Barbarian 30/Planar Champion 10 CN HP: 770 (930) DR 10, 20/+1 Spell Resistance 27
AC: 10 +15 Armour + 3 Dex + 0 Size + 4 Nat +5 Def + 1 Misc = 38
Saves: Fort 37, Ref 20, Will 17
Base Attack Bonus: +30/+25/+20/+15
Feats: Power Attack, Powerful Charge, Leap Attack, Combat Brute, Improved Bull Rush (+4 to BR attempt), Shock Trooper, Cometary Collision, Monkey Grip, Improved Toughness, Great Strength, Great Constitution, Ruinous Rage, Terrifying Rage (panicked 4d6 rounds), Thundering Rage (DC30 deafness), Weapon Focus (Greataxe), Weapon Specialization (Greataxe), Greater Weapon Focus (Greataxe), Greater Weapon Specialization (Greataxe), Weapon Mastery (Slashing), Weapon Supremacy (Greataxe), Throatcrusher
Special Abilities: Genocide Braver , World Destroyer , Missile Spam (5 magic missiles, range 150 ft, 9 damage each, stationary Antimagic Fields with 5-foot radius appear on targets’ spaces), Wave , No Items Ever, Trap Sense +13, Time Stop Immunity, Drain Counter, Favoured Planes (The Abyss +3, Material Plane +2, Nine Hells +1), See Invisibility, Attack Ethereal, Planar Survival, Ethereal Jaunt, Rip Portal, Sunder Portal
Skills: Intimidate +30, Jump +65, Craft (spiral) +40, Knowledge (planes) +4, Survival +14, Swim +65, Climb +65, Listen +6
Equipment: Amulet of Health +6, Armour of Barbatos (+10, Negating, Great Spell Resistance, +4 to Natural Armour), Ring of Barbatos (+10 Strength, +5 Deflection), Boots of Barbatos (+4 Dex, Dimension Door 6/day at will) Axe of Barbatos (+10 Keen, Anarchic Power, Fiery Blast greataxe, Genocide Braver 1/day (1/100 damage if Barbatos), World Destroyer 1/month (3/day if Barbatos) Missile Spam 1/hour (at-will if Barbatos), Epic Weapon Focus and Epic Weapon Specialization (Greataxe) to wielder)
Attack: Barbatos Axe (+66 to hit, 1d12 + 1d8 if charging + 44 + 3d6 fire + 3d6 & 1 neg. level vs. lawful), Crit 19-20 ((1d12 +1d8 if charging + 44) x3 + 9d6 fire + 9d6 & 3 neg. levels vs. Lawful + 2d8 sonic)
Full Power Attack: +46 to hit, 1d12+1d8 if charging + 84(104 with Leaping Attack)+3d6 fire +3d6 & 1 neg. level vs. lawful
Full Attack: Barbatos Axe (+66/+61/+56/+51)
Unleash a wave of sheer destructive force from your axe. As a full attack action, fires a 200 ft cone (reflex save DC 30/half) that deals 20d6 fire damage, 100 force damage, and threatens Disintegration (Fort save DC 20). This typically leaves a 5-foot crater in its wake.
Requires two turns of concentration to activate. Annihilates everything in a 50 ft/level radius (Reflex save DC 45/half). Deals 40d6 fire damage, 200 force damage, 20d6 typeless (spiral) damage, threatens Disintegration (Fort DC 35), and has a 50% chance of transporting any remaining matter (each square or character individually) to a random plane of existence. Leaves a crater in its wake, the center 100 feet deep and the rim 20 feet deep, and the user is left standing on a thin plateau of land.
Using a full attack action, Barbatos fires a slow-moving wave of earth magic with a swing of his axe. The wave moves at 40 ft/round and is 10 feet high, automatically hitting any foe for 2d12 damage. Anyone hit by the wave is also subject to Greater Dispel Magic (CL 20)
No Items Ever
Whenever an opponent within 100 feet of Barbatos uses a magical item that is not a piece of equipment, wand or magical staff, Barbatos may take a free action to Dimension Door next to the opponent and unleash a full attack that hits every opponent within range, has all of its numerical values maxed, and treats Barbatos’ Strength score as doubled for the purposes of damage. In addition, all opponents hit with his final attack are knocked 1d6x5 feet into the air and 1d4x5 feet backward.
