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    Aug 2013

    Default 3.5 Tarresque Race (Petite Paragon, PEACH)


    TARRESQUE

    Size/Type: Medium Magical Beast (Planetouched, Human)
    Hit Dice: 6d10+36 (76 hp)
    Initiative: +3
    Speed: 60' (12 squares), Climb 30'
    Armor Class: 18 (+2 Armor, +1 Dex, +4 Natural, +1 Untyped), touch 12, flat-footed 17
    Attack/Grapple: +6/+17
    Attack: Gore +13 melee (3d6+10/20×2)
    Full Attack: Gore +13 melee (3d6+10/20×2) and Unarmed Strike +8 (2d6+10) and Bite +8 melee (2d6+7) and 4 Claws +8 melee (1d8+7) and Sting +8 melee (1d8+7 plus Poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Improved Grab, Constrict, Poison (1d3 Con, DC 20), Earthbind(Su)
    Special Qualities: Darkvision 60', Tremorsense 60', Scent, DR 5/Magic and Silver, Regeneration 1, AC Bonus, Paragon of Nature, Love of Nature, Powerful Build, Multiple Limbs, Unarmed Strike, Favored Enemy, Poison Use, Social Intuition, Speak with Beasts(Su), Immunity to poison, disease, sickness, nausea, exhaustion, pushback, stunning, critical hits, and mind-affecting, Resistance to Cold 5, Electricity 5, and Fire 5, Wild Empathy, Low Maintenance
    Saves: Fort +10, Ref +6, Will +4
    Abilities: Str 23, Dex 13, Con 24, Int 9, Wis 13, Cha 10
    Skills: Balance +9(5), Climb +15, Handle Animal -1, Hide +9, Intimidate +15, Jump +36(5), Knowledge(Arcana) +0, Knowledge(Nature) +6(5), Listen +1, Move Silently +1, Spot(2) +11, Survival(5) +8, Tumble +8(5)
    Feats: Track[B], Iron Will[B], Multigrab, Power Attack, Snap Kick
    Environment: Any
    Organization: Solitary, Pair
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Mostly Neutral, sometimes Chaotic
    Advancement: 10-15 HD (Large) 16+ HD (Huge)
    Level Adjustment: +3
    (+2 by the Playground's LA-Reassignment balance)

    A Tarresque is an intelligent monster of pure physicality. A Tarresque resembles a horned humanoid with four arms, each with a hand ending in four clawed fingers and a thumb. Their humanoid size and shape belies a tremendous strength and durability.

    A Tarresque weighs about 200 pounds.

    Tarresques speak Common and Terran.

    COMBAT

    A Tarresque avoids combat outside of hunting prey, eating little and only as much as sustains itself, avoiding unnecessary harm or natural imbalance. When hunting, they use their barbed tail to latch onto and constrict prey, quickly poisoning and crushing them. Large targets may require pinning with their tail and all four arms, a deadly embrace which proves difficult for even the strongest creatures to escape.

    When defending territory, they may simply charge with their horns and slam opponents away until they are demoralized. When cornered, a Tarresque lashes out violently with Tooth, Claw, Tail and even Toes to kick away opponents in an oddly humanoid manner.

    Paragon of Nature (Ex) A Tarresque is a pure predator forced into a human form, with some drawbacks. They gain a +2 racial bonus to Initiative, a -2 penalty to attacks with manufactured weapons, and subtract 1 from their hit points gained at each level. A Tarresque may not have any other Flaws or Traits beyond these already incorporated. (DM Discretion: Two flaws, feats, and traits are included in this Race, which is the usual limit. Games may feel free to bypass this limit as desired.)

    Love of Nature (Ex) A Tarresque does not wish undue harm upon any natural creature, and must succeed at a DC 15 Will save before attacking any creature with the animal, plant, or vermin type, or lose their action. Note that animals, plants, and vermin may attack them without penalty.

    Low Maintenance (Ex) A Tarresque consumes food and water as if they were one size smaller.

    AC Bonus (Ex) As the Monk class ability; A Tarresque adds their Wisdom modifier as a bonus to Armor Class, as long as they wear light armor, are unencumbered, and do not use a shield.

    Regeneration (Ex) Fire and acid deal normal damage to a Tarresque. If a Tarresque loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

    Powerful Build (Ex) The physical stature of a Tarresque lets them function in many ways as if they were one size category larger. When subjected to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Tarresque is treated as one size larger if doing so is advantageous to them. A Tarresque is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect them. A Tarresque can use weapons designed for a creature one size larger without penalty. However, their space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

    Multiple Limbs (Ex) Tarresques have four arms, and thus can take the Multiweapon Fighting feat instead of the Two-Weapon Fighting feat. Tarresques can also take the Multiattack feat. These are not bonus feats.

