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Building a tarrasque fighter


Advice


I'm going to be playing with some optimizers soon, and I want them to cry in fear of this creature. I know I should pick natural weapons as soon as possible, but what archetypes and whatnot would be best for the tarrasque? He's gonna have 15 fighter levels.

Dark Archive

Pathfinder Roleplaying Game Subscriber

I would look into the mobile fighter archetype. Put all of those natural attacks to work by letting him attack with all but the biggest one every time he moves.

What you really need to do is give him some way to fly. A level five wizard can frustrate a tarrasque completely by being 600 feet up.


Hmm. That's a good point. How can we make something nearly immune to magic fly?

Dark Archive

Pathfinder Roleplaying Game Subscriber

...carpet? :D


Templates my man, templates. Make that a half-fiend tarrasque and away he goes. And when the wizard throws a sepll at him and is answered with a horrid wilting spell...then he knows he's in trouble.


Tarrasque can't talk.

Dark Archive

Pathfinder Roleplaying Game Subscriber

Oh man that's awesome.

Although I was going to suggest Leadership, and having him ride a dragon.


Spell likes don't require somatics.


Kryzbyn wrote:
Spell likes don't require somatics.

Yeah sorry that was about the magic carpet bit. Maybe we should do half dragon instead though. The breath weapon would be deadly.


There isn't a half dragon template in PF...iirc.


http://paizo.com/pathfinderRPG/prd/monsters/halfDragon.html#half-dragon


Sweet. Thanks!

Dark Archive

You are setting up a level 17-20 game with fresh optimized characters? Sounds like you have a room full of friends trying to out-do one another. At least you didn't mention gestalted PCs...

If my group asked for that I'd pull out the Beginner Box and rededicate them.


Wow. Thinking that creature would be conceived on a dare.


Carbon D. Metric wrote:

You are setting up a level 17-20 game with fresh optimized characters? Sounds like you have a room full of friends trying to out-do one another. At least you didn't mention gestalted PCs...

If my group asked for that I'd pull out the Beginner Box and rededicate them.

You shouldn't make assumptions like that. They just want to have fun with big numbers for this session.

Sovereign Court

Sounds like fun to me, although a Tarrasque with 15 class levels is going to be a bit outside of standard challenge guidelines for a party that level, I'm sure they'll think of something.

I might make him an Unbreakable fighter with the Disruptive/Spellbreaker line of feats.


2 people marked this as a favorite.
Pathfinder Roleplaying Game Subscriber

AMTARRASQUE


Another weakness the Tarrasque has is low intelligence (3).

The first thing my flying sorcerer (who, as a fey bloodline sorcerer with spell penetration and greater spell penetration, rolling twice to beat SR, is likely to affect it in spite of its 36 SR) would do - and I'm likely to act with surprise since I'm flying and using my fleeting glance bloodline ability for greater invisibility - is to spectral hand it with a Touch of Idiocy, reducing it's intelligence to 2 or lower (automatically, with no save), thereby immediately removing its access to all non-animal feats and all its class levels.

At that point it's just a big animal (at least for the next 200 minutes), unable to deal with my flying party of heroes. As it would still regenerate madly, I think I'd just elect for containment - probably I'd throw an Imprisonment spell (if I have a specialized abjurer in the party doing this the Will save is DC 31 or better, which means my reduced-Wisdom Tarrasque needs a nat 20 to resist the spell) against it a couple of times (if I don't pierce SR right off) with a Rod of Persistent Spell (just in case he rolls that nat 20). Bang, he's in stasis forever.

End of surprise round.

What's more dangerous than a Tarrasque-fighter is a vanilla Tarrasque with handlers - he's been dominated (this is easy with his +12 will save) by evil wizards/sorcerers/whatever, and basically they can support him with spells and buffs while he tanks (they'll cast air walk or fly on him, of course, and haste, and greater heroism, and other things), while they hit the party with greater dispels and the like (or better, they summon a few glabrezu which scope of the party with true seeing and cast greater dispel (CL19) at will each round to debuff the party, drop flyers and so on).

You'd probably want these enemy casters to cast Greater Spell Immunity on their tarrasque, as well... touch of idiocy, feedlemind, enervation, bestow curse would be some good ones to protect against.