Time Stop Immunity
When below 400 hit points, Barbatos may continue moving, even during a Time Stop spell. He may only damage the spellcaster and can only interact with other frozen objects the same way that the caster can.
If at any point Barbatos is successfully targeted by spells or items that drain his Strength or Constitution score by more than 10, or any other score by more than 5, his Strength and whatever other score was targeted is automatically restored and doubled.
You may use the following 3 tactical maneuvers:
Advancing Blows – If you successfully Bull Rush an opponent, you receive a +1 bonus per 5’ you moved
the opponent on attack & damage rolls against that opponent on the next round only.
Sundering Cleave – If you destroy an opponent’s weapon or shield with a Sunder action, you receive an
immediate melee attack on the opponent at the same attack bonus which the Sunder used.
Momentum Swing – If you successfully Charge an opponent, and then on the following round use Power
Attack with at least a –5 penalty, the bonus damage for the power attack is x1½ for a One-Handed weapon
or x3 for a Two-Handed weapon.
You may use the following 3 tactical maneuvers:
Directed Bull Rush – On a successful Bull Rush at the end of a Charge, you may move your opponent one
hex to the left or right for each hex you move him/her backwards.
Domino Rush – On a successful Bull Rush that pushes your opponent into the same hex as another
opponent, you may attempt to Trip both opponents & they cannot attempt to trip you if you fail.
Heedless Charge – If you make a Charge that ends in an attack that uses Power Attack (at least a –5 to your
attack roll), you may transfer part or all of the attack roll penalty to your AC as a penalty. This is in
additional to the –2 AC due to the Charge.
You can combine a jump with a charge against an opponent. If your jump covers at least 10’ of horizontal
distance and end in a square which threatens your opponent, you deal +100% Power Attack damage.
This feat is used to derail an opponent in the process of a charge. To use it, you must Ready an Action to
Charge an opponent who is charging you or an ally.
When an opponent charges, it triggers your Readied Action. If you can Charge a minimum of 10’ to meet
the foe, the following occurs:
a) the foe’s Charge ends at the point there your two paths cross;
b) in addition to the normal benefits / penalties of a Charge, you receive a +4 bonus on damage;
c) your foe does not receive the benefits of a Charge, but retains the penalties. He/she may switch the
target of the charge attack to you.
Can grapple and throw an opponent as a full attack action that provokes no attacks of opportunity. Can do one of three incredibly painful things:
Toss: Slam an enemy into the ground and send them flying straight up. Opponent takes 3d6 damage from the initial hit, then is launched (1d20xStr modifier) into the air, taking falling damage normally.
Crush: Smash them into the earth with soul-wrenching ferocity. Opponent is reduced to 1 hit point unless they succeed a Fortitude save with DC equal to (10+Str modifier+½ character level (52)) and is prone. If unthreatened, may proceed with three Lightning Stomps (Base Attack Bonus/-5/-10 to hit, 1d6+1d6 elec. damage)
Explode: Channel pure rage into the enemy and destroy them. Deals 30d6 damage, half of which is fire-elemental and the other half typeless.
Notes: I find it impossible to stat the Tales series’ infamous Barbatos Goetia as anything but ‘epic beyond the scale of most campaigns’. This is easily my most houseruled character, meaning that he’ll probably cause a great deal of grumbling from players who come here for accuracy, but I placed him here to at least give you an idea of how I think a character like him would work. The Planar Champion levels account for his ability to show up out of nowhere (in this case, by tearing a hole through the fabric of dimensions) in the most outrageously manly way. Thankfully, his build is fairly simple, so if you wish to scale him down for your own campaign, you would have to do little more than chop down a few of those 30 Barbarian levels and lower the damage of his special attacks. As for his items, I understand how blatantly illegal they are, but I think they are an appropriate award for defeating an enemy likely to be stronger than your final boss.