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Page 601 in The Baratie
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Average Rating: 5
Number of people who have voted: 3


By the same author as Grand Line 3.5
Comments:

kidra

kidra




24th Sep 2014, 12:22 AM
"Sides of the screen"

Dibs on deciding storytime.

As a gm, have you ever made an NPC precociously so you could have someone to play, even just for a little bit?

Mine was a level 20 barbarian that could grow to huge size and had DR 13. Unfortunately, due to story issues I never actually got to use him in combat...

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Raxon

Raxon




24th Sep 2014, 12:39 AM

When I DMed a while ago, I had a GMPC. I played a monk, though, so nobody EVER accused me of cheating to make him super strong. I fought, sure, but I never lead the way in terms of damage or abilities.

That said, do you have any idea how badass a monk with a bow can be? A little feat maneuvering, and a tiny homebrew feat, and you can kill the tarrasque from fifty yards away with a single arrow. That's at level 15, with quivering palm, and a feat to allow quivering palm to work with ranged weapons.

Technically, Quivering palm can be used with any melee weapon. It just requires a touch attack. Needless to say, hitting something the size of the tarrasque is easy, even for fifty yards away.

But no, my monk was a perfectly reasonably and not at all overpowered character. He was absolutely minmaxed to the extreme, but he was still only on par with the fighter. And then only because he could hit multiple times per round. And I gave him a feat much like great cleave, but with no damage boost. He was pretty darn good at clearing out tons of minions. Especially with a feat that allowed me to leap fifteen feet as an action if I'm not at melee with anything or otherwise hindered. I used it to dropkick a goblin in the center of a crowd of goblins, and then took down eight in a row, plus I had something like ten AOOs per turn, which I basically used to clear out the massive horde of minions while everybody else was busy taking down the bugbears.

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Malroth




24th Sep 2014, 12:48 AM

Zen Archer Monk is an absolutely insane anti Minion character, Ours had a custom spell storing Item that cast a ranger spell that allowed him to attack all targets in range and he got over 1,000 enemy kills in a single round including 1shotting a lv 18 sorcoress and her summoned demons.

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Raxon

Raxon




24th Sep 2014, 3:09 AM

I had a max kill rate of 9 enemies per turn. The dropkick dealt I think 3d6, and my fists dealt 2d6 each hit. That's good, but not incredible. Goblins, having 1d3 hp each, were no match. Add to that my very high dex boosted AC and you have a very reliable melee fighter. Not incredible damage output against big foes, but plenty of power against anything weak.

I introduced him as a hard drinking, full bearded monk who ate poison at every meal and indulged in every vice. I modeled him after Grigori Rasputin, also known as the mad monk. Oh what fun he was. I also added a bit of Ultimate Warrior.

I like making NPCs and GMPCs fun for everybody.

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Silenc




24th Sep 2014, 4:54 AM

@Malroth: I want to give my players a bit of a challange this weekend. What Ranger spell would that be?

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Silenc




24th Sep 2014, 5:45 AM
"Not so overpowered"

@Malroth: I found it, I guess... Arrow storw: lvl4 ranger spell, which (usually) means caster lvl 14, if stored in an item. The spell states that you can attack at most as many creatures, as you have levels, i.e. 14 in this case. Still a lot, but not exactly 1000...

@Raxon: Killing the Tarrasque with quivering palm at level 15... Sorry, but I doubt that. Hitting it is not the issue, but you need to inflict damage for quivering palm to work. So you need at least 16 points of damage, which is rather difficult with a bow. It would probably be possible with a +5 composite longbow with a rather high strenght rating.
Anyway, the big problem is the save. The DC is 10+wis+1/2monklevel. At lvl15: 17+wis... the modifyer is 38. I doubt you have wisdom +21....

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Raxon

Raxon




24th Sep 2014, 7:32 AM

Quivering palm requires 15th level. By 15th level, you can easily get arrows with +5 force damage, a +5 composite bow, and a decent strength rating. The Tarrasque has to make a fort check, too. Pretty sure it's possible IF you can manage to jack up your wisdom temporarily with a potion, and some very nice gear.

That said, some racial bonuses could help, too. I'm not saying it would be easy, I'm just saying it's possible.

And really, wouldn't you at least try it?

"Hey, I'm back. What'd I miss?"

"Brother Jeff killed the Tarrasque."

"Dude! You guys fought the tarrasque without me!?"

"No, just Jeff."

"Wow. How did he do that, kill it with some ancient mystic technique?"

"No, he shot it with an arrow."

