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    Default Tarrasque - [3.5, SotB]

    First of all, SotB is a campaign setting that I've begun working on, and in it, there's changes to who and what the Tarrasque is. These changes are subtle at some parts, but demanding at others. For instance, a breath weapon is a required setting feature.

    Second of all, as per this thread, some design goals were established for how to make the Tarrasque a significant threat at higher levels.

    Since its late, but I want to get this started, I'm only going to list plans/ideas I've got, and I'll come back when I can to fix them up into a solid monster entry.

    1.Shriek attack, shatters objects, possibly even force-effects, and deals AoE damage. Definitely disperses fog effects within range.

    2.Breath Weapon, usable once per ???(hour, day?), clinging, lingering, entangling, and "heavy"(fills a space much like cloudkill does). Deals 12d6 fire, 12d6 electric, 12d6 acid, 12d6 cold, and 12d6 force.(60d6 damage is ~=210, which is survivable with resistances and immunities up).

    3.Whenever the Tarrasque moves 240ft in a round, it is considered to be producing a wind effect of 30+ MPH, for the purpose of dispersing cloud spells in any square he occupies or moves through. This is not a 'upgrade', but rather an observation of the speeds, momentum and displacement a tarrasque generates as written.


    4.Freedom of Movement now grants either replaces BAB with CL in the grapple check or provides a CL/2 bonus on checks made to resist a grapple. This will probably be houseruled on the spell's side, but is noted here for completeness sake.

    5.If the tarrasque's ability scores are lowered in any way, it regenerates them at the rate of 1/round. Negative levels as well.

    6.If a tarrasque is ever affected by an effect that is [mind-affecting], the tarrasque may make an opposed level check against the originator of the effect to end the effect immediately. The tarrasque may check again on its turn as a swift action(usable even while dominated or paralyzed), every turn until the effect ends.

    Not done, but tired, at the moment, so goodnight(kinda, its 7am here, ugh)

    Tarrasque

    Size/Type: Colossal Magical Beast
    Hit Dice: 48d10+594 (858 hp); Rejuvenation
    Initiative: +7
    Speed: 20 ft. (4 squares)
    Armor Class: 35 (-8 size, +3 Dex, +30 natural), touch 5, flat-footed 32
    Base Attack/Grapple: +48/+81
    Attack: Bite +57 melee (4d8+17/18-20/×3)
    Full Attack: Bite +57 melee (4d8+17/18-20/×3) and 2 horns +52 melee (1d10+8) and 2 claws +52 melee (1d12+8) and tail slap +52 melee (3d8+8)
    Space/Reach: 30 ft./20 ft.
    Special Attacks: Augmented critical, frightful presence, improved grab, rush, swallow whole, breath weapon, shrieking roar
    Special Qualities: Call of the Beast, Predator's Reach, Carapace, damage reduction 15/epic, immunity to fire, poison, disease, energy drain, and ability damage, regeneration 40, scent, spell resistance 32
    Saves: Fort +38, Ref +29, Will +20
    Abilities: Str 45, Dex 16, Con 35, Int 3, Wis 14, Cha 14
    Skills: Listen +17, Search +9, Spot +17, Survival +14 (+16 following tracks)
    Feats: 17 feats from RHD
    Environment: Any
    Organization: Solitary
    Challenge Rating: 20
    Treasure: None
    Alignment: Always neutral
    Advancement: 49+ HD (Colossal)
    Level Adjustment:

    The tarrasque is 70 feet long and 50 feet tall, and it weighs about 130 tons.

    The tarrasque cannot speak.

    Combat

    The tarrasque attacks with its claws, teeth, horns, and tail.

    The tarrasque’s natural weapons are treated as epic weapons for the purpose of overcoming damage reduction.

    The Tarrasque favors melee, especially against small forces. Against large groups and/or threatening opponents, he'll open up with his breath weapon, wading into the cloud to slaughter survivors, shrieking whenever convenient. His single-minded ability is often held in reserve against things that'll actually slow the beast down, such as a slow, hold monster, grease or web. Spells like fireball are generally ignored, unless the Tarrasque is so wounded as to be knocked out by the spell.

    Augmented Critical (Ex)

    The 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 tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 46 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the tarrasque. The save DC is Constitution-based. Recheck every minute or each time the creature enters the aura, whichever is more frequent.

