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Sylas

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  1. There was a voice in his head. He hadn't felt one in years, but there it was. It felt ... warm. Not familiar, but certainly not aggressive. But it made such an odd request. Only that he should 'stop' that dragon. But Terry didn't do things in half-measures, he would meet this fake dragon head-on, and make this day one that this man, polymorphed against his will or not, one he could never forget. Crunch Huh. mislabeled that third counter, should've been countering the claw, not a third breath he didn't take (and didn't include a counter-wing or counter-tail, but missed opportunity and all that). Anyhow. Now it's Terry's turn to FRA. Might as well call it out too, pull out all the stops, Doom: Will save DC 32 or be shaken for 1 round. Failing the save by 10 or more leaves the creature panicked. .... Also, in case that dragon decides to attempt to grapple him because of it's grapple mod.... he's got FoM via ring. edit: ... three crits (and one being the *big* bite). I guess the diceroller listened and melted that bad die. (and he's absolutely maxed out his Destroyer bonus for next round, that's for certain) Statblock Colossal Magical Beast Hit Points/Dice: 442 / 17d12 Initiative: +2+2 Dex Speed:50 ft.40 ft. Base, +10 ft. Boots of Striding (10 Squares), Swim 50 ft. (10 Squares), Burrow 25 ft. (5 Squares) Armour Class: 29+2 Dex, -8 Size, +3 Armor, +21 Natural, +1 Deflect Natural: +14 Con, +2 Ancient Body, +4 Growth {from Ancient Body}, +1 Shield, Touch 5+2 Dex, -8 Size, +1 Deflect, Flat-Footed 27-8 Size, +3 Armor, +21 Natural, +1 Deflect Natural: +14 Con, +2 Ancient Body, +4 Growth {from Ancient Body}, +1 Shield Other Defenses: Damage Reduction 8+8 Beginning of the End Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it./-, Spell Resistance 32+32 Beginning of the End, Mind Blank, RegenerationBypassed by Critical Hits (including Coup de Grace) 8+8 Monstrosity, Resistance to Acid 17+17 Monstrosity Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it., Cold 17+17 Monstrosity Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it., Electricity 17+17 Monstrosity Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it., Fire 17+17 Monstrosity Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it., Sonic 17+17 Monstrosity Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it. Base Attack/Grapple:+12+12.75 Tarrasque/+38+12 BAB, +10 Strength, +16 Size Attack: Bite +15+12 BAB, +10 Str, -8 Size, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (6d8+16+15 Str (x1.5), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Claw +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (3d6+11+10 Str (x1), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Horn +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (3d6+6+5 Str (x.5), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Tail (WhirlwindThe tarrasque gains a tail slap natural weapon dealing 2d8 base damage as secondary attack. The Tarrasque can perform a whirlwind attack with it's tail as a standard action even if it doesn't have the necessary feats.) +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. (3d8+6+5 Str (x.5), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Tailbones of Impact: An attack with a tail equipped with tailbands of impact is considered adamantine and magic for the purpose of overcoming damage reduction. In addition, tailbands of impact allow the wearer to apply more of his Strength bonus on damage rolls for tail slap attacks. Consult the table below to determine the effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Fullblade +15+12 BAB, +10 Str, -8 Size, +1 Enhancement Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (Xd8Damage Dice Fullblade Size Martial Two-Handed Exotic One-Handed 1d8 Medium Tiny Small 1d10 Large Small Medium 2d8 Huge Medium Large 3d8 Gargantuan Large Huge 4d8 Colossal Huge Gargantuan 6d8 Colossal+ Gargantuan Colossal 8d8 Colossal++ Colossal Colossal++11+10 Str (x1), +1 Enhancement/+16+15 Str (x1.5), +1 Enhancement) Full Attack: Bite +15+12 BAB, +10 Str, -8 Size, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (6d8+16+15 Str (x1.5), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) and 2 Claws +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (3d6+11+10 Str (x1), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) and 2 Horns +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (3d6+6+5 Str (x.5), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) and Tail +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (3d8+6+5 Str (x.5), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Tailbones of Impact: An attack with a tail equipped with tailbands of impact is considered adamantine and magic for the purpose of overcoming damage reduction. In addition, tailbands of impact allow the wearer to apply more of his Strength bonus on damage rolls for tail slap attacks. Consult the table below to determine the effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Fullblade +15/+10/+5+12 BAB, +10 Str, -8 Size, +1 Enhancement Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (Xd8Damage Dice Fullblade Size Martial Two-Handed Exotic One-Handed 1d8 Medium Tiny Small 1d10 Large Small Medium 2d8 Huge Medium Large 3d8 Gargantuan Large Huge 4d8 Colossal Huge Gargantuan 6d8 Colossal+ Gargantuan Colossal 8d8 Colossal++ Colossal Colossal++11+10 Str (x1), +1 Enhancement/+16+15 Str (x1.5), +1 Enhancement) Space/Reach: 30ft./20 ft. Special Attacks: Brutal GrabAs the SRD Improved Grab ability, applied to the tarrasque's bite attack, except it may attempt to grapple creatures of any size. Improved Grab: If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent's weight. Devouring Bite: The tarrasque can try to swallow a grappled opponent two or more size categories smaller than it by making a successful grapple check. Once inside, the opponent takes 1d8+1/2 str modifier points of crushing damage plus 1d8+Con modifier points of acid damage per round from the tarrasque’s digestive juices (both damages increase accordingly when the tarrasque grows in size). A swallowed creature can cut its way out by dealing damage to the tarrasque’s digestive tract (AC 10+Con modifier) equal to his HD+Constitution score (not modifier). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold two creatures two size smaller than him, or eight creatures three sizes smaller than him, or 32 creatures four sizes smaller than him, and so on. In addition, the tarrasque now ignores freedom of movement effects when using this and its improved grab ability., RushOnce per minute the Tarrasque can quadruple his base for one round as a free action., Improved GrabIf a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent's weight. Devouring Bite: The tarrasque can try to swallow a grappled opponent two or more size categories smaller than it by making a successful grapple check. Once inside, the opponent takes 1d8+1/2 str modifier points of crushing damage plus 1d8+Con modifier points of acid damage per round from the tarrasque’s digestive juices (both damages increase accordingly when the tarrasque grows in size). A swallowed creature can cut its way out by dealing damage to the tarrasque’s digestive tract (AC 10+Con modifier) equal to his HD+Constitution score (not modifier). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold two creatures two size smaller than him, or eight creatures three sizes smaller than him, or 32 creatures four sizes smaller than him, and so on. In addition, the tarrasque now ignores freedom of movement effects when using this and its improved grab ability., StompAs a standard action a number of times per day equal to his Con modifier the tarrasque may slam the ground he stands in, creating a shockwave that makes the ground tremble, twist and crack forming dangerous spikes. This works as an Entangle SLA except that there's no need for presence of plants, the duration is permanent, the radius of the effect is equal to the Tarrasque's space and the area of effect must be in contact with the Tarrasque when it's started, but the Tarrasque himself it's immune to its effect. Save DC 10+1/2 HD+Str modifier. At 8 HD the Tarrasque may use this ability as a move action(but no more than 1/round). At 12 HD the Tarrasque may use this ability as a swift action. At 16 HD the Tarrasque may use this ability as a free action even if it isn't its turn but only once per round. At 20 HD the Tarrasque can use this ability at will, but only once per round. It adds two times his Str modifier to the DCs instead of just once., Primal RoarThe tarrasque can roar with such strength it creates waves of impact that bring down everything above him. A number of times per day equal to his Con modifier, as a move action (but no more than 1/round) the Tarrasque can roar, affecting all creatures in a range of 100 foot per HD (the tarrasque may reduce this radius if it wishes). The primal roar extends to the ethereal plane itself affecting ethereal creatures. Flying creatures (and objects like airships and flying islands) affected by the primal roar are mercilessly brought down to near the ground stopping 10 foot above it. Creatures may try to fly higher again after landing but they'll be brought down again at the beginning of their next turn while the roar lasts. This affects even the Tarrasque himself of he somehow was flying. The primal roar keeps echoing and every creature affected suffers the same effects for 1 round after it roars. If the Tarrasque is in an area where there is no discernible “ground” like the elemental plane of water or most of the ethereal plane then creatures fall towards the Tarrasque itself slamming on it's hard body but without dealing it damage. At 12 HD the tarrasque may roar as a swift action. At 18 HD it may roar as a free action any number of times per day it wants (but still just once per turn).[/ooc], [ooc=Devouring Bite]The tarrasque can try to swallow a grappled opponent two or more size categories smaller than it by making a successful grapple check. Once inside, the opponent takes 1d8+1/2 str modifier points of crushing damage plus 1d8+Con modifier points of acid damage per round from the tarrasque’s digestive juices (both damages increase accordingly when the tarrasque grows in size). A swallowed creature can cut its way out by dealing damage to the tarrasque’s digestive tract (AC 10+Con modifier) equal to his HD+Constitution score (not modifier). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold two creatures two size smaller than him, or eight creatures three sizes smaller than him, or 32 creatures four sizes smaller than him, and so on. In addition, the tarrasque now ignores freedom of movement effects when using this and its improved grab ability., Reality TearThe tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect., Tail SlapThe tarrasque gains a tail slap natural weapon dealing 2d8 base damage as secondary attack. The Tarrasque can perform a whirlwind attack with it's tail as a standard action even if it doesn't have the necessary feats. Whirlwind Attack: [General] Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4. Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. Special: A fighter may select Whirlwind Attack as one of his fighter bonus feats., TrampleAs a full-round action, the tarrasque can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The tarrasque merely has to move over the opponents in its path; any creatures whose space is completely covered by the trampling creature's space is subject to the trample attack. If a target's space is largfer than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target's space, the target can make an attack of opportunity against the tarrasque at a -4 penalty. This deals bludgeoning damage equal to 4d6+1,5 Str modifier (changes acordingly to size). Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflec saves to take half damage, save DC 10+1/2 HD+Str modifier. You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature., EarthquakeThe tarrasque's might is such that it can crack the earth itself simply by stomping its feet as a standard action. This works as an earthquake SLA, useable a number of times per day equal to the tarrasque's Con modifier and using Str for the save DC. The tarrasque itself suffers no ill effects from it. Earthquake Evocation [Earth] Level: Clr 8, Destruction 8, Drd 8, Earth 7 Components: V, S, DF Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 80-ft.-radius spread (S) Duration: 1 round Saving Throw: See text Spell Resistance: No When you cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can’t move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast. Cave, Cavern, or Tunnel The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris. Cliffs Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below). Open Ground Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within. Structure Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below). River, Lake, or Marsh Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud. Pinned beneath Rubble Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead. Special Qualities: Ancient BodyThe tarrasque loses all other racial traits and becomes a medium sized magical beast with all the related traits(basically darkivision 60 foot and low light vision). It has a base speed of 40 foot and a natural bite attack dealing 1d10+1.5 Str modifier damage, and the scent ability. It has claws and tail although they're too weak to do anything for now. It is incapable of fine manipulation but it can talk in a guttural deep primal voice. It automatically knows the common language and one extra language of it's choice for each point of Int bonus. It also gains a bonus to natural armor equal to his Con modifier+2. Whenever the Tarrasque grows in size it's natural armor grows by an extra +1. Scent This extraordinary special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed--only its presence somewhere within range. The creature can take a move action to note the direction of the scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source's location. A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base survival DC to track becomes 20 rather than 10.[/ooc], [ooc=Assimilation]The tarrasque is an avatar of doom, not only destroying everything in his wake but growing stronger as he does so. As a full-round action the tarrasque may eat an unattended piece of magic equipment, in which case it is destroyed and it's essence assimilated into the tarrasque's body. This essence then forms special scales on the surface of the body of the tarrasque corresponding to the item slot of the original item granting the magic bonus of the assimilated item (if any). Magic weapons absorbed transfer their magic enchantments to a natural weapon of the tarrasque's choice (use the natural weapon basic stats). Enchantments that only work on ranged attacks don't benefit the tarrasque. Armor and shield bonuses apply to the tarrasque's natural armor. Charged items keep their old number of charges and can be used the normal number of times as long as the activation method was simple like a command word. As usual, equipment bonus of the same type don't stack and the tarrasque can't have two assimilated items corresponding to the same body slot. Basically, this ability allows the tarrasque to use equipment but keeping a monster look. The magic scales have all the vulnerabilities of normal magic items except that pulling them off demands winning a Strength check against the tarrasque. The tarrasque may remove his own magic scales without harm, at which point he loses their bonus and the scales crystallize into exotic gems that are worth as much as the original magic item.*Removing enhanced scales produces enhanced gems that may be traded at full value to create a new piece of gear with improved enhancements. Otherwise they are worth half their market price when sold, as standard loot., MonstrosityThe tarrasque gains regeneration equal to half the tarrasque's HD, which can only be bypassed by critical hits(including coup de grace). Also gains resistance to fire, cold, sonic, acid and electricity equal to his HD. If the Tarrasque somehow becomes immune to critical hits it loses it's regeneration., GrowthThe tarrasque grows one size category. (4), Beginning of the EndThe tarrasque's skin starts to shrug off both sorcery and sword. The tarrasque gains SR=15+HD and DR/- equal to half his HD., Terror from BelowTerror from Below]The tarrasque lurks under earth or water, waiting for his opportunity to strike. It gains a swim speed equal to his base speed and a burrow speed equal to half his base speed. In addition the tarrasque no longer needs to breathe and it can eat anything as sustenance, as well as gaining Tremorsense with a range of 10 feet per HD., Reality BendThe tarrasque's sheer presence is enough to start making the very existence around him twist. The tarrasque gains a permanent mindblank effect and can use plane shift as a SLA 1/day for each 4HD it has, save DC 10+1/2 tarrasque's HD+Con mod. In addition, the tarrasque can enter personal extradimensional spaces like rope trick and mage's magnificent mansion. Even if the entrance is too small for the tarrasque to fit it can tear it open until large enough simply by moving through it., DestroyerThe tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD., CarapaceThe tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it., PrevailThe tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Augmented CriticalAll of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical., DoomAs the tarrasque grows it resembles more and more an avatar of destruction. The first time the tarrasque attacks or charges each round, every opponent of the same size or smaller than the tarrasque that can see it must make a Will save DC 10+1/2 tarrasque's HD+Con modifier or be shaken for 1 round. Failing the save by 10 or more leaves the creature panicked. Even opponents immune to fear can be affected by this ability as nothing is truly safe from the tarrasque, but they gain a +5 bonus on the save., CounterWhenever a creature inside the tarrasque's reach attacks it in any way, the Tarrasque may strike back with any of it's natural weapons right after the first attack is resolved Saves: Fort +29+10.5 Base, +14 Con, +3 Resistance, +2 Traits Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. Steadfast Determination: Do not automatically fail on natural 1., Ref +7+5.66 Base, +2 Dex, +1 Resistance, -1 Trait Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Will +26+10.5 Base, +14 Con, +3 Resistance, -1 Trait Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. Steadfast Determination: Replace Wis mod with Con mod. Abilities: Str 3114 Base, +17 Tarrasque, Dex 1412 Base, +2 Enhancement, Con 3916 Base, +17 Tarrasque, +4 Level, +2 Enhancement, Int 1414 Base, Wis 1111 Base, Cha 1111 Base Skills: Hide -10+2 Dex, +4.0 Cross-Class Ranks, -16 Size Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Intimidate +21+0 Cha, +20 Ranks, +1 Enhancement Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Listen +20+0 Wis, +20 Ranks Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Move Silently +6+2 Dex, +4.0 Cross-Class Ranks Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Spot +20+0 Wis, +20 Ranks Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Survival +2+0 Wis, +2.0 Cross-Class Ranks Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. Feats: Alternate Form [Monstrous]Alternate Form [Monstrous] Benefit: Select one Humanoid or Animal of Medium or smaller size and 1 HD or less. You may take the form of that creature or revert to your own as a full-round action, as with the Alternate Form ability. If the form is Humanoid then some traits of your original form remain (such as unusual ears or a tail), though they are easily hidden from casual observers; if you are frisked you may attempt to conceal them as if they were items on your person, making a Disguise check in place of a Sleight of Hand check (the normal +10 bonus from Alternate Form does not apply). Your appearance in this form is always the same (i.e. Alternate Form: human lets you become a specific human, not humans in general). Special: You may select this feat multiple times. Its effects stack. Each time you choose a different form. You may switch between your alternate forms without returning to your natural form. Special: If you select this feat at 1st level you may choose for your alternate form to be considered your true form (meaning that it is shown by true seeing and similar effects). Once you have made this choice it cannot be changed, even if you select this feat again.eed or dead., EnduranceYou are capable of amazing feats of stamina. Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage (see page 84), Constitution Checks made to continue running (see page 144), Constitution checks made to avoid nonlethal damage from a forced march (see page 164), Constitution checks made to hold your breath (see page 84), Constitution checks made to avoid nonlethal damage from starvation or thirst (see page 304 of the Dungeon Master's Guide), Fortitude saves made to avoid nonlethal damage from hot or cold environments (see pages 302 and 303 of the Dungeon Master's Guide), and Fortitude saves made to resist damage from suffocation (see page 304 of the Dungeon Master's Guide). Also, you may sleep in light or medium armor without becoming fatigued. Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day., Subduing Strike [General]Subduing Strike [General] You are adept at striking to deal nonlethal damage even with normal weapons. Benefit: You can use any melee weapon to deal nonlethal damage with no penalty on your attack roll. If you are a rogue, you can deal nonlethal damage with your sneak attack even if you are using a normal melee weapon. This feat does not allow you to deal nonlethal damage with ranged weapons. Normal: If you use a melee weapon designed to deal lethal damage to deal nonlethal damage instead, you take a –4 penalty on your attack roll. Rogues normally can only use saps or unarmed strikes to deal nonlethal damage with their sneak attacks. Special: A fighter may select Subduing Strike as one of his fighter bonus feats., Steadfast DeterminationSteadfast Determination Your physical durability allows you to shrug off attacks that would cripple a lesser person. Rather than depend on agility or willpower, you use your raw toughness to survive. Prerequisite: Endurance Benefit: You can use your Constitution modifier in place of your Wisdom modifier on Will saves. You do not automatically fail Fortitude saves on a roll of natural 1., Reactive ResistanceReactive Resistance Through extensive practice and meditation, you can lower your spell resistance quickly. Prerequisite: Spell resistance Benefit: You can lower your spell resistance as an immediate action. It returns to normal at the start of your next turn. Normal: Lowering spell resistance for 1 round is a standard action., Improved Alternate Form [Monstrous]Improved Alternate Form [Monstrous] Prerequisite: Alternate Form, character level 6th Benefit: It takes you only a standard action to enter or leave alternate form (unless it already took less time), and you no longer retain features of your other form. Special: Improved Alternate Form can be used in place of Quick Change to qualify for a feat, prestige class, or other special ability. You can take both this feat and Quick Change.
