Speed up my rulers! (RRR Finale)


Kingmaker


Approaching the end of RRR, and I've planned out a colossus style Talonquake (thanks to pretty much everyone on this board for ideas, especially Orthos, RedCelt, and Dudemeister), but after doing a lot of math to make this

creature's:

Talonquake
CN Colossal magical beast (kaiju)
Init +9
Senses DV 600, LLV, see invisibility, +54

AC 57, t 27, ff 42
(+20 def, +5 dex, +30 nat, -8 size)
hp 765 (34d10+510)
Fort +36
Ref +26
Will +23
Defenses DR 20/epic, fast healing 30, ferocity
Wards of Grace (+20 Def, SR 40, Freedom)
Kaiju traits, Recovery, Massive
Resist acid/cold/fire/electricity/negative/sonic 30

Speed 230
Melee +46 bite (8d6+20/19-20 plus Grab
2x +46 slam (4d8+20/19-20)
60' reach
Ranged +31 touch Hurled Earth (varies)
Space 600'L (80' Head), 320'H, 100'-Diameter Foot
230,000 Tons
Special Swallow Whole (4d10+17 bludg + 4d10 acid, AC 20, 82 hp), fast swallow
Trample (4d10+30, DC47),
hurl foe (on dmg, CMB: 10'+10'/5>CMD [1d6 nonlethal/10' moved+1d6 lethal/10' unable to move)
Weather Sphere (5 mile rad, control weather any season, stormy weather acts as Lightning Storm)
Ruinous Beak (ignore DR/Hardness)
Ground Pound (DC 26 Widened Earthquake, 1 round action)
Swipe

SLA Constant: Freedom, see invisibility
At Will: Greater Shout (DC 26, 60' cone, 10d6 + stun 1 rnd + deaf 4d6. Fort 1/2 dmg, 1/2 deaf, no stun. Ref to save crystal/brittle objects)
3/d: Empowered Greater Shout (+50% damage and deafness)

Str 50
Dex 21
Con 41
Int 3
Wis 30
Cha 26

BAB +34
CMB +62 (+66 Bull/grapple/sunder)
CMD 67 (69 Bull/Sunder, 71 trip)

Feats Ability Focus (Greater Shout)
Combat Reflexes,
Empower SLA (Greater Shout)
Improved Critical (bite)
Improved Critical (slam)
Power Attack (-9 Atk, +18 Dmg)
Run
Vital Strike
Multiattack,
Improved Vital Strike,
Improved Initiative,
Greater Vital Strike (4x Wpn Dmg Dice)
Great Fortitude
Iron Will
Lightning Reflexes
Skill Focus (Perception)
Ability Focus (Ground Pound)

stats realistic to something of her size (while ignoring the impossibilities of such a thing), I find myself with a party ill equipped to catch up with it.

Party will be level 7, mythic rank 2 by the time they encounter this.

Beast's speed is 230 (Move action - a little over 50 mph).

TQ is enraged, so a slow saunter is out of the question.

Horses with the Run feat are at 250 for a full round action.

I'm fully confident they can defeat the encounter if they can get there. It's based around a ring/collar and runes set up such as Orthos described once, not based on a straight up fight.

Solutions thus far:
1) Poor solution - I can make sure they're in TQ's path. That gives them one chance to hitch a ride. Any that fail the initial grab or fall off at any point are, for all purposes, out of the encounter

2) Trite solution - I can give them a means to beat the creatures speed; a highly contrived and convenient limited use item.

3) Scary solution - as the trite solution, but not a limited use item. I don't fully know how a party with speed 240+ will change the next 4 books... (maybe some clockwork vehicle from DM's Clockwork Pitax)

4) Dissapointing solution - I can arbitrairily slow down my TQ's speed to something more manageable (at least down to 120, probably as low as 60).

5) I can hope my players figure out ways to slow it down so that they can catch up (hastily patched-together milia, attack!).... I don't expect this, which actually makes it possible.

I'm looking for ideas, I have 2-3 sessions before this goes down.

Silver Crusade

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Pathfinder Adventure Path Subscriber

You're the GM, it isn't your job to find solutions, it's your job to create problems. My suggestion is stat Talonquake up as an Army, and then have any militia/army in the city try to hold off Talonquake once he reaches the city. Every hour (or four, or eight, whatever increment you like) between TQ and the Party getting there roll a mass combat round, the players can choose whether the militia takes the damage as hp damage or the city takes the damage in BP, which the PCs will need to pay to repair.

Perhaps the militia might weaken Talonquake a bit before the PCs arrive to finish the job.


I think DMD has the best solution - have stats on-hand for it as an army, have the city's local defenders do their best to hold it off until the PCs get there.


2 people marked this as a favorite.

Simple and fantastic. Thank you.

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