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Thread: Thoughts on the Tarrasque
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2007-10-18, 03:46 PM (ISO 8601)
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Re: Thoughts on the Tarrasque
The tarrasque's Will save is only +20, it's not immune to mind-affecting or compulsion magic, and dominate monster has no Hit Die limit.
Just in case your party tank wasn't feeling ineffectual enough at 20th level.
(Actually, I think its real purpose is to be mind-controlled by the BBEG.)Last edited by Dausuul; 2007-10-18 at 03:48 PM.
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2007-10-18, 03:49 PM (ISO 8601)
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Re: Thoughts on the Tarrasque
*cough* For the record more information has been published on the Tarrasque from what essentially amounts to a splatbook (It has official D&D content). ...And the only things of real import this has is...
Wow. I forgot to multiply by 24. That was embarrassing. That significantly increases the area a party would need to search. To over 200000 square miles. However, natural terrain would probably significantly lessen that, and the fact that realistically if you're planning on beating the Tarrasque, you'll probably have flight capability, and how hard would it be to look for a hole in the ground big enough to fit something as big as the Tarrasque?
-This same article (which is about the tarrasque) implies that there isn't just one tarrasque...theres just their really really spread out. (Like say...one every five material worlds maybe...if your unlucky)
-I still think the negilgence of putting ability drain into the Tarrasque's immunities is a typo, for all the other things it's immune against it just doesn't make sense for it to be vulnerable to ability drain...thats why my Tarrasque's usually have a couple extra words in their stat blocks to cover glaring weaknesses..(And before anyone says it, no I don't mean like giving it wings or spellcasting, I try and at least stay true to the monster's original idea. )Last edited by Callos_DeTerran; 2007-10-18 at 03:52 PM.
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2007-10-18, 03:52 PM (ISO 8601)
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Re: Thoughts on the Tarrasque
I think one of the irritating points of the Tarrasque is the immunities which are supposed to make him a good encounter.
I mean, I believe the typical encounter with any monster from the MM is assumed to be:
"The well-rested and fully-healed PCs step out of the cave where they've been for the past two weeks or so. They stretch, as their eyes adjust to the sunlight. The thudding noise they've been hearing as they near the cave now comes into view around the corner - it's the Tarrasque, who is just as surprised to see the PCs as the PCs are to see it. Roll for initiative."
That seems to be the typical way 'encounters' are setup. The trouble is, due to the Tarrasque's immunities, this tends to lead to a lot of non-fights: "We can't possibly hope to harm it." or, "Hey, we're set up properly. We auto-beat it." with nothing in between.
You could prompt more of the first response by putting something important in the immediate way. "Oh no, if we don't stop the Tarrasque /now/, he'll go eat that town which we do not want eaten!" You can then prompt more of the second response by placing some method of obtaining an 8 hour gap.
Either way, the Tarrasque fails in my mind as there's rarely/never a 'fight' involving him. Maybe a mildly annoying trek for a frame of time.Last edited by Kantolin; 2007-10-18 at 03:53 PM. Reason: That... that was an odd typo.
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2007-10-18, 03:59 PM (ISO 8601)
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Re: Thoughts on the Tarrasque
Ok, I do remember drowning Big T in Allips as being one of the easiest pretty sure methods. What else would this work on...I don't think intelligent enemies would have much problem. Also I note that Allips are listed as solitary in their association, I wonder if that would affect how DMs deal with summoning swarms of them.
Dominate Monster, ick. Hopefully the DM can find someone to throw Protection from Good/Evil on the beasty ;)
I for one welcome our new Allip overlords.
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2007-10-18, 04:04 PM (ISO 8601)
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Re: Thoughts on the Tarrasque
That's really handy. It makes plan B* much easier.
*Plan B:
1. Put the Tarrasque in a big hole.
2. Fill hole with water (Create Water, Dectanter of Endless Water, etc.)
3. Watch the Tarrasque drop to -1 hit points, and stay there, because regeneration does not restore hit points lost to suffocation.
4. ???
5. Profit by selling
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2007-10-18, 04:05 PM (ISO 8601)
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Re: Thoughts on the Tarrasque
That's really handy. It makes plan B* much easier.
*Plan B:
1. Put the Tarrasque in a big hole.
2. Fill hole with water (Create Water, Dectanter of Endless Water, etc.)
3. Watch the Tarrasque drop to -1 hit points, and stay there, because regeneration does not restore hit points lost to suffocation.
