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Somensjev
2013-05-10, 11:53 AM
ok, i made an account on this site just to ask this, i'm trying to make a medium sized tarrasque to possibly use in a campaign at some point, and i was hoping some of the more experienced players could help me with a few issues i'm having

like the fact that i somehow ended up with a medium sized tarrasque with no abilities and a LA of -15, and i have no idea how it happened :smallconfused:

if needed i can post up some of what i have so far

thanks in advanced for anything you guys contribute :smallbiggrin:

Somensjev
2013-05-10, 12:37 PM
i'm a very impatient person, so i couldnt be bothered to wait for anyone to post on this >< so i'm going to post up some of what i have for the tarrasque so far



Medium creature

Hit Dice: 2d10+25 ( 35 hp)

Initiative: + 3

Speed: 5 ft. (1 square)

Armor Class: 13 ( +3 Dex), touch 5, flat-footed 10

Base Attack/Grapple: +4

Attack: Bite melee (1d6/18–20/×3)

Full Attack: Bite melee (1d6/ 18–20/×3) and 2 horns melee (1d2) and 2 claws melee (1d4) and tail slap melee (1d6)

Space/Reach: 5ft./5 ft.

Special Attacks:

Special Qualities:

Saves: Fort +0, Ref +0, Will +0

Abilities: Str 15, Dex 17, Con 17, Int 11, Wis 11, Cha 11

Racial ability modifiers: str -10, dex +6, con +6, int -8, wis, +2, int +2


see, i know i've stuffed this up somewhere -i'm using the book of templates to help with damage reduction, RHD reduction, challenge rating, and level adjustment
but when you have a miniature tarrasque wit CR -20, and a LA of -15 you know you've done something majorly wrong..

Alex12
2013-05-10, 04:39 PM
Just an initial thought at a glance, I think it might be easier to tweak up than tweak down. Don't start with the tarrasque and apply stuff to bring it down. Find something at or below the appropriate level of power and then add appropriate templates and abilities and refluff as desired.

vasharanpaladin
2013-05-10, 05:49 PM
Done. (http://www.minmaxboards.com/index.php?topic=2604.0)

LordErebus12
2013-05-10, 05:50 PM
I made this a while back. the Terrak (http://www.giantitp.com/forums/showthread.php?t=265833)

Somensjev
2013-05-10, 08:44 PM
Done. (http://www.minmaxboards.com/index.php?topic=2604.0)
the only problem with that is that i dont want it to have racial levels at least, not too many , i want to give it class levels, other wise it would be perfect

Somensjev
2013-05-10, 08:46 PM
I made this a while back. the Terrak (http://www.giantitp.com/forums/showthread.php?t=265833)
and the only problem with this one is that it's more of a half tarrasque, whereas i want a literal miniature tarrasque that wont grow any larger than medium, unless templates and things are on it

LordErebus12
2013-05-10, 09:21 PM
and the only problem with this one is that it's more of a half tarrasque, whereas i want a literal miniature tarrasque that wont grow any larger than medium, unless templates and things are on it

well, i figured a half-Tarrasque is enough, lol. how powerful you want it to be and still be viable for play?

That is, unless you wanna just shrink the actual Tarrasque down a few size categories. A medium sized Tarrasque can really shut the PC's mouths.

The Mentalist
2013-05-10, 09:27 PM
That is, unless you wanna just shrink the actual Tarrasque down a few size categories. A medium sized Tarrasque can really shut the PC's mouths.


My Ebberon halfling Barbarian is now on a quest to ride one.

vasharanpaladin
2013-05-10, 09:35 PM
the only problem with that is that i dont want it to have racial levels at least, not too many , i want to give it class levels, other wise it would be perfect

Then you're SoL.

Somensjev
2013-05-10, 09:35 PM
That is, unless you wanna just shrink the actual Tarrasque down a few size categories. A medium sized Tarrasque can really shut the PC's mouths.

i wanna shrink it down a bit, then down grade it's abilities a little, i'm hoping for a chalange rating of less than 10 might not be a realistic wish

Somensjev
2013-05-10, 09:36 PM
Then you're SoL.

quick question "SoL"? ><

LordErebus12
2013-05-10, 09:54 PM
quick question "SoL"? ><

**** outta Luck

The Mentalist
2013-05-10, 09:57 PM
Save or Lose is also appropriate in this instance. DC 30.