Some ideas :)

Star Voter 2013

Pathfinder Roleplaying Game Subscriber

Go for monk levels. Monk levels are rediculous on monsters. You get a whole bunch of defensive abilities to offset pre-existing weaknesses, like good saves to counter that terrible will save. He gets added mobility. Give him Ferral Combat Training on his bite attack so he is flurrying with it, or give him an archtype like Manuever Master so he can abuse the unarmed strike feats in Ultimate Combat. Crane Style Terrsque FTW.

Also, you don't give up many of the fighter benefits like armor (or have to explain a suit of armor that big).


David Haller wrote:

Another weakness the Tarrasque has is low intelligence (3).

The first thing my flying sorcerer (who, as a fey bloodline sorcerer with spell penetration and greater spell penetration, rolling twice to beat SR, is likely to affect it in spite of its 36 SR) would do - and I'm likely to act with surprise since I'm flying and using my fleeting glance bloodline ability for greater invisibility - is to spectral hand it with a Touch of Idiocy, reducing it's intelligence to 2 or lower (automatically, with no save), thereby immediately removing its access to all non-animal feats and all its class levels.

Doesn't work. Touch of Idiocy applies a penalty, and half of the stuff you mention isn't even in the rules. He wouldn't lose his class levels, and there's nothing that would make him lose his feats either. That's also assuming you figure out how to even get a mind-affecting spell to stick on a creature immune to mind-affecting effects.


Advanced, Half-fiend, half dragon, mighty adamantine clad

Yeah, two of those are 3PP, but what the heck...


Tarrasque / Deaf Oracle 1 / Sorcerer 14. Which bloodline is optional, but it can get nasty.


Also, because it should be shared: Elite Opponents: The Tarrasque.
EDIT: Also: Elite Opponents: Multiheaded.

CR 40 Tarrasque:
The Bonus Creature: Thirty-Headed Tarrasque

This creature speaks for itself. The multiheaded template allows it to exist, but it's still just plain wrong. The multiheaded template says this guy should have a CR 29, but I used the added Hit Dice to recalculate the CR instead. It seemed more realistic, and it's still a TPK machine. I thought about adding the half-fiend template to it, but then it becomes an instant-kill machine (as if it isn't already) because its blasphemy caster level is 106. This is probably the most powerful creature I can come up with, but I may surprise myself some day and outdo it.

In melee, it uses Power Attack for 50, leaving it +70 melee on all its attacks. It has ninety head-based attacks in 1 round, thirty of which can be instant-kill attacks (since making a DC 80 Fort save is probably impossible to most everyone it would face).

I adjusted its spell resistance in an ad-hoc manner. One suggestion is to use 11 + CR as its spell resistance, but I compared the old spell resistance and what someone would have to roll to overcome it to get the new value.

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

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

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

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

Improved Grab (Ex) To use this ability, the thirty-headed tarrasque must hit a Huge or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Swallow Whole (Ex) The thirty-headed tarrasque can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the tarrasque's digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the tarrasque's digestive tract (AC 54). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque's gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

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

Carapace (Su) The thirty-headed tarrasque's armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature's spell resistance.

Frightful Presence (Su) The thirty-headed tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 65 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the tarrasque. The save DC is Charisma-based.

Regeneration (Ex) No form of attack deals lethal damage to the thirty-headed tarrasque. The tarrasque regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature's full normal hit points +10. The tarrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem's cursed wound ability. The tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 4,957 hit points) and using a wish or miracle spell to keep it dead. If the tarrasque loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.

Shadow Lodge

Break out the 3.5 SRD. Turn to the Epic Monsters & Obstacles section. Apply the Paragon Creature template. Then apply the Pseudonatural Creature template. (I call this mix the "Great Old One" template, click the spoiler for the full effects of both templates combined.)

Spoiler:

Creating a Great Old One

“Great Old One” is a template that can be added to any corporeal creature (referred to hereafter as the base creature). Great Old Ones dwell between the stars, beyond the planes as we know them, or nestled in far realms of insanity. Of such beings, they are the most powerful, well beyond even regular pseudonatural creatures.

Size and Type
The creature’s type changes to outsider (extraplanar). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

HD
A Great Old One always has maximum hit points. Great Old Ones also gain an additional 12 hit points per HD.