4. ???
5. Profit by selling
Of course, this plan relies on you hunting the Tarrasque down. It's not nearly as effective if he's awake.
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2007-10-18, 04:05 PM (ISO 8601)
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Re: Thoughts on the Tarrasque
I'm happy that you can put together a level 9 character that can reliably find a way to deal almost 900 points of damage followed by a miracle in one round. the fact that you must optimize to that point probably says something about it's power.
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2007-10-18, 04:06 PM (ISO 8601)
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2007-10-18, 04:07 PM (ISO 8601)
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Re: Thoughts on the Tarrasque
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2007-10-18, 04:11 PM (ISO 8601)
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Re: Thoughts on the Tarrasque
....Just out of curiousty how are you making the Tarrasque stay in this metaphorical hole of yours? Instead of it...y'know swimming to the top, melting down farther, etc*.
*Whatever else a tarrasque could do to escape that situation considering it can hold it's breath for about 2 minutes and 15 seconds before it even needs to begin making Fortitude saves to avoid drowning.Warriors & Wuxia: A community world-building project focused on low-magic wuxia/kung-fu action using ToB.
"These 'no-nonsense' solutions of yours just don't hold water in a complex world of jet-powered apes and time travel."
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2007-10-18, 04:20 PM (ISO 8601)
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2007-10-18, 04:30 PM (ISO 8601)
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Re: Thoughts on the Tarrasque
Actually, 20 feet is it's standard move. If it's on a rampage, it's likely not taking a leisurely stroll, but rather taking a full steam run. Now, is the 150 feet it's move, or it's run once per minute? If it is the move, he moves a total of:
((base move x 4 (running) x 9 (9 rounds of normal move)) + 150 (one round of burst speed)) x 60 x 24
so ((80x9)+150) x 1440 = 1252800 feet/day or 237.27 miles/day.
If 150 is his normal move, and once per minute, he can run at 600, that increases it to 360 miles/day
That's a lot of ground to coverLast edited by Vasdenjas; 2007-10-18 at 04:31 PM.
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2007-10-18, 04:42 PM (ISO 8601)
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Re: Thoughts on the Tarrasque
search for "Seven Ways to Kill the Tarrasque on thirteen experience levels or less"
It has to do with using iron, a lot of iron, thank you to your wizzard buddy and his "Wall of Iron" spell. Then you can use it to put something stronger than rock in the walls of the hole (and the upper part, sealing the beast).
The funiest (for me) is the bardic one, even if it cant be done
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2007-10-18, 04:51 PM (ISO 8601)
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Re: Thoughts on the Tarrasque
Well well well....I must admit that my knowledge of the rules is still a bit primitive. Perhaps I have this idealized picture of the T. as a Godlike creature, and I run relatively low magic campaigns. That never prompted me to grasp the rules to handle a high level and above all high magic party. I used to have a wiz. in my party that kept acting like a F117-Stealth. That is, bombarding everything at mach 3 from a 210 meters altitude, with a cloaking device worthy of a klingon or romulan warship and various other shielding paraphernalia that blocked normal missiles, magic missiles, infra red, ultraviolet, infra green, infra yellow and ultrablue rays, and he was just 9th level with INT 17.
That kinda screwed the "hyborean age" atmosphere and he tuned it down after some (mild) insistence from me and the rest of the party. This said, since there is some interest on the big T. (be it to beat the tar out of it or to revere it's CR 20 as it is ;) ) I'll post a link on an old D&D "Fight Club" issue, focused on the big lizard.
The Tarrasque: why you don't want to fight it.
These builds fix most of the problems, such as the lack of a ranged attack. I'd give them a look, especially if you are thinking bout using a T. in a campaign. Forget CRs and loopholes and broken builds (which are still funny to figure out anyway). It's a T., it deserves its glory!!!
OssianLast edited by Ossian; 2007-10-18 at 05:01 PM.
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2007-10-18, 05:01 PM (ISO 8601)
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Re: Thoughts on the Tarrasque
Ah, I forgot to cover that. After you imbed several decanters of endless water within the walls of the pit, you cast a Antilife Shell above it (you'll probably need a couple caster level boosts for this). This stops it from swimming upwards. Burrowing downward doesn't help; the water just falls after it. Same for burrowing sideways.