Somensjev
2013-05-10, 09:58 PM
**** outta Luck

ok, i though it was something along those lines, just wasnt sure

Allnightmask
2013-05-11, 12:44 AM
http://www.d20forge.com/contribution/display.html?id=313

Ashtagon
2013-05-11, 05:46 AM
Just take a human, refluff its appearance, and RP the heck out of it.

Somensjev
2013-05-11, 05:58 AM
that would work, but i want to know it's racial modifiers and CR and LA and all that stuff, but once i know that that's pretty much what would happen

Amechra
2013-05-12, 04:25 PM
You could adjust up the Pocket Tarrasque. (http://www.giantitp.com/forums/showthread.php?t=218055)

Somensjev
2013-05-13, 03:02 AM
with the poket tarrasque i'd still be left with my biggest problem, the LA of it, although, it would be useful reference for downsizing it a bit

Ashtagon
2013-05-13, 04:34 AM
that would work, but i want to know it's racial modifiers and CR and LA and all that stuff, but once i know that that's pretty much what would happen

LA +0

CR +0

Special features: bonus feat, bonus skill points (same as human)

Refluff it, and there's your Medium-size tarrasque.

Somensjev
2013-05-13, 05:17 AM
ok, that could work, refluffing a human, but i'd add a few special abilities and things, so it might end up with a small LA but i'm gonna try to stay lower than +4

Forrestfire
2013-05-13, 05:27 AM
I'd like to echo that concept. Use a refluffed human, and give it levels in a refluffed Warblade.

Iron Heart Surge is now your carapace, and other abilities can be represented as maneuvers. Maybe pick up a ring of spell turning as part of your WBL, and refluff that as well.

Debihuman
2013-05-13, 05:28 AM
Abilities: Str 15, Dex 17, Con 17, Int 11, Wis 11, Cha 11

Racial ability modifiers: str -10, dex +6, con +6, int -8, wis, +2, int +2

Your current racial modifiers are in fact: Str +4, Dex +6, Con +6, Int +0, Wis +0, Int +0. A racial modifier is how far you are from Ability Score 10 or 11, which is a +0 modifier. If the number is even you base it on 10; if the number is odd you base it on 11. 15 -11 = 4 so you have a +4 modifier. 17 -11 = 6. 11 - 11 = 0.

A Colossal Tarrasque has the following abilities (and I've put the racial modifiers in parentheses): Str 45 (+17), Dex 16 (+3), Con 35 (+12), Int 3 (-4), Wis 14 (+2), Cha 14 (+2).

Reducing it to Medium size gives it these modifiers: -32 Str, -2 Dex, -16 Con, Int no change, Wis no change and Charisma no change. See Improving Monster chart. If you take the chart and go in reverse, you merely subtract numbers.

Your Medium Tarrasque should have abilities based on size reduction alone:
Str 13, Dex 14, Con 19, Int 3, Wis 14, Cha 14.

Technically that is a playable character. You may not like the low Int, but it is playable. The only scores that aren't playable are 2 or less.

Debby

Somensjev
2013-05-13, 05:58 AM
Your current racial modifiers are in fact: Str +4, Dex +6, Con +6, Int +0, Wis +0, Int +0. A racial modifier is how far you are from Ability Score 10 or 11, which is a +0 modifier. If the number is even you base it on 10; if the number is odd you base it on 11. 15 -11 = 4 so you have a +4 modifier. 17 -11 = 6. 11 - 11 = 0.

A Colossal Tarrasque has the following abilities (and I've put the racial modifiers in parentheses): Str 45 (+17), Dex 16 (+3), Con 35 (+12), Int 3 (-4), Wis 14 (+2), Cha 14 (+2).

Reducing it to Medium size gives it these modifiers: -32 Str, -2 Dex, -16 Con, Int no change, Wis no change and Charisma no change. See Improving Monster chart. If you take the chart and go in reverse, you merely subtract numbers.