  2. Afaik, as soon as the first successful grab via any of the counters, all remaining counters can't occur (since he no longer has any reach). So I'm really just aiming for the *first* successful grab occurring before Cufwell goes down.
  3. Terry fights back against the dragon that thought it could stand before him, trading blow for blow with the polymorphed man. Crunch Crossing fingers these rolls go better than last round's... nat 20 crit chance! .... followed up by a nat one. Seriously. I want to incinerate this die. Statblock Colossal Magical Beast Hit Points/Dice: 442 / 17d12 Initiative: +2+2 Dex Speed:50 ft.40 ft. Base, +10 ft. Boots of Striding (10 Squares), Swim 50 ft. (10 Squares), Burrow 25 ft. (5 Squares) Armour Class: 29+2 Dex, -8 Size, +3 Armor, +21 Natural, +1 Deflect Natural: +14 Con, +2 Ancient Body, +4 Growth {from Ancient Body}, +1 Shield, Touch 5+2 Dex, -8 Size, +1 Deflect, Flat-Footed 27-8 Size, +3 Armor, +21 Natural, +1 Deflect Natural: +14 Con, +2 Ancient Body, +4 Growth {from Ancient Body}, +1 Shield Other Defenses: Damage Reduction 8+8 Beginning of the End Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it./-, Spell Resistance 32+32 Beginning of the End, Mind Blank, RegenerationBypassed by Critical Hits (including Coup de Grace) 8+8 Monstrosity, Resistance to Acid 17+17 Monstrosity Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it., Cold 17+17 Monstrosity Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it., Electricity 17+17 Monstrosity Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it., Fire 17+17 Monstrosity Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it., Sonic 17+17 Monstrosity Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it. Base Attack/Grapple:+12+12.75 Tarrasque/+38+12 BAB, +10 Strength, +16 Size Attack: Bite +15+12 BAB, +10 Str, -8 Size, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (6d8+16+15 Str (x1.5), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Claw +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (3d6+11+10 Str (x1), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Horn +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (3d6+6+5 Str (x.5), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Tail (WhirlwindThe tarrasque gains a tail slap natural weapon dealing 2d8 base damage as secondary attack. The Tarrasque can perform a whirlwind attack with it's tail as a standard action even if it doesn't have the necessary feats.) +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. (3d8+6+5 Str (x.5), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Tailbones of Impact: An attack with a tail equipped with tailbands of impact is considered adamantine and magic for the purpose of overcoming damage reduction. In addition, tailbands of impact allow the wearer to apply more of his Strength bonus on damage rolls for tail slap attacks. Consult the table below to determine the effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Fullblade +15+12 BAB, +10 Str, -8 Size, +1 Enhancement Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (Xd8Damage Dice Fullblade Size Martial Two-Handed Exotic One-Handed 1d8 Medium Tiny Small 1d10 Large Small Medium 2d8 Huge Medium Large 3d8 Gargantuan Large Huge 4d8 Colossal Huge Gargantuan 6d8 Colossal+ Gargantuan Colossal 8d8 Colossal++ Colossal Colossal++11+10 Str (x1), +1 Enhancement/+16+15 Str (x1.5), +1 Enhancement) Full Attack: Bite +15+12 BAB, +10 Str, -8 Size, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (6d8+16+15 Str (x1.5), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) and 2 Claws +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (3d6+11+10 Str (x1), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) and 2 Horns +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (3d6+6+5 Str (x.5), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) and Tail +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (3d8+6+5 Str (x.5), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Tailbones of Impact: An attack with a tail equipped with tailbands of impact is considered adamantine and magic for the purpose of overcoming damage reduction. In addition, tailbands of impact allow the wearer to apply more of his Strength bonus on damage rolls for tail slap attacks. Consult the table below to determine the effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Fullblade +15/+10/+5+12 BAB, +10 Str, -8 Size, +1 Enhancement Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (Xd8Damage Dice Fullblade Size Martial Two-Handed Exotic One-Handed 1d8 Medium Tiny Small 1d10 Large Small Medium 2d8 Huge Medium Large 3d8 Gargantuan Large Huge 4d8 Colossal Huge Gargantuan 6d8 Colossal+ Gargantuan Colossal 8d8 Colossal++ Colossal Colossal++11+10 Str (x1), +1 Enhancement/+16+15 Str (x1.5), +1 Enhancement) Space/Reach: 30ft./20 ft. Special Attacks: Brutal GrabAs the SRD Improved Grab ability, applied to the tarrasque's bite attack, except it may attempt to grapple creatures of any size. Improved Grab: If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent's weight. Devouring Bite: The tarrasque can try to swallow a grappled opponent two or more size categories smaller than it by making a successful grapple check. Once inside, the opponent takes 1d8+1/2 str modifier points of crushing damage plus 1d8+Con modifier points of acid damage per round from the tarrasque’s digestive juices (both damages increase accordingly when the tarrasque grows in size). A swallowed creature can cut its way out by dealing damage to the tarrasque’s digestive tract (AC 10+Con modifier) equal to his HD+Constitution score (not modifier). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold two creatures two size smaller than him, or eight creatures three sizes smaller than him, or 32 creatures four sizes smaller than him, and so on. In addition, the tarrasque now ignores freedom of movement effects when using this and its improved grab ability., RushOnce per minute the Tarrasque can quadruple his base for one round as a free action., Improved GrabIf a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent's weight. Devouring Bite: The tarrasque can try to swallow a grappled opponent two or more size categories smaller than it by making a successful grapple check. Once inside, the opponent takes 1d8+1/2 str modifier points of crushing damage plus 1d8+Con modifier points of acid damage per round from the tarrasque’s digestive juices (both damages increase accordingly when the tarrasque grows in size). A swallowed creature can cut its way out by dealing damage to the tarrasque’s digestive tract (AC 10+Con modifier) equal to his HD+Constitution score (not modifier). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold two creatures two size smaller than him, or eight creatures three sizes smaller than him, or 32 creatures four sizes smaller than him, and so on. In addition, the tarrasque now ignores freedom of movement effects when using this and its improved grab ability., StompAs a standard action a number of times per day equal to his Con modifier the tarrasque may slam the ground he stands in, creating a shockwave that makes the ground tremble, twist and crack forming dangerous spikes. This works as an Entangle SLA except that there's no need for presence of plants, the duration is permanent, the radius of the effect is equal to the Tarrasque's space and the area of effect must be in contact with the Tarrasque when it's started, but the Tarrasque himself it's immune to its effect. Save DC 10+1/2 HD+Str modifier. At 8 HD the Tarrasque may use this ability as a move action(but no more than 1/round). At 12 HD the Tarrasque may use this ability as a swift action. At 16 HD the Tarrasque may use this ability as a free action even if it isn't its turn but only once per round. At 20 HD the Tarrasque can use this ability at will, but only once per round. It adds two times his Str modifier to the DCs instead of just once., Primal RoarThe tarrasque can roar with such strength it creates waves of impact that bring down everything above him. A number of times per day equal to his Con modifier, as a move action (but no more than 1/round) the Tarrasque can roar, affecting all creatures in a range of 100 foot per HD (the tarrasque may reduce this radius if it wishes). The primal roar extends to the ethereal plane itself affecting ethereal creatures. Flying creatures (and objects like airships and flying islands) affected by the primal roar are mercilessly brought down to near the ground stopping 10 foot above it. Creatures may try to fly higher again after landing but they'll be brought down again at the beginning of their next turn while the roar lasts. This affects even the Tarrasque himself of he somehow was flying. The primal roar keeps echoing and every creature affected suffers the same effects for 1 round after it roars. If the Tarrasque is in an area where there is no discernible “ground” like the elemental plane of water or most of the ethereal plane then creatures fall towards the Tarrasque itself slamming on it's hard body but without dealing it damage. At 12 HD the tarrasque may roar as a swift action. At 18 HD it may roar as a free action any number of times per day it wants (but still just once per turn).[/ooc], [ooc=Devouring Bite]The tarrasque can try to swallow a grappled opponent two or more size categories smaller than it by making a successful grapple check. Once inside, the opponent takes 1d8+1/2 str modifier points of crushing damage plus 1d8+Con modifier points of acid damage per round from the tarrasque’s digestive juices (both damages increase accordingly when the tarrasque grows in size). A swallowed creature can cut its way out by dealing damage to the tarrasque’s digestive tract (AC 10+Con modifier) equal to his HD+Constitution score (not modifier). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold two creatures two size smaller than him, or eight creatures three sizes smaller than him, or 32 creatures four sizes smaller than him, and so on. In addition, the tarrasque now ignores freedom of movement effects when using this and its improved grab ability., Reality TearThe tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect., Tail SlapThe tarrasque gains a tail slap natural weapon dealing 2d8 base damage as secondary attack. The Tarrasque can perform a whirlwind attack with it's tail as a standard action even if it doesn't have the necessary feats. Whirlwind Attack: [General] Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4. Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. Special: A fighter may select Whirlwind Attack as one of his fighter bonus feats., TrampleAs a full-round action, the tarrasque can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The tarrasque merely has to move over the opponents in its path; any creatures whose space is completely covered by the trampling creature's space is subject to the trample attack. If a target's space is largfer than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target's space, the target can make an attack of opportunity against the tarrasque at a -4 penalty. This deals bludgeoning damage equal to 4d6+1,5 Str modifier (changes acordingly to size). Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflec saves to take half damage, save DC 10+1/2 HD+Str modifier. You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature., EarthquakeThe tarrasque's might is such that it can crack the earth itself simply by stomping its feet as a standard action. This works as an earthquake SLA, useable a number of times per day equal to the tarrasque's Con modifier and using Str for the save DC. The tarrasque itself suffers no ill effects from it. Earthquake Evocation [Earth] Level: Clr 8, Destruction 8, Drd 8, Earth 7 Components: V, S, DF Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 80-ft.-radius spread (S) Duration: 1 round Saving Throw: See text Spell Resistance: No When you cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can’t move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast. Cave, Cavern, or Tunnel The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris. Cliffs Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below). Open Ground Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within. Structure Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below). River, Lake, or Marsh Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud. Pinned beneath Rubble Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead. Special Qualities: Ancient BodyThe tarrasque loses all other racial traits and becomes a medium sized magical beast with all the related traits(basically darkivision 60 foot and low light vision). It has a base speed of 40 foot and a natural bite attack dealing 1d10+1.5 Str modifier damage, and the scent ability. It has claws and tail although they're too weak to do anything for now. It is incapable of fine manipulation but it can talk in a guttural deep primal voice. It automatically knows the common language and one extra language of it's choice for each point of Int bonus. It also gains a bonus to natural armor equal to his Con modifier+2. Whenever the Tarrasque grows in size it's natural armor grows by an extra +1. Scent This extraordinary special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed--only its presence somewhere within range. The creature can take a move action to note the direction of the scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source's location. A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base survival DC to track becomes 20 rather than 10.[/ooc], [ooc=Assimilation]The tarrasque is an avatar of doom, not only destroying everything in his wake but growing stronger as he does so. As a full-round action the tarrasque may eat an unattended piece of magic equipment, in which case it is destroyed and it's essence assimilated into the tarrasque's body. This essence then forms special scales on the surface of the body of the tarrasque corresponding to the item slot of the original item granting the magic bonus of the assimilated item (if any). Magic weapons absorbed transfer their magic enchantments to a natural weapon of the tarrasque's choice (use the natural weapon basic stats). Enchantments that only work on ranged attacks don't benefit the tarrasque. Armor and shield bonuses apply to the tarrasque's natural armor. Charged items keep their old number of charges and can be used the normal number of times as long as the activation method was simple like a command word. As usual, equipment bonus of the same type don't stack and the tarrasque can't have two assimilated items corresponding to the same body slot. Basically, this ability allows the tarrasque to use equipment but keeping a monster look. The magic scales have all the vulnerabilities of normal magic items except that pulling them off demands winning a Strength check against the tarrasque. The tarrasque may remove his own magic scales without harm, at which point he loses their bonus and the scales crystallize into exotic gems that are worth as much as the original magic item.*Removing enhanced scales produces enhanced gems that may be traded at full value to create a new piece of gear with improved enhancements. Otherwise they are worth half their market price when sold, as standard loot., MonstrosityThe tarrasque gains regeneration equal to half the tarrasque's HD, which can only be bypassed by critical hits(including coup de grace). Also gains resistance to fire, cold, sonic, acid and electricity equal to his HD. If the Tarrasque somehow becomes immune to critical hits it loses it's regeneration., GrowthThe tarrasque grows one size category. (4), Beginning of the EndThe tarrasque's skin starts to shrug off both sorcery and sword. The tarrasque gains SR=15+HD and DR/- equal to half his HD., Terror from BelowTerror from Below]The tarrasque lurks under earth or water, waiting for his opportunity to strike. It gains a swim speed equal to his base speed and a burrow speed equal to half his base speed. In addition the tarrasque no longer needs to breathe and it can eat anything as sustenance, as well as gaining Tremorsense with a range of 10 feet per HD., Reality BendThe tarrasque's sheer presence is enough to start making the very existence around him twist. The tarrasque gains a permanent mindblank effect and can use plane shift as a SLA 1/day for each 4HD it has, save DC 10+1/2 tarrasque's HD+Con mod. In addition, the tarrasque can enter personal extradimensional spaces like rope trick and mage's magnificent mansion. Even if the entrance is too small for the tarrasque to fit it can tear it open until large enough simply by moving through it., DestroyerThe tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD., CarapaceThe tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it., PrevailThe tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Augmented CriticalAll of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical., CounterWhenever a creature inside the tarrasque's reach attacks it in any way, the Tarrasque may strike back with any of it's natural weapons right after the first attack is resolved Saves: Fort +29+10.5 Base, +14 Con, +3 Resistance, +2 Traits Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. Steadfast Determination: Do not automatically fail on natural 1., Ref +7+5.66 Base, +2 Dex, +1 Resistance, -1 Trait Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Will +26+10.5 Base, +14 Con, +3 Resistance, -1 Trait Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. Steadfast Determination: Replace Wis mod with Con mod. Abilities: Str 3114 Base, +17 Tarrasque, Dex 1412 Base, +2 Enhancement, Con 3916 Base, +17 Tarrasque, +4 Level, +2 Enhancement, Int 1414 Base, Wis 1111 Base, Cha 1111 Base Skills: Hide -10+2 Dex, +4.0 Cross-Class Ranks, -16 Size Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Intimidate +21+0 Cha, +20 Ranks, +1 Enhancement Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Listen +20+0 Wis, +20 Ranks Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Move Silently +6+2 Dex, +4.0 Cross-Class Ranks Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Spot +20+0 Wis, +20 Ranks Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Survival +2+0 Wis, +2.0 Cross-Class Ranks Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. Feats: Alternate Form [Monstrous]Alternate Form [Monstrous] Benefit: Select one Humanoid or Animal of Medium or smaller size and 1 HD or less. You may take the form of that creature or revert to your own as a full-round action, as with the Alternate Form ability. If the form is Humanoid then some traits of your original form remain (such as unusual ears or a tail), though they are easily hidden from casual observers; if you are frisked you may attempt to conceal them as if they were items on your person, making a Disguise check in place of a Sleight of Hand check (the normal +10 bonus from Alternate Form does not apply). Your appearance in this form is always the same (i.e. Alternate Form: human lets you become a specific human, not humans in general). Special: You may select this feat multiple times. Its effects stack. Each time you choose a different form. You may switch between your alternate forms without returning to your natural form. Special: If you select this feat at 1st level you may choose for your alternate form to be considered your true form (meaning that it is shown by true seeing and similar effects). Once you have made this choice it cannot be changed, even if you select this feat again.eed or dead., EnduranceYou are capable of amazing feats of stamina. Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage (see page 84), Constitution Checks made to continue running (see page 144), Constitution checks made to avoid nonlethal damage from a forced march (see page 164), Constitution checks made to hold your breath (see page 84), Constitution checks made to avoid nonlethal damage from starvation or thirst (see page 304 of the Dungeon Master's Guide), Fortitude saves made to avoid nonlethal damage from hot or cold environments (see pages 302 and 303 of the Dungeon Master's Guide), and Fortitude saves made to resist damage from suffocation (see page 304 of the Dungeon Master's Guide). Also, you may sleep in light or medium armor without becoming fatigued. Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day., Subduing Strike [General]Subduing Strike [General] You are adept at striking to deal nonlethal damage even with normal weapons. Benefit: You can use any melee weapon to deal nonlethal damage with no penalty on your attack roll. If you are a rogue, you can deal nonlethal damage with your sneak attack even if you are using a normal melee weapon. This feat does not allow you to deal nonlethal damage with ranged weapons. Normal: If you use a melee weapon designed to deal lethal damage to deal nonlethal damage instead, you take a –4 penalty on your attack roll. Rogues normally can only use saps or unarmed strikes to deal nonlethal damage with their sneak attacks. Special: A fighter may select Subduing Strike as one of his fighter bonus feats., Steadfast DeterminationSteadfast Determination Your physical durability allows you to shrug off attacks that would cripple a lesser person. Rather than depend on agility or willpower, you use your raw toughness to survive. Prerequisite: Endurance Benefit: You can use your Constitution modifier in place of your Wisdom modifier on Will saves. You do not automatically fail Fortitude saves on a roll of natural 1., Reactive ResistanceReactive Resistance Through extensive practice and meditation, you can lower your spell resistance quickly. Prerequisite: Spell resistance Benefit: You can lower your spell resistance as an immediate action. It returns to normal at the start of your next turn. Normal: Lowering spell resistance for 1 round is a standard action., Improved Alternate Form [Monstrous]Improved Alternate Form [Monstrous] Prerequisite: Alternate Form, character level 6th Benefit: It takes you only a standard action to enter or leave alternate form (unless it already took less time), and you no longer retain features of your other form. Special: Improved Alternate Form can be used in place of Quick Change to qualify for a feat, prestige class, or other special ability. You can take both this feat and Quick Change.
  4. I suppose 'block' was the wrong word to use, I meant he had a better-than-zero chance of potentially pulling the dragon into a grapple thus 'blocking' the rest of it's natural attacks (and I believe also preventing it from targeting Cufwell with the remaining iterative attacks). Counter is literally just tit-for-tat, try to him within melee range and he gets to try to hit back, 'Whenever a creature inside the tarrasque's reach attacks it in any way, the Tarrasque may strike back with any of it's natural weapons right after the first attack is resolved'.
  5. Don't think there's anything Terry can do for Tanu, but he can potentially interrupt the full attack via counter (immediately after receiving an attack within reach he can retaliate with a natural weapon... aka bite with its grapple chance; I just haven't been using it, he got it at level 17) that would give two chances to block the second breath-sword attack (incidentally, that's just normal fire damage, correct?), and a third and final chance before the killblow (which would leave Cufwell at 1hp, but that means alive and swinging).
