SR 32.

9 Heightened Hold Monster (Will 33) x3, Maximized Blade Barrier (Ref 28, or None), Miracle, Summon Monster IX (Lawful Only)
8 Heightened Destruction (Fort 32) x6, Create Greater Undead
7 Destruction (Fort 31) x7
6 Create Undead x4, Harm, Blade Barrier x2
5 Slay Living x8

Strategy:

Cast Create Undead to summon a Wraith, Command the Wraith using a turning attempt. Repeat until you are controlling 4 Wraiths.

Locate Tarrasque.

Use dust of disappearance on each of the wraiths and upon yourself.

Activate boots of speed and use carpet of flying to fly to well above the tarrasque. Mentally command each of the invisible, incorporeal wraiths to commense their attack upon the tarrasque and drop the glass vial that contains the dust of sneezing and choking from on high. The vial should shatter releasing the dust to leave the tarrasque stunned for 5d4 rounds.

Wraiths using touch attacks and having no scent, making no sound unless they choose to (which they should be instructed not to), should be undetectable by the tarrasque and should commence draining it by 1d6 CON per touch attack until it dies.

But do not stop there, begin casting the Hold Monsters in the hopes that the law of averages will hold true and one of the Tarrasques rolls will come up as less than 13. Very good chance with 3 attempts.

The stunned, held tarrasque may die to CON loss at this point, but just in case, keep up the pressure. Cast the Maximized Blade Barrier using the Karma bead and one of the normal Blade Barriers with your extra partial action. Make sure to orient them horizontally and well above your wraiths. As the tarrasque is likely 65 or more feet tall, this should be a problem. Put one at 20 feet off the ground, and the next at 25 feet above the ground.

As the tarrasque cannot leave the area of effect, he is denied a saving throw on the first and subsequent rounds taking 120 damage per round from the maximized barrier for 24 rounds, and 50-80 damage per round from the other two blade barriers you have/will cast.

Once your blender is set to high, your wraiths may have finished their CON draining work. But just in case..

Begin casting Destruction spells at the Tarrasque. He'll have to roll a natural 1 to fail, but this is just in case he isn't dead already and you've 13 chances to succeed. If suddenly the Tarrasque is consumed in unholy flames you'll know one of them worked.

If that is the case, the tarrasque will be at -10 (or 850 subdual by the sage's comparison) and the blade barrier's 260 or so points of damage should take him down well past -30 (or well above the 870 of the sage's example).

Or he could be dead of CON drain... But just in case, you can hit him with the circlet of blasting for 40 damage, no save...

As Wee Jas to take the spirit of the Tarrasque and grant the Miracle of it's Death and go home.

Sorry, I was having fun. :)
 
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A level 20 wizard (really irrelavent what level)
Equipment required: a Bag of Holding and a Portable Hole

Round one: cast fly, so that the big T can't eat you
Round two: summon an Unseen servant in the air
Round three: command the Unseen servant to take the Bag and Hole to the big T.
Round four: command the Unseen servant to place the Hole inside of the Bag.
Round five: watch as Big T is sucked into the Astral Plane, and Wish him well (or to be destroyed, at least :))
 

It seems that level 20 isn't much of a challenge for anyone here.

How about a slight change...using only core rules, create a character of as low a level as possible that can defeat the tarrasque. What do you think you can do? 15? 12? 10??
 

Well, when my dual wielding cleric uses his 2 +1 (+5 with greater magic weapon), keen edged, vorpral jambiyas while under the effects of both persistant devine favor and devine power. He has improved crit with them too.

This gives him touch attacks at (+24, +24, +19, +19, +14, +9, +4) which behead the thing 45% of the time they hit. The thing loses at least 3 heads around. Then he uses his cleric spells to make sure it stays dead.
 

Al said:
It seems that level 20 isn't much of a challenge for anyone here.

How about a slight change...using only core rules, create a character of as low a level as possible that can defeat the tarrasque. What do you think you can do? 15? 12? 10??

I already had a 15, and I'll think about a lower lvl. Of course you can use portable hole + bag of holding or a trap the soul from a scroll at a much lower lvl, but that's not really destroying it.

Oh, read about the core rules part. Mine wasn't, I used a splatbook. Ok, i'll think about a core rules variant
 
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Pielorinho said:


D'oh! Good catch on the power attack business; instead, make it a high-STR character. And acid flasks (as well as alchemist fire and holy water) are all touch attacks. I dunno whether they can get extra STR damage, although I think they can. Even if they can't, the tactic still works.

Daniel

Hmm, sure? Isn't that thing immune against acid?

But you guys are right. 20th level chars have an easy time against that thing.
 

Darklone said:


Hmm, sure? Isn't that thing immune against acid?

But you guys are right. 20th level chars have an easy time against that thing.

Well, it's CR 20. Consequently, a party of four 20th level characters should be able to take the thing out using a mere 20% of their resources. This is why I'd throw this thing at a group of 17th or 18th level characters. IMO, combat should be challenging, using 40-50% or more of a party's resources.

-Tiberius
 

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