Your Medium Tarrasque should have abilities based on size reduction alone:
Str 13, Dex 14, Con 19, Int 3, Wis 14, Cha 14.

Technically that is a playable character. You may not like the low Int, but it is playable. The only scores that aren't playable are 2 or less.

Debby

i think you're right, if so i did something very wrong o.O

Debihuman
2013-05-13, 08:17 AM
It's not very wrong, just a mathematical error. We've all done it. Heck, I used to forget size modifiers to attack all the time and people constantly had to point it out to me. This game is rules intensive and since monster rules are all over the place, it's easy to mess up.

Now that we have that cleared up, let's plug in those numbers and fix the stat block.

Tarrasque
Medium Magical Beast
Hit Dice: 2d10+8 (19 hp)
Initiative:+2
Speed: 5 ft. (1 square)
Armor Class: 12 (+2 Dex), touch 13, flat-footed 11
Base Attack/Grapple: +2/+3
Attack: Bite +3 melee (1d6+1)
Full Attack: Bite +3 melee (1d6+1) and horns -2 melee (1d2) and 2 claws -2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +4, Ref +5, Will +5
Abilities: Str 13, Dex 14, Con 19, Int 3, Wis 14, Cha 14.
Skills:
Feats:
Environment:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
Level Adjustment: +0

That's as bare bones as I can make it. You should fill in the rest. The slow speed offsets the higher than average abilities. The only special qualities it has are from its Type. Because it is now Medium it must use both of its horns to make a single attack as its head isn't big enough to attack two opponents. It should have no tail attack for the same reason.

Debby

LordErebus12
2013-05-13, 01:43 PM
http://www.elevenwarriors.com/sites/default/files/images/users/texasbuckeye/godzuki%202.jpg

I always wanted to play Godzuki in a campaign. now i can :smallbiggrin:

Somensjev
2013-05-14, 06:05 AM
http://www.elevenwarriors.com/sites/default/files/images/users/texasbuckeye/godzuki%202.jpg

I always wanted to play Godzuki in a campaign. now i can :smallbiggrin:

good to know i'm making dreams come true :smallwink: :smallbiggrin:

----------


anyway, i've revised it a bit, i ended up with about LA +1 (it was +7 but i did multiple acid tests, it was signifigantly worse than a level 8 character..)

so, here's the LA +1 mini-tarrasque (name can be changed to whatever)

----------------

Medium magical beast

Hit Dice: 1d10+8 ( 18 hp)

Initiative: + 2

Speed: 10 ft. (2 squares)

Armor Class: 17 ( +2 Dex, +5 natural armour), touch 13, flat-footed 11

Base Attack/Grapple: +2/+3

Attack: Bite +3 melee (1d6+1)

Full Attack: Bite +3 melee (1d6+1) and horns -2 melee (1d2+1) and 2 claws -2 melee (1d4+1)

Space/Reach: 5ft./5 ft.

Special Attacks: Augmented critical, frightful presence, improved grab, rush

Special Qualities: darkvision 60ft, low-light vision, carapace, resistance to fire 5, poison 5, disease 5, energy drain 5, and ability damage 5, scent

Saves: Fort +4, Ref +5, Will +5

Abilities: Str 13, Dex 14, Con 19, Int 3, Wis 14, Cha 14

Skills: +4 survival, +8 spot, +8 listen

Feats: blind-fight

Environment: Any

Organization: Solitary

Challenge Rating: 2

Treasure: standard

Alignment: Always neutral

Advancement: 2+ HD (medium)

Level Adjustment: +1



Augmented Critical (Ex): The mini-tarrasque’s bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.

Frightful Presence (Su): The mini-tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 14 Will save or become shaken, remaining in that condition as long as they remain with 20 feet of the mini-tarrasque. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, the mini-tarrasque must hit a large or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Rush (Ex): Once per minute, the normally slow-moving mini-tarrasque can move at a speed of 75 feet.