Speed
A Great Old One’s speed Sextuples (×6), for all movement types.

AC
Great Old Ones gain a +12 insight bonus to AC and a +12 luck bonus to AC. They also gain a +35 natural armor bonus (if the creature already has natural armor, use whichever is better).

Attack/Full Attack
A Great Old One makes all its attacks with a +25 luck bonus on the attack roll. It substitutes tentacle rake attacks for its melee attacks while in pseudonatural form. These tentacle attacks always use the creature’s best attack bonus. It also gains additional tentacle rake attacks (also at its best attack bonus) at the rate of one extra tentacle rake attack for each 4 HD the creature has.

Damage
A Great Old One gains a +20 luck bonus on damage rolls for all melee and thrown ranged attacks. Tentacle rakes from a Great Old One deal damage equal to 2d8 + Str modifier + 20 luck bonus.

Special Attacks
A Great Old One’s special attacks, if any, all gain a +13 insight bonus, if applicable. The +13 insight bonus may only be applied to a given special ability once. It retains all the special attacks of the base creature and also gains the following:

Constant Insight (Su)
The creature makes all its attacks with a +15 insight bonus. The creature is not affected by the miss chance that applies to attacks against a concealed target.

Improved Grab (Ex)
If the creature hits an opponent smaller than it with a tentacle, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.

Rotting Constriction (Ex)
Once the creature has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the creature regains 10 lost hit points.

Spell-Like Abilities (Sp) or Psionics (Sp)
If the base creature has spell-like abilities, it gains +15 to its caster level to use those abilities. It also gains the ability to use:

At will: blur, dimension door, shield, unhallow. Caster level 35th.
3/Day: greater dispel magic, haste, see invisibility. Caster level 15th.
DCs are Charisma-based for these added spell-like abilities.

Special Qualities
A Great Old One retains all the special qualities of the base creature and also gains the following.

•Fire and cold resistance 10.
•Electricity and acid resistance 15. This increased by +5 for each 4 HD the creature has.
•Spell resistance equal to the Great Old One’s CR +25 OR spell resistance equal to the creature’s HD ×5, whichever is higher.
•Fast healing 20.
•A Great Old One’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
•Damage reduction of 10/epic for up to 15 HD, and 15/epic for 16+ HD.

If the creature already has one or more of these special qualities, use the better value.

Alternate Form (Su)
At will, a Great Old One can take the form of a grotesque, tentacled mass (or another appropriately gruesome form), but all its abilities remain unchanged despite the alien appearance. Changing shape is a standard action. Other creatures receive a -1 morale penalty on their attack rolls against Great Old Ones in this alternate form.

Saves
The Great Old One creature gains a +10 insight bonus on all its saving throws.

Abilities
Increase from the base creature as follows: Str +37, Dex +25, Con +25, Int +15, Wis +25, Cha +15.

Skills
The Great Old One gains a +10 competence bonus on all its skill checks.

Feats
Same as the base creature, plus one bonus feat.

Climate/Terrain
Any land and underground.

Organization
Great Old Ones are all unique creatures.

Challenge Rating
Up to 6 HD, as base creature +31; 7 HD to 15 HD, as base creature +28; 16+ HD, as base creature +25.

Treasure
Standard for a creature of the adjusted CR.

Alignment
Same as base creature.

Advancement
Same as the base creature.

Throw it at your players. Laugh as they die.

Silver Crusade

A dual weilding, gunslinging, half dragon, half fiend, fiendish, advanced Tarrasque for your pleasure. Oh, and his guns are brilliant energy.