  6. Vall Nailo True Neutral, Male Drow Druid Character Sheet Drow Druid 12 True Neutral AC 14 HP 77 Speed 30ft Str 10 (+0) Dex +16 (+3) Con 12 (+1) Int 12 (+1) Wis 19 (+4) Cha 10 (+0) Attacks Wooden Staff* +4 1d6+0/B Sling +6 1d4+3/B Darkvision 120' Fey Ancestry - Advantage on saving throws against being charmed, immune to magical sleep. Trance - Semiconscious meditation for 4 hours replaces 8 hours sleeping. Sunlight Sensitivity - Disadvantage on attack and Wisdom (Perception) that rely on sight when you or target is in direct sunlight. Drow Magic - Know Dancing Lights cantrip, Faerie Fire once per day at 3rd level, and Darkness once per day at 5th level (Charisma). Spellcasting --Ritual Casting Wanderer - Can always recall terrain/features of interest. Can forage for self + 5 if land has food. Wild Shape - Can use a Bonus Action to shapeshift into a beast you have seen before. Lasts 1/2 Druid Levels in hours, usable 2 times per rest. Druid Circle - Circle of the Moon --Combat Wild Shape - May Wild Shape as a Bonus Action, while in Wild Shape may expend spell slots to heal 1d8 per level of slot. --Elemental Wild Shape - Expend both uses of Wild Shape to become an elemental. Observant - Increase Wisdom by 1, gain +5 on Passive Perception and Passive Investigation checks. Telepathic - Increase Wisdom by 1, telepathically communicate one way to any creature within 60 feet using known language; cast Detect Thoughts once, further castings using 2nd level slots or higher. It was tough to tell if they spell had any actual effect on Vall, at least against his current natural glow... But there really wasn't time to ponder it, because Vall fire-flooded over the other hidden attacker, filling it's invisible lungs with living fire. as he continued to fill space with more flames and heat. Crunch Fire-form move-over them (south 1, east 2) in what I guess is now his standard battle tactics (at least with fire elemental) and multiattack the square we assume they're in, that being the one directly south of Bloodaxe. edit: well, that wasn't too bad, made the save, but pretty sure both misses, even including forgetting to do the roll-two-drop-high for the first attack. at least they should take the flat in-same-space fire damage. (and take another 1d10 at start of their turn... the gift that keeps on giving)
  7. added search to previous post, well, an 11 is better than a 1 (as in the flat diceroll).
  8. Cyrus invisibly takes in the scene, and immediately looks for the keys that would unlock the cells, at the very least having a squad of elves to help them retake the tower would be beneficial. Crunch 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Current Statblock Medium Fey Hit Points/Dice: 86 / 2d8 + 7d10 Initiative: +6+5 Dex, +1 Battle Fortitude Speed: 6030 ft. Base, +10 ft. Quick, +10 ft. Enhancement (Fast Movement), +10 ft. Dark Template ft. (12 squares), Fly 130120 ft. Double Base, +10 ft. Dark Template ft. (26 squares) Armor Class: 19+5 Dex, +4 armor, touch 15+5 Dex, flat-footed 14+4 armor Base Attack/Grapple: +9/+9+9 BAB, +0 Str Attack:+2 Mind Arrow +15+9 BAB, +4 Dex, +2 Enhancement ranged (1d8+8) or +2 Mind Arrow +11/+11+9 BAB, +4 Dex, +2 Enhancement, -4 Manyshot ranged (1d8+8) or +2 Mind Arrow +9/+9/+9+9 BAB, +4 Dex, +2 Enhancement, -6 Manyshot ranged (1d8+8) or +2 Mind Blade +11+9 BAB, +2 Enhancement melee (1d8+2) Full Attack: +2 Mind Arrow +15/+10+9 BAB, +4 Dex, +2 Enhancement ranged (1d8+8) or +2 Mind Arrow +13/+13/+8+9 BAB, +4 Dex, +2 Enhancement, -2 Rapid Shot ranged (1d8+8) or +2 Mind Arrow +11/+11/+11/+6+9 BAB, +4 Dex, +2 Enhancement, -2 Rapid Shot, -2 Two-Weapon Fighting ranged (1d8+8) or +2 Mind Arrow +8/+8/+8/+8/+3+9 BAB, +4 Dex, +2 Enhancement, -2 Rapid Shot, -5 Arrow Swarm ranged (1d8+8) or +2 Mind Arrow +6/+6/+6/+6/+6/+1+9 BAB, +4 Dex, +2 Enhancement, -2 Rapid Shot, -2 Two-Weapon Fighting, -5 Arrow Swarm ranged (1d8+8) or +2 Mind Blade +11/+6+9 BAB, +2 Enhancement melee (1d8+2) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-Like AbilitiesA half-fey with Wisdom or Charisma of 8 or higher (after the ability score adjustments noted below) gains spell-like abilities, using its Hit Dice as its caster level. The table below lists the abilities available. These abilities are cumulative; a half-fey with 3 HD can use the abilities on the 1–2 HD row on the table as well as those on the 3–4 HD row. When a half-fey gets a choice between two abilities (such as faerie fire or glitterdust at 1–2 HD), it can choose anew between these abilities each day. HD Abilities 1--2 Charm person at will, hypnotism 1/day, faerie fire or glitterdust 1/day 3--4 Detect law 3/day, sleep or enthrall 1/day 5--6 Protection from law 3/day, Tasha'a hideous laughter or suggestion 1/day 7--8 Confusion or emotion 1/day 9--10 Eyebite or lesser geas 1/day 11--12 Dominate person or hold monster 1/day 13--14 Mass invisibility 1/day 15--16 Geas/quest or mass suggestion 1/day 17--18 Insanity or mass charm 1/day 19+ Otto's irresistible dance 1/day Special Qualities: Half-Fey Traits“Half-fey” is an inherited template that can be added to any corporeal living creature (referred to hereafter as the base creature). The creature’s type changes to fey. It uses all the base creature’s statistics and special abilities except as noted here. Hit Dice: Change to d6. Speed: All half-fey have butterflylike wings unless the base creature has wings already. A half-fey that did not already have wings gains a fly speed equal to twice the base creature’s fastest mode of movement, with good maneuverability. Special Qualities: Half-fey have low-light vision and are immune to enchantment spells and effects. Abilities: Adjust from the base creature as follows: Dex +2, Con –2, Wis +2, Cha +4. Skills: A half-fey has skill points equal to (6 + its Int modifier) × (its Hit Dice + 3). Treat skills possessed by the base creature as class skills and other skills as cross-class. If the creature has a class, it gains skill points for class levels normally. Challenge Rating: Same as the base creature +1. Level Adjustment: Same as the base creature +2. Alignment: Usually chaotic (any)., Arrow SwarmArrow Swarm By taking a -5 penalty to all attack rolls for a round, the targetteer may make two additional ranged attacks at his highest attack bonus. The targetteer must have the Rapid Shot feat to take this ability and must be making a full attack to make use of Arrow Swarm., +2 Mind BladeMind Blade (Su) As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium soulknife materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/x2). Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus. The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction. A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade. A soulknife’s mind blade improves as the character gains higher levels. At 2nd level and every even levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level). Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect., Throw Mind BladeThrow Mind Blade (Ex) A soul knife of 1st level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below)., Shape Mind BladeShape Mind Blade (Su) At 2nd level, a soulknife gains the ability to change the form of his mind blade. As a full round action, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a soulknife shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1-1/2 times his Strength bonus to his damage rolls, just like when using any other two-handed weapon. Alternatively, a soulknife can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the soulknife would otherwise create with a single mind blade., +2 Mind ArrowMind Arrow (Su) As a free action, you can create a semisolid arrow composed of psychic energy distilled from your mind. If your base attack bonus is high enough to grant you multiple attacks, you can create multiple mind arrows as part of an attack. You must have one hand free to create and project a mind arrow. The bolt is identical in all ways (except visually) to an arrow shot from a composite longbow. For instance, a Medium soulbow materializes an arrow that speeds toward the specified target, and if it hits, deals 1d8 points of damage (crit ×3) plus extra damage equal to the soulbow's Wisdom modifer. Soulbows who are smaller or larger than Medium create mind arrows identical to arrows shot from composite longbows appropriate for their size, with a corresponding change to the arrow's damage (see Table 7–4 and Table 7–5 in the Player's Handbook). You gain the usual benefit to your attack roll from a high Dexterity bonus. Whether a mind arrow hits or misses, it dissipates 1 round after being shot. A mind arrow is considered a magic weapon for the purpose of overcoming damage reduction. A mind arrow can be charged with a psychic strike as if it were a mind blade. If a soulbow has enough soulknife levels to have the knife to the soul ability, that ability also applies to her mind arrows. You can use feats such as Point Blank Shot or Precise Shot in conjunction with a mind arrow (see bonus feats provided by the class for further guidance). You can also choose mind arrow for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade. Any feats previously requiring specific weapon choice (such as Weapon Specialization) for your mind blade also apply to your mind arrow, if applicable. Your mind arrows improve as you gain higher levels. At 3rd level, a mind arrow gains a +1 enhancement bonus on attack rolls and damage rolls, and at 7th level the bonus improves to +2. These enhancement bonuses stack with previous enhancement bonuses gained earlier for your soulknife class levels. Likewise, these enhancement bonuses also improve your soulknife base attack bonus. If your return to your soulknife class progression, these mind arrow enhancement bonuses on attack and damage are cumulative bonuses on top of any new enhancement bonuses gained, and they benefit both your mind blade and mind arrows. Even in places where psionic effects do not normally function (such as within a null psionics field), you can attempt to attack foes with mind arrows by making a DC 20 Will save. On a successful save, you can freely produce mind arrows for a number of rounds equal to your class level before you need to check again. On an unsuccessful attempt, you must wait 1 round before trying again while you remain within the psionics-negating effect., Mind Arrow Enhancement (+1)Mind Arrow Enhancement (Su) At 2nd level, you can enhance your mind arrows with ranged special abilities. Choose any one of the weapon special abilities on the table below that has an enhancement bonus value of +1. From now on, mind arrows you produce as part of an attack possess that special ability. At every four levels beyond 2nd (6th and 10th), the value of the enhancement you can add to your mind arrow improves to +2 and +3, respectively. You can choose any combination of weapon special abilities that does not exceed the total allowed by your soulbow level. The special ability provided by this class feature does not stack with the soulknife’s mind blade enhancement ability. Ranged Weapon Special Ability Bonus Value Ranged Weapon Special Ability Bonus Value Bane +1 Axiomatic +2 Distance +1 Collision +2 Flaming +1 Flaming Burst +2 Frost +1 Psychokinetic Burst +2 Lucky +1 Psibane +2 Merciful +1 Shocking Burst +2 Psychokinetic +1 Suppression +2 Returning +1 Wounding +2 Seeking +1 Dislocator +3 Shock +1 Speed +3 Anarchic +2 You can reassign the ability or abilities you have chosen for your mind arrows. To do so, you must spend 8 hours in concentration. After that period, all subsequent mind arrows you produce as part of an attack action possess the new ability or abilities selected by you., TrackTrack: A ranger gains Track (see page 101) as a bonus feat. TRACK [GENERAL] You can follow the trails of creatures and characters across most types of terrain. Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge. You move at half your normal speed (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below: Surface Survival DC Surface Survival DC Very Soft Ground 5 Firm Ground 15 Soft Ground 10 Hard Ground 20 Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints. Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints. Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints. Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles). Several modifiers may apply to the Survival check, as given on the table below. Condition Survival DC Modifier Every three creatures in the group being tracked -1 Size of creature or creatures or creatures: Fine +8 Diminutive +4 Tiny +2 Small +1 Medium +0 Large -1 Huge -2 Gargantuan -4 Colossal -8 Every 24 hours since the trail was made +1 Every hour of rain since the trail was made +1 Fresh snow cover since the trail was made +10 Poor Visibility: Overcast or moonless night +6 Moonlight +3 Fog or precipitation +3 Tracked party hides trail (and moves at half speed)+5 If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching. Normal: Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them. Special: A ranger automatically has Track as a bonus feat. He need not select it. This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell., Wild EmpathyWild Empathy (Ex) A ranger can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check to improve the attitude of a person (see page 72). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but he takes a –4 penalty on the check., Arcane AttunementArcane Attunement (Sp) You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. These spell-like powers do not count against your total of spells known or spells per day., Armored Mage (Light)Armored Mage (Ex) Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A duskblade’s limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class. At 4th level, you learn to use medium armor with no chance of arcane spell failure. At 7th level, you learn to use a heavy shield with no chance of arcane spell failure., Skirmish (+2d6, +2 AC)Skirmish (Ex) A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout’s turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level). The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well eough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level). A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack., TrapfindingTrapfinding (Ex) A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook. Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it., Battle FortitudeBattle Fortitude (Ex) At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load., Uncanny DodgeUncanny Dodge (Ex) Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature, page 26 of the Player’s Handbook. Uncanny Dodge (Ex) At 2nd level, a barbarian gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class (a barbarian with at least four levels of rogue, for example), he automatically gains improved uncanny dodge (see below) instead., Fast Movement (+10')Fast Movement (Ex) Starting at 3rd level, a scout’s gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. See the monk class feature, page 41 of the Player’s Handbook. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load. Fast Movement (Ex) At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table 3–10. A monk in armor (even light armor) or carrying a medium or heavy load loses this extra speed., Arcane HunterARCANE HUNTER Rangers learn to track and hunt creatures of a certain type when choosing a favored enemy. Some rangers concern themselves less with what a creature is, and more with what it does. These rangers learn to identify signs of the arcane and make it their business to combat those who use arcane magic in opposition to their goals. Class: Ranger. Level: 1st. Special Requirement: Knowledge (arcana) 1 rank. Replaces: At 1st level, you do not select a favored enemy from Table 3-14 in the Flayer's Handbook. At 5th, 10th, 15th, and 20th level, you can choose favored enemies as normal. Benefit: At 1st level, you gain favored enemy (arcanists). This feature works just like the favored enemy ability (PH 47). The bonuses granted apply to any character capable of casting arcane spells or using invocations (but not other spell-like abilities). Favored Enemy (Ex) At 1st level, a ranger may select a type of creature from among those given on Table 3–14: Ranger Favored Enemies. Due to his extensive study on his chosen type of foe and training in the proper techniques for combating such creatures, the ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. For example, a 5th-level ranger has two favored enemies; against one he gains a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and weapon damage rolls, and against the other he has a +2 bonus. At 10th level, he has three favored enemies, and he gains an additional +2 bonus, which he can allocate to the bonus against any one of his three favored enemies. Thus, his bonuses could be either +4, +4, +2 or +6, +2, +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy (for instance, devils are both evil outsiders and lawful outsiders), the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. See the Monster Manual for more information on types of creatures. Type (Subtype) Examples Aberration beholder Animal bear Construct golem Dragon black dragon Elemental invisible stalker Fey dryad Giant ogre Humanoid (aquatic) merfolk Humanoid (dwarf) dwarf Humanoid (elf) elf goblinoid hobgoblin Humanoid (gnoll) gnoll Humanoid (gnome) gnome Humanoid (halfling halfling Humanoid (human) Humanoid (orc) orc Humanoid (reptilian) kobold Magical Beast displacer beast Monsterous humanoid minotaur Ooze gelatinous cube Outsider (air) arrowhawk Outsider (chaotic) demon Outsider (earth) xorn Outsider (evil) devil Outsider (fire) salamander Outsider (good) angel Outsider (lawful) formian Outsider (native) tiefling Outsider (water) toianida Plant shambling mound Undead zombie Vermin monstrous spider , Combat Style (Two-Weapon Fighting)Combat Style (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor., Dark Creature Traits“Dark” is an acquired or inherited template that can be added to any creature (referred to hereafter as the base creature). Dark creatures tend to be much duller in color, with more gray and black skin tones and hair highlights, than their Material Plane versions. In general, they also weigh less, as if part of their very substance was mere shadow stuff. A dark creature has all the base creature’s statistics and special abilities except as noted here. Size and Type: Type and size are unchanged. Dark creatures encountered away from the Plane of Shadow have the extraplanar subtype. Speed: As base creature, +10 feet to all modes of movement. Special Qualities: A dark creature retains all the special qualities of the base creature and also gains the following. — Darkvision 60 ft. — Hide in Plain Sight (Ex): Use the Hide skill even while being observed (except in natural daylight, the area of a daylight spell, or a similar ettect). — Resistance to cold 10. — Superior low-light vision. Skills: Same as the base creature, plus Hide +8 and Move Silently +6. Environment: Changes to Plane of Shadow. Challenge Rating: Same as the base creature or same as the base creature +1; see sidebar. Alignment: Usually one step different from the base creature, rarely good. Level Adjustment: +1. Saves: Fort +13+10.17 Base, +1 Con, +1 Battle Fortitude, +1 Resistance, Ref +17+12.33 Base, +4 Dex, +1 Resistance, Will +18+10.17 Base, +7 Wis, +1 Resistance Abilities: Str 1010 Base, Dex 1818 Base, Con 1212 Base, Int 1212 Base, Wis 2218 Base, +2 Level, +2 Enhancement, Cha 1414 Base Skills: Autohypnosis +20+6 Wis, +12 Ranks, +2 Synergy, Concentration +6+1 Con, +5 Ranks, Decipher Script +2+1 Int, +1 Ranks, Disable Device +13+1 Int, +12 Ranks, Heal +7+6 Wis, +1 Ranks, Hide +27+4 Dex, +12 Ranks, +2 Circumstance (Masterwork Tool), +1 Competence, +8 Dark Template, Knowledge (Arcana) +2+1 Int, +1 Ranks, Knowledge (Geography) +2+1 Int, +1 Ranks, Knowledge (Nature) +2+1 Int, +1 Ranks, Knowledge (Psionics) +7+1 Int, +4 Ranks, +2 Synergy, Listen +18+6 Wis, +12 Ranks, Move Silently +22+4 Dex, +12 Ranks, +6 Dark Template, Search +6+1 Int, +5 Ranks, Spot +25+6 Wis, +12 Ranks, +2 Circumstance (Masterwork Tool), +5 Competence, Survival +11+6 Wis, +5 Ranks Feats: Point Blank ShotPOINT BLANK SHOT [GENERAL] You are skilled at making well-placed shots with ranged weapons at close range. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Special: A fighter may select Point Blank Shot as one of his fighter bonus feats (see page 38)., Rapid ShotRAPID SHOT [GENERAL] You can use ranged weapons with exceptional speed. Prerequisites: Dex 13, Point Blank Shot. Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a –2 penalty. You must use the full attack action (see page 143) to use this feat. Special: A fighter may select Rapid Shot as one of his fighter bonus feats (see page 38). A 2nd-level ranger who has chosen the archery combat style is treated as having Rapid Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor (see page 48)., Woodland Archer [Tactical]You have honed your archery ability in the wilds of the forest. Prerequisites: Point Blank Shot, base attack bonus +6. Benefit: The Woodland Archer feat enables the use of three tactical maneuvers. Adjust for Range: To use this maneuver, you must shoot a projectile weapon against a foe and miss. Subsequent shots you take against that foe this round gain a +4 bonus, because you're able to quickly adjust your aim to compensate. Pierce the Foliage: To use this maneuver, you must hit a foe with a ranged attack despite the miss chance caused by concealment. Shots you take against that foe in the next round don't incur the miss chance because you're able to exactly duplicate your draw and aim. Moving Sniper: To use this maneuver, you must succeed on a sniping attack (see the Hide skill description, page 76 of the Player's Handbook), both hitting your intended target and successfully hiding thereafter. If no one sees you, you can make a sniping attack again in the following round, taking a single move after your attack and before you hide (characters without this feat can only shoot and hide, not move as well). As long as you continue to hit the target and avoid detection from an enemy, you can make a sniping attack on the move each round. Special: A fighter may select Woodland Archer as one of his fighter bonus feats, ManyshotMANYSHOT [GENERAL] You can fire multiple arrows simultaneously against a nearby target. Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6 Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a –4 penalty) to determine success and deal damage normally (but see Special). For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative –2 penalty on the attack roll (for a total penalty of –6 for three arrows and –8 for four). Damage reduction and other resistances apply separately against each arrow fired. Special: Regardless of the number of arrows you fire, you apply precision-based damage (such as sneak attack damage) only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage. A fighter may select Manyshot as one of his fighter bonus feats (see page 38). A 6th-level ranger who has chosen the archery combat style is treated as having Manyshot even if he does not have the prerequisites for it, but only when he is wearing light or no armor (see page 48)., Greater ManyshotGREATER MANYSHOT [GENERAL] You are skilled at firing many arrows at once, even at different opponents. Prerequisites: Dex 17, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +6. Benefit: When you use the Manyshot feat, you can fire each arrow at a different target instead of firing all of them at the same target. You make a separate attack roll for each arrow, regardless of whether you fire them at separate targets or the same target. Your precision-based damage applies to each arrow fired, and, if you score a critical hit with more than one of the arrows, each critical hit deals critical damage. Special: A fighter may select this feat as one of his fighter bonus feats., Two-Weapon FightingTWO-WEAPON FIGHTING [GENERAL] You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon. Prerequisite: Dex 15. Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. Normal: See Two-Weapon Fighting, page 160, and Table 8–10: Two-Weapon Fighting Penalties, page 160. Special: A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor (see page 48). A fighter may select Two-Weapon Fighting as one of his fighter bonus feats (see page 38)., EnduranceENDURANCE [GENERAL] You are capable of amazing feats of stamina. Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage (see page 84), Constitution checks made to continue running (see page 144), Constitution checks made to avoid nonlethal damage from a forced march (see page 164), Constitution checks made to hold your breath (see page 84), Constitution checks made to avoid nonlethal damage from starvation or thirst (see page 304 of the Dungeon Master’s Guide), Fortitude saves made to avoid nonlethal damage from hot or cold environments (see pages 302 and 303 of the Dungeon Master’s Guide), and Fortitude saves made to resist damage from suffocation (see page 304 of the Dungeon Master’s Guide). Also, you may sleep in light or medium armor without becoming fatigued. Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day. Special: A ranger automatically gains Endurance as a bonus feat at 3rd level (see page 48). He need not select it., Swift HunterYou have applied the hit-and-run tactics learned from scouting to your strong hunting abilities. Prerequisite: Skirmish +1d6/+1 AC, Favored Enemy, Benefit:Your ranger and scout levels stack for the purpose of determining the extra damage and bonus to Armor Class granted when skirmishing. For example, a 4th-level scout/1st-level ranger would deal an extra 2d6 points of damage and gain a +1 competence bonus to AC when skirmishing, as if she were a 5th-level scout. Your ranger and scout levels also stack for the purpose of determining when you select additional favored enemies, as well as the total bonus granted against your favored enemies. For example, a 4th-level scout/1st-level ranger would have two favored enemies and could allocate an extra +2 bonus against one of those favored enemies, as if she were a 5th-level ranger. In addition, your skirmish extra damage applies against any creature you have selected as a favored enemy, even if it is normally immune to extra damage from critical hits or skirmish attacks. Special: A scout can select Swift Hunter as one of her scout bonus feats (Complete Adventurer 13).