Carapace (Ex):The mini-tarrasque’s armour-like carapace is tough and reflective, with a 30% of deflecting rays, lines, cones, and even magic missile spells. There is a 10% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance.


and here's it's player information

---------------------

Mini-tarrasque racial traits
• +2 strength, +4 dexterity, +8 constitution, 3 intelligence, +4 wisdom, +4 charisma,
• Medium: as medium creatures, mini-tarrasques have no special bonuses or penalties because of their size
• Mini-tarrasque land base speed is 10ft
• Mini-tarrasques must sleep for at least 10 hours each day
• +5 natural armour
• Darkvision 60ft
• Attack: Bite +3 melee (1d6+1)
• Full Attack: Bite +3 melee (1d6+1) and horns -2 melee (1d2+1) and 2 claws -2 melee (1d4+1)
• resistance to fire 5, poison 5, disease 5, energy drain 5, and ability damage 5
• scent
• Augment critical (ex): The mini-tarrasque’s bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.
• Frightful presence (su): The mini-tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 14 Will save or become shaken, remaining in that condition as long as they remain with 20 feet of the mini-tarrasque. The save DC is Charisma-based.
• Improved grab (ex): To use this ability, the mini-tarrasque must hit a large or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.
• Rush (ex): Once per minute, the normally slow-moving mini-tarrasque can move at a speed of 75 feet.
• Carapace (ex): The mini-tarrasque’s armour-like carapace is tough and reflective, with a 30% of deflecting rays, lines, cones, and even magic missile spells. There is a 10% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance.
• +8 racial bonus to; listen and spot checks
• Automatic languages: common. Bonus languages: all (except secret languages like druidic)
• Favoured class: any. Mini-tarrasque do not take a multi-class penalty on their highest level class
• Level adjustment: +1

Debihuman
2013-05-14, 07:27 AM
There is no way that creature is LA +1. Augmented critical is worth LA +1. Each resistance is LA +1, and carapace is LA +1 and Frightful Presence is LA +1.

Debby

Somensjev
2013-05-14, 07:38 AM
There is no way that creature is LA +1. Augmented critical is worth LA +1. Each resistance is LA +1, and carapace is LA +1 and Frightful Presence is LA +1.

Debby

i know, i think it was originally +7 but if you compare it to a level 8 fighter it's severely lacking, of course, if anyone thinks otherwise i'm happy to adjust it as they see fit, i'm not very good at this stuff, i'm better at making ideas than putting them into practice

Forrestfire
2013-05-14, 09:07 AM
I think you should make it make it a monster class to 7th level, since racial HD would probably make him even with a character of equal level. So something like this:


Mini-Tarrasque

{table=head]Level|Base Attack Bonus|Fort|Ref|Will|Special
1|+1|+2|+2|+0|Form of the Beast, Bite, +1 Natural Armor
2|+2|+3|+3|+0|Basic Carapace, +1 Natural Armor, +2 Dex, +2 Cha
3|+3|+3|+3|+1|Augment Critical, Claws, +2 Natural Armor, +2 Con
4|+4|+4|+4|+1|Form of the Horror, Improved Carapace, +3 Natural Armor, +2 Con, +2 Wis
5|+5|+4|+4|+1|Inescapable, Horns, Spell Resistance, +2 Con, +2 Cha
6|+6|+5|+5|+2|Tail Slap, +4 Natural Armor, +2 Dex
7|+7|+5|+5|+2|Greater Carapace, +5 Natural Armor
8|+8|+6|+6|+2|Form of the Apocalypse, +2 Con[/table]

Hit Die: d10
Class Skills: Listen, Search, Spot, Survival (2+int skill points per level, x4 at first level)

Class Features:

Form of the Beast: At first level, a mini-tarrasque loses all racial features (including ability score changes) and gains the following:

20ft movespeed
+2 strength, -8 int (minimum 3), +2 Wis
The magical beast type
Darkvision to 60ft and low-light vision
Scent
A +8 racial bonus to listen and spot


Bite: A mini-tarrasque has a primary Bite attack that deals 1d8 damage.

Natural Armor: A mini-tarrasque has a natural armor bonus that increases by 1 at first, second, third, fourth, and seventh levels.