Oh gods, oh gods we're all going to die:
OH GODS, OH GODS, WE'RE ALL GOING TO DIE CR 52
Male Tarrasque Gunslinger (Gun Tank, Pistolero) 20
NE Colossal Dragon ((Magical Beast), Native)
Init +16; Senses Darkvision (60 feet), Low-Light Vision, Scent; Perception +66
--------------------
DEFENSE
--------------------
AC 66, touch 7, flat-footed 61. . (+14 armor, +1 shield, +4 Dex, -8 size, +44 natural, +1 dodge)
hp 1113 (50d10+850); Regeneration 40
Fort +48, Ref +41, Will +21
DR 10/good, 10/magic, 15/epic; Immune ability damage, bleeds, energy drain, Immune to Permanent Wounds, acid, disease, fire, mind-affecting, paralysis, petrification, poison, polymorph, sleep; Resist acid 10, cold 15, electricity 10, fire 15; SR 57
--------------------
OFFENSE
--------------------
Spd 30 ft., Flight (80 feet, Good)
Melee +5 Armor Spikes, Brilliant Energy +70/+65/+60/+55 (4d6+28/20/x2) and
. . Armor Spikes +65/+60/+55/+50 (4d6+23/20/x2) and
. . Bite (Half-Dragon) +60 (4d6+11/19-20/x2) and
. . Bite (Half-Fiend) +60 (4d6+11/19-20/x2) and
. . Bite (Tarrasque) +60 (4d8+11/19-20/x2) and
. . Claw x2 (Half-Dragon) +60 x2 (3d6+11/20/x2) and
. . Claw x2 (Half-Fiend) +60 x2 (3d6+11/20/x2) and
. . Claw x2 (Tarrasque) +60 x2 (1d12+11/20/x2) and
. . Gauntlet (from Armor) +65/+60/+55/+50 (2d6+23/20/x2) and
. . Gore x2 (Tarrasque) +60 x2 (1d10+11/20/x2) and
. . Tail Slap (Tarrasque) +60 (3d8+11/20/x2) and
. . Unarmed Strike +65/+60/+55/+50 (2d6+23/20/x2)
Ranged BFG1 +53/+48/+43/+38 (4d6+18/19-20/x4) and
. . BFG2 +53/+48/+43 (4d6+18/19-20/x4) and
. . Spines +52/+47/+42/+37 x6 (2d10+23/20/x2)
Space 30 ft.; Reach 30 ft.
Special Attacks Breath Weapon (1/day) (DC 42), Grab, Smite Good (1/day), Smite Good (1/day), Swallow Whole (6d6+22, AC 32, 111 HP)
Spell-Like Abilities Blasphemy (1/day), Contagion (1/day), Darkness (3/day), Desecrate (1/day), Destruction (1/day), Horrid Wilting (1/day), Poison (3/day), Summon Monster IX (fiends only) (1/day), Unhallow (1/day), Unholy Aura (3/day), Unholy Blight (1/day)
--------------------
STATISTICS
--------------------
Str 57, Dex 31, Con 44, Int 13, Wis 21, Cha 18
Base Atk +50; CMB +81 (+83 Bull Rushing+85 Grappling); CMD 96 (98 vs. Bull Rush)
Feats Awesome Blow, Bleeding Critical, Blind-Fight, Cleave, Combat Reflexes (11 AoO/round), Crippling Critical (DC 60), Critical Focus, Death or Glory (+7), Dodge, Extra Grit, Great Cleave, Great Fortitude, Greater Two-weapon Fighting, Gunsmithing, Improved Bull Rush, Improved Critical: Bite, Improved Critical: Pistol, Dragon, Improved Initiative, Improved Natural Armor, Improved Natural Armor, Improved Two-weapon Fighting, Intimidating Prowess, Lightning Reflexes, Power Attack -13/+26, Rapid Reload: Pistol, Dragon, Ricochet Shot Deed, Run, Signature Deed: Death's Shot (True Grit) (Signature Deed), Stunning Critical (DC 60), Two-weapon Defense, Two-weapon Fighting
Skills Acrobatics +63, Climb +76, Fly +63, Intimidate +80, Perception +66, Spellcraft +11, Stealth +47, Use Magic Device +24 Modifiers Acrobatics (Jump) +24
Languages Aklo, Daemonic (can't speak)
SQ Armor Training 4 (Ex), Bleeding Wound (Ex), Bullet Defection (+9) (Ex), Carapace (Su), Cheat Death (Ex), Covering Shot (Ex), Dead Shot (Ex), Deadeye (Ex), Death's Shot (True Grit) (Signature Deed) (DC 30) (Ex), Deeds, Expert Loading (True Grit) (Ex), Fleshwarped Special Ability: ????, Grit (Ex), Gun Tank's Resilience (Ex), Gun Tank's Resolve (75%) (Ex), Gun Training +10: Pistol, Dragon (Ex), Gun Training +10: Pistol, Dragon (Ex), Gun Training +10: Pistol, Dragon (Ex), Gun Training +10: Pistol, Dragon (Ex), Gunslinger Initiative (Ex), Hero Points (1), Lightning Reload (Ex), Pistol Training (+13, never misfires) (Ex), Pistol-whip (Ex), Powerful Leaper (Ex), Quick Clear (Ex), Rush (1/minute) (Ex), Slinger's Luck (Ex), Stunning Shot (DC 25) (Ex), Targeting (Ex), True Grit: Expert Loading (True Grit), Death's Shot (True Grit) (Signature Deed), Twin Shot Knockdown (Ex), Up Close and Deadly +5d6, Utility Shot
Combat Gear +5 Armor Spikes, Armor Spikes (Magical), Comfort, Invulnerability, Kilted, Unrighteous Adamantine He, BFG1, BFG2;
--------------------
SPECIAL ABILITIES
--------------------
Acrobatics (Jump) +24 (Ex) You gain the specified bonus to acrobatics checks made to jump.
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Awesome Blow You can deliver a blow that sends your target flying.
Blasphemy (1/day) (Sp) Granted by Half-Fiend heritage.

