9erik1
2017-08-09, 02:05 AM
References: Player's Handbook (PHB), Dungeon Master's Guide (DMG), Expanded Psionics Handbook (XPH), Unearthed Arcana (UA), Dungeonscape (DS), Complete Warrior (CW), Monster Manual II (MM2), Savage Species (SS), Magic Item Compendium (MIC)
Note: Some of the language is over-explanatory to help people that don't necessarily know all the content. I'm sure there are also other game-breaking ways to do this, but I tried to be as minimalistic as possible while still being able to kill the Tarrasque on the first round of initiation, with no shennanigans like pre-loading a cow with energy-exchanged fire seeds and sending it in to be eaten, etc.
Also, big thanks to Anthrowhale, Diarmuid, VisitingDaGulag, Aracor and Hackulator for pointing out the flaws in the initial build. Checking the SRD is hard cause I don't have my books, only PDFs to cross reference. The new build is now a 30-point stat buy and almost goes over the wealth limit.
Tk Tk, "The Blender"
Race: Thri-Kreen (XPH)
Class: Racial HD 2 / Factotum 8 / Dervish 10
Stats: STR 18 / DEX 20 / CON 8 / INT 14 / WIS 10 / CHA 4 (30-point buy)
BAB: +18/13/8/3 (2 Racial, 6 Factotum, 10 Dervish)
Skills: Tumble 23, Jump 5, Perform (Dance) 3 *** to qualify for Dervish, the rest are irrelevant
First 4 Feats (to Qualify for Dervish): Dodge, Mobility, Combat Expertise, Weapon Focus (Gythka)
Remaining 3 Feats: Multiweapon Fighting, Improved Multiweapon Fighting, Power Attack
Stat Increases: All into STR for 23 at level 20
Necessary Variant Rule: from Unearthed Arcana, there's a variant rule where you can pay off level adjustment with experience as you level up. Under this system, it would cost 19k XP to pay off a Thri-Kreen's +2 level adjustment (because of the 2 racial HD). That would put the total XP at 209,000 which is just shy of the regular level 21. This is key because Factotum 8 and Dervish 10's class abilities are both specifically needed.
• Potions: Fox's Cunning [300 gp], Aid [300 gp], Heroism [750 gp], Haste [750 gp]
• 4x Oil of Keen Edge [3,000 gp]
• +1 Padded Armor of Roaring (MIC +3 bonus) [16,155 gp]
• Gloves of DEX +6 [36,000 gp]
• Belt of Giant STR +6 [36,000 gp]
• Cloak of Etherealness [55,000 gp]
• Ring of Three Wishes* [97,950 gp]
• 2x Gythka** with (on each end of the weapon):
+4 Enhancement Bonus, Bane (Magical Beast), Frost, Shock, Merciful*** [513,320 gp]
TOTAL [759,525 gp]
* Preliminary: First wish on the ring goes toward raising STR by 1. This puts you to 30 strength along with the belt.
** Thri-Kreen double slashing weapon; deals 1d10 damage with x2 critical. From XPH.
*** Because all damage dealt to the Tarrasque is non-lethal anyways.
• From the Factotum class, you get these free action spends called Inspiration Points. At level 8, you get 5 of them per encounter. One of his abilities lets you spend 1 point to cast any spell from the wizard list (that you've predetermined for the day, but don't have in a book or anything -- you can pick any set of spells from the list, provided they're within your level capability). This capability for level 8 is up to 3rd level spells. We need 2 spells: Wraithstrike and Nerveskitter. The other key ability of the Factotum is called Cunning Surge, acquired at level 8, which lets you spend 3 points to take another standard action in a round.
• From the Dervish class, you can go into a Dervish Dance whereby you get a +5 hit/dmg bonus with slashing weapons. Then the big kicker, at level 10 you have A Thousand Cuts which lets you double your number of attacks in a full attack action once per day. It also specifies that you can get an extra attack from haste, but it's a bit vague about whether or not you can double that extra attack, so I decided not to. I'm aware the enhancement bonuses to speed don't stack, and AC, whether it stacks or not, is irrelevant.
