
Ravingdork |

Seregon is purportedly the only mortal man to stand toe to toe with the legendary Tarrasque in melee and actually win.
Could such a tale possibly be true? I leave it to you to find out.
(Seregon's downloadable PDF character sheet)
This is meant to be a discussion thread much like the "fighter archer soloing the balor" thread once was. This thread was also created, in part, as a response to the "Wasn't Pathfinder supposed to fix the fighter?" thread.
Seregon was built using 25-point buy and has 75% of the maximum variable hit points (rounded up). If you make your own build, you should do the same for easy comparison. I stuck to the core book and the APG, but you can use any official Paizo-published Pathfinder material as far as I'm concerned.

tejón RPG Superstar 2010 Top 16 |

Seregon was built using 25-point buy and has 75% of the maximum variable hit points (rounded up).
Oh, please. FighterMan soloed that balor with 15 points and average HP. Take your enormous handicap give-away stats and shove them down the tarrasque's immortal gullet where they belong!

Rite Publishing |

Not sure how your fighter is going to beat the Tarasque's regeneration and actually kill it. Even if he could keep it into negative hp, eventually, your fighter will get fatigued, then exhausted, and then collapse and become dinner.
beat it into unconciousness and then flood the area where it's unconcious body lay. Then it will die from drowning. Its not a save (its a con check), and its not a death effect. Its just plain old needing air to breath.

wraithstrike |

Seregon is purportedly the only mortal man to stand toe to toe with the legendary Tarrasque in melee and actually win.
Could such a tale possibly be true? I leave it to you to find out.
(Seregon's downloadable PDF character sheet)
** spoiler omitted **
Big T normally has something special that had to be done to keep him in the negatives(kill him). In 3.5 I think it was miracle or wish. I think in PF it is up to the DM. You can pound on his hit points all day, but you have to go to sleep, and when he wakes up coup de grace time. If you decide to run away he regenerates and you have to fight him again.

Senevri |
Knee-jerk, "No way!"
Then, thinking. "Hmm... master craftsman..."
Those are good numbers. Tarrasque will hit on a roll of 20, while Seregon will hit on a roll of 2.
Unfortunately, the tarrasque will also swallow whole on a roll of 2.
So if the tarrasque is stupid, it will lose. If it grapples with bite, it wins.
@wraithstrike, beating it to negatives = winning. Just bury/bind it sufficently. Permanent walls of force are okay-ish. Or maybe deep ocean - something that requires a dc 100 STR check to move, or so.

wraithstrike |

Knee-jerk, "No way!"
Then, thinking. "Hmm... master craftsman..."Those are good numbers. Tarrasque will hit on a roll of 20, while Seregon will hit on a roll of 2.
Unfortunately, the tarrasque will also swallow whole on a roll of 2.So if the tarrasque is stupid, it will lose. If it grapples with bite, it wins.
@wraithstrike, beating it to negatives = winning. Just bury/bind it sufficently. Permanent walls of force are okay-ish. Or maybe deep ocean - something that requires a dc 100 STR check to move, or so.
I did not see anything on his character that allowed for any of that, but he does have time to make edits I guess.
RD this is hint to modify things, but then again if I am saying it directly it is not much of a hint.

Lord Twig |

I can't see the character sheet, but a Ring of Freedom of Movement should be standard equipment for most 20th level characters. No grapple = no swallow whole.
And the Tarrasque can be killed, just because it self-resurrects 3 rounds later doesn't make it any less dead. A Luck Blade with 1 Wish in it is only 62,360GP. There is a lot you can do with a Wish without directly going against it's SR. Plus a Luck Blade is handy even without the Wish, so you should definitely get one if you don't already have it.

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it was totally possible in 3.5
How_to_Kill_A_Tarrasque_in_20_Easy_Levels
also arguably doable in 3 levels with a wizard (the tarrasque cant hit incorperal creatures, it doesnt have dr/magic so its natural attacks dont count as magic for the 50% damaga vs incorporeal)

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Seregon is purportedly the only mortal man to stand toe to toe with the legendary Tarrasque in melee and actually win.
Could such a tale possibly be true? I leave it to you to find out.
(Seregon's downloadable PDF character sheet)
** spoiler omitted **
I prefer the Pathfinder Elven solution:
Elves have known for years that the secret is to just walk through the stargate to another world, throw up the Iris and come back in a few thousand years.
Sometimes, you don't even need to come back to the world.
1st level elven farmer wins, because he followed Daniel Jackson through the stargate.