Basic Carapace: At second level, a mini-tarrasque's carpace begins to grow. All rays, lines, cones aimed at the mini-tarrasque have a 10% chance to be deflected. Check for deflection before rolling to overcome the creature’s spell resistance. In addition, the mini-tarrasque gains resistance to fire 3.

Ability Bonuses: At each of the levels listed, a mini-tarrasque gains a bonus to its ability scores. These are cumulative.

Augment Critical: At third level, a mini-tarrasque's bite attack threatens a critical on an 18-20, and deals triple damage on a critical hit.

Claws: At third level, a mini-tarrasque gains a pair of secondary Claw attacks that deal 1d4 damage.

Form of the Horror: A fourth level mini-tarrasque is terror given form. It gains the frightful presence ability and can inspire terror by charging or attacking. Affected creatures must succeed on a DC 10+class level+charisma modifier Will save or become shaken, remaining in that condition as long as they remain with 20 feet of the mini-tarrasque.

Improved Carapace: At fourth level, the mini-tarrasque's carapace grows harder, granting a 20% deflection chance. In addition, each ray, line, or cone aimed at the mini-tarrasque now has a 5% chance of being reflected back at the caster. The mini-tarrasque's resistance to fire increases to 5.

Inescapable: A fifth level mini-tarrasque has the improved grab ability, To use this ability, the mini-tarrasque must hit a medium or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. In addition, it gains a burrow speed and a swim speed equal to half its land speed, and the Rush ability.

Rush: Once per minute, the normally slow moving mini-tarrasque can increase its base land speed to 75ft as a free action.

Horns: At fifth level, a mini-tarrasque can use its horns as weapons, gaining two secondary Horn attacks that deal 1d2 damage.

Spell Resistance: A fifth level mini-tarrasque gains spell resistance equal to 10 plus its racial hit dice.

Tail Slap: At sixth level, a mini-tarrasque gains a secondary Tail Slap attack that deals 1d6 damage.

Greater Carapace: A seventh level mini-tarrasque's armorlike carapace is exceptionally tough and highly reflective, improving its spell deflection chance to 30%, and its reflection chance to 10%.

Form of the Apocalypse: An eighth level mini-tarrasque is a bringer of death and destruction. It gains Damage Reduction 5/epic, and Regeneration 5 that can only be overcome by magic weapons. In addition, the mini-tarrasque gains immunity to energy drain, poison, and ability damage, and disease.

Somensjev
2013-05-14, 06:23 PM
I think you should make it make it a monster class to 7th level, since racial HD would probably make him even with a character of equal level. So something like this:


Mini-Tarrasque

{table=head]Level|Base Attack Bonus|Fort|Ref|Will|Special
1|+1|+2|+2|+0|Form of the Beast, Bite, +1 Natural Armor
2|+2|+3|+3|+0|Basic Carapace, +1 Natural Armor, +2 Dex, +2 Cha
3|+3|+3|+3|+1|Augment Critical, Claws, +2 Natural Armor, +2 Con
4|+4|+4|+4|+1|Form of the Horror, Improved Carapace, +3 Natural Armor, +2 Con, +2 Wis
5|+5|+4|+4|+1|Inescapable, Horns, Spell Resistance, +2 Con, +2 Cha
6|+6|+5|+5|+2|Tail Slap, +4 Natural Armor, +2 Dex
7|+7|+5|+5|+2|Greater Carapace, +5 Natural Armor
8|+8|+6|+6|+2|Form of the Apocalypse, +2 Con[/table]

Hit Die: d10
Class Skills: Listen, Search, Spot, Survival (2+int skill points per level, x4 at first level)

Class Features:

Form of the Beast: At first level, a mini-tarrasque loses all racial features (including ability score changes) and gains the following:

20ft movespeed
+2 strength, -8 int (minimum 3), +2 Wis
The magical beast type
Darkvision to 60ft and low-light vision
Scent
A +8 racial bonus to listen and spot


Bite: A mini-tarrasque has a primary Bite attack that deals 1d8 damage.

Natural Armor: A mini-tarrasque has a natural armor bonus that increases by 1 at first, second, third, fourth, and seventh levels.