    Note: Unlike other Auras, Creatures pass a save against this aura receive no special bonus against future saves.

    Improved Grab (Ex)

    To use this ability, the tarrasque must hit a Huge 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.

    The spell Freedom of Movement works differently against the Tarrasque. Instead of its normal effect, a creature with FoM receives a bonus on grapple checks equal to half the caster level of the effect or it may replace its BAB with the caster level of the effect, whichever is better, but only to resist a grapple. (When FoM is houseruled this effect should be reviewed)

    Predator's Reach

    The Tarrasque's attacks are treated as force effects for the purpose of attacking incorporeal or ethereal targets, but not force immunity(thus, if an incorporeal is immune to force, it still takes damage from a Tarrasque's attacks). For the Tarrasque, senses crossing the ethereal boundary work both ways(i.e., the Tarrasque on the material plane hears, sees, and such just as well in the ethereal as he would onto the material from the ethereal).

    Rush (Ex)

    Once per minute, the normally slow-moving tarrasque can move at a speed of 150 feet.

    This increases to 240 feet and is usable at-will if the Tarrasque is tracking one of his designated prey.

    Whenever the Tarrasque is capable of moving 240+ feet per round, its movement is considered a wind effect of 30+ MPH for dispersing fogs he moves through.

    Designated Prey (Ex)

    The Tarrasque is designed as a predator. When created, its creator decides a number of prey equal to one quarter the Tarrasque's HD(12). The Tarrasque treats the designated prey as if they were favored enemies as per the Ranger class feature with a bonus equal to half his HD(+24, currently). In addition, he applies this bonus to his attack rolls, Hide, and Move Silently. He is treated as knowing the track feat when following Designated Prey.

    Swallow Whole (Ex)

    The tarrasque can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the tarrasque’s digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the tarrasque’s digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

    Carapace (Ex)

    The tarrasque’s armorlike carapace is exceptionally tough and highly reflective, deflecting all ranged spells, spell-likes, supernatural effects or similar back at their source. There is a 30% chance of reflecting any such effect back.

    Note: The Tarrasque is designed with full-transparency in mind. If your campaign works differently, adjust the Tarrasque to be equally defended against psionics.

    Breath Weapon (Su)

    Every 2d6+2 rounds, the tarrasque can let loose a devastating breath weapon as a standard action. It deals 1d6/4HD of fire, cold, lightning, acid, and force(12d6 each, or 60d6 total) in a cone that is 5' per HD. DC 46 Ref save for half. The save is constitution based. The weapon is automatically modified as if by the clinging metabreath feat for 1 round per 10 HD, and by the lingering metabreath feat for 1 round per 5 HD without increasing the recharge duration.

    At its option, the tarrasque may use this weapon as a full-round action that provokes an attack of opportunity. If so, he continues spewing forth damaging energy for as long he maintains concentration. The turbulent energy creates a 1' deep lake along the ground that grows in a spread at 1 miles per round. For each round the tarrasque spends spewing this energy, add +100 to the number of rounds required to recharge this weapon. This can be maintained for a number of rounds equal to 10 times the tarrasque's HD. This option is devastating to the landscape, reducing almost everything touching the ground into ash.

    Shrieking Roar (Ex)

    Every 2d4 rounds, the tarrasque can loose a sonic attack as a move action or as a free action as part of movement. It deals 1d6 sonic damage per 3 HD(16d6) to all creatures and objects in a spread that is 10' per HD. DC 46 Fort save for half. Any creature who takes damage must make an additional Fort save or be deafened. This also produces a wind effect that disperses all fog-effects within the area as a wind of 700 MPH. The save is constitution based.

    Force effects that do not have listed hit points are treated as objects with HP equal to their caster level for the purpose of this ability.

    Single Minded (Ex)

    Whenever the Tarrasque fails a save, he may, after learning the results of a failed save, as an immediate action, make a check against the original DC with a bonus equal to his HD + Con bonus. If successful, treat it as if the tarrasque had passed the save. This check does not have critical success/failure.

    Whenever the Tarrasque is affected by a [Mind-Affecting] effect, at the beginning of each of his turns, he may activate this ability as a free action to negate that [Mind-Affecting] effect.

    Should his mind be removed or destroyed(physically, or through magic such as mind switch), it regrows in 2d4 rounds. While regrowing, he may not activate single minded, and any master who attempts to control the beast can not benefit from it. It is a product of the Tarrasque's unfettered mind, and is always lost in such cases.