DM_Blake |

DM_Blake wrote:
What are my racial modifiers, anyway?
Since you asked: STR +30, DEX +6, CON +24, INT -8, WIS +4, CHA +4. With that kind of Intelligence your message board posts are surprisingly well crafted :)
I have always suscpected that I was a nerdy tarrasque. All the other tarrasques used to give me swirlies in high school. You know, getting Charybdis to belch and then dunking my head in the whirlpool. But that didn't stop them from forking over their lunch money for answers on the science exams.
I was captain of the BEMHS chess club, too.
And before you ask, I WAS lucky with the ladies - check out that CHA; no dump stat here I tell ya. How YOU dooin?

Ravingdork |

Ravingdork wrote:Seregon was built using 25-point buy and has 75% of the maximum variable hit points (rounded up).Oh, please. FighterMan soloed that balor with 15 points and average HP. Take your enormous handicap give-away stats and shove them down the tarrasque's immortal gullet where they belong!
I figured that if we are fighting a CR 25 tarrasque then it must be an epic game and so I allowed some leeway. However, if you want to attempt the challenge with 15 points and average hit points, be my guest. I would be more than happy to see that Pathfinder fighters are of such caliber that it could be done with such a build.
Ravingdork wrote:I stuck to the core book and the APGYou didn't. Improved Natural Armor.
Good catch! I had forgot about that one. Sorry. Allow me to revise my statement: I stuck to the core rules and the APG.
Not sure how your fighter is going to beat the Tarasque's regeneration and actually kill it. Even if he could keep it into negative hp, eventually, your fighter will get fatigued, then exhausted, and then collapse and become dinner.
Who ever said anything about killing it? I'm pretty certain the statblock even goes so far as to say that there is no known method of "killing" it. All I said was to "beat it." Putting it down to negative hit points and making it unable to fight back is sufficient as far as this challenge is concerned.
Also, I should probably have mentioned that I made the character for fun and THEN decided to start the challenge. In other words, he wasn't specifically designed to take down the tarrasque. I just thought it was interesting that he might succeed (which apparently isn't as likley as I initially thought).
If he WAS designed specifically to take down the tarrasque, I would actually have lowered his AC by a few points (just enough that the tarrasque still needs a natural 20 to hit), and then I would have used the freed up starting funds to get a ring of freedom of movement (among other things).

concerro |

tejón wrote:
You didn't. Improved Natural Armor.
Good catch! I had forgot about that one. Sorry. Allow me to revise my statement: I stuck to the core rules and the APG.
I hate to rules lawyer. Ok, that is a lie, but anyway, how did you get improved natural armor?
Improved Natural Armor
This creature's hide is tougher than most.
Prerequisites: Natural armor, Con 13.
I know it is not specified but they mean the creature should naturally have natural armor so getting a necklace to bypass the restriction is a loophole, but if you are trying to solo Big T I guess I understand taking whatever you can get.

Ravingdork |

Ravingdork wrote:tejón wrote:
You didn't. Improved Natural Armor.
Good catch! I had forgot about that one. Sorry. Allow me to revise my statement: I stuck to the core rules and the APG.
I hate to rules lawyer. Ok, that is a lie, but anyway, how did you get improved natural armor?
Improved Natural Armor
This creature's hide is tougher than most.
Prerequisites: Natural armor, Con 13.I know it is not specified but they mean the creature should naturally have natural armor so getting a necklace to bypass the restriction is a loophole, but if you are trying to solo Big T I guess I understand taking whatever you can get.
Don't worry about it. I'm kind of a rules nazi (despite what the people around here will tell you).
The Ironhide feat from the APG gives him +1 natural armor, which is what opens the door for Improved Natural Armor. An amulet of natural armor on its own isn't enough I don't think (at least not for me).
I'm aware some GMs don't allow players to use Bestiary feats, but the rules themselves technically allow for it. Besides, this is an online challenge, not one of those GM's games. :)
Ironhide is a racial feat for dwarves, half-orcs, and orcs, but Seregon was able to get it due to his Racial Heritage feat (also from the APG) which makes him a dwarf AND a human for nearly all effects (including qualifying for racial feats).
Now having said all that, can this guy beat the tarrasque with a ring of freedom of movement? If so, what are his chances? If I recall, the guy who took on the balor roughly had a 75% chance of success.
Also, this is a challenge! Where are the other contenders? I want to see some fighter builds! :P