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Silenc




24th Sep 2014, 7:58 AM

Ok, true, damage is not so much the problem. (for some reason, I initially thought it had DR 40/epic, but it "only" has 15/epic)

Nevertheless ...On level 16 ... 18+ wis would need +22, i.e. a wisdom score of 44. That's really a lot. And assuming the tarrasque rolls 1.
You would probably have to talk the DM into allowing an item that increases your quivering palm DC by 5 or more.

I can see one of my players doing this and trying to take 20... Run away from the Beast and try again next week, until it wolls a 1.

But you are right. It would be quite quite awesome to one-shot a tarrasque. Melee would be epic as well:

- Send in 4 summoned critters to do away with AoO (or tumble in).
- Hit the beast once.
- Make it roll 1.
- Instant epic.

Btw. I know, there are some possibilities to dictate dice rolls. I think some ├╝ber-luck-feats or something. Could you force it to fail this save?

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Malroth




24th Sep 2014, 2:13 PM

A lot more epic than My 1shot of the Trasque. Turn Into Roc, enlarge animal to become Colossal ++, Pick up mountian, Rocks fall, VERY anti climatic especially since i also accidently crushed our cleric who got himself eaten on purpose between when i dropped the mountain and when it landed.

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Raxon

Raxon




24th Sep 2014, 6:14 PM

How about an epic level con poison on the arrow? Reduce his con, reduce his fort save. In fact, if you tailored the poison to the Tarrasque's biology, you could double the effectiveness. You could knock his con down by ten or twenty.

And yeah, there are feats you can take to force dice rerolls. You could increase your chances from one in twenty to one in ten.

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Malroth




24th Sep 2014, 10:55 PM

Immune to Con Damage but strangely enough not Poison's in general or Con Drain so several Drugs could have potentially lethal Overdose effects on the Tarassque as well as the potential for it to be rendered into an Eternal Coma by one attack from a CR4 Allip

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Luminous Lead




24th Sep 2014, 9:08 PM
"3-round blitz"

Pathfinder 15th level Psychic Warrior with feats Monastic Training and Tashlatora (uses the psionic levels as effective monk levels for determining AC bonus, flurry of blows, and improved unarmed strike. Psywar now punches like a level 15 monk. Add a monk's belt and it's a level 20 monk punch.

First round, use Metamorphosis to transform into a Sun Giant (MMII) (Huge Size).
Second Round, use an augmented Expansion to move up two size categories (Colossal).
Third Round: Attack as a colossal level 20 monk. 5-attack flurry of blows, 12d8 +19str each.

Since monk unarmed can optionally do non-lethal without taking a penalty, and nonlethal damage has no lethal limit, your supergiant psywar can send your enemies softly to dreamland, or paste them against the walls, at your discretion.

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Kokuou




25th Sep 2014, 12:27 AM
"i think you are doing something wrong"

monastic training: Pick one class. Taking levels in this class does not prevent you from taking monk levels.

tashlatora: Your levels in the psionic class you selected for Monastic Traning stack with your monk levels to determine your AC bonus, flurry of blows attacks, and unarmed damage from the monk class.

Belt, Monk's: If the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk.

a 15th lvl Psychic Warrior, has no levels in monk. the two feats only stacks with monk levels, thus you would only get the lvl 5 monk effects. the monk's belt only gives you the effects of a monk if you are not one, it doesn't actually give you levels.

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luminous lead




26th Sep 2014, 6:22 AM

Hmm, interesting. Will have to reconsider that build, then.

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Malroth




24th Sep 2014, 2:17 PM

Haste, Aptitude bow, Lightning Maces, Keen Arrows and took the best of 3 attack rolls, Every one of those 15 Initial Hits Critted.

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Raddra




25th Sep 2014, 11:12 AM

I co-GM a campaign and since me and the other GM swap between being a player and a GM we have to GMPC our own character while we're GMing when its not possible to give them an excuse to stay behind somewhere a while.

co-GMing can work so long s you both trust the other guy and work with them to not step on their toes.

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Raxon

Raxon




25th Sep 2014, 11:49 AM

Well, here we go. What is the lowest level character you can take down the Tarrasque with solo?

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Malroth




25th Sep 2014, 2:14 PM

Dire Stirge on the Giant In the Playground did it with a Lv 1 Commoner.
"
Madness Tarrasquekiller, LE Venerable Human Commoner 1 (patron deity Kurtulmak)

Flaws:
-XP farm
-Chicken Infested

Ability scores (32 point buy):
STR: 10
DEX: 10
CON: 10
INT: 15
WIS: 19
CHA: 14

Feats:
1: Magical Training
Human: Precocious Apprentice (command undead)
Flaw: Keeper of Forbidden Lore
Flaw: Education
Pact: Arcane Disciple (luck domain)

Skills:
Max ranks in Spellcraft and Knowledge (religion). Do whatever you want with your other 12 skill points. Putting points in heal would be useful, and maybe intimidate too.