  9. Been fighting more and more with the new site ignoring thread subscriptions/not notifying even if it says they're set to/my own lack of brainpower/motivation to do much outside of work & traveling to/from it. And I haven't had a weekend to myself in over two months now. I was about to say 'Cyrus begins unlocking, but not opening the doors' but then I doublechecked his sheet.... Because I re-remembered scount doesn't get open lock. because they'd never *ever* need to scout somewhere with a locked door. So now ..... not sure if we can, but try a simultaneous quad-silent-takedown? Or hope the keys aren't sitting on one of their belts, because I'm pretty sure slight of hand to pickpocket them would cause invisibility to drop.
  10. Terry reaches back into the cave after the second archer, his wide sweep catching the man before he could escape. Crunch Miss chance 50% really kinda stings. Although he is at +8 to-hit. ..... Pretty sure that missed. not positive. is it low or high that misses? ohh well. was hoping to take a few steps west, guess it's just a FRA and 5' west now. and I mucked up the to-hit roll for the first claw (it deleted dice twice, because I clicked in-line with the removal x, but nowhere near the x itself. UGG), not that it matters since it failed the miss chance anyways. I found my old rolling standard. I think that's *one* hit. by the tail. Statblock Colossal Magical Beast Hit Points/Dice: 442 / 17d12 Initiative: +2+2 Dex Speed:50 ft.40 ft. Base, +10 ft. Boots of Striding (10 Squares), Swim 50 ft. (10 Squares), Burrow 25 ft. (5 Squares) Armour Class: 29+2 Dex, -8 Size, +3 Armor, +21 Natural, +1 Deflect Natural: +14 Con, +2 Ancient Body, +4 Growth {from Ancient Body}, +1 Shield, Touch 5+2 Dex, -8 Size, +1 Deflect, Flat-Footed 27-8 Size, +3 Armor, +21 Natural, +1 Deflect Natural: +14 Con, +2 Ancient Body, +4 Growth {from Ancient Body}, +1 Shield Other Defenses: Damage Reduction 8+8 Beginning of the End Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it./-, Spell Resistance 32+32 Beginning of the End, Mind Blank, RegenerationBypassed by Critical Hits (including Coup de Grace) 8+8 Monstrosity, Resistance to Acid 17+17 Monstrosity Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it., Cold 17+17 Monstrosity Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it., Electricity 17+17 Monstrosity Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it., Fire 17+17 Monstrosity Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it., Sonic 17+17 Monstrosity Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it. Base Attack/Grapple:+12+12.75 Tarrasque/+38+12 BAB, +10 Strength, +16 Size Attack: Bite +15+12 BAB, +10 Str, -8 Size, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (6d8+16+15 Str (x1.5), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Claw +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (3d6+11+10 Str (x1), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Horn +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (3d6+6+5 Str (x.5), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Tail (WhirlwindThe tarrasque gains a tail slap natural weapon dealing 2d8 base damage as secondary attack. The Tarrasque can perform a whirlwind attack with it's tail as a standard action even if it doesn't have the necessary feats.) +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. (3d8+6+5 Str (x.5), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Tailbones of Impact: An attack with a tail equipped with tailbands of impact is considered adamantine and magic for the purpose of overcoming damage reduction. In addition, tailbands of impact allow the wearer to apply more of his Strength bonus on damage rolls for tail slap attacks. Consult the table below to determine the effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Fullblade +15+12 BAB, +10 Str, -8 Size, +1 Enhancement Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (Xd8Damage Dice Fullblade Size Martial Two-Handed Exotic One-Handed 1d8 Medium Tiny Small 1d10 Large Small Medium 2d8 Huge Medium Large 3d8 Gargantuan Large Huge 4d8 Colossal Huge Gargantuan 6d8 Colossal+ Gargantuan Colossal 8d8 Colossal++ Colossal Colossal++11+10 Str (x1), +1 Enhancement/+16+15 Str (x1.5), +1 Enhancement) Full Attack: Bite +15+12 BAB, +10 Str, -8 Size, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (6d8+16+15 Str (x1.5), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) and 2 Claws +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (3d6+11+10 Str (x1), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) and 2 Horns +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (3d6+6+5 Str (x.5), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) and Tail +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (3d8+6+5 Str (x.5), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Tailbones of Impact: An attack with a tail equipped with tailbands of impact is considered adamantine and magic for the purpose of overcoming damage reduction. In addition, tailbands of impact allow the wearer to apply more of his Strength bonus on damage rolls for tail slap attacks. Consult the table below to determine the effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Fullblade +15/+10/+5+12 BAB, +10 Str, -8 Size, +1 Enhancement Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (Xd8Damage Dice Fullblade Size Martial Two-Handed Exotic One-Handed 1d8 Medium Tiny Small 1d10 Large Small Medium 2d8 Huge Medium Large 3d8 Gargantuan Large Huge 4d8 Colossal Huge Gargantuan 6d8 Colossal+ Gargantuan Colossal 8d8 Colossal++ Colossal Colossal++11+10 Str (x1), +1 Enhancement/+16+15 Str (x1.5), +1 Enhancement) Space/Reach: 30ft./20 ft. Special Attacks: Brutal GrabAs the SRD Improved Grab ability, applied to the tarrasque's bite attack, except it may attempt to grapple creatures of any size. Improved Grab: If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent's weight. Devouring Bite: The tarrasque can try to swallow a grappled opponent two or more size categories smaller than it by making a successful grapple check. Once inside, the opponent takes 1d8+1/2 str modifier points of crushing damage plus 1d8+Con modifier points of acid damage per round from the tarrasque’s digestive juices (both damages increase accordingly when the tarrasque grows in size). A swallowed creature can cut its way out by dealing damage to the tarrasque’s digestive tract (AC 10+Con modifier) equal to his HD+Constitution score (not modifier). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold two creatures two size smaller than him, or eight creatures three sizes smaller than him, or 32 creatures four sizes smaller than him, and so on. In addition, the tarrasque now ignores freedom of movement effects when using this and its improved grab ability., RushOnce per minute the Tarrasque can quadruple his base for one round as a free action., Improved GrabIf a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent's weight. Devouring Bite: The tarrasque can try to swallow a grappled opponent two or more size categories smaller than it by making a successful grapple check. Once inside, the opponent takes 1d8+1/2 str modifier points of crushing damage plus 1d8+Con modifier points of acid damage per round from the tarrasque’s digestive juices (both damages increase accordingly when the tarrasque grows in size). A swallowed creature can cut its way out by dealing damage to the tarrasque’s digestive tract (AC 10+Con modifier) equal to his HD+Constitution score (not modifier). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold two creatures two size smaller than him, or eight creatures three sizes smaller than him, or 32 creatures four sizes smaller than him, and so on. In addition, the tarrasque now ignores freedom of movement effects when using this and its improved grab ability., StompAs a standard action a number of times per day equal to his Con modifier the tarrasque may slam the ground he stands in, creating a shockwave that makes the ground tremble, twist and crack forming dangerous spikes. This works as an Entangle SLA except that there's no need for presence of plants, the duration is permanent, the radius of the effect is equal to the Tarrasque's space and the area of effect must be in contact with the Tarrasque when it's started, but the Tarrasque himself it's immune to its effect. Save DC 10+1/2 HD+Str modifier. At 8 HD the Tarrasque may use this ability as a move action(but no more than 1/round). At 12 HD the Tarrasque may use this ability as a swift action. At 16 HD the Tarrasque may use this ability as a free action even if it isn't its turn but only once per round. At 20 HD the Tarrasque can use this ability at will, but only once per round. It adds two times his Str modifier to the DCs instead of just once., Primal RoarThe tarrasque can roar with such strength it creates waves of impact that bring down everything above him. A number of times per day equal to his Con modifier, as a move action (but no more than 1/round) the Tarrasque can roar, affecting all creatures in a range of 100 foot per HD (the tarrasque may reduce this radius if it wishes). The primal roar extends to the ethereal plane itself affecting ethereal creatures. Flying creatures (and objects like airships and flying islands) affected by the primal roar are mercilessly brought down to near the ground stopping 10 foot above it. Creatures may try to fly higher again after landing but they'll be brought down again at the beginning of their next turn while the roar lasts. This affects even the Tarrasque himself of he somehow was flying. The primal roar keeps echoing and every creature affected suffers the same effects for 1 round after it roars. If the Tarrasque is in an area where there is no discernible “ground” like the elemental plane of water or most of the ethereal plane then creatures fall towards the Tarrasque itself slamming on it's hard body but without dealing it damage. At 12 HD the tarrasque may roar as a swift action. At 18 HD it may roar as a free action any number of times per day it wants (but still just once per turn).[/ooc], [ooc=Devouring Bite]The tarrasque can try to swallow a grappled opponent two or more size categories smaller than it by making a successful grapple check. Once inside, the opponent takes 1d8+1/2 str modifier points of crushing damage plus 1d8+Con modifier points of acid damage per round from the tarrasque’s digestive juices (both damages increase accordingly when the tarrasque grows in size). A swallowed creature can cut its way out by dealing damage to the tarrasque’s digestive tract (AC 10+Con modifier) equal to his HD+Constitution score (not modifier). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold two creatures two size smaller than him, or eight creatures three sizes smaller than him, or 32 creatures four sizes smaller than him, and so on. In addition, the tarrasque now ignores freedom of movement effects when using this and its improved grab ability., Reality TearThe tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect., Tail SlapThe tarrasque gains a tail slap natural weapon dealing 2d8 base damage as secondary attack. The Tarrasque can perform a whirlwind attack with it's tail as a standard action even if it doesn't have the necessary feats. Whirlwind Attack: [General] Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4. Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. Special: A fighter may select Whirlwind Attack as one of his fighter bonus feats., TrampleAs a full-round action, the tarrasque can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The tarrasque merely has to move over the opponents in its path; any creatures whose space is completely covered by the trampling creature's space is subject to the trample attack. If a target's space is largfer than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target's space, the target can make an attack of opportunity against the tarrasque at a -4 penalty. This deals bludgeoning damage equal to 4d6+1,5 Str modifier (changes acordingly to size). Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflec saves to take half damage, save DC 10+1/2 HD+Str modifier. You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature., EarthquakeThe tarrasque's might is such that it can crack the earth itself simply by stomping its feet as a standard action. This works as an earthquake SLA, useable a number of times per day equal to the tarrasque's Con modifier and using Str for the save DC. The tarrasque itself suffers no ill effects from it. Earthquake Evocation [Earth] Level: Clr 8, Destruction 8, Drd 8, Earth 7 Components: V, S, DF Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 80-ft.-radius spread (S) Duration: 1 round Saving Throw: See text Spell Resistance: No When you cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can’t move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast. Cave, Cavern, or Tunnel The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris. Cliffs Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below). Open Ground Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within. Structure Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below). River, Lake, or Marsh Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud. Pinned beneath Rubble Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead. Special Qualities: Ancient BodyThe tarrasque loses all other racial traits and becomes a medium sized magical beast with all the related traits(basically darkivision 60 foot and low light vision). It has a base speed of 40 foot and a natural bite attack dealing 1d10+1.5 Str modifier damage, and the scent ability. It has claws and tail although they're too weak to do anything for now. It is incapable of fine manipulation but it can talk in a guttural deep primal voice. It automatically knows the common language and one extra language of it's choice for each point of Int bonus. It also gains a bonus to natural armor equal to his Con modifier+2. Whenever the Tarrasque grows in size it's natural armor grows by an extra +1. Scent This extraordinary special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed--only its presence somewhere within range. The creature can take a move action to note the direction of the scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source's location. A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base survival DC to track becomes 20 rather than 10.[/ooc], [ooc=Assimilation]The tarrasque is an avatar of doom, not only destroying everything in his wake but growing stronger as he does so. As a full-round action the tarrasque may eat an unattended piece of magic equipment, in which case it is destroyed and it's essence assimilated into the tarrasque's body. This essence then forms special scales on the surface of the body of the tarrasque corresponding to the item slot of the original item granting the magic bonus of the assimilated item (if any). Magic weapons absorbed transfer their magic enchantments to a natural weapon of the tarrasque's choice (use the natural weapon basic stats). Enchantments that only work on ranged attacks don't benefit the tarrasque. Armor and shield bonuses apply to the tarrasque's natural armor. Charged items keep their old number of charges and can be used the normal number of times as long as the activation method was simple like a command word. As usual, equipment bonus of the same type don't stack and the tarrasque can't have two assimilated items corresponding to the same body slot. Basically, this ability allows the tarrasque to use equipment but keeping a monster look. The magic scales have all the vulnerabilities of normal magic items except that pulling them off demands winning a Strength check against the tarrasque. The tarrasque may remove his own magic scales without harm, at which point he loses their bonus and the scales crystallize into exotic gems that are worth as much as the original magic item.*Removing enhanced scales produces enhanced gems that may be traded at full value to create a new piece of gear with improved enhancements. Otherwise they are worth half their market price when sold, as standard loot., MonstrosityThe tarrasque gains regeneration equal to half the tarrasque's HD, which can only be bypassed by critical hits(including coup de grace). Also gains resistance to fire, cold, sonic, acid and electricity equal to his HD. If the Tarrasque somehow becomes immune to critical hits it loses it's regeneration., GrowthThe tarrasque grows one size category. (4), Beginning of the EndThe tarrasque's skin starts to shrug off both sorcery and sword. The tarrasque gains SR=15+HD and DR/- equal to half his HD., Terror from BelowTerror from Below]The tarrasque lurks under earth or water, waiting for his opportunity to strike. It gains a swim speed equal to his base speed and a burrow speed equal to half his base speed. In addition the tarrasque no longer needs to breathe and it can eat anything as sustenance, as well as gaining Tremorsense with a range of 10 feet per HD., Reality BendThe tarrasque's sheer presence is enough to start making the very existence around him twist. The tarrasque gains a permanent mindblank effect and can use plane shift as a SLA 1/day for each 4HD it has, save DC 10+1/2 tarrasque's HD+Con mod. In addition, the tarrasque can enter personal extradimensional spaces like rope trick and mage's magnificent mansion. Even if the entrance is too small for the tarrasque to fit it can tear it open until large enough simply by moving through it., DestroyerThe tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD., CarapaceThe tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it., PrevailThe tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Augmented CriticalAll of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical., CounterWhenever a creature inside the tarrasque's reach attacks it in any way, the Tarrasque may strike back with any of it's natural weapons right after the first attack is resolved Saves: Fort +29+10.5 Base, +14 Con, +3 Resistance, +2 Traits Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. Steadfast Determination: Do not automatically fail on natural 1., Ref +7+5.66 Base, +2 Dex, +1 Resistance, -1 Trait Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Will +26+10.5 Base, +14 Con, +3 Resistance, -1 Trait Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. Steadfast Determination: Replace Wis mod with Con mod. Abilities: Str 3114 Base, +17 Tarrasque, Dex 1412 Base, +2 Enhancement, Con 3916 Base, +17 Tarrasque, +4 Level, +2 Enhancement, Int 1414 Base, Wis 1111 Base, Cha 1111 Base Skills: Hide -10+2 Dex, +4.0 Cross-Class Ranks, -16 Size Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Intimidate +21+0 Cha, +20 Ranks, +1 Enhancement Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Listen +20+0 Wis, +20 Ranks Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Move Silently +6+2 Dex, +4.0 Cross-Class Ranks Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Spot +20+0 Wis, +20 Ranks Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Survival +2+0 Wis, +2.0 Cross-Class Ranks Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. Feats: Alternate Form [Monstrous]Alternate Form [Monstrous] Benefit: Select one Humanoid or Animal of Medium or smaller size and 1 HD or less. You may take the form of that creature or revert to your own as a full-round action, as with the Alternate Form ability. If the form is Humanoid then some traits of your original form remain (such as unusual ears or a tail), though they are easily hidden from casual observers; if you are frisked you may attempt to conceal them as if they were items on your person, making a Disguise check in place of a Sleight of Hand check (the normal +10 bonus from Alternate Form does not apply). Your appearance in this form is always the same (i.e. Alternate Form: human lets you become a specific human, not humans in general). Special: You may select this feat multiple times. Its effects stack. Each time you choose a different form. You may switch between your alternate forms without returning to your natural form. Special: If you select this feat at 1st level you may choose for your alternate form to be considered your true form (meaning that it is shown by true seeing and similar effects). Once you have made this choice it cannot be changed, even if you select this feat again.eed or dead., EnduranceYou are capable of amazing feats of stamina. Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage (see page 84), Constitution Checks made to continue running (see page 144), Constitution checks made to avoid nonlethal damage from a forced march (see page 164), Constitution checks made to hold your breath (see page 84), Constitution checks made to avoid nonlethal damage from starvation or thirst (see page 304 of the Dungeon Master's Guide), Fortitude saves made to avoid nonlethal damage from hot or cold environments (see pages 302 and 303 of the Dungeon Master's Guide), and Fortitude saves made to resist damage from suffocation (see page 304 of the Dungeon Master's Guide). Also, you may sleep in light or medium armor without becoming fatigued. Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day., Subduing Strike [General]Subduing Strike [General] You are adept at striking to deal nonlethal damage even with normal weapons. Benefit: You can use any melee weapon to deal nonlethal damage with no penalty on your attack roll. If you are a rogue, you can deal nonlethal damage with your sneak attack even if you are using a normal melee weapon. This feat does not allow you to deal nonlethal damage with ranged weapons. Normal: If you use a melee weapon designed to deal lethal damage to deal nonlethal damage instead, you take a –4 penalty on your attack roll. Rogues normally can only use saps or unarmed strikes to deal nonlethal damage with their sneak attacks. Special: A fighter may select Subduing Strike as one of his fighter bonus feats., Steadfast DeterminationSteadfast Determination Your physical durability allows you to shrug off attacks that would cripple a lesser person. Rather than depend on agility or willpower, you use your raw toughness to survive. Prerequisite: Endurance Benefit: You can use your Constitution modifier in place of your Wisdom modifier on Will saves. You do not automatically fail Fortitude saves on a roll of natural 1., Reactive ResistanceReactive Resistance Through extensive practice and meditation, you can lower your spell resistance quickly. Prerequisite: Spell resistance Benefit: You can lower your spell resistance as an immediate action. It returns to normal at the start of your next turn. Normal: Lowering spell resistance for 1 round is a standard action., Improved Alternate Form [Monstrous]Improved Alternate Form [Monstrous] Prerequisite: Alternate Form, character level 6th Benefit: It takes you only a standard action to enter or leave alternate form (unless it already took less time), and you no longer retain features of your other form. Special: Improved Alternate Form can be used in place of Quick Change to qualify for a feat, prestige class, or other special ability. You can take both this feat and Quick Change.