concerro |

concerro wrote:Ravingdork wrote:tejón wrote:
You didn't. Improved Natural Armor.
Good catch! I had forgot about that one. Sorry. Allow me to revise my statement: I stuck to the core rules and the APG.
I hate to rules lawyer. Ok, that is a lie, but anyway, how did you get improved natural armor?
Improved Natural Armor
This creature's hide is tougher than most.
Prerequisites: Natural armor, Con 13.I know it is not specified but they mean the creature should naturally have natural armor so getting a necklace to bypass the restriction is a loophole, but if you are trying to solo Big T I guess I understand taking whatever you can get.
Don't worry about it. I'm kind of a rules nazi (despite what the people around here will tell you).
The Ironhide feat from the APG gives him +1 natural armor, which is what opens the door for Improved Natural Armor. An amulet of natural armor on its own isn't enough I don't think (at least not for me).
I'm aware some GMs don't allow players to use Bestiary feats, but the rules themselves technically allow for it. Besides, this is an online challenge, not one of those GM's games. :)
Ironhide is a racial feat for dwarves, half-orcs, and orcs, but Seregon was able to get it due to his Racial Heritage feat (also from the APG) which makes him a dwarf AND a human for nearly all effects (including qualifying for racial feats).
Now having said all that, can this guy beat the tarrasque with a ring of freedom of movement? If so, what are his chances? If I recall, the guy who took on the balor roughly had a 75% chance of success.
Also, this is a challenge! Where are the other contenders? I want to see some fighter builds! :P
I think bestiary feats are fair game. I have not read the entire APG yet though.
I am to lazy to make a build, but I would probably go with a UMD archer fighter. The planar allies or whatever I can get from the gate spell would be the wall between myself and Big T. I would have a decent charisma to try to convince some outsider to help me in this suicidal quest. I guess an angel or azata might be willing to do it for less than an evil or neutral outsider though.
Ravingdork |

I am to lazy to make a build, but I would probably go with a UMD archer fighter. The planar allies or whatever I can get from the gate spell would be the wall between myself and...
Feel free to use any build you want provided it is a single-classed fighter.

Dorje Sylas |

I am to lazy to make a build, but I would probably go with a UMD archer fighter. The planar allies or whatever I can get from the gate spell would be the wall between myself and...
Actually I think we're on about the same page concerro. I was thinking UMD archer. Once you've got it at sufficient negatives use earth soften/digging magic to dig big T a sufficiently deep grave then use a scroll of Gate to open a portal to some molten lava section. While immune to the fire damage big T isn't immune to suffocation or drowning. Once the magma cools it should make a nice plug. You may need Knowledge (Planes) or Knowledge (Geography) on the build to justify it.

wraithstrike |

concerro wrote:I am to lazy to make a build, but I would probably go with a UMD archer fighter. The planar allies or whatever I can get from the gate spell would be the wall between myself and...Feel free to use any build you want provided it is a single-classed fighter.
I think Big T is over CR'd. The only thing that makes him really hard to deal with is you have to find the secret to keeping him down. I would rather fight Big T than a CR equiavalent outsider or dragon.
PS: I know the "contest" is just to put him down, but Big T reminds me of the rock band that puts out a crappy record knowing their name will get them the sales.

Ravingdork |

I would rather fight Big T than a CR equiavalent outsider or dragon.
As would I. Big T is pretty stupid and can't even fly. :P
concerro wrote:I am to lazy to make a build, but I would probably go with a UMD archer fighter. The planar allies or whatever I can get from the gate spell would be the wall between myself and...Actually I think we're on about the same page concerro. I was thinking UMD archer. Once you've got it at sufficient negatives use earth soften/digging magic to dig big T a sufficiently deep grave then use a scroll of Gate to open a portal to some molten lava section. While immune to the fire damage big T isn't immune to suffocation or drowning. Once the magma cools it should make a nice plug. You may need Knowledge (Planes) or Knowledge (Geography) on the build to justify it.
I'm beginning to wonder how well a UMD fighter archer would fair in melee with him though. If I recall, that was one of the conditions of the challenge.

