JNAProductions
2022-08-12, 08:11 PM
Okay. Just kinda spitballing here...
Bugbear Champion 20
Gear: Oathbow (Attuned), eight +3 Arrows, Bracers Of Archery (Attuned), Ioun Stone Of Mastery (Attuned)
Starting stats: 17 Dexterity, everything else irrelevant
Fighting Styles: Archery and Superior Technique
Maneuvers: Ambush, Precision, one of choice that adds damage on a hit
ASIs and Feats: Piercer (+1 Dexterity), Fey Touched (for Bless), +2 Dexterity, Martial Adept, Alert, Sharpshooter, Fighting Initiate (if Close Quarters Shooter is on the table) or one of choice (if not)
Round Zero-Preparations
Cast Bless. Wait for caster friend to teleport you into engagement range or otherwise get ready to initiate combat.
Round One-Halfway To Murder, About
Roll initiative. You have 1d20+10 versus 1d20, and can add +1d6 if need be. Going first is of paramount importance.
Declare the Tarrasque as your sworn enemy, gaining advantage on all attack rolls made with the Oathbow against it, and dealing an extra 3d6 damage on each hit.
Action Surge.
Shoot him eight times, for 2d20b1+17+1d4, plus 1d6 if you miss by a small amount up to three times (assuming one was not needed for initiative). Each hit does 1d8+5d6+10 (32) damage, each crit does 3d8+10d6+10 (58.5) damage. Reroll the lowest damage d8 with Piercer.
Sharpshooter adds 10 damage but drops hit bonus to only 12. It's the better choice, though.
Basic Attack
AC 25, which means we have a .9463 chance of hitting. We also have a .1413 chance of critting. So that's (.1413*58.5)+((.9463-.1413)*32)=34.02605 damage per attack.
Sharpshooter
AC 25 gives us a .7713 chance of hitting, same of a crit. So that's (.1413*68.5)+((.7713-.1413)*42)=36.13905 damage per attack. This is the better option.
With each attack dealing about 36 damage on average, we're looking at 288 damage in one turn. Unfortunately, this isn't replicable on turn two-Bugbear's Surprise Attack is lost then. The question is, then, how do we get enough damage to solo the Tarrasque in one turn?
Edit: Talking with an awesome lovely, who suggested switching to Fighter 17/Assassin 3 (for autocrits) meaning we can switch to Battlemaster for better Superiority dice. We've got eight Superiority dice with everything, meaning we can use one on every attack.
But, does Fighter 12-16 give anything worth it? Swap Fey Touched for Potion of Heroism, and we've got three ASIs free-lose one from Fighter 19, another from 16, another from 14 and one from 12. Which means we probably need Fighter 12 (that'd be three ASIs down, which is fine). That does leave 5 levels to futz with.
Gloomstalker 3! That leaves two levels left to mess with, but at level 20...
Battlemaster 12/Assassin 4/Gloomstalker 4
Gear: Oathbow (Attuned), nine +3 Arrows, Bracers Of Archery (Attuned), Ioun Stone Of Mastery (Attuned), Potion Of Heroism, Potion of Speed
Starting stats: 17 Dexterity, 14 or 15 Wisdom, everything else irrelevant
Fighting Styles: Archery and Superior Technique
Maneuvers: Ambush, Precision, one of choice that adds damage on a hit, and whatever else you want
ASIs and Feats: Piercer (+1 Dexterity), +2 Dexterity, Martial Adept, Alert, Sharpshooter, +2 Wisdom
Round -1
Drink Heroism
Round 0
Drink Speed
Round 1
Roll initiative. You have 1d20+13 versus 1d20, and can add 1d10 if you need to.
Declare the Tarrasque as your sworn enemy, gaining advantage on all attack rolls made with the Oathbow against it, and dealing an extra 3d6 damage on each hit.
Action Surge.
Shoot him nine times (four from each attack action, once from Haste action), for 2d20b1+17+1d4, plus 1d10 if you miss on anything but a 1. Each hit does 3d8+10d6+10, plus 2d10 if you didn't use Precision on the hit.
Reroll a d8 with Piercer, probably adding +3.5 damage.
Sneak Attack procs once, adding 4d6.
Though wait-we only have 5d10+2d6 Superiority dice, so not enough for EVERY attack.
