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===(3.5) How to Kill A Tarrasque in 20 Easy Levels=== First, the feats for each level (''and source book if it's not the PH''): *Human extra feat: Power Attack *Fighter 1: Combat Reflexes, Weapon Focus: Greatsword *Fighter 2: Improved Bull Rush *Fighter 3: Mage Slayer *Fighter 4: Weapon Specialization: Greatsword *Fighter 6: Leap Attack (''Complete Adventurer''), Shock Trooper (''Complete Warrior'') *Fighter 8: Blind-Fight *Fighter 9: Pierce Magical Concealment (''Complete Arcane'') *Fighter 10: Melee Weapon Mastery: Slashing (''Player's Handbook II'') *Fighter 12: Greater Weapon Focus: Greatsword, Pierce Magical Protection (''Complete Arcane'') *Fighter 14: Greater Weapon Specialization: Greatsword *Fighter 15: Martial Study: Tiger Claw: Claw at the Moon (''Tome of Battle'') *Fighter 16: Martial Study: Tiger Claw: Sudden Leap (''Tome of Battle'') *Fighter 18: Martial Study: Tiger Claw: Pouncing Charge (''Tome of Battle''), Weapon Supremacy: Greatsword (''Player's Handbook II'') *Fighter 20: Improved Initiative Key Equipment: *+5 Speed, Valorous (''Unapproachable East''), Adamantine Greatsword: 166,050 gp, provides an extra attack at your highest attack bonus when making a full attack, and deals double damage on all charge attacks. *+1 Soulfire ([[Book of Exalted Deeds]]), Heavy Fortification, Mithril Armor: 100,000 gp + the cost of the mithril armor, provides immunity to critical hits, death effects, and negative energy effects *Manual of Gainful Exercise +5: 137,500 gp, provides a +5 inherent bonus to Strength *Belt of Giant Strength +6: 36,000 gp, provides a +6 enhancement bonus to Strength *Ring of Freedom of Movement: 40,000 gp, provides immunity to grappling and movement impedances *Ring of Mental Protection (''Player's Handbook II''): 110,000 gp, provides immunity to mind-affecting effects *Mask of True Seeing (''Unapproachable East''): 75,000 gp, provides continuous True Sight *Dose of Rhul (''Lords of Darkness''): 50gp +4 alchemical bonus to Strength and Constitution and a -2 penalty to AC for 1 minute Strength: * 18 base from point-buy *+5 from level ups *+5 inherent bonus from Manual of Gainful Exercise *+6 enhancement bonus from Belt of Giant Strength *+4 alchemical bonus from Dose of Rhul Total Strength: 38, with a Strength modifier of +14 Attack bonus with +5 greatsword when charging: * 20 Base *+14 Strength bonus *+1 Weapon Focus *+1 Greater Weapon Focus *+2 Melee Weapon Mastery *+5 enhancement bonus from magic weapon *+2 charging Total attack bonus when charging: +45 Damage with +5 greatsword: *2d6 base damage *+21 Strength bonus and a half *+2 Weapon Specialization *+2 Greater Weapon Specialization *+2 Melee Weapon Mastery *+5 enhancement bonus from magic weapon Total damage: 2d6+32 So, you're a Human Fighter 20, standing 60 feet away from the death machine that is the Tarrasque. This is the moment of ultimate truth. If you lose initiative, you're supremely and irrevocably fucked like a bunny on fire in a bucket of gasoline with poo for a brain, since although you can survive a charge of the Tarrasque, you probably won't be able to survive the AoOs from repositioning you. If you win initiative though, with the help of some initiative-boosting items I forgot to list down then it's game time. You spend a full-round action using your Pouncing Charge maneuver, which lets you charge and make a full attack at the end of it, while getting the +2 bonus to attack rolls on all your attacks. As part of your charge, you make a Jump check (easy enough with your ranks and Strength bonus) to activate Leap Attack, as you Power Attack for your full Base Attack Bonus, transforming the attack penalty into an AC penalty using Shock Trooper. So, you're making a full attack at +60 damage on each hit, at the cost of -20 AC and then another -2 AC from charging and another -2AC from the dose of Rhul. Now, at this point, the damage on each of your attacks would normally be 2d6+92 (average 99) from your Leap Attacking shenanigans. However, your Valorous weapon makes you deal double damage on any and all charge attacks, shooting it up to a ludicrous 4d6+198 (average 198). This isn't including critical hits, but they're a pain to calculate in 3.5 anyway. So then, as you charge past the Tarrasque's threatened squares, it takes an AoO against you, using its bite. It damages you some, but it won't be able to score a crit thanks to your Heavy Fortification armour, and your Ring of Freedom of movement prevents a grapple and a swallow. You then make five attacks, at +45/+45/+40/+35/+30. The Tarrasque has "only" 35 AC. The first three only miss on a natural one, giving them a 95% hit chance. For the fourth one, you activate your +5 bonus from Weapon Supremacy, shooting it up to +40, and thus giving that one a 95% hit chance as well. The fifth and final attack is where you take 10, also using Weapon Supremacy, to make it automatically hit. So then, four attacks at a 95% hit chance, and one attack automatically hitting. 0.95 * 4 + 1 = 4.8. 4.8 * average 198 damage on each hit = average 950.4 damage in total. The Tarrasque has damage reduction 15/epic, however, subtracting a total of (15*4.8) = 72 damage from (nearly) five hits, but that's still an amazing 878.4 damage inflicted on the Tarrasque's hit point total of 858 anyway. At this point, the Tarrasque should be down to -209 or -210 hit points, meaning it will be back in action in 6 rounds, and that's why I hope you've got a means to cast Wish right then and there.
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