  11. I'm oblivious to the world and haven't been paying enough attention to MW because I effectively lost my primary source of interaction, that being the website no longer works on my phone. Like at all. I can't open the menu, I can't even open the post editor, can't use the dropdown menu to select which threadgroup to look at, the only parts that actually still work are the pure html stuff, aka direct/normal hyperlinks. Not sure why, browser is up to date, I disabled all my anti-javascript stuff and adblock even though it irks me, nothing works. It seems some recent (well, month and a half ago now, I think? maybe two months) update they did to the site decided to screw up my phone's ability to do pretty much anything.... so I stopped checking on it. And I haven't re-developed the habit of checking when I get back home on my desktop :( When I get up in the morning I'll try to post something.
  12. Sorry, I .... didn't even get that post update. wtf is with this cruddy system not notifying me even when I specifically fix the follow settings and have it set to notify.
  13. I included disadvantage in the rolls themselves, roll two d20s, drop high If they fail their faerie fire save.... actually, the words does imply they can't benefit from invis, so they *lose* the disadvantage (so it doesn't cancel out), at least RAW (imo), idk about their RAI.
  14. Vall Nailo True Neutral, Male Drow Druid Character Sheet Drow Druid 12 True Neutral AC 14 HP 77 Speed 30ft Str 10 (+0) Dex +16 (+3) Con 12 (+1) Int 12 (+1) Wis 19 (+4) Cha 10 (+0) Attacks Wooden Staff* +4 1d6+0/B Sling +6 1d4+3/B Darkvision 120' Fey Ancestry - Advantage on saving throws against being charmed, immune to magical sleep. Trance - Semiconscious meditation for 4 hours replaces 8 hours sleeping. Sunlight Sensitivity - Disadvantage on attack and Wisdom (Perception) that rely on sight when you or target is in direct sunlight. Drow Magic - Know Dancing Lights cantrip, Faerie Fire once per day at 3rd level, and Darkness once per day at 5th level (Charisma). Spellcasting --Ritual Casting Wanderer - Can always recall terrain/features of interest. Can forage for self + 5 if land has food. Wild Shape - Can use a Bonus Action to shapeshift into a beast you have seen before. Lasts 1/2 Druid Levels in hours, usable 2 times per rest. Druid Circle - Circle of the Moon --Combat Wild Shape - May Wild Shape as a Bonus Action, while in Wild Shape may expend spell slots to heal 1d8 per level of slot. --Elemental Wild Shape - Expend both uses of Wild Shape to become an elemental. Observant - Increase Wisdom by 1, gain +5 on Passive Perception and Passive Investigation checks. Telepathic - Increase Wisdom by 1, telepathically communicate one way to any creature within 60 feet using known language; cast Detect Thoughts once, further castings using 2nd level slots or higher. Vall whips into a firey tornado as he spins around and through the surrounding space, it was definitely beginning to heat up in there. Crunch Argh. I've realized I pretty much stopped looking at MW entirely on my phone since they broke effectively everything, and the annoyances of not staying logged in on desktop (probably fixable through some browser setting that I somehow borked, but.... hassle) Move north 1 square, then back south, move east 2, then back again. Move through all likely spaces where the invisibles can be while avoiding lighting teammates on fire. Then swing at the suspected invisible attacker square again, because... bring the heat!
  15. Do Jarren/Cufwell need any assist with Grugurg? Or should Terry go for the tree? ... Or I suppose he could actually finish mopping up the two archers.
  16. Vall Nailo True Neutral, Male Drow Druid Character Sheet Drow Druid 12 True Neutral AC 14 HP 77 Speed 30ft Str 10 (+0) Dex +16 (+3) Con 12 (+1) Int 12 (+1) Wis 19 (+4) Cha 10 (+0) Attacks Wooden Staff* +4 1d6+0/B Sling +6 1d4+3/B Darkvision 120' Fey Ancestry - Advantage on saving throws against being charmed, immune to magical sleep. Trance - Semiconscious meditation for 4 hours replaces 8 hours sleeping. Sunlight Sensitivity - Disadvantage on attack and Wisdom (Perception) that rely on sight when you or target is in direct sunlight. Drow Magic - Know Dancing Lights cantrip, Faerie Fire once per day at 3rd level, and Darkness once per day at 5th level (Charisma). Spellcasting --Ritual Casting Wanderer - Can always recall terrain/features of interest. Can forage for self + 5 if land has food. Wild Shape - Can use a Bonus Action to shapeshift into a beast you have seen before. Lasts 1/2 Druid Levels in hours, usable 2 times per rest. Druid Circle - Circle of the Moon --Combat Wild Shape - May Wild Shape as a Bonus Action, while in Wild Shape may expend spell slots to heal 1d8 per level of slot. --Elemental Wild Shape - Expend both uses of Wild Shape to become an elemental. Observant - Increase Wisdom by 1, gain +5 on Passive Perception and Passive Investigation checks. Telepathic - Increase Wisdom by 1, telepathically communicate one way to any creature within 60 feet using known language; cast Detect Thoughts once, further castings using 2nd level slots or higher. Vall spins around in a firey vortex as the staff-wielding quasit ceases to be, then charges headlong behind Lajal, sweeping past and over any invisible ones trying to ruin Bloodaxe's day. Crunch Sorry, for some reason this game was set to NO notification, now fixed. Thanks cheezal for getting me to pay attention. Moving straight south, guess he's ending right next to Bloodaxe, and try a couple swings at the square south of Bloodaxe. classic fire elemental move, charge through (or as much as possible) the enemy then swipe at them. .... With disadvantage for invis, if he can even tell the squares... edit: well, that was a waste of a 20...
  17. Cyrus eyed Noran's movements at first unsure what was wrong with the man before finally realizing when he started looking around at the floor. Keeping an ear out for any approaching footsteps, he assisted in the search. Crunch Those dice rolls.... ouch. I think the new site likes Terry way more. 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Current Statblock Medium Fey Hit Points/Dice: 86 / 2d8 + 7d10 Initiative: +6+5 Dex, +1 Battle Fortitude Speed: 6030 ft. Base, +10 ft. Quick, +10 ft. Enhancement (Fast Movement), +10 ft. Dark Template ft. (12 squares), Fly 130120 ft. Double Base, +10 ft. Dark Template ft. (26 squares) Armor Class: 19+5 Dex, +4 armor, touch 15+5 Dex, flat-footed 14+4 armor Base Attack/Grapple: +9/+9+9 BAB, +0 Str Attack:+2 Mind Arrow +15+9 BAB, +4 Dex, +2 Enhancement ranged (1d8+8) or +2 Mind Arrow +11/+11+9 BAB, +4 Dex, +2 Enhancement, -4 Manyshot ranged (1d8+8) or +2 Mind Arrow +9/+9/+9+9 BAB, +4 Dex, +2 Enhancement, -6 Manyshot ranged (1d8+8) or +2 Mind Blade +11+9 BAB, +2 Enhancement melee (1d8+2) Full Attack: +2 Mind Arrow +15/+10+9 BAB, +4 Dex, +2 Enhancement ranged (1d8+8) or +2 Mind Arrow +13/+13/+8+9 BAB, +4 Dex, +2 Enhancement, -2 Rapid Shot ranged (1d8+8) or +2 Mind Arrow +11/+11/+11/+6+9 BAB, +4 Dex, +2 Enhancement, -2 Rapid Shot, -2 Two-Weapon Fighting ranged (1d8+8) or +2 Mind Arrow +8/+8/+8/+8/+3+9 BAB, +4 Dex, +2 Enhancement, -2 Rapid Shot, -5 Arrow Swarm ranged (1d8+8) or +2 Mind Arrow +6/+6/+6/+6/+6/+1+9 BAB, +4 Dex, +2 Enhancement, -2 Rapid Shot, -2 Two-Weapon Fighting, -5 Arrow Swarm ranged (1d8+8) or +2 Mind Blade +11/+6+9 BAB, +2 Enhancement melee (1d8+2) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-Like AbilitiesA half-fey with Wisdom or Charisma of 8 or higher (after the ability score adjustments noted below) gains spell-like abilities, using its Hit Dice as its caster level. The table below lists the abilities available. These abilities are cumulative; a half-fey with 3 HD can use the abilities on the 1–2 HD row on the table as well as those on the 3–4 HD row. When a half-fey gets a choice between two abilities (such as faerie fire or glitterdust at 1–2 HD), it can choose anew between these abilities each day. HD Abilities 1--2 Charm person at will, hypnotism 1/day, faerie fire or glitterdust 1/day 3--4 Detect law 3/day, sleep or enthrall 1/day 5--6 Protection from law 3/day, Tasha'a hideous laughter or suggestion 1/day 7--8 Confusion or emotion 1/day 9--10 Eyebite or lesser geas 1/day 11--12 Dominate person or hold monster 1/day 13--14 Mass invisibility 1/day 15--16 Geas/quest or mass suggestion 1/day 17--18 Insanity or mass charm 1/day 19+ Otto's irresistible dance 1/day Special Qualities: Half-Fey Traits“Half-fey” is an inherited template that can be added to any corporeal living creature (referred to hereafter as the base creature). The creature’s type changes to fey. It uses all the base creature’s statistics and special abilities except as noted here. Hit Dice: Change to d6. Speed: All half-fey have butterflylike wings unless the base creature has wings already. A half-fey that did not already have wings gains a fly speed equal to twice the base creature’s fastest mode of movement, with good maneuverability. Special Qualities: Half-fey have low-light vision and are immune to enchantment spells and effects. Abilities: Adjust from the base creature as follows: Dex +2, Con –2, Wis +2, Cha +4. Skills: A half-fey has skill points equal to (6 + its Int modifier) × (its Hit Dice + 3). Treat skills possessed by the base creature as class skills and other skills as cross-class. If the creature has a class, it gains skill points for class levels normally. Challenge Rating: Same as the base creature +1. Level Adjustment: Same as the base creature +2. Alignment: Usually chaotic (any)., Arrow SwarmArrow Swarm By taking a -5 penalty to all attack rolls for a round, the targetteer may make two additional ranged attacks at his highest attack bonus. The targetteer must have the Rapid Shot feat to take this ability and must be making a full attack to make use of Arrow Swarm., +2 Mind BladeMind Blade (Su) As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium soulknife materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/x2). Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus. The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction. A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade. A soulknife’s mind blade improves as the character gains higher levels. At 2nd level and every even levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level). Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect., Throw Mind BladeThrow Mind Blade (Ex) A soul knife of 1st level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below)., Shape Mind BladeShape Mind Blade (Su) At 2nd level, a soulknife gains the ability to change the form of his mind blade. As a full round action, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a soulknife shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1-1/2 times his Strength bonus to his damage rolls, just like when using any other two-handed weapon. Alternatively, a soulknife can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the soulknife would otherwise create with a single mind blade., +2 Mind ArrowMind Arrow (Su) As a free action, you can create a semisolid arrow composed of psychic energy distilled from your mind. If your base attack bonus is high enough to grant you multiple attacks, you can create multiple mind arrows as part of an attack. You must have one hand free to create and project a mind arrow. The bolt is identical in all ways (except visually) to an arrow shot from a composite longbow. For instance, a Medium soulbow materializes an arrow that speeds toward the specified target, and if it hits, deals 1d8 points of damage (crit ×3) plus extra damage equal to the soulbow's Wisdom modifer. Soulbows who are smaller or larger than Medium create mind arrows identical to arrows shot from composite longbows appropriate for their size, with a corresponding change to the arrow's damage (see Table 7–4 and Table 7–5 in the Player's Handbook). You gain the usual benefit to your attack roll from a high Dexterity bonus. Whether a mind arrow hits or misses, it dissipates 1 round after being shot. A mind arrow is considered a magic weapon for the purpose of overcoming damage reduction. A mind arrow can be charged with a psychic strike as if it were a mind blade. If a soulbow has enough soulknife levels to have the knife to the soul ability, that ability also applies to her mind arrows. You can use feats such as Point Blank Shot or Precise Shot in conjunction with a mind arrow (see bonus feats provided by the class for further guidance). You can also choose mind arrow for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade. Any feats previously requiring specific weapon choice (such as Weapon Specialization) for your mind blade also apply to your mind arrow, if applicable. Your mind arrows improve as you gain higher levels. At 3rd level, a mind arrow gains a +1 enhancement bonus on attack rolls and damage rolls, and at 7th level the bonus improves to +2. These enhancement bonuses stack with previous enhancement bonuses gained earlier for your soulknife class levels. Likewise, these enhancement bonuses also improve your soulknife base attack bonus. If your return to your soulknife class progression, these mind arrow enhancement bonuses on attack and damage are cumulative bonuses on top of any new enhancement bonuses gained, and they benefit both your mind blade and mind arrows. Even in places where psionic effects do not normally function (such as within a null psionics field), you can attempt to attack foes with mind arrows by making a DC 20 Will save. On a successful save, you can freely produce mind arrows for a number of rounds equal to your class level before you need to check again. On an unsuccessful attempt, you must wait 1 round before trying again while you remain within the psionics-negating effect., Mind Arrow Enhancement (+1)Mind Arrow Enhancement (Su) At 2nd level, you can enhance your mind arrows with ranged special abilities. Choose any one of the weapon special abilities on the table below that has an enhancement bonus value of +1. From now on, mind arrows you produce as part of an attack possess that special ability. At every four levels beyond 2nd (6th and 10th), the value of the enhancement you can add to your mind arrow improves to +2 and +3, respectively. You can choose any combination of weapon special abilities that does not exceed the total allowed by your soulbow level. The special ability provided by this class feature does not stack with the soulknife’s mind blade enhancement ability. Ranged Weapon Special Ability Bonus Value Ranged Weapon Special Ability Bonus Value Bane +1 Axiomatic +2 Distance +1 Collision +2 Flaming +1 Flaming Burst +2 Frost +1 Psychokinetic Burst +2 Lucky +1 Psibane +2 Merciful +1 Shocking Burst +2 Psychokinetic +1 Suppression +2 Returning +1 Wounding +2 Seeking +1 Dislocator +3 Shock +1 Speed +3 Anarchic +2 You can reassign the ability or abilities you have chosen for your mind arrows. To do so, you must spend 8 hours in concentration. After that period, all subsequent mind arrows you produce as part of an attack action possess the new ability or abilities selected by you., TrackTrack: A ranger gains Track (see page 101) as a bonus feat. TRACK [GENERAL] You can follow the trails of creatures and characters across most types of terrain. Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge. You move at half your normal speed (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below: Surface Survival DC Surface Survival DC Very Soft Ground 5 Firm Ground 15 Soft Ground 10 Hard Ground 20 Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints. Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints. Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints. Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles). Several modifiers may apply to the Survival check, as given on the table below. Condition Survival DC Modifier Every three creatures in the group being tracked -1 Size of creature or creatures or creatures: Fine +8 Diminutive +4 Tiny +2 Small +1 Medium +0 Large -1 Huge -2 Gargantuan -4 Colossal -8 Every 24 hours since the trail was made +1 Every hour of rain since the trail was made +1 Fresh snow cover since the trail was made +10 Poor Visibility: Overcast or moonless night +6 Moonlight +3 Fog or precipitation +3 Tracked party hides trail (and moves at half speed)+5 If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching. Normal: Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them. Special: A ranger automatically has Track as a bonus feat. He need not select it. This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell., Wild EmpathyWild Empathy (Ex) A ranger can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check to improve the attitude of a person (see page 72). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but he takes a –4 penalty on the check., Arcane AttunementArcane Attunement (Sp) You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. These spell-like powers do not count against your total of spells known or spells per day., Armored Mage (Light)Armored Mage (Ex) Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A duskblade’s limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class. At 4th level, you learn to use medium armor with no chance of arcane spell failure. At 7th level, you learn to use a heavy shield with no chance of arcane spell failure., Skirmish (+2d6, +2 AC)Skirmish (Ex) A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout’s turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level). The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well eough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level). A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack., TrapfindingTrapfinding (Ex) A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook. Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it., Battle FortitudeBattle Fortitude (Ex) At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load., Uncanny DodgeUncanny Dodge (Ex) Starting at 2nd level, a scout cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature, page 26 of the Player’s Handbook. Uncanny Dodge (Ex) At 2nd level, a barbarian gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class (a barbarian with at least four levels of rogue, for example), he automatically gains improved uncanny dodge (see below) instead., Fast Movement (+10')Fast Movement (Ex) Starting at 3rd level, a scout’s gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. See the monk class feature, page 41 of the Player’s Handbook. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load. Fast Movement (Ex) At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table 3–10. A monk in armor (even light armor) or carrying a medium or heavy load loses this extra speed., Arcane HunterARCANE HUNTER Rangers learn to track and hunt creatures of a certain type when choosing a favored enemy. Some rangers concern themselves less with what a creature is, and more with what it does. These rangers learn to identify signs of the arcane and make it their business to combat those who use arcane magic in opposition to their goals. Class: Ranger. Level: 1st. Special Requirement: Knowledge (arcana) 1 rank. Replaces: At 1st level, you do not select a favored enemy from Table 3-14 in the Flayer's Handbook. At 5th, 10th, 15th, and 20th level, you can choose favored enemies as normal. Benefit: At 1st level, you gain favored enemy (arcanists). This feature works just like the favored enemy ability (PH 47). The bonuses granted apply to any character capable of casting arcane spells or using invocations (but not other spell-like abilities). Favored Enemy (Ex) At 1st level, a ranger may select a type of creature from among those given on Table 3–14: Ranger Favored Enemies. Due to his extensive study on his chosen type of foe and training in the proper techniques for combating such creatures, the ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. For example, a 5th-level ranger has two favored enemies; against one he gains a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and weapon damage rolls, and against the other he has a +2 bonus. At 10th level, he has three favored enemies, and he gains an additional +2 bonus, which he can allocate to the bonus against any one of his three favored enemies. Thus, his bonuses could be either +4, +4, +2 or +6, +2, +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy (for instance, devils are both evil outsiders and lawful outsiders), the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. See the Monster Manual for more information on types of creatures. Type (Subtype) Examples Aberration beholder Animal bear Construct golem Dragon black dragon Elemental invisible stalker Fey dryad Giant ogre Humanoid (aquatic) merfolk Humanoid (dwarf) dwarf Humanoid (elf) elf goblinoid hobgoblin Humanoid (gnoll) gnoll Humanoid (gnome) gnome Humanoid (halfling halfling Humanoid (human) Humanoid (orc) orc Humanoid (reptilian) kobold Magical Beast displacer beast Monsterous humanoid minotaur Ooze gelatinous cube Outsider (air) arrowhawk Outsider (chaotic) demon Outsider (earth) xorn Outsider (evil) devil Outsider (fire) salamander Outsider (good) angel Outsider (lawful) formian Outsider (native) tiefling Outsider (water) toianida Plant shambling mound Undead zombie Vermin monstrous spider , Combat Style (Two-Weapon Fighting)Combat Style (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor., Dark Creature Traits“Dark” is an acquired or inherited template that can be added to any creature (referred to hereafter as the base creature). Dark creatures tend to be much duller in color, with more gray and black skin tones and hair highlights, than their Material Plane versions. In general, they also weigh less, as if part of their very substance was mere shadow stuff. A dark creature has all the base creature’s statistics and special abilities except as noted here. Size and Type: Type and size are unchanged. Dark creatures encountered away from the Plane of Shadow have the extraplanar subtype. Speed: As base creature, +10 feet to all modes of movement. Special Qualities: A dark creature retains all the special qualities of the base creature and also gains the following. — Darkvision 60 ft. — Hide in Plain Sight (Ex): Use the Hide skill even while being observed (except in natural daylight, the area of a daylight spell, or a similar ettect). — Resistance to cold 10. — Superior low-light vision. Skills: Same as the base creature, plus Hide +8 and Move Silently +6. Environment: Changes to Plane of Shadow. Challenge Rating: Same as the base creature or same as the base creature +1; see sidebar. Alignment: Usually one step different from the base creature, rarely good. Level Adjustment: +1. Saves: Fort +13+10.17 Base, +1 Con, +1 Battle Fortitude, +1 Resistance, Ref +17+12.33 Base, +4 Dex, +1 Resistance, Will +18+10.17 Base, +7 Wis, +1 Resistance Abilities: Str 1010 Base, Dex 1818 Base, Con 1212 Base, Int 1212 Base, Wis 2218 Base, +2 Level, +2 Enhancement, Cha 1414 Base Skills: Autohypnosis +20+6 Wis, +12 Ranks, +2 Synergy, Concentration +6+1 Con, +5 Ranks, Decipher Script +2+1 Int, +1 Ranks, Disable Device +13+1 Int, +12 Ranks, Heal +7+6 Wis, +1 Ranks, Hide +27+4 Dex, +12 Ranks, +2 Circumstance (Masterwork Tool), +1 Competence, +8 Dark Template, Knowledge (Arcana) +2+1 Int, +1 Ranks, Knowledge (Geography) +2+1 Int, +1 Ranks, Knowledge (Nature) +2+1 Int, +1 Ranks, Knowledge (Psionics) +7+1 Int, +4 Ranks, +2 Synergy, Listen +18+6 Wis, +12 Ranks, Move Silently +22+4 Dex, +12 Ranks, +6 Dark Template, Search +6+1 Int, +5 Ranks, Spot +25+6 Wis, +12 Ranks, +2 Circumstance (Masterwork Tool), +5 Competence, Survival +11+6 Wis, +5 Ranks Feats: Point Blank ShotPOINT BLANK SHOT [GENERAL] You are skilled at making well-placed shots with ranged weapons at close range. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Special: A fighter may select Point Blank Shot as one of his fighter bonus feats (see page 38)., Rapid ShotRAPID SHOT [GENERAL] You can use ranged weapons with exceptional speed. Prerequisites: Dex 13, Point Blank Shot. Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a –2 penalty. You must use the full attack action (see page 143) to use this feat. Special: A fighter may select Rapid Shot as one of his fighter bonus feats (see page 38). A 2nd-level ranger who has chosen the archery combat style is treated as having Rapid Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor (see page 48)., Woodland Archer [Tactical]You have honed your archery ability in the wilds of the forest. Prerequisites: Point Blank Shot, base attack bonus +6. Benefit: The Woodland Archer feat enables the use of three tactical maneuvers. Adjust for Range: To use this maneuver, you must shoot a projectile weapon against a foe and miss. Subsequent shots you take against that foe this round gain a +4 bonus, because you're able to quickly adjust your aim to compensate. Pierce the Foliage: To use this maneuver, you must hit a foe with a ranged attack despite the miss chance caused by concealment. Shots you take against that foe in the next round don't incur the miss chance because you're able to exactly duplicate your draw and aim. Moving Sniper: To use this maneuver, you must succeed on a sniping attack (see the Hide skill description, page 76 of the Player's Handbook), both hitting your intended target and successfully hiding thereafter. If no one sees you, you can make a sniping attack again in the following round, taking a single move after your attack and before you hide (characters without this feat can only shoot and hide, not move as well). As long as you continue to hit the target and avoid detection from an enemy, you can make a sniping attack on the move each round. Special: A fighter may select Woodland Archer as one of his fighter bonus feats, ManyshotMANYSHOT [GENERAL] You can fire multiple arrows simultaneously against a nearby target. Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6 Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a –4 penalty) to determine success and deal damage normally (but see Special). For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative –2 penalty on the attack roll (for a total penalty of –6 for three arrows and –8 for four). Damage reduction and other resistances apply separately against each arrow fired. Special: Regardless of the number of arrows you fire, you apply precision-based damage (such as sneak attack damage) only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage. A fighter may select Manyshot as one of his fighter bonus feats (see page 38). A 6th-level ranger who has chosen the archery combat style is treated as having Manyshot even if he does not have the prerequisites for it, but only when he is wearing light or no armor (see page 48)., Greater ManyshotGREATER MANYSHOT [GENERAL] You are skilled at firing many arrows at once, even at different opponents. Prerequisites: Dex 17, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +6. Benefit: When you use the Manyshot feat, you can fire each arrow at a different target instead of firing all of them at the same target. You make a separate attack roll for each arrow, regardless of whether you fire them at separate targets or the same target. Your precision-based damage applies to each arrow fired, and, if you score a critical hit with more than one of the arrows, each critical hit deals critical damage. Special: A fighter may select this feat as one of his fighter bonus feats., Two-Weapon FightingTWO-WEAPON FIGHTING [GENERAL] You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon. Prerequisite: Dex 15. Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. Normal: See Two-Weapon Fighting, page 160, and Table 8–10: Two-Weapon Fighting Penalties, page 160. Special: A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor (see page 48). A fighter may select Two-Weapon Fighting as one of his fighter bonus feats (see page 38)., EnduranceENDURANCE [GENERAL] You are capable of amazing feats of stamina. Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage (see page 84), Constitution checks made to continue running (see page 144), Constitution checks made to avoid nonlethal damage from a forced march (see page 164), Constitution checks made to hold your breath (see page 84), Constitution checks made to avoid nonlethal damage from starvation or thirst (see page 304 of the Dungeon Master’s Guide), Fortitude saves made to avoid nonlethal damage from hot or cold environments (see pages 302 and 303 of the Dungeon Master’s Guide), and Fortitude saves made to resist damage from suffocation (see page 304 of the Dungeon Master’s Guide). Also, you may sleep in light or medium armor without becoming fatigued. Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day. Special: A ranger automatically gains Endurance as a bonus feat at 3rd level (see page 48). He need not select it., Swift HunterYou have applied the hit-and-run tactics learned from scouting to your strong hunting abilities. Prerequisite: Skirmish +1d6/+1 AC, Favored Enemy, Benefit:Your ranger and scout levels stack for the purpose of determining the extra damage and bonus to Armor Class granted when skirmishing. For example, a 4th-level scout/1st-level ranger would deal an extra 2d6 points of damage and gain a +1 competence bonus to AC when skirmishing, as if she were a 5th-level scout. Your ranger and scout levels also stack for the purpose of determining when you select additional favored enemies, as well as the total bonus granted against your favored enemies. For example, a 4th-level scout/1st-level ranger would have two favored enemies and could allocate an extra +2 bonus against one of those favored enemies, as if she were a 5th-level ranger. In addition, your skirmish extra damage applies against any creature you have selected as a favored enemy, even if it is normally immune to extra damage from critical hits or skirmish attacks. Special: A scout can select Swift Hunter as one of her scout bonus feats (Complete Adventurer 13).
  18. I agree, even trying to munchkin people in (via bags of holding or whatever), trying to assault from top down probably isn't going to work well. And while Cyrus' stealth is good, I don't really want to risk a total failure on one bad roll :/
  19. OoC How deep is the pool? Also, if I'd known we were playing disjunction level screw-around-ary, I'd have tried a little harder to munchkin this... Also also: Terry's at less than half WBL gear... aka he's missing more than a little in the way of oomph. ... I think I'm going to get Keen on all my natural weapons. after all, only a +1. And might as well try this terrible critfish idea for that low of a cost. Terry spit Gitcha into a neraby bush, there was a crunching sound, but he survived. Probably. Then a wave of ... unmagic? washed over him, it felt... greasy? He felt it try to rip the magic from certain scales on his body, but he held firm; it would take more than that to take anything from him. As the two archers tried to rush into the cave he smashed through the wall, his terrifying maw chomping into the lead man. Crunch Yaaa, 11 rolls (I assume you roll for potions, since, well, it's still magical, just not an 'equipped' item... but it is 'held', so Terry's saves!), and thankfully none failed! woot! Well, no buff since it's not his turn, and no debuff since stones is gone. Overall, Woot. Ish. He's got +12 next turn (or whatever Gitcha's hp is anyways), so .... ya. Currently marked damage: 16, 23 subdual after those snowballs. Also something I'll make use of since I don't want Oswald taking any extra damage beyond ... you know, LAVA, second one (technically both, but assumedly the first one is going to be grabbed) needs to make a DC 32 Will save or be shaken, if he fails by 10 or more he's panicked. Statblock Colossal Magical Beast Hit Points/Dice: 442 / 17d12 Initiative: +2+2 Dex Speed:50 ft.40 ft. Base, +10 ft. Boots of Striding (10 Squares), Swim 50 ft. (10 Squares), Burrow 25 ft. (5 Squares) Armour Class: 29+2 Dex, -8 Size, +3 Armor, +21 Natural, +1 Deflect Natural: +14 Con, +2 Ancient Body, +4 Growth {from Ancient Body}, +1 Shield, Touch 5+2 Dex, -8 Size, +1 Deflect, Flat-Footed 27-8 Size, +3 Armor, +21 Natural, +1 Deflect Natural: +14 Con, +2 Ancient Body, +4 Growth {from Ancient Body}, +1 Shield Other Defenses: Damage Reduction 8+8 Beginning of the End Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it./-, Spell Resistance 32+32 Beginning of the End, Mind Blank, RegenerationBypassed by Critical Hits (including Coup de Grace) 8+8 Monstrosity, Resistance to Acid 17+17 Monstrosity Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it., Cold 17+17 Monstrosity Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it., Electricity 17+17 Monstrosity Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it., Fire 17+17 Monstrosity Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it., Sonic 17+17 Monstrosity Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it. Base Attack/Grapple:+12+12.75 Tarrasque/+38+12 BAB, +10 Strength, +16 Size Attack: Bite +15+12 BAB, +10 Str, -8 Size, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (6d8+16+15 Str (x1.5), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Claw +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (3d6+10+10 Str (x1), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Horn +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (3d6+6+5 Str (x.5), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Tail (WhirlwindThe tarrasque gains a tail slap natural weapon dealing 2d8 base damage as secondary attack. The Tarrasque can perform a whirlwind attack with it's tail as a standard action even if it doesn't have the necessary feats.) +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. (3d8+6+5 Str (x.5), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Tailbones of Impact: An attack with a tail equipped with tailbands of impact is considered adamantine and magic for the purpose of overcoming damage reduction. In addition, tailbands of impact allow the wearer to apply more of his Strength bonus on damage rolls for tail slap attacks. Consult the table below to determine the effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Fullblade +15+12 BAB, +10 Str, -8 Size, +1 Enhancement Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (Xd8Damage Dice Fullblade Size Martial Two-Handed Exotic One-Handed 1d8 Medium Tiny Small 1d10 Large Small Medium 2d8 Huge Medium Large 3d8 Gargantuan Large Huge 4d8 Colossal Huge Gargantuan 6d8 Colossal+ Gargantuan Colossal 8d8 Colossal++ Colossal Colossal++11+10 Str (x1), +1 Enhancement/+16+15 Str (x1.5), +1 Enhancement) Full Attack: Bite +15+12 BAB, +10 Str, -8 Size, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (6d8+16+15 Str (x1.5), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) and 2 Claws +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (3d6+11+10 Str (x1), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) and 2 Horns +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (3d6+6+5 Str (x.5), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) and Tail +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (3d8+6+5 Str (x.5), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Tailbones of Impact: An attack with a tail equipped with tailbands of impact is considered adamantine and magic for the purpose of overcoming damage reduction. In addition, tailbands of impact allow the wearer to apply more of his Strength bonus on damage rolls for tail slap attacks. Consult the table below to determine the effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Fullblade +15/+10/+5+12 BAB, +10 Str, -8 Size, +1 Enhancement Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (Xd8Damage Dice Fullblade Size Martial Two-Handed Exotic One-Handed 1d8 Medium Tiny Small 1d10 Large Small Medium 2d8 Huge Medium Large 3d8 Gargantuan Large Huge 4d8 Colossal Huge Gargantuan 6d8 Colossal+ Gargantuan Colossal 8d8 Colossal++ Colossal Colossal++11+10 Str (x1), +1 Enhancement/+16+15 Str (x1.5), +1 Enhancement) Space/Reach: 30ft./20 ft. Special Attacks: Brutal GrabAs the SRD Improved Grab ability, applied to the tarrasque's bite attack, except it may attempt to grapple creatures of any size. Improved Grab: If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent's weight. Devouring Bite: The tarrasque can try to swallow a grappled opponent two or more size categories smaller than it by making a successful grapple check. Once inside, the opponent takes 1d8+1/2 str modifier points of crushing damage plus 1d8+Con modifier points of acid damage per round from the tarrasque’s digestive juices (both damages increase accordingly when the tarrasque grows in size). A swallowed creature can cut its way out by dealing damage to the tarrasque’s digestive tract (AC 10+Con modifier) equal to his HD+Constitution score (not modifier). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold two creatures two size smaller than him, or eight creatures three sizes smaller than him, or 32 creatures four sizes smaller than him, and so on. In addition, the tarrasque now ignores freedom of movement effects when using this and its improved grab ability., RushOnce per minute the Tarrasque can quadruple his base for one round as a free action., Improved GrabIf a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent's weight. Devouring Bite: The tarrasque can try to swallow a grappled opponent two or more size categories smaller than it by making a successful grapple check. Once inside, the opponent takes 1d8+1/2 str modifier points of crushing damage plus 1d8+Con modifier points of acid damage per round from the tarrasque’s digestive juices (both damages increase accordingly when the tarrasque grows in size). A swallowed creature can cut its way out by dealing damage to the tarrasque’s digestive tract (AC 10+Con modifier) equal to his HD+Constitution score (not modifier). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold two creatures two size smaller than him, or eight creatures three sizes smaller than him, or 32 creatures four sizes smaller than him, and so on. In addition, the tarrasque now ignores freedom of movement effects when using this and its improved grab ability., StompAs a standard action a number of times per day equal to his Con modifier the tarrasque may slam the ground he stands in, creating a shockwave that makes the ground tremble, twist and crack forming dangerous spikes. This works as an Entangle SLA except that there's no need for presence of plants, the duration is permanent, the radius of the effect is equal to the Tarrasque's space and the area of effect must be in contact with the Tarrasque when it's started, but the Tarrasque himself it's immune to its effect. Save DC 10+1/2 HD+Str modifier. At 8 HD the Tarrasque may use this ability as a move action(but no more than 1/round). At 12 HD the Tarrasque may use this ability as a swift action. At 16 HD the Tarrasque may use this ability as a free action even if it isn't its turn but only once per round. At 20 HD the Tarrasque can use this ability at will, but only once per round. It adds two times his Str modifier to the DCs instead of just once., Primal RoarThe tarrasque can roar with such strength it creates waves of impact that bring down everything above him. A number of times per day equal to his Con modifier, as a move action (but no more than 1/round) the Tarrasque can roar, affecting all creatures in a range of 100 foot per HD (the tarrasque may reduce this radius if it wishes). The primal roar extends to the ethereal plane itself affecting ethereal creatures. Flying creatures (and objects like airships and flying islands) affected by the primal roar are mercilessly brought down to near the ground stopping 10 foot above it. Creatures may try to fly higher again after landing but they'll be brought down again at the beginning of their next turn while the roar lasts. This affects even the Tarrasque himself of he somehow was flying. The primal roar keeps echoing and every creature affected suffers the same effects for 1 round after it roars. If the Tarrasque is in an area where there is no discernible “ground” like the elemental plane of water or most of the ethereal plane then creatures fall towards the Tarrasque itself slamming on it's hard body but without dealing it damage. At 12 HD the tarrasque may roar as a swift action. At 18 HD it may roar as a free action any number of times per day it wants (but still just once per turn)., Devouring BiteThe tarrasque can try to swallow a grappled opponent two or more size categories smaller than it by making a successful grapple check. Once inside, the opponent takes 1d8+1/2 str modifier points of crushing damage plus 1d8+Con modifier points of acid damage per round from the tarrasque’s digestive juices (both damages increase accordingly when the tarrasque grows in size). A swallowed creature can cut its way out by dealing damage to the tarrasque’s digestive tract (AC 10+Con modifier) equal to his HD+Constitution score (not modifier). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold two creatures two size smaller than him, or eight creatures three sizes smaller than him, or 32 creatures four sizes smaller than him, and so on. In addition, the tarrasque now ignores freedom of movement effects when using this and its improved grab ability., Reality TearThe tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect., Tail SlapThe tarrasque gains a tail slap natural weapon dealing 2d8 base damage as secondary attack. The Tarrasque can perform a whirlwind attack with it's tail as a standard action even if it doesn't have the necessary feats. Whirlwind Attack: [General] Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4. Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. Special: A fighter may select Whirlwind Attack as one of his fighter bonus feats., TrampleAs a full-round action, the tarrasque can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The tarrasque merely has to move over the opponents in its path; any creatures whose space is completely covered by the trampling creature's space is subject to the trample attack. If a target's space is largfer than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target's space, the target can make an attack of opportunity against the tarrasque at a -4 penalty. This deals bludgeoning damage equal to 4d6+1,5 Str modifier (changes acordingly to size). Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflec saves to take half damage, save DC 10+1/2 HD+Str modifier. You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature., EarthquakeThe tarrasque's might is such that it can crack the earth itself simply by stomping its feet as a standard action. This works as an earthquake SLA, useable a number of times per day equal to the tarrasque's Con modifier and using Str for the save DC. The tarrasque itself suffers no ill effects from it. Earthquake Evocation [Earth] Level: Clr 8, Destruction 8, Drd 8, Earth 7 Components: V, S, DF Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 80-ft.-radius spread (S) Duration: 1 round Saving Throw: See text Spell Resistance: No When you cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can’t move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast. Cave, Cavern, or Tunnel The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris. Cliffs Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below). Open Ground Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within. Structure Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below). River, Lake, or Marsh Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud. Pinned beneath Rubble Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead. Special Qualities: Ancient BodyThe tarrasque loses all other racial traits and becomes a medium sized magical beast with all the related traits(basically darkivision 60 foot and low light vision). It has a base speed of 40 foot and a natural bite attack dealing 1d10+1.5 Str modifier damage, and the scent ability. It has claws and tail although they're too weak to do anything for now. It is incapable of fine manipulation but it can talk in a guttural deep primal voice. It automatically knows the common language and one extra language of it's choice for each point of Int bonus. It also gains a bonus to natural armor equal to his Con modifier+2. Whenever the Tarrasque grows in size it's natural armor grows by an extra +1. Scent This extraordinary special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed--only its presence somewhere within range. The creature can take a move action to note the direction of the scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source's location. A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base survival DC to track becomes 20 rather than 10., AssimilationThe tarrasque is an avatar of doom, not only destroying everything in his wake but growing stronger as he does so. As a full-round action the tarrasque may eat an unattended piece of magic equipment, in which case it is destroyed and it's essence assimilated into the tarrasque's body. This essence then forms special scales on the surface of the body of the tarrasque corresponding to the item slot of the original item granting the magic bonus of the assimilated item (if any). Magic weapons absorbed transfer their magic enchantments to a natural weapon of the tarrasque's choice (use the natural weapon basic stats). Enchantments that only work on ranged attacks don't benefit the tarrasque. Armor and shield bonuses apply to the tarrasque's natural armor. Charged items keep their old number of charges and can be used the normal number of times as long as the activation method was simple like a command word. As usual, equipment bonus of the same type don't stack and the tarrasque can't have two assimilated items corresponding to the same body slot. Basically, this ability allows the tarrasque to use equipment but keeping a monster look. The magic scales have all the vulnerabilities of normal magic items except that pulling them off demands winning a Strength check against the tarrasque. The tarrasque may remove his own magic scales without harm, at which point he loses their bonus and the scales crystallize into exotic gems that are worth as much as the original magic item.*Removing enhanced scales produces enhanced gems that may be traded at full value to create a new piece of gear with improved enhancements. Otherwise they are worth half their market price when sold, as standard loot., MonstrosityThe tarrasque gains regeneration equal to half the tarrasque's HD, which can only be bypassed by critical hits(including coup de grace). Also gains resistance to fire, cold, sonic, acid and electricity equal to his HD. If the Tarrasque somehow becomes immune to critical hits it loses it's regeneration., GrowthThe tarrasque grows one size category. (4), Beginning of the EndThe tarrasque's skin starts to shrug off both sorcery and sword. The tarrasque gains SR=15+HD and DR/- equal to half his HD., Terror from BelowTerror from Below]The tarrasque lurks under earth or water, waiting for his opportunity to strike. It gains a swim speed equal to his base speed and a burrow speed equal to half his base speed. In addition the tarrasque no longer needs to breathe and it can eat anything as sustenance, as well as gaining Tremorsense with a range of 10 feet per HD., Reality BendThe tarrasque's sheer presence is enough to start making the very existence around him twist. The tarrasque gains a permanent mindblank effect and can use plane shift as a SLA 1/day for each 4HD it has, save DC 10+1/2 tarrasque's HD+Con mod. In addition, the tarrasque can enter personal extradimensional spaces like rope trick and mage's magnificent mansion. Even if the entrance is too small for the tarrasque to fit it can tear it open until large enough simply by moving through it., DestroyerThe tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD., CarapaceThe tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it., PrevailThe tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Augmented CriticalAll of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical., DoomAs the tarrasque grows it resembles more and more an avatar of destruction. The first time the tarrasque attacks or charges each round, every opponent of the same size or smaller than the tarrasque that can see it must make a Will save DC 10+1/2 tarrasque's HD+Con modifier or be shaken for 1 round. Failing the save by 10 or more leaves the creature panicked. Even opponents immune to fear can be affected by this ability as nothing is truely safe from the tarrasque, but they gain a +5 bonus on the save., CounterWhenever a creature inside the tarrasque's reach attacks it in any way, the Tarrasque may strike back with any of it's natural weapons right after the first attack is resolved Saves: Fort +29+10.5 Base, +14 Con, +3 Resistance, +2 Traits Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. Steadfast Determination: Do not automatically fail on natural 1., Ref +7+5.66 Base, +2 Dex, +1 Resistance, -1 Trait Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Will +26+10.5 Base, +14 Con, +3 Resistance, -1 Trait Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. Steadfast Determination: Replace Wis mod with Con mod. Abilities: Str 3114 Base, +17 Tarrasque, Dex 1412 Base, +2 Enhancement, Con 3916 Base, +17 Tarrasque, +4 Level, +2 Enhancement, Int 1414 Base, Wis 1111 Base, Cha 1111 Base Skills: Hide -10+2 Dex, +4.0 Cross-Class Ranks, -16 Size Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Intimidate +21+0 Cha, +20 Ranks, +1 Enhancement Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Listen +20+0 Wis, +20 Ranks Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Move Silently +6+2 Dex, +4.0 Cross-Class Ranks Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Spot +20+0 Wis, +20 Ranks Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Survival +2+0 Wis, +2.0 Cross-Class Ranks Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. Feats: Alternate Form [Monstrous]Alternate Form [Monstrous] Benefit: Select one Humanoid or Animal of Medium or smaller size and 1 HD or less. You may take the form of that creature or revert to your own as a full-round action, as with the Alternate Form ability. If the form is Humanoid then some traits of your original form remain (such as unusual ears or a tail), though they are easily hidden from casual observers; if you are frisked you may attempt to conceal them as if they were items on your person, making a Disguise check in place of a Sleight of Hand check (the normal +10 bonus from Alternate Form does not apply). Your appearance in this form is always the same (i.e. Alternate Form: human lets you become a specific human, not humans in general). Special: You may select this feat multiple times. Its effects stack. Each time you choose a different form. You may switch between your alternate forms without returning to your natural form. Special: If you select this feat at 1st level you may choose for your alternate form to be considered your true form (meaning that it is shown by true seeing and similar effects). Once you have made this choice it cannot be changed, even if you select this feat again.eed or dead., EnduranceYou are capable of amazing feats of stamina. Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage (see page 84), Constitution Checks made to continue running (see page 144), Constitution checks made to avoid nonlethal damage from a forced march (see page 164), Constitution checks made to hold your breath (see page 84), Constitution checks made to avoid nonlethal damage from starvation or thirst (see page 304 of the Dungeon Master's Guide), Fortitude saves made to avoid nonlethal damage from hot or cold environments (see pages 302 and 303 of the Dungeon Master's Guide), and Fortitude saves made to resist damage from suffocation (see page 304 of the Dungeon Master's Guide). Also, you may sleep in light or medium armor without becoming fatigued. Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day., Subduing Strike [General]Subduing Strike [General] You are adept at striking to deal nonlethal damage even with normal weapons. Benefit: You can use any melee weapon to deal nonlethal damage with no penalty on your attack roll. If you are a rogue, you can deal nonlethal damage with your sneak attack even if you are using a normal melee weapon. This feat does not allow you to deal nonlethal damage with ranged weapons. Normal: If you use a melee weapon designed to deal lethal damage to deal nonlethal damage instead, you take a –4 penalty on your attack roll. Rogues normally can only use saps or unarmed strikes to deal nonlethal damage with their sneak attacks. Special: A fighter may select Subduing Strike as one of his fighter bonus feats., Steadfast DeterminationSteadfast Determination Your physical durability allows you to shrug off attacks that would cripple a lesser person. Rather than depend on agility or willpower, you use your raw toughness to survive. Prerequisite: Endurance Benefit: You can use your Constitution modifier in place of your Wisdom modifier on Will saves. You do not automatically fail Fortitude saves on a roll of natural 1., Reactive ResistanceReactive Resistance Through extensive practice and meditation, you can lower your spell resistance quickly. Prerequisite: Spell resistance Benefit: You can lower your spell resistance as an immediate action. It returns to normal at the start of your next turn. Normal: Lowering spell resistance for 1 round is a standard action., Improved Alternate Form [Monstrous]Improved Alternate Form [Monstrous] Prerequisite: Alternate Form, character level 6th Benefit: It takes you only a standard action to enter or leave alternate form (unless it already took less time), and you no longer retain features of your other form. Special: Improved Alternate Form can be used in place of Quick Change to qualify for a feat, prestige class, or other special ability. You can take both this feat and Quick Change.
  20. Terry swatted at Gitcha as he approached, but wasn't successful at deterring him. But then, Gitcha hit him. It actually stung. Not something Terry had felt in a long while, and he really didn't like it. He ripped into the thri-kreen in retribution. Crunch Well lets see, start off with an OA swing, then ... I guess I'll not use Earthquake, since Oswald just made himself a Wall of Force. But it would've been amazing. Well, expected that to miss ... just ... hoped it didn't. Note: Terry has Subduing Strike, all hits attacks are dealing nonlethal damage (no penalty to hit) Inverse FRA with the grapple-chances at end, so less likely to truncate the FRA (in case they do succeed). In fact, I think just go for the Brutal Grab at the end for an actual attempt, intentionally failing the Improved Grabs on the claw attacks. No tail, since that's plugging up leaks atm. Hey! Chance at a Crit! Aaaand I just realized I forgot the +4 from Prevail (also, the -2 from Impeding Stones, sooo... all those attack rolls have net +2) Currently marked damage: 16, 18 subdual after Regeneration. Statblock Colossal Magical Beast Hit Points/Dice: 442 / 17d12 Initiative: +2+2 Dex Speed:50 ft.40 ft. Base, +10 ft. Boots of Striding (10 Squares), Swim 50 ft. (10 Squares), Burrow 25 ft. (5 Squares) Armour Class: 29+2 Dex, -8 Size, +3 Armor, +21 Natural, +1 Deflect Natural: +14 Con, +2 Ancient Body, +4 Growth {from Ancient Body}, +1 Shield, Touch 5+2 Dex, -8 Size, +1 Deflect, Flat-Footed 27-8 Size, +3 Armor, +21 Natural, +1 Deflect Natural: +14 Con, +2 Ancient Body, +4 Growth {from Ancient Body}, +1 Shield Other Defenses: Damage Reduction 8+8 Beginning of the End Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it./-, Spell Resistance 32+32 Beginning of the End, Mind Blank, RegenerationBypassed by Critical Hits (including Coup de Grace) 8+8 Monstrosity, Resistance to Acid 17+17 Monstrosity Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it., Cold 17+17 Monstrosity Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it., Electricity 17+17 Monstrosity Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it., Fire 17+17 Monstrosity Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it., Sonic 17+17 Monstrosity Carapace: The tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it. Base Attack/Grapple:+12+12.75 Tarrasque/+38+12 BAB, +10 Strength, +16 Size Attack: Bite +15+12 BAB, +10 Str, -8 Size, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (6d8+16+15 Str (x1.5), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Claw +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (3d6+10+10 Str (x1), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Horn +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (3d6+6+5 Str (x.5), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Tail (WhirlwindThe tarrasque gains a tail slap natural weapon dealing 2d8 base damage as secondary attack. The Tarrasque can perform a whirlwind attack with it's tail as a standard action even if it doesn't have the necessary feats.) +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. (3d8+6+5 Str (x.5), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Tailbones of Impact: An attack with a tail equipped with tailbands of impact is considered adamantine and magic for the purpose of overcoming damage reduction. In addition, tailbands of impact allow the wearer to apply more of his Strength bonus on damage rolls for tail slap attacks. Consult the table below to determine the effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Fullblade +15+12 BAB, +10 Str, -8 Size, +1 Enhancement Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (Xd8Damage Dice Fullblade Size Martial Two-Handed Exotic One-Handed 1d8 Medium Tiny Small 1d10 Large Small Medium 2d8 Huge Medium Large 3d8 Gargantuan Large Huge 4d8 Colossal Huge Gargantuan 6d8 Colossal+ Gargantuan Colossal 8d8 Colossal++ Colossal Colossal++11+10 Str (x1), +1 Enhancement/+16+15 Str (x1.5), +1 Enhancement) Full Attack: Bite +15+12 BAB, +10 Str, -8 Size, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (6d8+16+15 Str (x1.5), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) and 2 Claws +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (3d6+11+10 Str (x1), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) and 2 Horns +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (3d6+6+5 Str (x.5), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) and Tail +10+12 BAB, +10 Str, -8 Size, -5 Secondary, +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (3d8+6+5 Str (x.5), +1 Enhancement Reality Tear: The tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect. Tailbones of Impact: An attack with a tail equipped with tailbands of impact is considered adamantine and magic for the purpose of overcoming damage reduction. In addition, tailbands of impact allow the wearer to apply more of his Strength bonus on damage rolls for tail slap attacks. Consult the table below to determine the effect./18-20/x3Augmented Critical: All of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical.) or Fullblade +15/+10/+5+12 BAB, +10 Str, -8 Size, +1 Enhancement Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. melee (Xd8Damage Dice Fullblade Size Martial Two-Handed Exotic One-Handed 1d8 Medium Tiny Small 1d10 Large Small Medium 2d8 Huge Medium Large 3d8 Gargantuan Large Huge 4d8 Colossal Huge Gargantuan 6d8 Colossal+ Gargantuan Colossal 8d8 Colossal++ Colossal Colossal++11+10 Str (x1), +1 Enhancement/+16+15 Str (x1.5), +1 Enhancement) Space/Reach: 30ft./20 ft. Special Attacks: Brutal GrabAs the SRD Improved Grab ability, applied to the tarrasque's bite attack, except it may attempt to grapple creatures of any size. Improved Grab: If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent's weight. Devouring Bite: The tarrasque can try to swallow a grappled opponent two or more size categories smaller than it by making a successful grapple check. Once inside, the opponent takes 1d8+1/2 str modifier points of crushing damage plus 1d8+Con modifier points of acid damage per round from the tarrasque’s digestive juices (both damages increase accordingly when the tarrasque grows in size). A swallowed creature can cut its way out by dealing damage to the tarrasque’s digestive tract (AC 10+Con modifier) equal to his HD+Constitution score (not modifier). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold two creatures two size smaller than him, or eight creatures three sizes smaller than him, or 32 creatures four sizes smaller than him, and so on. In addition, the tarrasque now ignores freedom of movement effects when using this and its improved grab ability., RushOnce per minute the Tarrasque can quadruple his base for one round as a free action., Improved GrabIf a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent's weight. Devouring Bite: The tarrasque can try to swallow a grappled opponent two or more size categories smaller than it by making a successful grapple check. Once inside, the opponent takes 1d8+1/2 str modifier points of crushing damage plus 1d8+Con modifier points of acid damage per round from the tarrasque’s digestive juices (both damages increase accordingly when the tarrasque grows in size). A swallowed creature can cut its way out by dealing damage to the tarrasque’s digestive tract (AC 10+Con modifier) equal to his HD+Constitution score (not modifier). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold two creatures two size smaller than him, or eight creatures three sizes smaller than him, or 32 creatures four sizes smaller than him, and so on. In addition, the tarrasque now ignores freedom of movement effects when using this and its improved grab ability., StompAs a standard action a number of times per day equal to his Con modifier the tarrasque may slam the ground he stands in, creating a shockwave that makes the ground tremble, twist and crack forming dangerous spikes. This works as an Entangle SLA except that there's no need for presence of plants, the duration is permanent, the radius of the effect is equal to the Tarrasque's space and the area of effect must be in contact with the Tarrasque when it's started, but the Tarrasque himself it's immune to its effect. Save DC 10+1/2 HD+Str modifier. At 8 HD the Tarrasque may use this ability as a move action(but no more than 1/round). At 12 HD the Tarrasque may use this ability as a swift action. At 16 HD the Tarrasque may use this ability as a free action even if it isn't its turn but only once per round. At 20 HD the Tarrasque can use this ability at will, but only once per round. It adds two times his Str modifier to the DCs instead of just once., Primal RoarThe tarrasque can roar with such strength it creates waves of impact that bring down everything above him. A number of times per day equal to his Con modifier, as a move action (but no more than 1/round) the Tarrasque can roar, affecting all creatures in a range of 100 foot per HD (the tarrasque may reduce this radius if it wishes). The primal roar extends to the ethereal plane itself affecting ethereal creatures. Flying creatures (and objects like airships and flying islands) affected by the primal roar are mercilessly brought down to near the ground stopping 10 foot above it. Creatures may try to fly higher again after landing but they'll be brought down again at the beginning of their next turn while the roar lasts. This affects even the Tarrasque himself of he somehow was flying. The primal roar keeps echoing and every creature affected suffers the same effects for 1 round after it roars. If the Tarrasque is in an area where there is no discernible “ground” like the elemental plane of water or most of the ethereal plane then creatures fall towards the Tarrasque itself slamming on it's hard body but without dealing it damage. At 12 HD the tarrasque may roar as a swift action. At 18 HD it may roar as a free action any number of times per day it wants (but still just once per turn).