\/ Curse you, basic physics! Acutally, anyone want to figure out it would take? The Tarrasque runs out of breath in 62 rounds on average. It's certainly enough time to escape this way, but it'd still be a handy statistic to have.Last edited by martyboy74; 2007-10-18 at 05:10 PM.
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2007-10-18, 05:04 PM (ISO 8601)
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2007-10-18, 05:19 PM (ISO 8601)
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Re: Thoughts on the Tarrasque
You can't Coup de Grace with a damage type that is converted into nonleathal damage by regeneration.
Ah, I forgot to cover that. After you imbed several decanters of endless water within the walls of the pit, you cast a Antilife Shell above it (you'll probably need a couple caster level boosts for this).
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2007-10-18, 05:39 PM (ISO 8601)
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Re: Thoughts on the Tarrasque
I had a good idea for the Tarrasque being really awesome, but I never used it. The reason no one has found the Tarrasque is because it is a lycanthrope. The party's job would be to slowly discover the supposed location of the Tarrasque and then when they got there one of the PCs would turn into the beasty. A totally badass final encounter and I don't have to roll a single die during it.
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2007-10-18, 06:44 PM (ISO 8601)
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Re: Thoughts on the Tarrasque
However, the Tarrasque would not be killed normally by a coup-de-grace. Therefore, the clause in its regeneration ability that reads "if the tarrasque fails its save against a spell or effect that would kill it instantly..." will never kick in. Coup-de-grace all you want, but all it's going to do is score an automatic critical hit.
That's not how spell resistance works. If T fails to get through the shell once, he's going to fail to get through the shell until it wears off.
Originally Posted by SRD
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2007-10-18, 07:17 PM (ISO 8601)
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Re: Thoughts on the Tarrasque
Beguiler, you just got served.
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2007-10-18, 07:26 PM (ISO 8601)
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2007-10-18, 07:29 PM (ISO 8601)
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Re: Thoughts on the Tarrasque
Last edited by NEO|Phyte; 2007-10-18 at 07:29 PM.
Man this thing was full of outdated stuff.
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2007-10-18, 07:36 PM (ISO 8601)
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Re: Thoughts on the Tarrasque
You're thinking of it in the wrong way.
By munchink terms, no T isn't anything special.
By average commoner/soldier/non OMG-SUPER-OPTIMIZED-RAW-ABUSING-THIRTEEN-DIFFERENT-CLASS-SUPERPC, the Tarrasque is a vicious, unstoppable brute that you can do naught but flee from.
Also, I was wondering, T regens from a single drop of blood. Does more than one form?
And if it does, I have a related quesiton.
On the plane of Positive Energy, you eventually explode from being filled with to much energy. Does this explosion cause blood?
If I teleport T onto the Positive Energy Plane and leave him in there for...oh...a thousand years, will I the be able to open it up and set forth a charge of ten billion ravenous tarrasque onto unsuspecting villagers?
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2007-10-18, 07:43 PM (ISO 8601)
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Re: Thoughts on the Tarrasque
The Tarrasque is easy! All you have to do is organize an elaborate plot based on the assumption that your character SOMEHOW knows every detail about a one-of-a-kind creature of legend that nobody really knows any details about.
"Of course you should fight fire with fire. You should fight everything with fire." - Jaya Ballard, task mage
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2007-10-18, 08:28 PM (ISO 8601)
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Re: Thoughts on the Tarrasque
All you really need to do is dig a big hole. Permanency Walls of Force all around the bottom/inside walls. Place a Dark Way spell atop it. (Or several.) Lure Tarrasque, have him fall through, Wall of Force the top of it. Make sure there is no gap for air. Eventually he dies of suffocation.
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2007-10-18, 08:30 PM (ISO 8601)
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2007-10-18, 08:34 PM (ISO 8601)
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Re: Thoughts on the Tarrasque
Research a version that does :D
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2007-10-18, 08:49 PM (ISO 8601)
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Re: Thoughts on the Tarrasque
That's not how spell resistance works. If T fails to get through the shell once, he's going to fail to get through the shell until it wears off.
On the Wall of Force idea, in addition to the orientation of the walls, Wall of Force and related effects (Resilient Sphere, Forcecage) explicitly can't cause suffocation.
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2007-10-18, 08:51 PM (ISO 8601)
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2007-10-18, 08:52 PM (ISO 8601)
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Re: Thoughts on the Tarrasque