• So, the thri-kreen has 4 arms and 2 double weapons. Improved Multiweapon Fighting lets him make 2 off-hand attacks (he has 3 off hands for 6 off-hand attacks total), three at BAB and three at -5 from full BAB. Combined with his 4 main hand attacks, that's a total of 10 attacks at a lowest attack bonus of +3. Using a full -18 power attack, our lowest attack bonus is now -15. You then have to factor in that Gythkas aren't light weapons in the offhand (even as a double weapon). All attacks take only take a -4 penalty because of Multiweapon Fighting. So the lowest attack is at -19. The fact that Gythkas aren't light weapons in the offhand is key, because this means we can use Power Attack's damage bonus with each head of the weapon.
• Now factor in attack bonuses: +10 from STR, +5 from Dervish Dance, +4 from enhancement bonus, +1 from weapon focus, +2 from Heroism and +1 from Aid is +23 altogether. That puts our lowest attack at +4 now. That's all we need.
• Your main hand damage bonus will be 10 STR + 4 Enhancement + 5 Dervish Dance + 18 Power Attack = 37. It will be 32 on the off-hand attacks because you only get to use half your strength to damage for those. Because of Bane (Magical Beast) on the weapons, the effective enhancement bonus will become +6 to bypass the epic DR.
• The other enchantments on your weapon do extra dice on each hit: Bane (2d6), Frost (1d6), Shock (1d6) and Merciful (1d6). These don't get affected by spell resistance.
• A big part of the fight is winning initiative, so we'll guarantee it. One of our uses of Wish will be before we move in to initiate, duplicating the Heroics spell to get Improved Initiative (+4, unnamed). When we begin the fight the Roaring armor will activate giving us a +4 competence bonus to initiative. Dervish class gets a +2 unnamed bonus. We have 26 DEX for a bonus of +8. That's +18 so far. Then Factotum's Brains over Brawn ability lets use use our INT mod on Dexterity checks; with the potion of Fox's cunning active that will give us 18 INT for another +4 (+22 total); with Nerveskitter that will put us up to +27, guaranteeing first place in initiative.
• The Tarrasque has scent, which will detect you at 30 feet, 60 feet if you're upwind. Stand 65 feet away and out of sight while he's on his rampage. Before moving in, prepare with the following (in order): Use second Wish to duplicate Heroics (Improved Initiative), use Oils of Keen Edge on each Gythka weapon head, drink potions of Heroism, Aid & Fox's Cunning.
• From there, use the cloak of etherealness so he can't see, hear or smell you from the ethereal plane and begin moving in. Float over to behind him, and you'll be undetected. Dismiss ethereality and you've caught the Tarrasque flat-footed. Activate Nerveskitter as an immediate action (1 inspiration point out of 5) and drink the potion of Haste in the surprise round. You're at +27 initiative (compared to the Tarrasque's +7), giving you first place in combat.
• Start by activating Wraithstrike as a swift action (2 inspiration points out of 5). You're now ignoring natural armor, putting the Tarrasque at 5 AC, and you have 21 attacks for one round (the extra 1 being from Haste).
• All attack rolls except 1 hit and all criticals (which occur on a 19 from your Oils of Keen Edge) will be auto-confirmed because you have a +4 attack bonus on your lowest attack, and he's only got 5 AC.
• You have to move 5 feet in between every 2 attacks because of Dervish Dance, but that's not a problem with a base movespeed of 40 + Haste. Because of your 23 ranks in Tumble + Jump synergy, you can accelerated Tumble around him to avoid attacks of opportunity. You're literally dancing circles around him shredding him up like a (merciful) blender and he can't do jack to stop you.
• On average you'll deal about 22d10 + 100d6 + 750, which itself will average out to 1221 damage. It's only 100d6 instead of 110d6 because you'll average 1 miss and 2 criticals, but the extra dice from weapon enhancements don't get multiplied.
• So yeah, buddy drops to past -10 HP after a full attack action. Now use a free action to spend your last 3 inspiration points from Factotum and use Cunning Surge to get another standard action. Use standard action to activate the Ring of Three Wishes and wish the thing dead with your last charge.
ONE ROUND, FEELS GOOD
As far as I've calculated (because it seemed cool to do at the time), the chances of this failing are ridiculously low. About 1 in 1000 as a generous rough estimate (I'd have to write a program to do the calculations properly). Even if you roll four ones, all on your main hand, and get no criticals to compensate, you're still doing 17d10 + 85d6 + 569. That'll average out to 960 ± 56 (the error margin being the sum of the 2 sigma value for both dice distributions, both rounded up)... so yeah, you'd have to roll at least 5 misses with no criticals, and even still, if all of those misses are off hand misses you still do 925 ± 54. The chances of 5 misses and no criticals on its own is 1 in 2117, nevermind the additional chances of rolling on the lower end of two dice distributions.