[/ooc], [ooc=Devouring Bite]The tarrasque can try to swallow a grappled opponent two or more size categories smaller than it by making a successful grapple check. Once inside, the opponent takes 1d8+1/2 str modifier points of crushing damage plus 1d8+Con modifier points of acid damage per round from the tarrasque’s digestive juices (both damages increase accordingly when the tarrasque grows in size). A swallowed creature can cut its way out by dealing damage to the tarrasque’s digestive tract (AC 10+Con modifier) equal to his HD+Constitution score (not modifier). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold two creatures two size smaller than him, or eight creatures three sizes smaller than him, or 32 creatures four sizes smaller than him, and so on. In addition, the tarrasque now ignores freedom of movement effects when using this and its improved grab ability., Reality TearThe tarrasque's natural weapons now ignore all DR that can be bypassed by something. DR/- is only half as effective, and the tarrasque's natural weapons now benefit from a permanent ghost touch effect., Tail SlapThe tarrasque gains a tail slap natural weapon dealing 2d8 base damage as secondary attack. The Tarrasque can perform a whirlwind attack with it's tail as a standard action even if it doesn't have the necessary feats. Whirlwind Attack: [General] Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4. Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. Special: A fighter may select Whirlwind Attack as one of his fighter bonus feats., TrampleAs a full-round action, the tarrasque can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The tarrasque merely has to move over the opponents in its path; any creatures whose space is completely covered by the trampling creature's space is subject to the trample attack. If a target's space is largfer than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target's space, the target can make an attack of opportunity against the tarrasque at a -4 penalty. This deals bludgeoning damage equal to 4d6+1,5 Str modifier (changes acordingly to size). Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflec saves to take half damage, save DC 10+1/2 HD+Str modifier. You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature., EarthquakeThe tarrasque's might is such that it can crack the earth itself simply by stomping its feet as a standard action. This works as an earthquake SLA, useable a number of times per day equal to the tarrasque's Con modifier and using Str for the save DC. The tarrasque itself suffers no ill effects from it. Earthquake Evocation [Earth] Level: Clr 8, Destruction 8, Drd 8, Earth 7 Components: V, S, DF Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Area: 80-ft.-radius spread (S) Duration: 1 round Saving Throw: See text Spell Resistance: No When you cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can’t move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast. Cave, Cavern, or Tunnel The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris. Cliffs Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below). Open Ground Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within. Structure Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half) and is pinned beneath the rubble (see below). River, Lake, or Marsh Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud. Pinned beneath Rubble Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead. Special Qualities: Ancient BodyThe tarrasque loses all other racial traits and becomes a medium sized magical beast with all the related traits(basically darkivision 60 foot and low light vision). It has a base speed of 40 foot and a natural bite attack dealing 1d10+1.5 Str modifier damage, and the scent ability. It has claws and tail although they're too weak to do anything for now. It is incapable of fine manipulation but it can talk in a guttural deep primal voice. It automatically knows the common language and one extra language of it's choice for each point of Int bonus. It also gains a bonus to natural armor equal to his Con modifier+2. Whenever the Tarrasque grows in size it's natural armor grows by an extra +1. Scent This extraordinary special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed--only its presence somewhere within range. The creature can take a move action to note the direction of the scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source's location. A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base survival DC to track becomes 20 rather than 10.[/ooc], [ooc=Assimilation]The tarrasque is an avatar of doom, not only destroying everything in his wake but growing stronger as he does so. As a full-round action the tarrasque may eat an unattended piece of magic equipment, in which case it is destroyed and it's essence assimilated into the tarrasque's body. This essence then forms special scales on the surface of the body of the tarrasque corresponding to the item slot of the original item granting the magic bonus of the assimilated item (if any). Magic weapons absorbed transfer their magic enchantments to a natural weapon of the tarrasque's choice (use the natural weapon basic stats). Enchantments that only work on ranged attacks don't benefit the tarrasque. Armor and shield bonuses apply to the tarrasque's natural armor. Charged items keep their old number of charges and can be used the normal number of times as long as the activation method was simple like a command word. As usual, equipment bonus of the same type don't stack and the tarrasque can't have two assimilated items corresponding to the same body slot. Basically, this ability allows the tarrasque to use equipment but keeping a monster look. The magic scales have all the vulnerabilities of normal magic items except that pulling them off demands winning a Strength check against the tarrasque. The tarrasque may remove his own magic scales without harm, at which point he loses their bonus and the scales crystallize into exotic gems that are worth as much as the original magic item.*Removing enhanced scales produces enhanced gems that may be traded at full value to create a new piece of gear with improved enhancements. Otherwise they are worth half their market price when sold, as standard loot., MonstrosityThe tarrasque gains regeneration equal to half the tarrasque's HD, which can only be bypassed by critical hits(including coup de grace). Also gains resistance to fire, cold, sonic, acid and electricity equal to his HD. If the Tarrasque somehow becomes immune to critical hits it loses it's regeneration., GrowthThe tarrasque grows one size category. (4), Beginning of the EndThe tarrasque's skin starts to shrug off both sorcery and sword. The tarrasque gains SR=15+HD and DR/- equal to half his HD., Terror from BelowTerror from Below]The tarrasque lurks under earth or water, waiting for his opportunity to strike. It gains a swim speed equal to his base speed and a burrow speed equal to half his base speed. In addition the tarrasque no longer needs to breathe and it can eat anything as sustenance, as well as gaining Tremorsense with a range of 10 feet per HD., Reality BendThe tarrasque's sheer presence is enough to start making the very existence around him twist. The tarrasque gains a permanent mindblank effect and can use plane shift as a SLA 1/day for each 4HD it has, save DC 10+1/2 tarrasque's HD+Con mod. In addition, the tarrasque can enter personal extradimensional spaces like rope trick and mage's magnificent mansion. Even if the entrance is too small for the tarrasque to fit it can tear it open until large enough simply by moving through it., DestroyerThe tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD., CarapaceThe tarrasque’s armorlike carapace becomes exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells cast from more than 30 foot away from the tarrasque. There is a 50% 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. In addition, the tarrasque doubles his DR and resistances against any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it., PrevailThe tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Augmented CriticalAll of the tarrasque's natural weapons now have a 18-20 threat range and deal triple damage in a successful critical., CounterWhenever a creature inside the tarrasque's reach attacks it in any way, the Tarrasque may strike back with any of it's natural weapons right after the first attack is resolved Saves: Fort +29+10.5 Base, +14 Con, +3 Resistance, +2 Traits Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. Steadfast Determination: Do not automatically fail on natural 1., Ref +7+5.66 Base, +2 Dex, +1 Resistance, -1 Trait Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Will +26+10.5 Base, +14 Con, +3 Resistance, -1 Trait Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. Steadfast Determination: Replace Wis mod with Con mod. Abilities: Str 3114 Base, +17 Tarrasque, Dex 1412 Base, +2 Enhancement, Con 3916 Base, +17 Tarrasque, +4 Level, +2 Enhancement, Int 1414 Base, Wis 1111 Base, Cha 1111 Base Skills: Hide -10+2 Dex, +4.0 Cross-Class Ranks, -16 Size Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Intimidate +21+0 Cha, +20 Ranks, +1 Enhancement Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Listen +20+0 Wis, +20 Ranks Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Move Silently +6+2 Dex, +4.0 Cross-Class Ranks Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Spot +20+0 Wis, +20 Ranks Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer., Survival +2+0 Wis, +2.0 Cross-Class Ranks Destroyer: The tarrasque revels in destruction. For each 10 damage it deals in a turn it gains a +1 luck bonus on attacks, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than his HD. Prevail: The tarrasque revels on violence and destruction, even when inflicted upon itself. Especially when inflicted upon itself. For each 10 damage taken by the tarrasque it gains a +1 luck bonus on it's attack rolls, saves and skills on his next turn. The tarrasque can't gain a bonus with this ability bigger than it's own HD. Notice that since it is a luck bonus it doesn't stack with Destroyer. Feats: Alternate Form [Monstrous]Alternate Form [Monstrous] Benefit: Select one Humanoid or Animal of Medium or smaller size and 1 HD or less. You may take the form of that creature or revert to your own as a full-round action, as with the Alternate Form ability. If the form is Humanoid then some traits of your original form remain (such as unusual ears or a tail), though they are easily hidden from casual observers; if you are frisked you may attempt to conceal them as if they were items on your person, making a Disguise check in place of a Sleight of Hand check (the normal +10 bonus from Alternate Form does not apply). Your appearance in this form is always the same (i.e. Alternate Form: human lets you become a specific human, not humans in general). Special: You may select this feat multiple times. Its effects stack. Each time you choose a different form. You may switch between your alternate forms without returning to your natural form. Special: If you select this feat at 1st level you may choose for your alternate form to be considered your true form (meaning that it is shown by true seeing and similar effects). Once you have made this choice it cannot be changed, even if you select this feat again.eed or dead., EnduranceYou are capable of amazing feats of stamina. Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage (see page 84), Constitution Checks made to continue running (see page 144), Constitution checks made to avoid nonlethal damage from a forced march (see page 164), Constitution checks made to hold your breath (see page 84), Constitution checks made to avoid nonlethal damage from starvation or thirst (see page 304 of the Dungeon Master's Guide), Fortitude saves made to avoid nonlethal damage from hot or cold environments (see pages 302 and 303 of the Dungeon Master's Guide), and Fortitude saves made to resist damage from suffocation (see page 304 of the Dungeon Master's Guide). Also, you may sleep in light or medium armor without becoming fatigued. Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day., Subduing Strike [General]Subduing Strike [General] You are adept at striking to deal nonlethal damage even with normal weapons. Benefit: You can use any melee weapon to deal nonlethal damage with no penalty on your attack roll. If you are a rogue, you can deal nonlethal damage with your sneak attack even if you are using a normal melee weapon. This feat does not allow you to deal nonlethal damage with ranged weapons. Normal: If you use a melee weapon designed to deal lethal damage to deal nonlethal damage instead, you take a –4 penalty on your attack roll. Rogues normally can only use saps or unarmed strikes to deal nonlethal damage with their sneak attacks. Special: A fighter may select Subduing Strike as one of his fighter bonus feats., Steadfast DeterminationSteadfast Determination Your physical durability allows you to shrug off attacks that would cripple a lesser person. Rather than depend on agility or willpower, you use your raw toughness to survive. Prerequisite: Endurance Benefit: You can use your Constitution modifier in place of your Wisdom modifier on Will saves. You do not automatically fail Fortitude saves on a roll of natural 1., Reactive ResistanceReactive Resistance Through extensive practice and meditation, you can lower your spell resistance quickly. Prerequisite: Spell resistance Benefit: You can lower your spell resistance as an immediate action. It returns to normal at the start of your next turn. Normal: Lowering spell resistance for 1 round is a standard action., Improved Alternate Form [Monstrous]Improved Alternate Form [Monstrous] Prerequisite: Alternate Form, character level 6th Benefit: It takes you only a standard action to enter or leave alternate form (unless it already took less time), and you no longer retain features of your other form. Special: Improved Alternate Form can be used in place of Quick Change to qualify for a feat, prestige class, or other special ability. You can take both this feat and Quick Change.
  21. OoC Well, the site is preventing my phone from doing anything other than next/previous buttons now. Can't open the menu, let alone look at alerts, can't post, can't open tags, can't even add a roll to a post... anyhow. Did Gitcha have a method of avoiding OAs from Terry while approaching? I recall somewhat how it's a pounce-based character, but I don't recall many of the details, I just had the thought as it's 3 squares he'd have to leave while within reach and most anti-reach abilities I recall are only 10'. But it's also a build I've never attempted (let alone optimized), and I'm tiiiired, so just saying the wonder-thought. As for the one crit, hmm, maybe I will have to break out the Counter anyways then, since that's 24 damage he can't regenerate... Knew I shoulda sprung for some Fortification. 42 damage marked. at least that's +4 for his check on his upcoming turn. Unrelated .... hopefully: has anybody else gotten a 'Error logging in to sheets system' every single time you look at your browser with a sheet on a tab -- even if that's not the tab you're on (aka leave a tab open with a sheet, go do something else long enough for it to drop background processes, then go back to browser, even before going to the sheet's tab), or is that just me?
  22. Vall Nailo True Neutral, Male Drow Druid Character Sheet Drow Druid 12 True Neutral AC 14 HP 77 Speed 30ft Str 10 (+0) Dex +16 (+3) Con 12 (+1) Int 12 (+1) Wis 19 (+4) Cha 10 (+0) Attacks Wooden Staff* +4 1d6+0/B Sling +6 1d4+3/B Darkvision 120' Fey Ancestry - Advantage on saving throws against being charmed, immune to magical sleep. Trance - Semiconscious meditation for 4 hours replaces 8 hours sleeping. Sunlight Sensitivity - Disadvantage on attack and Wisdom (Perception) that rely on sight when you or target is in direct sunlight. Drow Magic - Know Dancing Lights cantrip, Faerie Fire once per day at 3rd level, and Darkness once per day at 5th level (Charisma). Spellcasting --Ritual Casting Wanderer - Can always recall terrain/features of interest. Can forage for self + 5 if land has food. Wild Shape - Can use a Bonus Action to shapeshift into a beast you have seen before. Lasts 1/2 Druid Levels in hours, usable 2 times per rest. Druid Circle - Circle of the Moon --Combat Wild Shape - May Wild Shape as a Bonus Action, while in Wild Shape may expend spell slots to heal 1d8 per level of slot. --Elemental Wild Shape - Expend both uses of Wild Shape to become an elemental. Observant - Increase Wisdom by 1, gain +5 on Passive Perception and Passive Investigation checks. Telepathic - Increase Wisdom by 1, telepathically communicate one way to any creature within 60 feet using known language; cast Detect Thoughts once, further castings using 2nd level slots or higher. Vall swings wide at the demon as it passed him, lighting it on fire. He turned to chase after it but then turns back to dash into the smaller demon, he wasn't going to let it use that staff again. Crunch Debating if I stick on the small one or just run-through-burn and go after Schvalt... Hopefully he can distract from Theren and absorb some hits next round. OH! there's a thought, he could drop form, then Wall of Stone to split one of the big ones off, should last for a few rounds, at least. .... Same for the front door too, actually, I completely forgot he had it. concentrate for the duration and it becomes permanent. It won't stop them, but it would slow down a few demons for ... well, I hope a few rounds anyways. Each section 6" thick, 30hp per inch, the door itself is 10' wide, so he could layer all 10 into the doorway, for 60" thick of bonus wall at 1800hp. I guess he can be really is good at stonewalling people.
  23. Terry's temporarily nimble feet were... Surprisingly even more nimble now. OoC Never seen/heard of that spell before. But .... That just feels rather absurdly op. It's like grease. On steroids. And some extra. And it's flat duration! Does Freedom of Movement allow full speed movement (without balance check, maybe?) It'd be so much simpler if they explained via grease, the super common movement impairing spell. (As far as I can tell, it would be ref to not fall, then maybe a balance check, but fullspeed movement as long as you don't fall from the balance check. ... I think.)
  24. I'd say since it's specifically a material restriction, and you can pay extra to make those things with materials that don't violate druid code, making them psionically shouldn't be violating that code. Just psionically make them out of wood, and imagine reforming the damage after every swing. Or letting the splinters stay and just hurt more!
  25. OoC We don't have an ooc thread, should we make one? And now that I see the inside-cave map I have a backup plan in case we can't keep blocking them. It does require Naomi to move west to not potentially get caught in it. I *think* 5 squares should be enough. Storm of Vengeance is only one bolt per target (although I agree, larger targets should be targetable by more bolts)? Does it count as '...any ranged attack (including but not limited to breath weapons, orbs, fireballs and the such) coming from more than 30 foot away from it'? I'm inclined to say no, which is 51 after resistance, or ... 17 after doubling if yes. I'm just going to go with no. 9th level spells need some oomph DC 40 dex seems... rather high? Wouldn't it be 25 like the Fort save was? Edit: and now that I added rolls, and managed to get a 25, it seems like a self-serving ask >.< And I haven't been sheet-rolling/manually typing the rolls (I don't even know if it uses the same roll structure), I've just been using the... 'wizard' I guess they call it. So far it's worked. Except for the week it didn't. But that was a couple months ago now.
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