    Spoiler: 3.5 Rules for using Weapons with Three or more Hands
    Show
    Quote Originally Posted by Three or More Hands, SSp42
    Provided that a weapon is designed for more than two
    hands, each additional hand used increases the damage
    dealt with that weapon. Each hand used beyond the
    first adds 1/2 the wielder’s Strength bonus to the
    damage. A creature wielding a Medium-size longsword
    with two hands adds 1 1/2 times its Strength bonus to
    the damage roll. A girallon wielding a Huge club with
    all four hands adds 2 1/2 times its Strength bonus to the
    damage roll.

    Any weapon in the Player’s Handbook can be lengthened,
    balanced, and otherwise designed and crafted for creatures
    with more than two hands. The determining factor is the
    relationship between the size of the weapon and the size of
    the user. Light weapons can never be designed for use with
    more than two hands. One-handed weapons can already be
    used with two hands, and can be designed for use with four
    hands. Two-handed weapons can be designed for use with
    up to eight hands. The cost is for a masterwork version of
    the weapon, and the wielder gains the benefits of using a
    masterwork weapon as well.

    Weapons may change size, as outlined above. Apply the
    cost change for size before applying the additional cost for
    the masterwork version when designing larger or smaller
    weapons for creatures with more than two hands.
    Thus,
    A Medium creature could wield any One-Handed Medium weapon with (at most) two hands for a 1.5x Str bonus, at no penalty.
    A Medium creature could wield any One-Handed Medium weapon (modified for) four hands for a 2.5x Str bonus, at no penalty.
    A Medium creature could wield any Two-Handed Medium weapon with four hands for a 2.5x Str bonus, at no penalty.
    A Medium creature could wield any Four-Handed Medium weapon with four hands for a 2.5x Str bonus, at no penalty.
    A Medium creature could wield any Four-Handed Medium weapon with eight hands for a 4.5x Str bonus, at no penalty.
    A Medium creature could wield any One-Handed Large weapon with four hands for a 2.5x Str bonus, at no penalty.
    A Medium creature could wield any Two-Handed Large weapon with four hands for a 2.5x Str bonus, at no penalty.
    A Medium creature could wield any Four-Handed Large weapon with four hands for a 2.5x Str bonus, and a -2 Attack penalty.
    etc.

    Favored Enemy (Ex) A Tarresque has a unique enmity with those that oppose the natural order of things. As the Ranger class ability; A Tarresque gains a bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of these types. Likewise, they get a bonus on weapon damage rolls against such creatures.

    A Tarresque gains a +4 bonus against Arcanists (any target capable of casting arcane spells or using invocations, but not other spell-like abilities), and a +2 bonus against Constructs and the Undead. This stacks with other classes with this ability as if the Tarresque was a level 6 Ranger.

    Social Intuition (Ex) A Tarresque's animal senses pair with their human mannerisms to provide an uncanny awareness of social situations both familiar and unknown. This grants benefits to a number of their skill checks:
    • Making a Gather Information check to gain knowledge takes a Tarresque only 1d4+1 × 10 minutes, instead of the normal 1d4+1 hours.
    • A gut assessment of a social situation with a Sense Motive check can be made as a full-round action instead of taking a full minute.
    • A Tarresque can take 10 on Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive checks, even if stress or distraction would normally prevent them from doing so.

    Improved Grab (Ex) To use this ability, a Tarresque must hit with a Claw or Sting attack. A Tarresque can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better. When using Sting, it may initiate a grapple against an opponent of any size. A Tarresque deals automatic claw and/or sting damage on a successful grapple check, including Poison (if applicable).

    A successful hold immediately deals Constriction damage (see below) if desired, and each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold, including Poison (if applicable), and Constriction damage as well (if desired).

    Constrict (Ex) A Tarresque deals automatic Claw or Sting damage on a successful grapple check, depending on the attack that established the hold.

    Poison (Ex) A Tarresque has a poisonous sting. Injury, Fortitude DC 20, initial damage 1d4 Con, secondary damage 1d4 Con. The save DC is Constitution-based.

    Poison Use (Ex) A Tarresque is trained in the use of poison, and are never at risk of accidentally poisoning themselves when applying poison to a weapon.

    Immunities (Ex) A Tarresque is a near embodiment of physical perfection and brute force. Tarresque's have immunities to poison, disease, sickness, nausea, exhaustion (see below), fatigue(see below), pushback(see below), stunning, critical hits, and mind-affecting effects.

    A Tarresque reduces the effects of exhaustion and fatigue, by one step. They cannot become exhausted. If exposed to an effect or condition that would normally make them exhausted, they become fatigued instead. If an effect or condition (such as the end of barbarian rage) would normally make them fatigued, that effect is negated.