Race: Thri-Kreen (XPH)
Class: Racial HD 2 / Factotum 8 / Dervish 10
Stats: STR 17 / DEX 13 / CON 8 / INT 13 / WIS 10 / CHA 4 (17-point buy)
BAB: +18/13/8/3 (2 Racial, 6 Factotum, 10 Dervish)
Skills: Tumble 3, Perform (Dance) 3 *** to qualify for Dervish, the rest are irrelevant
First 4 Feats (to Qualify for Dervish): Dodge, Mobility, Combat Expertise, Weapon Focus (Gythka)
Remaining 3 Feats: Multiweapon Fighting, Improved Multiweapon Fighting, Power Attack
Bonus Feat from Dervish: Spring Attack
Stat Increases: All into STR for 22 at level 20
Necessary Variant Rule: from Unearthed Arcana, there's a variant rule where you can pay off level adjustment with experience as you level up. Under this system, it would cost 19k XP to pay off a Thri-Kreen's +2 level adjustment (because of the 2 racial HD). That would put the total XP at 209,000 which is just shy of the regular level 21. This is key because Factotum 8 and Dervish 10's class abilities are both specifically needed.
• Potion of Aid [300 gp]
• Potion of Heroism [750 gp]
• Belt of Giant STR +6 [36,000 gp]
• Cloak of Etherealness [55,000 gp]
• Ring of Three Wishes* [97,950 gp]
• 2x Gythka** with (on each end of the weapon):
+1 Enhancement Bonus, Bane (Magical Beast), Frost, Shock, Merciful*** [201,320 gp]
That's it -- TOTAL [391,320 gp]
* Preliminary: First 2 wishes on the ring go toward raising STR by 2. This puts you to 30 strength along with the belt.
** Thri-Kreen double slashing weapon; deals 1d10 damage with x2 critical. From XPH.
*** Because all damage dealt to the Tarrasque is non-lethal anyways.
• From the Factotum class, you get these free action spends called Inspiration Points. At level 8, you get 5 of them per encounter. One of his abilities lets you spend 1 point to cast any spell from the wizard list (that you've predetermined for the day, but don't have in a book or anything -- you can pick any set of spells from the list, provided they're within your level capability). This capability for level 8 is up to 3rd level spells. We need 2 spells: Wraithstrike and Haste. The other key ability of the Factotum is called Cunning Surge, acquired at level 8, which lets you spend 3 points to take another standard action in a round.
• From the Dervish class, you can go into a Dervish Dance whereby you get a +5 hit/dmg bonus with slashing weapons. Then the big kicker, at level 10 you have A Thousand Cuts which lets you double your number of attacks in a full attack action once per day. It also specifies that you can get an extra attack from haste, but it's a bit vague about whether or not you can double that extra attack, so I decided not to. I'm aware the enhancement bonuses to speed don't stack, and AC, whether it stacks or not, is irrelevant.
• So, the thri-kreen has 4 arms and 2 double weapons. Improved Multiweapon Fighting lets him make 2 off-hand attacks (he has 3 off hands for 6 off-hand attacks total), three at BAB and three at -5 from full BAB. Combined with his 4 main hand attacks, that's a total of 10 attacks at a lowest attack bonus of +3. Using a full -18 power attack, our lowest attack bonus is now -15. You then have to factor in that Gythkas aren't light weapons in the offhand (even as a double weapon). All attacks take only take a -4 penalty because of Multiweapon Fighting. So the lowest attack is at -19. The fact that Gythkas aren't light weapons in the offhand is key, because this means we can use Power Attack's damage bonus with each head of the weapon.
• Now factor in attack bonuses: +10 from STR, +1 from enhancement bonuses, +1 from weapon focus, +5 from Dervish Dance, +1 from Aid and +2 from Heroism is +20 altogether. That puts our lowest attack at +1 now. That's all we need.
• Your main hand damage bonus will be 10 STR + 1 Enhancement + 5 Dervish Dance + 18 Power Attack = 34. It will be 29 on the off-hand attacks because you only get to use half your strength to damage for those. Because of Bane (Magical Beast) on the weapons, the effective enhancement bonus will become +6 to bypass the epic DR.
• The other enchantments on your weapon do extra dice on each hit: Bane (2d6), Frost (1d6), Shock (1d6) and Merciful (1d6). These don't get affected by spell resistance.