wraithstrike |

wraithstrike wrote:I would rather fight Big T than a CR equiavalent outsider or dragon.As would I. Big T is pretty stupid and can't even fly. :P
Dorje Sylas wrote:I'm beginning to wonder how well a UMD fighter archer would fair in melee with him though. If I recall, that was one of the conditions of the challenge.concerro wrote:I am to lazy to make a build, but I would probably go with a UMD archer fighter. The planar allies or whatever I can get from the gate spell would be the wall between myself and...Actually I think we're on about the same page concerro. I was thinking UMD archer. Once you've got it at sufficient negatives use earth soften/digging magic to dig big T a sufficiently deep grave then use a scroll of Gate to open a portal to some molten lava section. While immune to the fire damage big T isn't immune to suffocation or drowning. Once the magma cools it should make a nice plug. You may need Knowledge (Planes) or Knowledge (Geography) on the build to justify it.
It is one skill point per level(20)+3(if you took the trait to make it a class skill)+a head band to get more CHA. With all the feats a fighter has he might even be able to take skill focus. I don't think it would be an issue. I did not know melee was a condition, but the outsider(s) should still be able to help.

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Tarrasque Slayer
Built with Hero Lab, so some adjustments may be needed (Had to adjust the attacks slightly.
TARRASQUE SLAYER CR 19
Male Human Fighter (Two-Handed Fighter) 20
LG Medium Humanoid (Human)
Init +11; Perception +12
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DEFENSE
--------------------
AC 43, touch 26, flat-footed 36 (+12 armor, +6 Dex, +5 natural, +3 deflection, +1 dodge)
hp 332 (20d10+160)
Fort +24, Ref +18, Will +13
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +5 Bane, Returning, Throwing Scythe +44/+39/+34/+29 (2d4+43)
Devastating Blow, Greater Power Attack, Overhand Chop, Weapon Master, Furious Focus:
+5 Bane Returning Throwing Scythe +39 (10d4+305) (autocrit if hits, crit multipliers included) (+41 (10d4+2d6+315) vs. Magical Beasts.)
ALSO may select 2 from: Crippling, Exhausting, Staggering, Stunning, pr Tiring(-Exhausting is better)Criticals due to Critical Mastery- for 1st attack, choose Sickening and Exhausting since they don't allow saves
or Greater Power Attack, Backswing, Weapon Master, Furious Focus: +5 Bane Returning Throwing Scythe
+44/+33/+28/+23 (2d4+61) 19-20x5 autoconfirm crits +46/+35/+30/+25 (2d4+2d6+63) 19-20x5 autoconfirm crits vs magical beasts
Or
Thrown +5 Bane Returning Throwing Scythe
+39 (2d4+25) 19-20x5 (+41 (2d4+2d6+27) vs magical beasts
Special Attacks Backswing, Devastating Blow, Overhand Chop, Piledriver, Shattering Strike +5
--------------------
STATISTICS
--------------------
Str 28/34, Dex 18/24, Con 18/24, Int 10, Wis 10, Cha 10
Base Atk +21/+16/+11/+6; CMB +32 (+37 Sundering); CMD 59 (64 vs. Sunder)
