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Author Topic: Old School Gamer Silliness  (Read 965 times)
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SeekingKnight
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« on: July 31, 2010, 03:08:49 AM »

First off this is not a knock on old school gamers.  In my gaming group tonight a discussion came up on Tarrasque and that, to some of the gamers in my group, it is like the omg creature.  One player even said that wizards are near useless against the mighty beast.  My dear friends in char ops I humbly as a small favor.  Give me a build of four adventures using core only classes first that can kill the beast, then another using any material including dragon magazine doing the same thing.  For added fun, if any wants to, how would one kill it using AD&D rules would get a bonus cookie.  Thanks all.
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The_Mad_Linguist
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« Reply #1 on: July 31, 2010, 03:22:38 AM »

Wizard20: Casts fly on self, casts greater invisiblity on rogue, hovers outside of big T's range and waits to cast wish.
Ghost 5/ Rogue15: Hits big T with 12*(9d6) damage via acid-flask based telekinetic sneak attacks every d4 rounds.  Average of 378 per attack, or roughly 140 hp per round, counting natural 1s to hit its touch AC and the 2.5 average cooldown. 

Now, the tarrasque has 858 hp.  It regenerates 40 hp per round.  So our ghostly rogue deals about 100 points of damage that stick per round.  So it takes him less than a minute or so to take down big T and make it stick.

And he can do that hovering in midair without any fear of retaliation.

Now, it's going to cost him to use all those acid flasks.  They're 10 gp each, and he uses 12 per round.  So that's 1200 gp he spends to kill big T.
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JohnnyMayHymn
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« Reply #2 on: July 31, 2010, 03:38:50 AM »

ok, here's my shot at the party of 4 using all materials,
gestalt(just for argument's sake if u want to REALLY blow it out of the water)


wizard//pun-pun(divine minion template/master of many forms)

druid,planar shepherd//pun-pun(psion)

cleric//pun-pun(pazuzu)

artificer//pun-pun(makes a candle of invocation)


wanted to put archivist in there some where, oh well.  yea i know, go ahead and groan.... Smirk
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skydragonknight
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« Reply #3 on: July 31, 2010, 04:02:54 AM »

Explosive Runes. Dispel Magic. Wish.

Next!
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McPoyo
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« Reply #4 on: July 31, 2010, 07:52:23 AM »

There was a level 13 wizard on 339 using core only material, iirc, that solo'd the Tarrasque in under 3 rounds, plus the time it took him to drown.
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Agita
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Justym2c
« Reply #5 on: July 31, 2010, 07:55:43 AM »

Anything that flies and can deal at least 41 average damage per round to the Tarrasque will eventually kill it, without Big T being able to do shit about it. Just have a scroll of Wish or whatever at the ready.
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« Reply #6 on: July 31, 2010, 09:13:38 AM »

It isn't as bad as the Mountian Landworm, though.  The thing is a CR20 with no special attacks or special qualities other than Frightful Presence and usual dragon type abilities (Darkvision, immunity to sleep and paralysis).  It can't fly and doesn't move very fast.  A level 6 Warlock with the right invocations (Fell Flight, Eldritch Spear) has the easiest time in the world killing it on his own.
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Solo
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« Reply #7 on: July 31, 2010, 09:20:01 AM »

Sorcerer 10

Feats:
Sanctum Spell

Spells:
Acid Splash, Arcane Fusion

Other:
Some way to obtain Wish.
« Last Edit: July 31, 2010, 09:21:35 AM by Solo » Logged


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SorO_Lost
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« Reply #8 on: July 31, 2010, 09:29:53 AM »

You could always just cast Irresistible Dance, at SR 32 you have a 55% chance or better of it working using nothing more than a common ioun stone.

Of course, a dancing terrasqua should still be considered deadly, remind the halfing not to stand near it's feet Wink
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« Reply #9 on: July 31, 2010, 09:45:03 AM »

commoner 1

all you need is a method of flight (flying carpet), holding bags, big rocks, and a method to cast wish (candle of cheating, ring of wishes, luck blade). then you win after saying empty while 200 feet over T.
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« Reply #10 on: July 31, 2010, 02:35:05 PM »

You just need a necromancer based cleric and a small swarm of Allips. The Big T is immune to ability damage, but not drain. Allips deal 1d4 Wis drain per touch (+3 to hit, will succeed on a roll of 2) and BIG T only has a Wis of 14. After that use Miracle/Wish.