• The Tarrasque has scent, which will detect you at 30 feet, 60 feet if you're upwind. Stand 65 feet away and out of sight while he's on his rampage. Use the cloak of etherealness so he can't smell you from the ethereal plane.
• From there, drink your potions, then use your haste (1 inspiration point out of 5). Float over to behind him, and you'll be undetected. Dismiss ethereality as a free action, activate Wraithstrike as a swift action (2 inspiration points out of 5) and begin assault with free-action Dervish Dance and A Thousand Cuts.
• You're now ignoring natural armour and have caught the Tarrasque flat-footed, putting him at 2 AC, and you have 21 attacks for one round (the extra 1 being from Haste).
• All attack rolls except 1 hit and all criticals will be auto-confirmed because you have a +1 attack bonus on your lowest attack, and he's only got 2 AC.
• You have to move 5 feet in between every 2 attacks because of Dervish Dance, but that's not a problem with a base movespeed of 40 + Haste. Because of Spring Attack, he gets no attacks of opportunity on you while you move. You're literally dancing circles around him shredding him up like a (merciful) blender and he can't do jack to stop you.
• On average you'll deal 21d10 + 100d6 + 654, which itself will average out to 1119 damage. It's only 100d6 instead of 105d6 because you'll average 1 miss and 1 critical, but the extra dice from weapon enhancements don't get multiplied.
• So yeah, buddy drops to past -10 HP after a full attack action. Now use a free action to spend your last 3 inspiration points from Factotum and use Cunning Surge to get another standard action. Use standard action to activate the Ring of Three Wishes and wish the thing dead with your last charge.
ONE ROUND, FEELS GOOD
As far as I've calculated (because it seemed cool to do at the time), the chances of this failing are ridiculously low. About 1 in 600 as a rough estimate (I'd have to write a program to do the calculations properly). Even if you roll four ones and get no criticals to compensate, if only one of them is on your main hand, you're still doing 17d10 + 85d6 + 533. That'll average out to 924 +/- 56 (exactly 868 damage at the -56 end of the error margin; the error margin there is the sum of the 2 sigma value for both dice distributions, both rounded up)... so yeah, you'd have to roll at least 4 misses with no criticals to compensate, and at least 2 of those misses have to be on the main hand.
I wholeheartedly welcome commentary.
EDIT: Formatting
EDIT 2: Posting of new build draft.
Note: Some of the language is over-explanatory to help people that don't necessarily know all the content. I'm sure there are also other game-breaking ways to do this, but I tried to be as minimalistic as possible while still being able to kill the Tarrasque on the first round of initiation, with no shennanigans like pre-loading a cow with energy-exchanged fire seeds and sending it in to be eaten, etc.
Also, big thanks to Anthrowhale, Diarmuid, VisitingDaGulag, Aracor and Hackulator for pointing out the flaws in the initial build. Checking the SRD is hard cause I don't have my books, only PDFs to cross reference. The new build is now a 30-point stat buy and almost goes over the wealth limit.
Tk Tk, "The Blender"
Race: Thri-Kreen (XPH)
Class: Racial HD 2 / Factotum 8 / Dervish 10
Stats: STR 18 / DEX 20 / CON 8 / INT 14 / WIS 10 / CHA 4 (30-point buy)
BAB: +18/13/8/3 (2 Racial, 6 Factotum, 10 Dervish)
Skills: Tumble 23, Jump 5, Perform (Dance) 3 *** to qualify for Dervish, the rest are irrelevant
First 4 Feats (to Qualify for Dervish): Dodge, Mobility, Combat Expertise, Weapon Focus (Gythka)
Remaining 3 Feats: Multiweapon Fighting, Improved Multiweapon Fighting, Power Attack
Stat Increases: All into STR for 23 at level 20
Necessary Variant Rule: from Unearthed Arcana, there's a variant rule where you can pay off level adjustment with experience as you level up. Under this system, it would cost 19k XP to pay off a Thri-Kreen's +2 level adjustment (because of the 2 racial HD). That would put the total XP at 209,000 which is just shy of the regular level 21. This is key because Factotum 8 and Dervish 10's class abilities are both specifically needed.
