Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Pathfinder Roleplaying Game
Pathfinder Society

Pathfinder Beginner Box

Pathfinder Adventure Card Game

Pathfinder Comics

Pathfinder Legends

PaizoCon 2014!

Dark mountain pass and huge monsters.


Savage Tide Adventure Path

Shadow Lodge

This week the party is going to the dark mountain pass...
Our cleric/master of shrouds just raised a tyrannosaurus skeleton (the one from the beach)
the problem is ... the t-rex is huge and dark mountain pass is not a dungeon designed for huge monsters.
making the T-rex unable to pass through the pass seems unfair anyway, expecially when two gargantuan centipedes are just inhes away from the entrance.

I was thinking about granting passage to the t-rex but making him slower, inable to combat and inable to cross occupied squares (and making everyone unable to cross his square) while in a 2 squares space (worse when he cross a double door)
And o course he could not for any reason cross rooms number 3 or 4.

reduce animal is druid or ranger only (and the party is classical fighter, wizard, rogue, cleric)

any better options?


There's option of squeezing... Half speed and -2 on attack rolls and saves.

And you couldn't reduce him, because he's not an animal anymore.


The squeezing rules are:
"You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space you take a -4 penalty on attack rolls and a -4 penalty to AC.

When a Large creature (which normally takes up four squares) squeezes into a space that’s one square wide, the creature’s miniature figure occupies two squares, centered on the line between the two squares. For a bigger creature, center the creature likewise in the area it squeezes into.

A creature can squeeze past an opponent while moving but it can’t end its movement in an occupied square.

To squeeze through or into a space less than half your space’s width, you must use the Escape Artist skill. You can’t attack while using Escape Artist to squeeze through or into a narrow space, you take a -4 penalty to AC, and you lose any Dexterity bonus to AC."

I have an amusing mental image of the skeletal T-rex using its default escape artist skill while being aiding ('aid another') by the rest of the party. Kinda like moving a long sofa into a new apartment...

Shadow Lodge

right... undead...

anyway I found the squeezing rules

Squeezing

In some cases, you may have to squeeze into or through an area that isn’t as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space you take a -4 penalty on attack rolls and a -4 penalty to AC.

When a Large creature (which normally takes up four squares) squeezes into a space that’s one square wide, the creature’s miniature figure occupies two squares, centered on the line between the two squares. For a bigger creature, center the creature likewise in the area it squeezes into.

A creature can squeeze past an opponent while moving but it can’t end its movement in an occupied square.

To squeeze through or into a space less than half your space’s width, you must use the Escape Artist skill. You can’t attack while using Escape Artist to squeeze through or into a narrow space, you take a -4 penalty to AC, and you lose any Dexterity bonus to AC.

I never ever had to use them before ... as a matter of fact I never noticed this part... so...

a t-rex skeleton can squeeze into spaces up to 1,5 squares with a simple -4 to attack and AC

when passing through a door (1 square) it should make untrained escape artist checks to pass...
it should be a DC 30... something a T-rex can't do even taking a 20 ... anyway I think I will make him do it by taking a 20 combined with an "aid another" by the cleric. it would still be a 24 roll but having the skeleton and the cleric take 2 minutes when they are not in combat to pass beyond a door seems good enough for me.

unless they want to take the skeleton to the mummies...

P.S(someone madethe work for me and came to a similar conclusion while posting)


Scarletrose wrote:

when passing through a door (1 square) it should make untrained escape artist checks to pass...

it should be a DC 30... something a T-rex can't do even taking a 20 ... anyway I think I will make him do it by taking a 20 combined with an "aid another" by the cleric.

Note that multiple people can "aid another". Also, maybe give them a +2 circumstance bonus if they are willing to saw off some 'unnecessary bits' around the rib cage.


I wonder ... just how much like sandpaper is stone to bone after squeezing through several miles of tunnel ...


Turin the Mad wrote:
I wonder ... just how much like sandpaper is stone to bone after squeezing through several miles of tunnel ...

Maybe they'd better off 'squeezing' the T-Rex into a bag of holding...


Matthew Vincent wrote:
Turin the Mad wrote:
I wonder ... just how much like sandpaper is stone to bone after squeezing through several miles of tunnel ...
Maybe they'd better off 'squeezing' the T-Rex into a bag of holding...

Well ... the head is the real problem, a tyrranosaurus skull is bigger than any normal sack opening.

Now, if animated skeletons can "de-animate", and perhaps the characters have a Large Bag of Holding (which would be big enough for the skull, weigh 2x as much, hold 2x as much), then they could 'compress' the bones and shove the skull into the Large Bag. When they need him, they dump out the bones and "re-animate" the skeleton.

Hrm ...


Turin the Mad wrote:
a tyrranosaurus skull is bigger than any normal sack opening.

Ah, good point. I musta been thinking of the 6' portable hole opening.


Matthew Vincent wrote:
Turin the Mad wrote:
a tyrranosaurus skull is bigger than any normal sack opening.
Ah, good point. I musta been thinking of the 6' portable hole opening.

Now that is a viable solution - one portable hole per T-rex. The controller orders it to fold itself into the hole, pick up the hole and go along. While it is probably a full-round action to deploy the hole, it certainly avoids the difficulties in transporting such an immense skeleton - albiet at the not-insiginificant expense of the hole.

Paizo / Messageboards / Paizo Publishing / Older Products / Dungeon Magazine / Savage Tide Adventure Path / Dark mountain pass and huge monsters. All Messageboards

Want to post a reply? Sign in.
Recent threads in Savage Tide Adventure Path

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.