Feats Crippling Critical, Critical Focus, Critical Mastery, Dodge, Exhausting Critical, Fleet, Furious Focus, Greater Weapon Focus: Scythe, Greater Weapon Specialization: Scythe, Improved Critical: Scythe, Improved Initiative, Iron Will, Power Attack +12/-6, Sickening Critical, Skill Focus: Use Magic Device, Staggering Critical (DC 30), Strike Back, Stunning Critical (DC 30), Tiring Critical, Toughness +20, Weapon Focus: Scythe, Weapon Specialization: Scythe
Traits Courageous, Dangerously Curious
Skills Acrobatics +30, Appraise +2, Bluff +2, Climb +11, Diplomacy +2, Disguise +2, Escape Artist +6, Fly +16, Heal +2, Intimidate +2, Perception +12, Ride +6, Sense Motive +2, Stealth +6, Survival +2, Swim +11, Use Magic Device +32
Languages Common
SQ Ring of Freedom of Movement, Sihedron Ring, Weapon Mastery: Scythe (Ex), Weapon Training: Blades, Heavy +4 (Ex), Weapon Training: Close +2 (Ex), Weapon Training: Spears +3 (Ex), Weapon Training: Thrown +1 (Ex)
Combat Gear Celestial Plate Armor, +5 Bane, Returning, Throwing Scythe;
Other Gear Amulet of Natural Armor +5, Belt of Physical Perfection, +6, Boots of Striding and Springing, Cloak of Displacement, Minor, Eyes of the Eagle, Goggles of Fogcutting, Horn of Fog, Ioun Stone, Amber Spindle, Ioun Stone, Dusty Rose, Ioun Stone, Pale Green, Manual of Bodily Health, +4, Manual of Gainful Exercise, +4, Manual of Quickness of Action, +3, Potion of Shield of Faith +5, Ring of Freedom of Movement, Sihedron Ring, Stone of Good Luck (Luckstone), Wand of Cure Serious Wounds, Wand of Invisibility, Greater, Wand of Mirror Image
--------------------
SPECIAL ABILITIES
--------------------
Backswing (Ex) Attacks after the first in a full attack receive 2x STR bonus.
Courageous +2 save vs. fear.
Crippling Critical Critical Hits halves target's speed for 1 minute.
Critical Focus +4 to confirm critical hits.
Critical Mastery Apply two Critical feats to a critical hit rather than one.
Devastating Blow (Ex) Standard Action: single melee attack at -5 is a critical threat.
Exhausting Critical Critical hit Exhausts target.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus.
Piledriver (Ex) Standard action: attack with a two handed weapon, if successful, free bull rush or trip w/o AoO.
Power Attack +12/-6 You can subtract from your attack roll to add to your damage.
Shattering Strike +5 (Ex) +5 Sunder and damage vs. objects.
Sickening Critical Critical hit sickens target.
Staggering Critical (DC 30) Critical hit staggers target
Strike Back A readied melee attack can be used against a foe whose reach allows them to attack you, but whom you could not attack.
Stunning Critical (DC 30) Critical hit stuns or staggers target.
Tiring Critical Critical hit fatigues target.
Weapon Mastery: Scythe (Ex) Chosen weapon has an improved critical multiplier, always confirms criticals, and cannot be disarmed.
Weapon Training: Blades, Heavy +4 (Ex) +4 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training: Close +2 (Ex) +2 Attack, Damage, CMB, CMD with Close-in weapons
Weapon Training: Spears +3 (Ex) +3 Attack, Damage, CMB, CMD with Spears
Weapon Training: Thrown +1 (Ex) +1 Attack, Damage, CMB, CMD with Thrown weapons
Created With Hero Lab® - try it for free at http://www.wolflair.com!