In Libris Mortis, Summon Undead 4 will net you one Allip and Summon Undead 5 will net you two Allips.
« Last Edit: July 31, 2010, 02:39:04 PM by gorfnad » Logged

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« Reply #11 on: July 31, 2010, 04:23:16 PM »

Some kind of ranged attacker that can fly, deal an automatic 41+ damage per round, and has a ring of wish, and can target touch AC. Next!
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snakeman830
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« Reply #12 on: July 31, 2010, 04:32:17 PM »

You just need a necromancer based cleric and a small swarm of Allips. The Big T is immune to ability damage, but not drain. Allips deal 1d4 Wis drain per touch (+3 to hit, will succeed on a roll of 2) and BIG T only has a Wis of 14. After that use Miracle/Wish.

In Libris Mortis, Summon Undead 4 will net you one Allip and Summon Undead 5 will net you two Allips.
That won't kill it, so Miracle/Wish won't help.  However, the thing is NEVER moving again unless someone heals the ability drain (and by the time they can do that, they could also Raise Dead on it, so obviously they want it around for whatever reason).
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I am constantly amazed by how many DM's ban Tomb of Battle.  The book doesn't even exist!

Quotes:
By yes, she means no.
That explains so much about my life.
hiicantcomeupwithacharacterthatisntaghostwhyisthatamijustretardedorsomething
Why would you even do this? It hurts my eyes and looks like you ate your keyboard before suffering an attack of explosive diarrhea.

If using Genesis to hide your phylactry, set it at -300 degrees farenheit.  See how do-gooders fare with a liquid atmosphere.
Agita
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Justym2c
« Reply #13 on: July 31, 2010, 04:37:53 PM »

You just need a necromancer based cleric and a small swarm of Allips. The Big T is immune to ability damage, but not drain. Allips deal 1d4 Wis drain per touch (+3 to hit, will succeed on a roll of 2) and BIG T only has a Wis of 14. After that use Miracle/Wish.

In Libris Mortis, Summon Undead 4 will net you one Allip and Summon Undead 5 will net you two Allips.
That won't kill it, so Miracle/Wish won't help.  However, the thing is NEVER moving again unless someone heals the ability drain (and by the time they can do that, they could also Raise Dead on it, so obviously they want it around for whatever reason).
When it's Wis drained, it's unconscious, so just keep CdGing it with scythes if you want it dead.
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« Reply #14 on: July 31, 2010, 04:44:32 PM »

You just need a necromancer based cleric and a small swarm of Allips. The Big T is immune to ability damage, but not drain. Allips deal 1d4 Wis drain per touch (+3 to hit, will succeed on a roll of 2) and BIG T only has a Wis of 14. After that use Miracle/Wish.

In Libris Mortis, Summon Undead 4 will net you one Allip and Summon Undead 5 will net you two Allips.
That won't kill it, so Miracle/Wish won't help.  However, the thing is NEVER moving again unless someone heals the ability drain (and by the time they can do that, they could also Raise Dead on it, so obviously they want it around for whatever reason).
Obviously for experimental Evangelion Unit T
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The_Mad_Linguist
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« Reply #15 on: July 31, 2010, 05:20:26 PM »

You just need a necromancer based cleric and a small swarm of Allips. The Big T is immune to ability damage, but not drain. Allips deal 1d4 Wis drain per touch (+3 to hit, will succeed on a roll of 2) and BIG T only has a Wis of 14. After that use Miracle/Wish.

In Libris Mortis, Summon Undead 4 will net you one Allip and Summon Undead 5 will net you two Allips.
That won't kill it, so Miracle/Wish won't help.  However, the thing is NEVER moving again unless someone heals the ability drain (and by the time they can do that, they could also Raise Dead on it, so obviously they want it around for whatever reason).
When it's Wis drained, it's unconscious, so just keep CdGing it with scythes if you want it dead.
Skip wish and use knowledge affiliation to kill big T's regen.
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« Reply #16 on: July 31, 2010, 06:31:51 PM »

You know whats odd? I was thinking to my self yesterday that I wanted to start a thread about the Terrasque.
Actually I have never been in a game where it has been played.

But on to my thoughts on the big T.
I kind of think it is alittle weak for what it is supposed to be.. Sleeps for years, only is awake like 2 weeks at a time. Supposed to be like the 'ultimate' monster. Probly the reason being that they brought it over from AD&D and at the time it really was the biggest baddest mofo out there. I think it should be epic. Do they have a epic version of it? idk i dont look at epic very much.
Also. I think it would be cool to see stats on it for different age progressions.. maybe like cr10/20/30 versions?
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« Reply #17 on: July 31, 2010, 06:55:42 PM »

You know whats odd? I was thinking to my self yesterday that I wanted to start a thread about the Terrasque.
Actually I have never been in a game where it has been played.