Basic Carapace: At second level, a mini-tarrasque's carpace begins to grow. All rays, lines, cones aimed at the mini-tarrasque have a 10% chance to be deflected. Check for deflection before rolling to overcome the creature’s spell resistance. In addition, the mini-tarrasque gains resistance to fire 3.

Ability Bonuses: At each of the levels listed, a mini-tarrasque gains a bonus to its ability scores. These are cumulative.

Augment Critical: At third level, a mini-tarrasque's bite attack threatens a critical on an 18-20, and deals triple damage on a critical hit.

Claws: At third level, a mini-tarrasque gains a pair of secondary Claw attacks that deal 1d4 damage.

Form of the Horror: A fourth level mini-tarrasque is terror given form. It gains the frightful presence ability and can inspire terror by charging or attacking. Affected creatures must succeed on a DC 10+class level+charisma modifier Will save or become shaken, remaining in that condition as long as they remain with 20 feet of the mini-tarrasque.

Improved Carapace: At fourth level, the mini-tarrasque's carapace grows harder, granting a 20% deflection chance. In addition, each ray, line, or cone aimed at the mini-tarrasque now has a 5% chance of being reflected back at the caster. The mini-tarrasque's resistance to fire increases to 5.

Inescapable: A fifth level mini-tarrasque has the improved grab ability, To use this ability, the mini-tarrasque must hit a medium or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. In addition, it gains a burrow speed and a swim speed equal to half its land speed, and the Rush ability.

Rush: Once per minute, the normally slow moving mini-tarrasque can increase its base land speed to 75ft as a free action.

Horns: At fifth level, a mini-tarrasque can use its horns as weapons, gaining two secondary Horn attacks that deal 1d2 damage.

Spell Resistance: A fifth level mini-tarrasque gains spell resistance equal to 10 plus its racial hit dice.

Tail Slap: At sixth level, a mini-tarrasque gains a secondary Tail Slap attack that deals 1d6 damage.

Greater Carapace: A seventh level mini-tarrasque's armorlike carapace is exceptionally tough and highly reflective, improving its spell deflection chance to 30%, and its reflection chance to 10%.

Form of the Apocalypse: An eighth level mini-tarrasque is a bringer of death and destruction.It gains Damage Reduction 5/epic, and Regeneration 5 that can only be overcome by magic weapons. In addition, the mini-tarrasque gains immunity to energy drain, poison, and ability damage, and disease.


ok, that's amazing, i think we just found our mini-tarrasque (godzuki)

Forrestfire
2013-05-14, 06:37 PM
Glad I could help :smallsmile:

Somensjev
2013-05-14, 11:45 PM
at some point i may post more tarrasque-based creatures, because i'm thinking of desinging an entire campaing around them

Zweisteine
2013-05-15, 07:12 PM
As a major Tarrasque fan (see my sig*), I shall now ignore everybody else's ideas, and throw in the playable tarrasque I just now made up!
Please excuse the terrible formatting.

Tarralen
Humanoid (Augmented)
+2 Str, +4 Con, -2 Dex, -2 Int, -2 Cha
Speed 30 feet
Spell resistance equal to 11+hit dice
DR 2/Magic
Fire resistance 5
+2 on saves against poison and disease
+2 Natural Armor
Two claw attacks that deal 1d6 slashing damage each, one horn attack that deals 1d4 piercing damage.
Adrenaline rush (su): Once per day, a Tarralin may enter a state similar to a Barbarian's rage as a swift action, with the added bonus of fast healing 5 and a +30 Morale bonus to speed, which is reduced to +10 after the first round of the rage.
Languages: Common
Bonus languages: Elven, Giant, Dwarven, Gnome, Goblin
Favored class: Barbarian
Three levels of Monstrous humanoid (granting +6 Listen, search, spot, and survival, and the feat power attack)
Level adjustment: +2

Flavor this as a humanized Tarrasque. It is probably the creation of some mighty wizard. It lacks most of the Tarrasque's carapace, and its jaw is not elongated enough to bite, but it gains the benefit of an increased speed and the ability to speak and think with sentience.