Kills, paralyzes, weakens, or dazes nonevil subjects.
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Bleeding Wound (Ex) At 11th level, when the gunslinger hits a living creature with a firearm attack, she can spend 1 grit point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the gunslinger's Dexterity modifier. Alte
Blind-Fight Re-roll misses because of concealment, other benefits.
Breath Weapon (1/day) (DC 42) (Su) 1/day, Breath Weapon deals 30d6 Fire damage, DC 42.
Bullet Defection (+9) (Ex) A gun tank is adept at modifying and using her armor to stop firearm attacks. Starting at 2nd level, a gun tank wearing medium or heavy armor gains half the armor's bonus plus the armor's enhancement bonus (if any) as a deflection bonus against any n
Carapace (Su) The tarrasque's scales deflect cones, lines, rays, and magic missile spells, rendering the tarrasque immune to such effects. There is a 30% chance a deflected effect reflects back in full force at the caster; otherwise it is simply negated.
Cheat Death (Ex) At 19th level, whenever the gunslinger is reduced to 0 or fewer hit points, she can spend all of her remaining grit points (minimum 1) to instead be reduced to 1 hit point.
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Combat Reflexes (11 AoO/round) You may make up to 11 attacks of opportunity per round, and may make them while flat-footed.
Contagion (1/day) (Sp) Granted by Half-Fiend heritage.

Infects subject with chosen disease.
Covering Shot (Ex) At 7th level, as an immediate reaction, when a gunslinger misses with a firearm attack, she can spend 1 grit point to pin down the target of that missed attack. The pinned-down target is treated as if it were entangled for 1 round. A gunslinger canno
Crippling Critical (DC 60) Critical Hits halves target's speed for 1 minute.
Critical Focus +4 to confirm critical hits.
Damage Reduction (10/good) You have Damage Reduction against all except Good attacks.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (15/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Damage Resistance, Acid (10) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (15) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (15) You have the specified Damage Resistance against Fire attacks.
Darkness (3/day) (Sp) Granted by Half-Fiend heritage.

20-ft. radius of supernatural shadow.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dead Shot (Ex) At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based
Deadeye (Ex) At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes
Death or Glory (+7) Gain +4 on attack, damage, and critical rolls vs. Large or larger opponents
Death's Shot (True Grit) (Signature Deed) (DC 30) (Ex) At 19th level, when the gunslinger scores a critical hit, she can spend 1 grit point to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the gunslinger's level + the gunslinger's Dexterity modifi
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as a gunslinger has at least 1 grit point. The
Desecrate (1/day) (Sp) Granted by Half-Fiend heritage.

Fills area with negative energy, making undead stronger.
Destruction (1/day) (Sp) Granted by Half-Fiend heritage.