    Call of the Beast (Su)

    While supernatural, this ability is not lost when the Tarrasque is in an Antimagic Field. However, it can only target someone who can be affected by a supernatural ability, so any target within an Antimagic field is effectively immune.

    This ability has a range of 0.1 mile per HD per year of imprisonment, so if the Tarrasque is imprisoned for 30 years, this ability has a range of 144 miles.

    Each day, the beast targets one individual in range who has an attitude of at least indifferent towards releasing the beast. Roll a diplomacy check of 1d20+HD to make that person fanatical. If successful, the target immediately receives 36,000xp, and automatically takes "Prestige Class X" if and when available. The target's default attitude towards the Tarrasque remains helpful after the duration for fanatical expires, and is immune to the Tarrasque's breath weapon and shrieking roar. The Tarrasque may revoke this immunity if it deems a servant to have violated their pact.

    Calling an individual does not stack with itself.

    Regeneration (Ex)

    No form of attack deals lethal damage to the tarrasque. The tarrasque regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 868 hp). The tarrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability.

    If the Tarrasque's ability scores are reduced by any permanent means, or additionally, any temporary means with a measured duration(measured in rounds, minutes, etc), the Tarrasque recovers 1 point per round. (not effective against things like a net or lasso)

    The tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 868 hit points) and using a wish or miracle spell to keep it dead.

    If the tarrasque loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.

    Rejuvenation (Su)

    If the Tarrasque is slain by any means other than Wish, Miracle, or similar, it restores itself to life at a random spot within its dominion(typically the entire plane). If slain by Wish, Miracle or similar, it instead returns to the Tarrasque's patron deity.

    Designer Note:
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    While it is assumed that the Tarrasque simply can *not* be killed short of a wish-like effect, I included this for completeness sake. Also, it is assumed that the Patron deity has power such as to bring the beast back to life. For DMs who wish there to be a 'cost' to such, I suggest that the deity takes 1 point of damage to his/her divine rank(which would heal in 1 day's time relative to the Prime Material Plane). Thus, reviving the Tarrasque is dangerous since it leaves the deity decidedly weaker, albeit temporarily.


    Skills

    The tarrasque has a +8 racial bonus on Listen and Spot checks.
    Last edited by Godskook; 2011-06-06 at 11:36 PM.
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    Default Re: Tarrasque - [3.5, SotB]

    Maybe the tarrasque exists in the Material and Ethereal Planes simultaneously?

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    Default Re: Tarrasque - [3.5, SotB]

    I kinda like the idea that the tarrasque is so big it exists in all coterminous planes simultaneously. So it would be present in the prime, shadow, and material plains simultaneously...
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    Default Re: Tarrasque - [3.5, SotB]

    Bump.

    Added breath weapon and shrieking roar, imported stat block.
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    Default Re: Tarrasque - [3.5, SotB]

    Quote Originally Posted by Godskook View Post
    Size/Type: Colossal Magical Beast
    Hit Dice: 48d10+594 (858 hp)
    Initiative: +7
    Speed: 20 ft. (4 squares)
    Armor Class: 35 (-8 size, +3 Dex, +30 natural), touch 5, flat-footed 32
    Base Attack/Grapple: +48/+81
    Attack: Bite +57 melee (4d8+17/18-20/×3)
    Full Attack: Bite +57 melee (4d8+17/18-20/×3) and 2 horns +52 melee (1d10+8) and 2 claws +52 melee (1d12+8) and tail slap +52 melee (3d8+8)
    Space/Reach: 30 ft./20 ft.
    Special Attacks: Augmented critical, frightful presence, improved grab, rush, swallow whole, breath weapon, shrieking roar
    Special Qualities: Carapace, damage reduction 15/epic, immunity to fire, poison, disease, energy drain, and ability damage, regeneration 40, scent, spell resistance 32
    Saves: Fort +38, Ref +29, Will +20
    Abilities: Str 45, Dex 16, Con 35, Int 3, Wis 14, Cha 14
    Skills: Listen +17, Search +9, Spot +17, Survival +14 (+16 following tracks)
    Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Toughness (6)
    Environment: Any
    Organization: Solitary
    Challenge Rating: 20
    Treasure: None
    Alignment: Always neutral
    Advancement: 49+ HD (Colossal)
    Level Adjustment:
    I strongly recommend reworking its feats and BAB/Saves, because it apparently fails to acknowledge Epic BAB rules.