Apparently, the problem was solved before I made my post... :smallannoyed:
Oh well. :smallwink:

EDITS:
More for the race:
A Tarralen with wisdom 11 or higher can take Scent as a feat.
It also occurred to me that DR 2 is rather weak. Perhaps it should be increased to 3 or 5.

The Tarralen do actually have two horns, but they can't use them separately.

*At the time I wrote this, my signature pointed out that the tarrasque is very easy to mind control, and I had built a character for that purpose.

Somensjev
2013-05-16, 07:03 AM
-snip-


Tarralen
Humanoid (Augmented)
+2 Str, +4 Con, -2 Dex, -2 Int, -2 Cha
Speed 30 feet
Spell resistance equal to 11+hit dice
DR 2/Magic
Fire resistance 5
+2 on saves against poison and disease
+2 Natural Armor
Two claw attacks that deal 1d6 slashing damage each, one horn attack that deals 1d4 piercing damage.
Adrenaline rush (su): Once per day, a Tarralin may enter a state similar to a Barbarian's rage as a swift action, with the added bonus of fast healing 5 and a +30 Morale bonus to speed, which is reduced to +10 after the first round of the rage.
Languages: Common
Bonus languages: Elven, Giant, Dwarven, Gnome, Goblin
Favored class: Barbarian
Three levels of Monstrous humanoid (granting +6 Listen, search, spot, survival, and power attack)
Level adjustment: +2


Flavor this as a humanized Tarrasque. It is probably the creation of some mighty wizard. It lacks most of the Tarrasque's carapace, and its jaw is not elongated enough to bite, but it gains the benefit of an increased speed and the ability to speak and think with sentience.


that's pretty cool, mind if i use it in my campaign?

Zweisteine
2013-05-16, 09:27 PM
Not at all! :biggrin:

Of course, I can't guarantee that it's actually balanced at all...
One more thing to add to my list of threads to make: homebrew thread for my new race.

Somensjev
2013-05-17, 02:44 AM
Of course, I can't guarantee that it's actually balanced at all...


it seems balanced, +2 LA, and 3 levels of monstrous humanoid, you end up as ECL five, and for what you get that seems about right

then again, i'm not really that sure, since making a creature balanced is the whole reason i started this thread..

137beth
2013-05-17, 09:03 AM
it seems balanced, +2 LA, and 3 levels of monstrous humanoid, you end up as ECL five, and for what you get that seems about right

then again, i'm not really that sure, since making a creature balanced is the whole reason i started this thread..

The game isn't particularly balanced to begin with. Ultimately, it depends on the specifics of your campaign. There are some campaigns (not many) where playing a full-sized tarrasque would be feasible. There are others where it would not be. No you decide:smalltongue:

Somensjev
2013-05-17, 09:12 AM
The game isn't particularly balanced to begin with. Ultimately, it depends on the specifics of your campaign. There are some campaigns (not many) where playing a full-sized tarrasque would be feasible. There are others where it would not be. No you decide:smalltongue:

i'd prefer to keep the pc's within one or two levels of each other, which is why i usually aim for an LA +0

137beth
2013-05-17, 09:21 AM
i'd prefer to keep the pc's within one or two levels of each other, which is why i usually aim for an LA +0

Huh...
Now you got me wanting to play in a party of tarrasques...

Somensjev
2013-05-17, 09:30 AM
Huh...
Now you got me wanting to play in a party of tarrasques...

... we could start a campaing on the forums..?

Network
2013-05-20, 03:45 PM
Reducing it to Medium size gives it these modifiers: -32 Str, -2 Dex, -16 Con, Int no change, Wis no change and Charisma no change. See Improving Monster chart. If you take the chart and go in reverse, you merely subtract numbers.

The size reduction should have increased the Dex modifier by +4, not decreased it by -2.


Of course, I can't guarantee that it's actually balanced at all...
I didn't actually test it, but I tend to think it is. I find the Adrenaline rush ability especially interesting, as it keeps the flavor of the regenerative sprinter, while remaining at medium power level.

Zweisteine
2013-06-01, 02:04 PM
I made a couple of edits.
If you do start a campaign on the forums using this, tell me where, I'll want to watch!

Now I am planning to make a prestige class or two for this, to bring it closer to its Tarrasquish heritage.