Okay-if EVERYTHING hits, which is possible, we're looking at...
27d8+90d6+90+4d6+10d10+4d6, which is...
121.5+315+90+14+55+14
609.5
Add 3.5 for a d8 reroll, 613. Not enough.
Alright. I didn't want to have to do this, but...
Battlemaster 12/Assassin 4/Gloomstalker 4
Gear: Oathbow (Attuned), nine Arrows of Tarrasque Slaying, two Oils of Sharpness Bracers Of Archery (Attuned), Ioun Stone Of Mastery (Attuned), Potion Of Heroism, Potion of Speed
Starting stats: 17 Dexterity, 14 or 15 Wisdom, everything else irrelevant
Fighting Styles: Archery and Superior Technique
Maneuvers: Ambush, Precision, one of choice that adds damage on a hit, and whatever else you want
ASIs and Feats: Piercer (+1 Dexterity), +2 Dexterity, Martial Adept, Alert, Sharpshooter, Lucky
Round -21
Apply Oil of Sharpness
Round -1
Drink Heroism
Round 0
Drink Speed
Round 1
Roll initiative. You have 1d20+12 versus 1d20, and can add 1d10 if you need to.
Declare the Tarrasque as your sworn enemy, gaining advantage on all attack rolls made with the Oathbow against it, and dealing an extra 3d6 damage on each hit.
Action Surge.
Shoot him nine times (four from each attack action, once from Haste action), for 2d20b1+17+1d4. Each hit does 3d8+10d6+10, plus a DC 17 Con save against 6d10 (half on a pass).
We've got 99.92% chance of hitting him 6 times, and 91.91% chance of 8 times. (Thanks Anydice!)
All 9 hits will only happen 60.82% of the time, but a 1d10 Precision SHOULD solve that. But even with 8...
24d8 (weapon)+80d6 (Oathbow and Surprise Attack)+80 (static mods)+4d6 (Sneak Attack)+10d10 (Superiority Dice)+4d6 (other Superiority Dice) gets us to 551.
Eight arrows of slaying, when he passes on a 7+ (60% of the time) and has three Legendary Resistances means that we should get about two failed saves. So that's an additional 12d10+18d10, for 165.
Average of... 716 Damage!
That'll do!
Bugbear Champion 20
Gear: Oathbow (Attuned), eight +3 Arrows, Bracers Of Archery (Attuned), Ioun Stone Of Mastery (Attuned)
Starting stats: 17 Dexterity, everything else irrelevant
Fighting Styles: Archery and Superior Technique
Maneuvers: Ambush, Precision, one of choice that adds damage on a hit
ASIs and Feats: Piercer (+1 Dexterity), Fey Touched (for Bless), +2 Dexterity, Martial Adept, Alert, Sharpshooter, Fighting Initiate (if Close Quarters Shooter is on the table) or one of choice (if not)
Round Zero-Preparations
Cast Bless. Wait for caster friend to teleport you into engagement range or otherwise get ready to initiate combat.
Round One-Halfway To Murder, About
Roll initiative. You have 1d20+10 versus 1d20, and can add +1d6 if need be. Going first is of paramount importance.
Declare the Tarrasque as your sworn enemy, gaining advantage on all attack rolls made with the Oathbow against it, and dealing an extra 3d6 damage on each hit.
Action Surge.
Shoot him eight times, for 2d20b1+17+1d4, plus 1d6 if you miss by a small amount up to three times (assuming one was not needed for initiative). Each hit does 1d8+5d6+10 (32) damage, each crit does 3d8+10d6+10 (58.5) damage. Reroll the lowest damage d8 with Piercer.
Sharpshooter adds 10 damage but drops hit bonus to only 12. It's the better choice, though.
Basic Attack
AC 25, which means we have a .9463 chance of hitting. We also have a .1413 chance of critting. So that's (.1413*58.5)+((.9463-.1413)*32)=34.02605 damage per attack.
Sharpshooter
AC 25 gives us a .7713 chance of hitting, same of a crit. So that's (.1413*68.5)+((.7713-.1413)*42)=36.13905 damage per attack. This is the better option.
With each attack dealing about 36 damage on average, we're looking at 288 damage in one turn. Unfortunately, this isn't replicable on turn two-Bugbear's Surprise Attack is lost then. The question is, then, how do we get enough damage to solo the Tarrasque in one turn?