But on to my thoughts on the big T.
I kind of think it is alittle weak for what it is supposed to be.. Sleeps for years, only is awake like 2 weeks at a time. Supposed to be like the 'ultimate' monster. Probly the reason being that they brought it over from AD&D and at the time it really was the biggest baddest mofo out there. I think it should be epic. Do they have a epic version of it? idk i dont look at epic very much.
Also. I think it would be cool to see stats on it for different age progressions.. maybe like cr10/20/30 versions?
30 headed half-white dragon Tarrasque.  Two templates are all that's needed to make it rather frightening.
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I am constantly amazed by how many DM's ban Tomb of Battle.  The book doesn't even exist!

Quotes:
By yes, she means no.
That explains so much about my life.
hiicantcomeupwithacharacterthatisntaghostwhyisthatamijustretardedorsomething
Why would you even do this? It hurts my eyes and looks like you ate your keyboard before suffering an attack of explosive diarrhea.

If using Genesis to hide your phylactry, set it at -300 degrees farenheit.  See how do-gooders fare with a liquid atmosphere.
skydragonknight
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skydragonite
« Reply #18 on: July 31, 2010, 06:56:58 PM »

30 headed half-white dragon Tarrasque.  Two templates are all that's needed to make it rather frightening.

Feral for Pounce and Improved Grab.
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SorO_Lost
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« Reply #19 on: July 31, 2010, 07:09:10 PM »

maybe like cr10/20/30 versions?
How about CR 40?

Thirty-Headed Tarrasque CR 40
N Colossal magical beast
Init +16; Senses darkvision 90 ft., low-light vision, scent; Listen +94, Spot +94
Aura frightful presence
Languages --

AC 69, touch 10, flat-footed 61; Dodge, Mobility
(-8 size, +8 Dex, +59 natural)
hp 4,947 (106 HD); regeneration 40; DR 15/epic
Immune ability damage, disease, energy drain, fire, poison
Resist acid 10, cold 10, fire 10, electricity 10; SR 52
Fort +100, Ref +67, Will +43

Speed 20 ft. (4 squares); rush
Melee 30 bites +121 (4d8+20/18-20/x3 plus 2d6 on crit plus Fort save DC 80 or die on crit) and
60 horns +120 (1d10+10) and
2 claws +120 (1d12+10) and
tail slap +120 (3d8+10) *Power attacks for 50
Space 30 ft.; Reach 20 ft.
Base Atk +106; Grp +142
Atk Options Awesome Blow, Dire Charge, Great Cleave, Improved Bull Rush, Improved Combat Reflexes, Large and In Charge, Power Attack, Prone Attack, improved grab, rush, swallow whole

Abilities Str 50, Dex 26, Con 93, Int 3, Wis 14, Cha 14
SQ augmented critical, carapace
Feats Alertness, Awesome Blow, Blind-Fight, Cleave, Combat ReflexesB, Devastating Critical (bite, Fort DC 80), Dire Charge, Dodge, Elusive Target, Epic Fortitude, Epic Prowess (2), Epic Reflexes, Epic Will, Eyes in the Back of Your Head, Great Cleave, Great Strength, Hold the Line, Improved Bull Rush, Improved Combat Reflexes, Improved InitiativeB, Improved MultiattackB, Iron Will, Large and In Charge, Mobility, Overwhelming Critical (bite), Power Attack, Prone Attack, Spellcasting Harrier (+53 to foe's Concentration check DC to cast in its threatened area), Superior Initiative, Toughness (6), Weapon Focus (bite)
Skills Hide -8, Jump +14, Listen +94, Search +84, Spot +94, Survival +33 (+37 following tracks)

Improved Grab (Ex) To use this ability, the thirty-headed 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.

Swallow Whole (Ex) The thirty-headed 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 54). 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.

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

Carapace (Su) The thirty-headed tarrasque's armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% 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.

Frightful Presence (Su) The thirty-headed tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 65 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-based.

Regeneration (Ex) No form of attack deals lethal damage to the thirty-headed 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. 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. The tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 4,957 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.
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Tiers explained in 8 sentences. With examples!
Tiers break down into who has spellcasting more than anything else due to spells being better than anything else in the game.
6: Skill based. Commoner, Expert, Samurai.
5: Mundane warrior. Barbarian, Fighter, Monk.
4: Partial casters. Adapt, Hexblade, Paladin, Ranger, Spelltheif.
3: Focused casters. Bard, Beguiler, Dread Necromancer, Martial Adapts, Warmage.
2: Full casters. Favored Soul, Psion, Sorcerer, Wu Jen.
1: Elitists. Artificer, Cleric, Druid, Wizard.
0: Gods. StP Erudite, Illthid Savant, Pun-Pun, Rocks fall & you die.
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