    Tarresques are immune to being pushed back as the result of a bull rush, including the effects of spells such as Bigby’s forceful hand and telekinesis (when used to perform a bull rush).

    Wild Empathy (Ex) As the Druid class ability; A Tarraeque gains a +4 bonus on wild empathy checks made to influence the reactions of magical beasts. This stacks with other classes with this ability as if the Tarresque was a level 6 Druid.

    Unarmed Strike (Ex) As the Monk class ability; A Tarresque gains Improved Unarmed Strike as a bonus feat, and the unarmed damage increase is already reflected in the stat block above. This stacks with other classes with this ability as if the Tarresque was a level 1 Monk, with each increase in damage die increasing to the next step per Improving Monsters.

    Speak with Beasts (Su) A Tarresque can use Speak with Animals, as the spell. You can also use this ability to communicate with magical beasts that have an Intelligence score of 1 or 2. You can use this ability at will.

    Earthbind (Su) A Tarresque has a pale form of the Tarrasque's gravity field, and can use Earthbind as the spell (Caster level equal to character's hit dice). You can use this ability at will. The save DC is Wisdom-based.

    Skills A Tarresque's racial skills are: Balance, Climb, Handle Animal, Hide, Intimidate, Jump, Knowledge(Arcana), Knowledge(Nature), Listen, Move Silently, Spot, Survival, Tumble. A Tarresque has a +8 racial bonus on Hide, Intimidate, Spot and Jump checks.

    As if Human, a Tarresque gains 4 extra skill points at 1st level and 1 extra skill point at each additional level.



    TARRESQUES AS CHARACTERS

    Tarresque characters possess the following racial traits.
    • +12 Str, +14 Con, +2 Dex, -2 Int, +2 Wis, -2 Cha
    • Magical Beast (Human): Tarresques are not subject to spells or effects that would affect humanoids, unless such abilities target the Human subtype specifically. For example, Favored Enemy(Human) would apply, while Hold Person would have no effect.
    • Medium size
    • Base land speed is 60 feet.
    • Darkvision out to 60 feet, Tremorsense out to 60 feet.
    • Racial Hit Dice: A Tarresque begins with six levels of Magical Beast, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +5, Ref +5, and Will +2.
    • Racial Skills: A Tarresque’s Magical Beast levels give it skill points equal to 9 × (2 + Int modifier, minimum 1). Its class skills are Balance, Climb, Handle Animal, Hide, Intimidate, Jump, Knowledge(Arcana), Knowledge(Nature), Listen, Move Silently, Spot, Survival, and Tumble. Tarresques have a +8 racial bonus on Jump, Hide, Intimidate, and Spot checks.
    • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
    • Racial Feats: A Tarresque Magical Beast levels give it three feats, and gain Track and Iron Will as racial bonus feats.
    • Weapon Proficiency: A Tarresque is proficient with all simple weapons, with light armor, and with shields (except tower shields).
    • +4 natural armor bonus.
    • Natural Weapons: Gore (3d6) and Unarmed Strike (2d6) and Bite (2d6) and 4 Claws (1d8) and Sting (1d8 plus Poison.
    • Special Attacks (see above): Improved Grab, Constrict, Poison, Earthbind.
    • Special Qualities (see above): Scent, DR 5/Magic and Silver, Regeneration 1, AC Bonus, Paragon of Nature, Love of Nature, Powerful Build, Multiple Limbs, Unarmed Strike, Favored Enemy, Poison Use, Social Intuition, Speak with Beasts(Su), Immunity to poison, disease, sickness, nausea, exhaustion, pushback, stunning, critical hits, and mind-affecting, Resistance to Cold 5, Electricity 5, and Fire 5, Wild Empathy, Low Maintenance
    • Automatic Languages: Common, Terran. Bonus Languages: Elven, Sylvan, Underdark.
    • Favored Class: Ranger
    • Level adjustment +3 (+2 by LA Reassignment balance)



    BALANCING ACT (AKA: WHERE DID THIS COME FROM?)

    This race is the condensation of a multiclass character build to "Fluff" as a Tarrasque Maid via a (Monk/Totemist2/Were-Scorpion/Warshaper2) as a Dungeonbred Half-Minotaur Lesser Tiefling, which does the same thing in 6 HD with 2 LA, but with the versatility to do many other things as well. This alternative Race option attempts to reduce mechanical complexity by exchanging multiple subsystems for their base components, streamlining by combination and reduction to their simplest parts, while making it flavor-forward Tarrasque-wise!