    Augmented Critical (Ex)

    The tarrasque’s bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.
    I would recommend giving a general +1 to crit range to all of Tarry's natural weapons.

    Frightful Presence (Su)

    The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 36 46 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the tarrasque. The save DC is Charisma Constitution-based.
    Fixed that for you. ;D

    Rush (Ex)

    Once per minute, the normally slow-moving tarrasque can move at a speed of 150 feet.
    I'd recommend changing this to be "Once every 1d3-1 rounds, the normally slow-moving Tarrasque can move four times his land speed for one turn." so that he can, you know, suddenly he's moving at four times his old speed (not that it's too impressive on its own), but he CAN make multiple move actions in one turn, and 80ft per move is pretty fast. Plus he doesn't take long to 'recharge' after that, meaning that he's moving VERY rapidly.

    Breath Weapon (Su)

    Every 2d6+2 rounds, the tarrasque can let loose a devastating breath weapon as a standard action. It deals 1d6/HD of fire, cold, lightning, acid, and force(12d6 each, or 60d6 total) in a cone that is 5' per HD. DC 46 Ref save for half. The save is constitution based. The weapon is automatically modified by the clinging metabreath feat for 1 round per 10 HD, and by the lingering metabreath feat for 1 round per 5 HD.

    At its option, the tarrasque may use this weapon as a full-round action that provokes an attack of opportunity. If so, he continues spewing forth damaging energy for as long he maintains concentration. The turbulent energy creates a 1' deep lake along the ground that grows in a spread at 1 mile per round. For each round the tarrasque spends spewing this energy, add +100 to the number of rounds required to recharge this weapon. This can be maintained for a number of rounds equal to the tarrasque's HD. This option is devastating to the landscape, reducing almost everything touching the ground ash.
    You somehow screwed up your math. That should be 48d6 of Fire, cold, lightning, and force (so something like 240d6 total; ~840), in a cone roughly 240 ft long, with a reflex DC 46 for half. On a direct hit, would deal half damage (~420) the next round, and iterative damage the following rounds (~210, ~105, ~52). Not to mention that it comes with a Lingering Cloud.

    I would, instead, add an effect similar to Entangling Exhalation and make the damage pure force damage. This turns it into a 24d6 damage (~84 on average) 240ft cone with a massive reflex DC. Not optimal, but it would deal extra damage (oh, say, iterative damage in the same fashion as clinging breath for as long as they're entangled?) and slow them down, making them easy pickings. I'd also cut the recharge time on the breath weapon down to 1d6 instead of the lengthy 2d6+2 (which is anywhere between 24 seconds and 84).

    Shrieking Roar

    Every 2d4 rounds, the tarrasque can loose a sonic attack as a move action or as a free action as part of movement. It deals 1d6 sonic damage per 3 HD(16d6) to all creatures and objects in a spread that is 10' per HD. DC 46 Fort save for half. Any creature who takes damage must make an additional Fort save or be deafened. This also produces a wind effect that disperses all fog-effects within the area as a wind of 700 MPH. The save is constitution based.
    Aside from being a Move Action to perform (make it a swift action. It's not using those for anything), this is an interesting ability. I'd say this is fine. Solid math too.
    Last edited by NineThePuma; 2010-12-09 at 06:07 AM.

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    Default Re: Tarrasque - [3.5, SotB]

    Quote Originally Posted by NineThePuma View Post
    You somehow screwed up your math. That should be 48d6 of Fire, cold, lightning, and force (so something like 240d6 total; ~840), in a cone roughly 240 ft long, with a reflex DC 46 for half. On a direct hit, would deal half damage (~420) the next round, and iterative damage the following rounds (~210, ~105, ~52). Not to mention that it comes with a Lingering Cloud.
    I didn't screw up my math. Horrible typo, rather. 12d6 per type was what I intended, and I messed up putting down 1d6 per 4 HD in there somewhere.

    [QUOTE=NineThePuma;9927855]I would, instead, add an effect similar to Entangling Exhalation and make the damage pure force damage. This turns it into a 24d6 damage (~84 on average) 240ft cone with a massive reflex DC. Not optimal, but it would deal extra damage (oh, say, iterative damage in the same fashion as clinging breath for as long as they're entangled?) and slow them down, making them easy pickings. I'd also cut the recharge time on the breath weapon down to 1d6 instead of the lengthy 2d6+2 (which is anywhere between 24 seconds and 84).[quote]

    1.I want multiple energy types to ensure it'd bake everything, including force dragons.