The trick:

Okay, the Tarrasque is coming for Madness' city. First, Madness kidnaps a random person and tortures him Cruelly. Then, he causes Gratutious Injury to his victim, whatever that may be. He has now performed two corrupt acts that will let him make a Pact Insidious. As his rewards, Madness chooses a free feat (Arcane Disciple) and a free 9th level spell slot.

The tortured victim is given the choice to either commit suicide or face the torture again. After trying enough times, most people will choose the first option. You now have a person driven to suicide because you affected it in life with torture. Or, to put it in another way, a person has been driven to suicide by Madness, who affected it in life. Allip time!

Command the Allip. If this doesn't work, run like hell. Create a wall of chickens between the two of you, and revel in the knowledge you are just as fast as the Allip. Remember to run straight at the Tarrasque in this case, as it will get the Allip where you want him.

We all know what happens now. Allip drains Tarrasque's wisdom, Tarrasque suffers brain failure, Tarrasque goes down, just add nonlethal damage by I don't know, sealing its lungs off with chickens or something. Then let the nonlethal damage ramp up for a couple hours.

Now, it is time to unleash your mighty magicks! Through the luck domain, you have added Miracle to your spell list. Through the diabolic pact, you have gained a 9th-level spell slot. Simply walk up to the comatose Tarrasque and cast Miracle at its face. Tarrasque's dead, you win.

Cast Ghost Sound three times (Magical Training) to shout that Madness Tarrasqueslayer just killed the Tarrasque. Just for style."

Completely rules legal (technicaly) but completely silly,

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The Playwright




3rd May 2016, 12:19 PM

Isn't this all work on the assumption that the Tarrasque needs to breathe which from what I understand it doesn't.

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Dire_Stirge




1st Oct 2016, 6:02 AM

At least in 3.5 it has to.

And yes, I am the creator.

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Tarrasque




27th Sep 2014, 3:18 PM

The easiest way I can figure requires 9th level, with a Cleric or Oracle (this is looking at Pathfinder). The thing's Will save sucks-- It's a +12. A 9th level Cleric with a decent Will stat should be able to land a Planar Shift on it. Just send it somewhere empty and airless. Or, if you can cast the spell twice, Planar Shift it somewhere, then Planar Shift it from there into the sun.

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Chazman




16th Oct 2015, 6:51 PM
"Tarrasque kill"

Lvl 8 totemist from Magic of Incarnum. One of the abilities allowed you to channel the Tarrasque and if bound to a specific chakra point, you took on its shape. I had a wish saved from rescuing a genie last session so I used it to turn me into the creature whose shape I had. I was now a level 8 Tarrasque we could use totemist abilities. DM woke up the actual Tarrasque at that point, and the next session we fought with our party just barely winning thanks to a second wish and a portable hole.

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Chazman




16th Oct 2015, 6:54 PM
"Another way"

Yup can also technically beat it at lvl 1 if you can make a big enough pit and fill it with water fast enough. You build a pit trap, and lure the Tarrasque over it. Once it falls in, close it over and wait for it to drown. This does require that the pit be heavily reinforced, but it is technically doable.

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Ilmaros




25th Sep 2014, 9:43 PM
"From GMPC to tarrasque-slaying?"

That was quite a funny thread to read. Now to add my grain of salt. If it's about the tarrasque, there are some ways to slay it single-handedly without going epic, starting with the infamous poultrymancer adn following with an anti-osmium bomb (wich would also blow the planet, but those are just side-effects), both followed by a wish/miracle (though the poultrymancer could technically destroy the universe in one turn, so that might not even be needed). But a bit more on the serious side (just a bit)... Why kill the tarrasque if you can just defeat it in a way that makes it a problem a thousand time worse... FOR OTHER PEOPLE YOU DON'T EVEN KNOW! You see, there's a spell that creates a black hole of sorts in a place, sending anything it sucks to a random plane. The spell requires some empty space to be cast on... like the lungs of a colossal or bigger being (and if the space it's not enough, you can always make it smaller by ignoring some squares with a metamagic feat or a high arcana). Since the save of the spell is meant to not fall into it's area, our 'little' friend is already too late for that, so no saving should be allowed (still, some GM's are dicks...). Assuming logic still have something to say, the target would end up in another plane... while turning inside-out in a lovely explosion that would leave the landscape filled with tiny bits of tarrasque. Now, since it has turned out like that, there's a fair chance that more than one piece of the beast starts regenerating into a full one, but being dispersed through the land, it's not for sure that they end up being just one being. Still, since the spell works only as a one-way portal, it's not of your business. Oh, and before i forget, there's also a lower cost version of this wich can easily be pulled off if you make the thing eat you whole while carring a bag of holding and a portable hole. You just need to put one into the other in the right order, thus causing a planar explosion. On the down side of this version, you end up in the same plane as the bits of tarrasque, wich will be dangerous one way or another. On the bright side, you can end up in the void between planes, where you will absolutly die, but the beast will also die with you and won't be ressurected by any means short of a bunch of crazy spellcasters or divine intervention, making you atrue hero, probably. Of course, there's the mid level version in wich you pull of the planar bomb trick from afar, but i don't like to use that trick without the risk associated with being eaten or caught in the explosion, since it causes my GM's to ban my wizards from the campaign :/