Edit: Talking with an awesome lovely, who suggested switching to Fighter 17/Assassin 3 (for autocrits) meaning we can switch to Battlemaster for better Superiority dice. We've got eight Superiority dice with everything, meaning we can use one on every attack.
But, does Fighter 12-16 give anything worth it? Swap Fey Touched for Potion of Heroism, and we've got three ASIs free-lose one from Fighter 19, another from 16, another from 14 and one from 12. Which means we probably need Fighter 12 (that'd be three ASIs down, which is fine). That does leave 5 levels to futz with.
Gloomstalker 3! That leaves two levels left to mess with, but at level 20...
Battlemaster 12/Assassin 4/Gloomstalker 4
Gear: Oathbow (Attuned), nine +3 Arrows, Bracers Of Archery (Attuned), Ioun Stone Of Mastery (Attuned), Potion Of Heroism, Potion of Speed
Starting stats: 17 Dexterity, 14 or 15 Wisdom, everything else irrelevant
Fighting Styles: Archery and Superior Technique
Maneuvers: Ambush, Precision, one of choice that adds damage on a hit, and whatever else you want
ASIs and Feats: Piercer (+1 Dexterity), +2 Dexterity, Martial Adept, Alert, Sharpshooter, +2 Wisdom
Round -1
Drink Heroism
Round 0
Drink Speed
Round 1
Roll initiative. You have 1d20+13 versus 1d20, and can add 1d10 if you need to.
Declare the Tarrasque as your sworn enemy, gaining advantage on all attack rolls made with the Oathbow against it, and dealing an extra 3d6 damage on each hit.
Action Surge.
Shoot him nine times (four from each attack action, once from Haste action), for 2d20b1+17+1d4, plus 1d10 if you miss on anything but a 1. Each hit does 3d8+10d6+10, plus 2d10 if you didn't use Precision on the hit.
Reroll a d8 with Piercer, probably adding +3.5 damage.
Sneak Attack procs once, adding 4d6.
Though wait-we only have 5d10+2d6 Superiority dice, so not enough for EVERY attack.
Okay-if EVERYTHING hits, which is possible, we're looking at...
27d8+90d6+90+4d6+10d10+4d6, which is...
121.5+315+90+14+55+14
609.5
Add 3.5 for a d8 reroll, 613. Not enough.
Alright. I didn't want to have to do this, but...
Battlemaster 12/Assassin 4/Gloomstalker 4
Gear: Oathbow (Attuned), nine Arrows of Tarrasque Slaying, two Oils of Sharpness Bracers Of Archery (Attuned), Ioun Stone Of Mastery (Attuned), Potion Of Heroism, Potion of Speed
Starting stats: 17 Dexterity, 14 or 15 Wisdom, everything else irrelevant
Fighting Styles: Archery and Superior Technique
Maneuvers: Ambush, Precision, one of choice that adds damage on a hit, and whatever else you want
ASIs and Feats: Piercer (+1 Dexterity), +2 Dexterity, Martial Adept, Alert, Sharpshooter, Lucky
Round -21
Apply Oil of Sharpness
Round -1
Drink Heroism
Round 0
Drink Speed
Round 1
Roll initiative. You have 1d20+12 versus 1d20, and can add 1d10 if you need to.
Declare the Tarrasque as your sworn enemy, gaining advantage on all attack rolls made with the Oathbow against it, and dealing an extra 3d6 damage on each hit.
Action Surge.
Shoot him nine times (four from each attack action, once from Haste action), for 2d20b1+17+1d4. Each hit does 3d8+10d6+10, plus a DC 17 Con save against 6d10 (half on a pass).
We've got 99.92% chance of hitting him 6 times, and 91.91% chance of 8 times. (Thanks Anydice!)
All 9 hits will only happen 60.82% of the time, but a 1d10 Precision SHOULD solve that. But even with 8...
24d8 (weapon)+80d6 (Oathbow and Surprise Attack)+80 (static mods)+4d6 (Sneak Attack)+10d10 (Superiority Dice)+4d6 (other Superiority Dice) gets us to 551.
Eight arrows of slaying, when he passes on a 7+ (60% of the time) and has three Legendary Resistances means that we should get about two failed saves. So that's an additional 12d10+18d10, for 165.
Average of... 716 Damage!
That'll do!