    2.I bid high on the recharge times to ensure I didn't overdo it.

    Quote Originally Posted by NineThePuma View Post
    Aside from being a Move Action to perform (make it a swift action. It's not using those for anything), this is an interesting ability. I'd say this is fine. Solid math too.
    Swift action means it wouldn't interfere with his attack routine.
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    Default Re: Tarrasque - [3.5, SotB]

    How about making it untyped pure destructive energy? Because it's not that hard to resist many types of energy. Little noticed fact: Energy Ressistance by way of armor is actually not a set bonus. It has a fixed price, which means that +5 OmniElemental Resistance isn't as hard to get as it looks.

    Plus, think of the fluff. "This is the tarrasque. It breathes out ANTIMATTER."


    For the roar, am I the -only- person, ever, to give Big T pounce? I don't think trying to build in blocks (especially when you can exploit them) is a good idea.


    Of course, I'm the guy who gave Big T the Paragon template and called it a day.

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    Default Re: Tarrasque - [3.5, SotB]

    I suggest pulling out the Epic section of the SRD (Or the ELH, if you have it) and bumping it up a size to Colossal+. Might as well make it bigger.

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    Default Re: Tarrasque - [3.5, SotB]

    Quote Originally Posted by NineThePuma View Post
    I strongly recommend reworking its feats and BAB/Saves, because it apparently fails to acknowledge Epic BAB rules.
    It follows the Epic BAB rules just fine. I suggest you re-read them. Specifically, page 7, behind the curtains.

    Quote Originally Posted by NineThePuma View Post
    I would recommend giving a general +1 to crit range to all of Tarry's natural weapons.

    Fixed that for you. ;D
    Interesting suggestions(the DC change will probably be used), but much of the original monster was copy/pasted. The only real changes made to the stat block so far were the breath weapon and shrieking roar.

    Quote Originally Posted by NineThePuma View Post
    I'd recommend changing this to be "Once every 1d3-1 rounds, the normally slow-moving Tarrasque can move four times his land speed for one turn." so that he can, you know, suddenly he's moving at four times his old speed (not that it's too impressive on its own), but he CAN make multiple move actions in one turn, and 80ft per move is pretty fast. Plus he doesn't take long to 'recharge' after that, meaning that he's moving VERY rapidly.
    Your recharge duration is ridiculously small. Essentially, you're suggesting that a "normally" slow tarrasque have a 33% chance of *NOT* moving at hyper speeds of 30+MPH.

    I'll probably lower the original rate, but not by that much.

    Quote Originally Posted by NineThePuma View Post
    How about making it untyped pure destructive energy? Because it's not that hard to resist many types of energy. Little noticed fact: Energy Ressistance by way of armor is actually not a set bonus. It has a fixed price, which means that +5 OmniElemental Resistance isn't as hard to get as it looks.
    What the hell are you talking about and what book is it in?

    Quote Originally Posted by NineThePuma View Post
    For the roar, am I the -only- person, ever, to give Big T pounce? I don't think trying to build in blocks (especially when you can exploit them) is a good idea.
    "Build in blocks"? Whatcha mean?

    Quote Originally Posted by NineThePuma View Post
    Of course, I'm the guy who gave Big T the Paragon template and called it a day.

    "Well, we just have to out think it!" "It has 18 Int." "... Crap."
    Nah, I'm working at trying to preserve the version of the Tarrasque I envision, which I think is closely comparable to the Godzilla movie with Mathew Broderick.
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    Default Re: Tarrasque - [3.5, SotB]

    I think NineThePuma is referring to stuff like the Warlock's Eldritch Blast, which just does damage and nothing is immune to that damage or can reduce it. I think it fits better than an omnielemental breath weapon.
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    Default Re: Tarrasque - [3.5, SotB]

    there's a simple fix for flying enemies that I always wondered why no one thought of. Why not just have the Tarrasque rip out boulders from the ground and hurl them? It has thumbs, and has brain power enough to figure out that it want's to get rid of thing buzzing around it's head shooting lightning.

    Last edited by Shinizak; 2010-12-10 at 03:06 AM.