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Tempest Fennac




24th Sep 2014, 1:27 AM

A lot of the games I run are only solo campaigns so I almost always use DMPCs in those. There was one occasion where I started running a game which was inspired by The 7th Saga for the SNES (ie: the player had to find 7 vague magical runes).

The player was a Lupin Warlock who used a load of homebrew ice-based abilities and the DMPC I originally wanted to use was a Beastfolk (homebrew race which are basically humans with some animal traits such as small horns and fur) Rogue. They were part of an organisation which investigates various magical and technological relics from the past.

The campaign started off with the Lupin and Beastfolk going back to an inn after failing to find anything interesting in some ruins which were implied to be a long-abandoned bomb shelter (apart from some small cylinders which turned out to contain 1000 year old food). I had 2 NPCs involved in this scene, specifically a jaded Elf who had been working for the organisation for almost 200 years while taking the stance that he'd basically seen everything there was to see and a Vulpine (another homebrew race; these guys are basically tree-hugging magicratic anthro foxes) Wizard who was pretty much the complete opposite (I realised later she was pretty much a clone of Lisa from a webcomic called The Class Menagerie due to being bouncy, optimistic and likely to hug anything she considers to be cute).

My original plan was for Katy (the Vulpine) and the Elf to only appear in a couple of scenes before going back to the organisation's HQ to study the cylinders. The player went back too after finding the first Rune, and they ended up talking with Katy again. Due to the player liking her, she ended up as a second DMPC (I asked if they were okay with me having 2 first after their character asked Katy about going along).

I've used Katy in a couple of other games since then, which kind of makes this the opposite of the original question (it's kind of ironic that she's one of my favourite characters to use considering how small her original role was going to be).

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BakaGrappler




24th Sep 2014, 5:47 AM
"Your Best Idiotic English Exclamation"

Okay everyone, let's start coming up with the best/worst exclamations someone can say in a Gordon Ramsey-ish English Accent.

...Okay, ANY English Accent. I'll go first.

Fart my eyes!

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Raxon

Raxon




24th Sep 2014, 7:33 AM

Son of a weasel biter!

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Malroth




25th Sep 2014, 2:44 AM

By Margret Thatcher's Buttocks.

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Spare Parts




24th Sep 2014, 12:57 PM
"GMPC"

I once made a wizard in a 3-5 players campaign with only two players to make it playable. He didn't round out the party in any way, the other guys were a poorly skilled rogueish character and an illusionist wizardess. I wasn't aiming to make it easy but fun. It wasn't a very capable wizard combatwise. (If nothing else he was an additional target ,distracting mooks, trying to hit them with his staff. He was from an academy which concentrates on crafty everyday life spells and expects from students to actually learn a craft in addition to the usual curriculum (he chose carpenter). So he was handy outside of combat. However he had a tendency to botch his spells. All of them. I rolled openly; it made it all the more fun. The thing he usually botched worst was the verbal spell component, which made fun side effects. He tried to heal an injured horse. It gained the ability to puke. A lot. He tried to cast a field of darkness on some camping mooks so the party could sneak past them. They couldn't see alright. They also couldn't breathe because he accidentally made the darkness rock hard.

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Disloyal Subject

Disloyal Subject




25th Sep 2014, 3:54 PM
"DMPCs"

I guess my most notable GMPC would be the Half-Orc Rogue/Dread Commando. He was the long-suffering professional merc I introduced to beat the party's traitor druid unconscious before he could finish off the party after soloing them. (I was hoping to hold him in reserve, but eh.) He was sort of like fantasy Sam Fisher, climbing and sneaking around, but he was also armed & armored for a stand-up fight, and had lucked out with a Strength score to carry all the adventuring equipment I'm fond of, plus a full brace of splash weapons - acid, holy water, & alchemist's fire. The splash weapons are what he was remembered for.
There was also the Half-Dwarf Archivist. He would've been fun if the party had coordinated a game night, but we never did sort it out before going our separate ways to college.

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