Kills subject and destroys remains.
Expert Loading (True Grit) (Ex) At 11th level, whenever the gunslinger rolls a misfire with a gun that has the broken condition, she can spend 1 grit point to keep the gun from exploding, though it retains the broken condition.
Fleshwarped Special Ability: ???? Special Abilities: A fleshwarped creature gains a single special attack, defense, or quality chosen by its creator— typically a physical ability, such as +2 to natural armor, a new natural attack like a bite or a tentacle attack, a new movem
Flight (80 feet, Good) You can fly!
Grab (Colossal) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grit (Ex) A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever
Gun Tank's Resilience (Ex) At 15th level, when the gun tank has at least 1 grit point and makes a successful Fortitude saving throw against an attack that would deal half damage or have a partial effect, she takes no damage or other effects from that attack. Furthermore, she g
Gun Tank's Resolve (75%) (Ex) At 1st level, the gun tank can shrug off the most serious of attacks. When the gun tank is wearing medium or heavy armor and is subject to a critical hit or sneak attack, she can spend 1 grit point as an immediate action to attempt to negate the crit
Gun Training +10: Pistol, Dragon (Ex) Starting at 5th level, a gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when
Gun Training +10: Pistol, Dragon (Ex) Starting at 5th level, a gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when
Gun Training +10: Pistol, Dragon (Ex) Starting at 5th level, a gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when
Gun Training +10: Pistol, Dragon (Ex) Starting at 5th level, a gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when
Gunslinger Initiative (Ex) At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm i
Gunsmithing You know the secrets of repairing and restoring firearms.

Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft c
Horrid Wilting (1/day) (Sp) Granted by Half-Fiend heritage.

Deals 1d6/level damage within 30 ft.
Immune to Ability Damage Immune to ability damage
Immune to Bleeds You are immune to bleeds.
Immune to Energy Drain Immune to energy drain
Immune to Permanent Wounds Immune to permanent wounds
Immunity to Acid You are immune to acid damage.
Immunity to Disease You are immune to diseases.
Immunity to Fire You are immune to fire damage.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Paralysis You are immune to paralysis.
Immunity to Petrification You are immune to Petrification.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Improved Bull Rush Bull Rush at +2 to push back. No attack of opportunity.
Lightning Reload (Ex) At 11th level, as long as the gunslinger has at least 1 grit point, she can reload a single barrel of a one-handed or two-handed firearm as a swift action once per round. If she has the Rapid Reload feat or is using an alchemical cartridge (or both),
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pistol Training (+13, never misfires) (Ex) Starting at 5th level, a pistolero increases her skill with one-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a one-handed firearm, the misfire value increases by 2 instead of 4. Every
Pistol-whip (Ex) At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage
Poison (3/day) (Sp) Granted by Half-Fiend heritage.

Touch deals 1d10 Con damage, repeats in 1 min.
Power Attack -13/+26 You can subtract from your attack roll to add to your damage.
Powerful Leaper (Ex) The tarrasque uses its Strength to modify Acrobatics checks made to jump, and has a +24 racial bonus on Acrobatics checks made to jump.
Quick Clear (Ex) At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform t
Rapid Reload: Pistol, Dragon You can reload fast with one type of Crossbow.
Regeneration 40 (Ex) No form of attack can suppress the tarrasque's regeneration-it regenerates even if disintegrated or slain by a death effect. If the tarrasque fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit p
Ricochet Shot Deed You can fire a shot at a wall, or piece of solid terrain, and have it ricochet off it. When you do, you can use the square immediately in front of the wall or piece of solid terrain to determine line of sight to a target, and this square is considere
Run You run faster than normal.
Rush (1/minute) (Ex) Once per minute for 1 round, the tarrasque can move at a speed of 150 feet. This increases its Acrobatics bonus on checks made to jump to +87.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Signature Deed: Death's Shot (True Grit) (Signature Deed) Pick a deed that you have access to and that you must spend grit to perform. You can perform this deed for 1 fewer grit point (minimum 0). If the amount of grit needed to perform the deed is reduced to 0, you can perform this deed for the normal acti
Slinger's Luck (Ex) At 15th level, the gunslinger can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill check. The gunslinger must take the result of the second roll, even if it is l
Smite Good (1/day) (Su) +4 to hit, +50 to damage, +4 deflection bonus to AC when used.
Smite Good (1/day) (Su) +4 to hit, +50 to damage.
Spell Resistance (57) You have Spell Resistance.
Stunning Critical (DC 60) Critical hit stuns or staggers target.
Stunning Shot (DC 25) (Ex) At 19th level, when a gunslinger hits a creature, she can spend 2 grit points to stun the creature for 1 round. The creature must make a Fortitude saving throw (the DC = 10 + 1/2 the gunslinger's level + the gunslinger's Wisdom modifier). If the crea
Summon Monster IX (fiends only) (1/day) (Sp) Summons Fiends only. Granted by Half-Fiend heritage.