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    Default Re: Tarrasque - [3.5, SotB]

    Quote Originally Posted by absolmorph View Post
    I think NineThePuma is referring to stuff like the Warlock's Eldritch Blast, which just does damage and nothing is immune to that damage or can reduce it. I think it fits better than an omnielemental breath weapon.
    My bad, I wasn't clear. I meant:

    "What the hell are you referring to with the phrase 'omnimental resistance', and what book is it in?"

    @Shinizak, I've already started on the "technically, he should already be capable of doing this" stuff in point 3. Thank you for reminding me of another such point where I should input rules for something that he should already be able to do.
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    Default Re: Tarrasque - [3.5, SotB]

    Quote Originally Posted by Godskook View Post
    My bad, I wasn't clear. I meant:

    "What the hell are you referring to with the phrase 'omnimental resistance', and what book is it in?"

    @Shinizak, I've already started on the "technically, he should already be capable of doing this" stuff in point 3. Thank you for reminding me of another such point where I should input rules for something that he should already be able to do.
    Omnielmental resistance armor would be armor with Fire resistance, Acid resistance, Electric resistance, Sonic resistance and Cold resistance (preferably Greater for each). Total, that's... 330,000 gp, but it reduces all damage from elements by 30 (which brings the average damage of the breath weapon down to 102, compared to 252 without it).
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    Default Re: Tarrasque - [3.5, SotB]

    Nope, double check that math. 12d6 averages around 42 damage. That means that the entire breath weapon would average at around 90 damage. Certainly costy, and definitely impressive. However, there are PLENTY of methods to pick up elemental resistances.
    Last edited by NineThePuma; 2010-12-10 at 03:29 AM.

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    Default Re: Tarrasque - [3.5, SotB]

    Quote Originally Posted by NineThePuma View Post
    Nope, double check that math. 12d6 averages around 42 damage. That means that the entire breath weapon would average at around 90 damage. Certainly costy, and definitely impressive. However, there are PLENTY of methods to pick up elemental resistances.
    The breath weapon is 60d6.
    Each element is 12d6.
    And there's 6 parts (elements plus force). So, 12*5+42.
    Last edited by absolmorph; 2010-12-10 at 03:41 AM.
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    Default Re: Tarrasque - [3.5, SotB]

    Quote Originally Posted by absolmorph View Post
    Omnielmental resistance armor would be armor with Fire resistance, Acid resistance, Electric resistance, Sonic resistance and Cold resistance (preferably Greater for each). Total, that's... 330,000 gp, but it reduces all damage from elements by 30 (which brings the average damage of the breath weapon down to 102, compared to 252 without it).
    I assumed he was talking about something else, since that option takes over 40% of a level 20 character's WBL, and is absolutely outside the price range of a level 16 character(They only have a total of 260kgp, compared to said item's 330kgp echantment costs). If he was talking about that item, I think its safe to assume that few, if any, PCs or NPCs are going to be wearing such an item, and those who are, won't have much WBL to devote to other endevours, such as posing a threat to the Tarrasque.

    And in the end, it still doesn't protect against Force damage, so that 12d6 goes through unhampered unless they found a way to be immune to that one.
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    Default Re: Tarrasque - [3.5, SotB]

    Quote Originally Posted by absolmorph View Post
    And there's 6 parts (elements plus force).
    5. Sonic isn't part of the breath weapon.

    Also, I'd cut the price of that enhancement down from 330k to ~264k by simply not getting sonic resistance.

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    Default Re: Tarrasque - [3.5, SotB]

    Quote Originally Posted by NineThePuma View Post
    Also, I'd cut the price of that enhancement down from 330k to ~264k by simply not getting sonic resistance.
    Still, you're assuming an awful lot of WBL going into resisting *every* energy type.

    And on the other side, consider that a Old Red Dragon is CR 20, and has a single 16d10 breath weapon, in fire damage, which is the most common and frequently warded against element. And converting generously to d6s, that's 32d6 damage, a mere half of what the Tarrasque's weapon deals. Sure, its all one element, but its easier to get single-element immunity than it is to get 5 element resistances of significant size. And the Tarrasque's breath weapon automatically clings, lingers, and qualifies for additional metabreath feats
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    Default Re: Tarrasque - [3.5, SotB]

    What Tarrasque REALLY needs:

    TRAMPLE

    More damage in single hits vs. multi-hits, this means more massive damage.