    The trade-offs are as follows:

    Class-Based Hombrew-Raced Balance?
    Outsider(Planetouched,Shapeshifter) Magical Beast(Planetouched, Human) Downgrade: From the best Type to mediocre, losing immunities
    +5 Natural Armor, -1 AC +4 Natural Armor Even-trade: Streamlining number complexity
    +2 Will, Weapon Finesse, Endurance Iron Will Downgrade: Streamlining feat list, Will save is equivalent
    +2 Claws +2 BAB, DR/Magic Even-trade: Less dmg, same attack, natural weapons still bypass DR/Magic
    6d8 HP 6d10, -1 HP/Level Even-trade: Same average HP
    Shapeshifting, Meldshaping Natural Weapons, Su Abilities Losing the versatility options, but extra limbs can no longer be dispelled. Most of the Streamlining/Reduction is here, by removing the Shifter+Meldshaping subsystems.
    Command Scorpions Speak w/ Animals + Beasts Losing combat power, gaining RP versatility. Ability previously available as a Supernatural at-will via Totemist shaping Beast Tamer Circlet
    Darkness, 1/day Earthbind, at-will Downgrade: Adds Tarrasque Gravity-Field flavor via a standard-action "Forced Feather Fall" spell. More interesting than the Outsider feat for at-will Ex Flight, but far more limited.
    +10 Climb Bonus 20' Climb Speed Upgrade: Streamlining by removing the Climb roll entirely.
    +6 Grapple Bonus, Jotunbrud Powerful Build Streamlining loses +6 grappling, while making the +Size modifier less conditional
    38 Skill Points, +4 vs. Maze,
    +2 Bluff, +2 Search, +2 Listen
    18 Skill Points, +1 per Level (As Human),
    +8 Jump, +8 Intimidate, +6 Hide
    Streamline all bonuses to +8, loses versatility by player choice.

    Spoiler: Monk/Totemist/Warshaper build, for Reference
    Show
    Dungeonbred Half-Minotaur Lesser Tiefling Monk/Totemist2/Were-Scorpion/Warshaper2

    ECL Class/Race HD BAB Fort Ref Will Skill Abilities Special
    0 Lesser Tiefling
    Dex +2
    Int +2
    Cha -2
    Med Humanoid (Planetouched) 30', Darkvision 60', +2 Bluff/Hide, Darkness 1/day, Resist 5 Cold/Fire/Elec, Aggressive, Quick, Bestial Instinct, Love of Nature, Regeneration, Immune to Exhaustion and Fatigue
    1 Wild Monk 1 1d8
    +0
    +2
    +2
    +2
    24
    Unarmed Strike(1d6), AC(Wis), Fast Move 10, Favored(+4 Arcanists, +2 Undead/Construct), Social Intuition, Poison Use
    2 Dungeonbred
    Half-Minotaur
    Str +8
    Con +6
    Int -2
    Move +10', Darkvision 60', Scent, NA +2, Gore(1d8), Low Maintenance, +4 vs Maze, +2 vs Poison/Disease, +2 Search/Spot/Listen, Natural Weapon Damage increase
    3 Totemist 1 2d8
    +1
    +3
    +3
    +2
    28
    Speak with Beasts(Su), Wild Empathy, Immunity to Disease, Poison, Sickened, Nauseated, and Pushback
    4 Totemist 2 3d8
    +2
    +3
    +3
    +3
    32
    Four +2 Claws, +6 Grapple, +6 Climb
    5,6 Werescorpion
    Int -2
    Wis +2
    Shapechanger, Tremorsense 60', NA +3, DR 5/Silver, +4 Climb/Hide/Spot, Immune to Mind-Effecting, Command Scorpions, Curse of Entomanothropy, Alternate Form
    7 Scorpion 1 4d8
    +3
    +4
    +3
    +3
    34
    Con +4 Hybrid Form, Constrict, Improved Grab, Sting, Poison(1d3 Con)
    8 Warshaper 1 5d8
    +3
    +4
    +4
    +3
    36
    Bite, Natural Weapon Damage increase, Immune to Stunning and Critical Hits
    9 Warshaper 2 6d8
    +4
    +5
    +4
    +4
    38
    Str +4
    Con +4

    OR, with Tome of Battle (See Initiator Variant below) you replace the Monk level with Unarmed Swordsage:

    ECL Class/Race HD BAB Fort Ref Will Skill Abilities Special
    1 Swordsage 1 1d8
    +0
    +0
    +2
    +2
    24
    Unarmed Strike(1d6), Quick to Act +1, Weapon Focus(Group), 6 Maneuvers Known, 4 Maneuvers Ready, Stance

    Suggested: Distracting Ember, Moment of Perfect Mind, Counter Charge, Charging Minotaur, Wolf Fang Strike, Sudden Leap, Child of Shadows