• Potions: Fox's Cunning [300 gp], Aid [300 gp], Heroism [750 gp], Haste [750 gp]
• 4x Oil of Keen Edge [3,000 gp]
• +1 Padded Armor of Roaring (MIC +3 bonus) [16,155 gp]
• Gloves of DEX +6 [36,000 gp]
• Belt of Giant STR +6 [36,000 gp]
• Cloak of Etherealness [55,000 gp]
• Ring of Three Wishes* [97,950 gp]
• 2x Gythka** with (on each end of the weapon):
+4 Enhancement Bonus, Bane (Magical Beast), Frost, Shock, Merciful*** [513,320 gp]
TOTAL [759,525 gp]
* Preliminary: First wish on the ring goes toward raising STR by 1. This puts you to 30 strength along with the belt.
** Thri-Kreen double slashing weapon; deals 1d10 damage with x2 critical. From XPH.
*** Because all damage dealt to the Tarrasque is non-lethal anyways.
• From the Factotum class, you get these free action spends called Inspiration Points. At level 8, you get 5 of them per encounter. One of his abilities lets you spend 1 point to cast any spell from the wizard list (that you've predetermined for the day, but don't have in a book or anything -- you can pick any set of spells from the list, provided they're within your level capability). This capability for level 8 is up to 3rd level spells. We need 2 spells: Wraithstrike and Nerveskitter. The other key ability of the Factotum is called Cunning Surge, acquired at level 8, which lets you spend 3 points to take another standard action in a round.
• From the Dervish class, you can go into a Dervish Dance whereby you get a +5 hit/dmg bonus with slashing weapons. Then the big kicker, at level 10 you have A Thousand Cuts which lets you double your number of attacks in a full attack action once per day. It also specifies that you can get an extra attack from haste, but it's a bit vague about whether or not you can double that extra attack, so I decided not to. I'm aware the enhancement bonuses to speed don't stack, and AC, whether it stacks or not, is irrelevant.
• So, the thri-kreen has 4 arms and 2 double weapons. Improved Multiweapon Fighting lets him make 2 off-hand attacks (he has 3 off hands for 6 off-hand attacks total), three at BAB and three at -5 from full BAB. Combined with his 4 main hand attacks, that's a total of 10 attacks at a lowest attack bonus of +3. Using a full -18 power attack, our lowest attack bonus is now -15. You then have to factor in that Gythkas aren't light weapons in the offhand (even as a double weapon). All attacks take only take a -4 penalty because of Multiweapon Fighting. So the lowest attack is at -19. The fact that Gythkas aren't light weapons in the offhand is key, because this means we can use Power Attack's damage bonus with each head of the weapon.
• Now factor in attack bonuses: +10 from STR, +5 from Dervish Dance, +4 from enhancement bonus, +1 from weapon focus, +2 from Heroism and +1 from Aid is +23 altogether. That puts our lowest attack at +4 now. That's all we need.
• Your main hand damage bonus will be 10 STR + 4 Enhancement + 5 Dervish Dance + 18 Power Attack = 37. It will be 32 on the off-hand attacks because you only get to use half your strength to damage for those. Because of Bane (Magical Beast) on the weapons, the effective enhancement bonus will become +6 to bypass the epic DR.
• The other enchantments on your weapon do extra dice on each hit: Bane (2d6), Frost (1d6), Shock (1d6) and Merciful (1d6). These don't get affected by spell resistance.
• A big part of the fight is winning initiative, so we'll guarantee it. One of our uses of Wish will be before we move in to initiate, duplicating the Heroics spell to get Improved Initiative (+4, unnamed). When we begin the fight the Roaring armor will activate giving us a +4 competence bonus to initiative. Dervish class gets a +2 unnamed bonus. We have 26 DEX for a bonus of +8. That's +18 so far. Then Factotum's Brains over Brawn ability lets use use our INT mod on Dexterity checks; with the potion of Fox's cunning active that will give us 18 INT for another +4 (+22 total); with Nerveskitter that will put us up to +27, guaranteeing first place in initiative.
• The Tarrasque has scent, which will detect you at 30 feet, 60 feet if you're upwind. Stand 65 feet away and out of sight while he's on his rampage. Before moving in, prepare with the following (in order): Use second Wish to duplicate Heroics (Improved Initiative), use Oils of Keen Edge on each Gythka weapon head, drink potions of Heroism, Aid & Fox's Cunning.
• From there, use the cloak of etherealness so he can't see, hear or smell you from the ethereal plane and begin moving in. Float over to behind him, and you'll be undetected. Dismiss ethereality and you've caught the Tarrasque flat-footed. Activate Nerveskitter as an immediate action (1 inspiration point out of 5) and drink the potion of Haste in the surprise round. You're at +27 initiative (compared to the Tarrasque's +7), giving you first place in combat.