    Darkvision, Blindsight, Tremorsense.

    Claws treated as adamantine.

    Perhaps a reverse-breath weapon to REALLY surprise your players? Like, inhales a cone and they get bullrushed towards the mouth and if they hit it gains a free grapple?

    If you want the fight to really boil out, give the head, body, legs and tail all HP as high as the base monster and count them as separate creatures.
    Last edited by Hanuman; 2010-12-10 at 10:50 AM.

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    Default Re: Tarrasque - [3.5, SotB]

    Change the carapace so that it absorbs the spells and can use them to power up it's breath weapon.
    Also, if I were you, i would just go all the way and classify it as an Elder Evil.

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    Default Re: Tarrasque - [3.5, SotB]

    Changes:

    1.Adjusted Shriek to affect force effects

    2.Gave him a psuedo Diamond Mind maneuver that's usable as an immediate action(see, there was a reason I didn't make Shrieking Roar a swift)

    3.Added an updated combat strategy, so he's got one with current abilities in use.
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    Default Re: Tarrasque - [3.5, SotB]

    Quote Originally Posted by Godskook View Post
    Changes:

    1.Adjusted Shriek to affect force effects

    2.Gave him a psuedo Diamond Mind maneuver that's usable as an immediate action(see, there was a reason I didn't make Shrieking Roar a swift)

    3.Added an updated combat strategy, so he's got one with current abilities in use.
    TRAMPLE!

    Dude, it's Gozilla in DnD.

    Godzilla, in DnD.

    TRAMPLE

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    Default Re: Tarrasque - [3.5, SotB]

    Isn't it still weak to a Wizard who flies 500 feet above it and fires a substituted fireball every turn?

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    Default Re: Tarrasque - [3.5, SotB]

    Quote Originally Posted by Anxe View Post
    Isn't it still weak to a Wizard who flies 500 feet above it and fires a substituted fireball every turn?
    Immune to fire.

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    Default Re: Tarrasque - [3.5, SotB]

    Quote Originally Posted by Hanuman View Post
    Immune to fire.
    Searing Spell.
    Or Energy Substitution (anything but fire), like he was saying.
    Last edited by absolmorph; 2010-12-10 at 08:27 PM.
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    Default Re: Tarrasque - [3.5, SotB]

    Quote Originally Posted by Anxe View Post
    Isn't it still weak to a Wizard who flies 500 feet above it and fires a substituted fireball every turn?
    1.Not done yet.(THis goes for you too, Hanuman)

    2.SR is substantial enough that SR: Yes spells aren't going to be reliable strategy.

    3.His breath weapon qualifies for metabreath feats.

    4.Shrieking Roar's current range is 480'. That's from a place 64' above the ground already(his mouth, like all bipeds, is at the top). And the Tarrasque can jump surprisingly high. Sure, against a high level wizard, still a problem, but the average wizard is going to be sorely surprised.
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    Default Re: Tarrasque - [3.5, SotB]

    I just find the breath weapon's damage to be too high. Otherwise, I like it.

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    Default Re: Tarrasque - [3.5, SotB]

    Quote Originally Posted by true_shinken View Post
    I just find the breath weapon's damage to be too high. Otherwise, I like it.
    It might be unbalanced from a simple gameplay perspective, but not from a reasonable perspective. The Tarrasque is a terrifying, legendary one-of-a-kind beast that periodically lays waste to the entire world. It is death incarnate. It deserves to do twice as much damage as a big dragon when it breathes.

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    Default Re: Tarrasque - [3.5, SotB]

    Quote Originally Posted by Keinnicht View Post
    It might be unbalanced from a simple gameplay perspective, but not from a reasonable perspective. The Tarrasque is a terrifying, legendary one-of-a-kind beast that periodically lays waste to the entire world. It is death incarnate. It deserves to do twice as much damage as a big dragon when it breathes.
    Additionally, the Tarrasque is the (only) predator of dragons in Godskook's campaign setting (which, as he noted, this is for).
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    Default Re: Tarrasque - [3.5, SotB]

    Also, the Tarrasque would not be expected to be using metabreath spells(or even have items), while dragons are exceedingly likely to, to the point of even having scrolls of the more advanced ones(read: higher than their caster level) for emergencies(3kgp for a scroll of admixture is *cheap*)
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