Calls extraplanar creature to fight for you.
Swallow Whole (6d6+22, AC 32, 111 HP) (Ex) You can swallow smaller targets whole.
Targeting (Ex) At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed bod
True Grit: Expert Loading (True Grit), Death's Shot (True Grit) (Signature Deed) At 20th level, a gunslinger picks two deeds that she has access to and that she must spend grit to perform. She can perform these deeds for 1 grit point fewer (minimum 0) than usual. If the number of grit points to perform a deed is reduced to 0, the
Twin Shot Knockdown (Ex) At 11th level, when the pistolero hits a single target with two or more one-handed firearm attacks during her turn, she can spend 1 grit point to knock the target prone. She can choose to spend the grit point after the attacks are made. This deed rep
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Unhallow (1/day) (Sp) Granted by Half-Fiend heritage.

Designates location as unholy.
Unholy Aura (3/day) (Sp) Granted by Half-Fiend heritage.

+4 to AC, +4 resistance, and SR 25 against good spells.
Unholy Blight (1/day) (Sp) Granted by Half-Fiend heritage.

Harms and sickens good creatures (1d8 damage/2 levels).
Up Close and Deadly +5d6 At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the
Utility Shot At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before

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Shadow Lodge Marathon Voter 2013, Marathon Voter 2014

Kthulhu wrote:

Break out the 3.5 SRD. Turn to the Epic Monsters & Obstacles section. Apply the Paragon Creature template. Then apply the Pseudonatural Creature template. (I call this mix the "Great Old One" template, click the spoiler for the full effects of both templates combined.)

** spoiler omitted **...

It's extraplanar, can't they just banish it? Presuming they can breach its SR. Now if you can make it Native somehow....

In the vein of the thread of "ridiculous Tarrasque ideas"... Lavos the Tarrasque is in need of mentioning.

Silver Crusade

Orthos wrote:
Kthulhu wrote:

Break out the 3.5 SRD. Turn to the Epic Monsters & Obstacles section. Apply the Paragon Creature template. Then apply the Pseudonatural Creature template. (I call this mix the "Great Old One" template, click the spoiler for the full effects of both templates combined.)

** spoiler omitted **...

It's extraplanar, can't they just banish it? Presuming they can breach its SR. Now if you can make it Native somehow....

My oversized nasty is native.

Shadow Lodge Marathon Voter 2013, Marathon Voter 2014

Mystic_Snowfang wrote:
Orthos wrote:
Kthulhu wrote:

Break out the 3.5 SRD. Turn to the Epic Monsters & Obstacles section. Apply the Paragon Creature template. Then apply the Pseudonatural Creature template. (I call this mix the "Great Old One" template, click the spoiler for the full effects of both templates combined.)

** spoiler omitted **...

It's extraplanar, can't they just banish it? Presuming they can breach its SR. Now if you can make it Native somehow....
My oversized nasty is native.

Yes, hence why I wasn't asking you =P

Shadow Lodge

Actually, to be more in line with Pathfinder's implications that the Mythos horrors are from the Prime Material, maybe I should change that to be Outsider (native). Or just plain aberration.


oh dear lord this has gotten far more impressive then I could've imagined.

Dark Archive

Ibrahm wrote:
oh dear lord this has gotten far more impressive then I could've imagined.

Looks like you've *puts on sunglasses* created a monster.

YEEEAAAAAAAAAAAAAHH


GnomePaladin wrote:
Ibrahm wrote:
oh dear lord this has gotten far more impressive then I could've imagined.

Looks like you've *puts on sunglasses* created a monster.

YEEEAAAAAAAAAAAAAHH

didn't that show just get canceled?

Dark Archive

Ibrahm wrote:
GnomePaladin wrote:
Ibrahm wrote:
oh dear lord this has gotten far more impressive then I could've imagined.

Looks like you've *puts on sunglasses* created a monster.

YEEEAAAAAAAAAAAAAHH

didn't that show just get canceled?

*quick google* So it did. I never watched it.

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