• Start by activating Wraithstrike as a swift action (2 inspiration points out of 5). You're now ignoring natural armor, putting the Tarrasque at 5 AC, and you have 21 attacks for one round (the extra 1 being from Haste).
• All attack rolls except 1 hit and all criticals (which occur on a 19 from your Oils of Keen Edge) will be auto-confirmed because you have a +4 attack bonus on your lowest attack, and he's only got 5 AC.
• You have to move 5 feet in between every 2 attacks because of Dervish Dance, but that's not a problem with a base movespeed of 40 + Haste. Because of your 23 ranks in Tumble + Jump synergy, you can accelerated Tumble around him to avoid attacks of opportunity. You're literally dancing circles around him shredding him up like a (merciful) blender and he can't do jack to stop you.
• On average you'll deal about 22d10 + 100d6 + 750, which itself will average out to 1221 damage. It's only 100d6 instead of 110d6 because you'll average 1 miss and 2 criticals, but the extra dice from weapon enhancements don't get multiplied.
• So yeah, buddy drops to past -10 HP after a full attack action. Now use a free action to spend your last 3 inspiration points from Factotum and use Cunning Surge to get another standard action. Use standard action to activate the Ring of Three Wishes and wish the thing dead with your last charge.
ONE ROUND, FEELS GOOD
As far as I've calculated (because it seemed cool to do at the time), the chances of this failing are ridiculously low. About 1 in 1000 as a generous rough estimate (I'd have to write a program to do the calculations properly). Even if you roll four ones, all on your main hand, and get no criticals to compensate, you're still doing 17d10 + 85d6 + 569. That'll average out to 960 ± 56 (the error margin being the sum of the 2 sigma value for both dice distributions, both rounded up)... so yeah, you'd have to roll at least 5 misses with no criticals, and even still, if all of those misses are off hand misses you still do 925 ± 54. The chances of 5 misses and no criticals on its own is 1 in 2117, nevermind the additional chances of rolling on the lower end of two dice distributions.
Race: Thri-Kreen (XPH)
Class: Racial HD 2 / Factotum 8 / Dervish 10
Stats: STR 17 / DEX 13 / CON 8 / INT 13 / WIS 10 / CHA 4 (17-point buy)
BAB: +18/13/8/3 (2 Racial, 6 Factotum, 10 Dervish)
Skills: Tumble 3, Perform (Dance) 3 *** to qualify for Dervish, the rest are irrelevant
First 4 Feats (to Qualify for Dervish): Dodge, Mobility, Combat Expertise, Weapon Focus (Gythka)
Remaining 3 Feats: Multiweapon Fighting, Improved Multiweapon Fighting, Power Attack
Bonus Feat from Dervish: Spring Attack
Stat Increases: All into STR for 22 at level 20
Necessary Variant Rule: from Unearthed Arcana, there's a variant rule where you can pay off level adjustment with experience as you level up. Under this system, it would cost 19k XP to pay off a Thri-Kreen's +2 level adjustment (because of the 2 racial HD). That would put the total XP at 209,000 which is just shy of the regular level 21. This is key because Factotum 8 and Dervish 10's class abilities are both specifically needed.
• Potion of Aid [300 gp]
• Potion of Heroism [750 gp]
• Belt of Giant STR +6 [36,000 gp]
• Cloak of Etherealness [55,000 gp]
• Ring of Three Wishes* [97,950 gp]
• 2x Gythka** with (on each end of the weapon):
+1 Enhancement Bonus, Bane (Magical Beast), Frost, Shock, Merciful*** [201,320 gp]
That's it -- TOTAL [391,320 gp]
* Preliminary: First 2 wishes on the ring go toward raising STR by 2. This puts you to 30 strength along with the belt.
** Thri-Kreen double slashing weapon; deals 1d10 damage with x2 critical. From XPH.
*** Because all damage dealt to the Tarrasque is non-lethal anyways.
• From the Factotum class, you get these free action spends called Inspiration Points. At level 8, you get 5 of them per encounter. One of his abilities lets you spend 1 point to cast any spell from the wizard list (that you've predetermined for the day, but don't have in a book or anything -- you can pick any set of spells from the list, provided they're within your level capability). This capability for level 8 is up to 3rd level spells. We need 2 spells: Wraithstrike and Haste. The other key ability of the Factotum is called Cunning Surge, acquired at level 8, which lets you spend 3 points to take another standard action in a round.
• From the Dervish class, you can go into a Dervish Dance whereby you get a +5 hit/dmg bonus with slashing weapons. Then the big kicker, at level 10 you have A Thousand Cuts which lets you double your number of attacks in a full attack action once per day. It also specifies that you can get an extra attack from haste, but it's a bit vague about whether or not you can double that extra attack, so I decided not to. I'm aware the enhancement bonuses to speed don't stack, and AC, whether it stacks or not, is irrelevant.
• So, the thri-kreen has 4 arms and 2 double weapons. Improved Multiweapon Fighting lets him make 2 off-hand attacks (he has 3 off hands for 6 off-hand attacks total), three at BAB and three at -5 from full BAB. Combined with his 4 main hand attacks, that's a total of 10 attacks at a lowest attack bonus of +3. Using a full -18 power attack, our lowest attack bonus is now -15. You then have to factor in that Gythkas aren't light weapons in the offhand (even as a double weapon). All attacks take only take a -4 penalty because of Multiweapon Fighting. So the lowest attack is at -19. The fact that Gythkas aren't light weapons in the offhand is key, because this means we can use Power Attack's damage bonus with each head of the weapon.
• Now factor in attack bonuses: +10 from STR, +1 from enhancement bonuses, +1 from weapon focus, +5 from Dervish Dance, +1 from Aid and +2 from Heroism is +20 altogether. That puts our lowest attack at +1 now. That's all we need.
• Your main hand damage bonus will be 10 STR + 1 Enhancement + 5 Dervish Dance + 18 Power Attack = 34. It will be 29 on the off-hand attacks because you only get to use half your strength to damage for those. Because of Bane (Magical Beast) on the weapons, the effective enhancement bonus will become +6 to bypass the epic DR.
• The other enchantments on your weapon do extra dice on each hit: Bane (2d6), Frost (1d6), Shock (1d6) and Merciful (1d6). These don't get affected by spell resistance.
• The Tarrasque has scent, which will detect you at 30 feet, 60 feet if you're upwind. Stand 65 feet away and out of sight while he's on his rampage. Use the cloak of etherealness so he can't smell you from the ethereal plane.
• From there, drink your potions, then use your haste (1 inspiration point out of 5). Float over to behind him, and you'll be undetected. Dismiss ethereality as a free action, activate Wraithstrike as a swift action (2 inspiration points out of 5) and begin assault with free-action Dervish Dance and A Thousand Cuts.
• You're now ignoring natural armour and have caught the Tarrasque flat-footed, putting him at 2 AC, and you have 21 attacks for one round (the extra 1 being from Haste).
• All attack rolls except 1 hit and all criticals will be auto-confirmed because you have a +1 attack bonus on your lowest attack, and he's only got 2 AC.
• You have to move 5 feet in between every 2 attacks because of Dervish Dance, but that's not a problem with a base movespeed of 40 + Haste. Because of Spring Attack, he gets no attacks of opportunity on you while you move. You're literally dancing circles around him shredding him up like a (merciful) blender and he can't do jack to stop you.
• On average you'll deal 21d10 + 100d6 + 654, which itself will average out to 1119 damage. It's only 100d6 instead of 105d6 because you'll average 1 miss and 1 critical, but the extra dice from weapon enhancements don't get multiplied.
• So yeah, buddy drops to past -10 HP after a full attack action. Now use a free action to spend your last 3 inspiration points from Factotum and use Cunning Surge to get another standard action. Use standard action to activate the Ring of Three Wishes and wish the thing dead with your last charge.
ONE ROUND, FEELS GOOD
As far as I've calculated (because it seemed cool to do at the time), the chances of this failing are ridiculously low. About 1 in 600 as a rough estimate (I'd have to write a program to do the calculations properly). Even if you roll four ones and get no criticals to compensate, if only one of them is on your main hand, you're still doing 17d10 + 85d6 + 533. That'll average out to 924 +/- 56 (exactly 868 damage at the -56 end of the error margin; the error margin there is the sum of the 2 sigma value for both dice distributions, both rounded up)... so yeah, you'd have to roll at least 4 misses with no criticals to compensate, and at least 2 of those misses have to be on the main hand.
I wholeheartedly welcome commentary.
EDIT: Formatting
EDIT 2: Posting of new build draft.