wraithstrike |

Yeah, grapple > Seregon. The Tarrasque has a +57 CMB vs Seregon's 47 CMD, and Seregon's primary weapon is two-handed and cannot be used in a grapple. After round 2, he's pinned, then the Tarrasque coup de graces him with its bite, forcing him to make a 151 Fort save or die.
Pinned does not make you helpless, but I do agree that once you are grappled you are done for.

Dorje Sylas |

I'm beginning to wonder how well a UMD fighter archer would fair in melee with him though. If I recall, that was one of the conditions of the challenge.
Oops, ya in that case I'm going side with guy fronting Big T as a avatar. In direct melée assuming no option of pre-self UMD buffs it's likely just going to end up hard shelled jaw breaker... without actually hurting Big Ts teeth.
A key counter would be anything to avoid grapple. Ring of Freedom of Movement, grease, pig fat (although that would likely be more harm the good.
Aside from grapple, how far can big T swat an annoying fighter with a bull rush? Would be kind of bad to be batted anywhere from 10 to 30 feet away and have re-enter threat, suffering an AoO each time. Plus likely at least one round of almost free regeneration.

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So, a break down of numbers for Tarrasque Slayer
Combat Analysis
Attack Option 1
95% chance for 332.5 damage after DR = 315.875 damage per round
Minus Regen 40 = 275 : 525/275= 1.9 rounds
Attack Option 2
95% chance for 56.5 (53.675) and 10% chance for 276 more (27.6)
80% chance for 56.5 (45.2) and 10% chance for 276 more (27.6)
55% chance for 56.5 (31.075) and 10% chance for 276 more (27.6)
30% chance for 56.5 (16.95) and 10% chance for 276 more (27.6)
257.3 damage per round
Not as good as option 1
Minus Regen 40 = 217: 525/217=2.4 rounds
Attack Option 3 (Ranged)
95% chance for 24.5 (23.275)
Below Regen threshold, not a good plan
Tarrasque vs AC 43, 332 hp, 20% miss chance from Cloak
Bite 75%x80%=60% for 33 (19.8) and 30%x75%=22.5% of 66 more (14.85)
Claw 75%=60% for 21.5 (12.9) and 5% x 75%= 3.75% of 21 more (0.78)
Claw 75%=60% for 21.5 (12.9) and 5% x 75%= 3.75% of 21 more (0.78)
Gore 75%=60% for 20.5 (15.375) and 5% x 75%= 3.75% of 20.5 more (0.76)
Gore 75%=60% for 20.5 (15.375) and 5% x 75%= 3.75% of 20.5 more (0.76)
Tail slap 50%x80%=40% for 20.5 (8.2) and 5% x 50% = 2.5% of 20.5 more (.051)
102.53 damage per round with full attack
332/102.53=3.23 rounds
I'll have to go back and put in power attack numbers for the Big T and see if that's a good option, but it's too late tonight.
This is without resorting to UMD tricks, which the fighter has available in his equipment selection. He can also use prepped actions to do the Option A attack due to Strike Back, so he doesn't have to run up to the Tarrasque to slay him. (EDIT: and as a readied action, he gets to interrupt the T's attack to do it before the T lays a claw on him.)
Also note that if he gets option 1 off with Exhausting and Sickening, the T's -6 to Strength and Dex and -2 on attacks and damages really further reduce its combat effectiveness. (effectively -5 on attacks and -5 to -7 on damage =ouch! Poor Mister T.)

stringburka |

You can't beat the French.
This includes French monsters.
Note: I am not French. Nor do I live in France. I am simply in awe of their ability to riot.
*shakes fist*
French [Regional Trait]
Benefit: You gain a +2 bonus to saves against spells with the [lawful] descriptor. You start with 3 flasks of Alchemist's Fire.

HaraldKlak |

While Blake might dislike the use of halfling, my preferred tactics against the tarrasque does involve a bunch of those.
Have about 20 halflings armed with immovable rods walk up to the tarrasque as a snack. When he eats them, they activate the rods and he should be stuck in place.
While you might ask why they would willing be eaten, it is fairly simple: Beforehand you a lock of hair from each (or a finger to cause more pain) and promise to reincarnate them afterwards. An offer the would generally take to release them from their inferior existance.
All in all it takes a 100.000 gp (or 120 k if you actually are gonna revive the little buggers afterwards).
Otherwise you could just use the good ol' portable hole - bag of holding combo, and rid the plane of the bastard (and about 20 halflings if you stack the close to the implosion).

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French [Regional Trait]
Benefit: You gain a +2 bonus to saves against spells with the [lawful] descriptor. You start with 3 flasks of Alchemist's Fire.
You must be talking 4e, in Pathfinder it's
French [Regional Trait]
Benefit: +5' movement speed. Also gains the ability to cast expeditious retreat once per round as a free action that does not provoke AoO.

stringburka |

You must be talking 4e, in Pathfinder it'sPFSRD wrote:French [Regional Trait]
Benefit: +5' movement speed. Also gains the ability to cast expeditious retreat once per round as a free action that does not provoke AoO.
Why speed? The french shouldn't be quick, taking into consideration all the quick carbs from baguettes. But when the french get pissed, stuff burns. Since 1789

Seraph403 |

While Blake might dislike the use of halfling, my preferred tactics against the tarrasque does involve a bunch of those.
Have about 20 halflings armed with immovable rods walk up to the tarrasque as a snack. When he eats them, they activate the rods and he should be stuck in place.
While you might ask why they would willing be eaten, it is fairly simple: Beforehand you a lock of hair from each (or a finger to cause more pain) and promise to reincarnate them afterwards. An offer the would generally take to release them from their inferior existance.
All in all it takes a 100.000 gp (or 120 k if you actually are gonna revive the little buggers afterwards).Otherwise you could just use the good ol' portable hole - bag of holding combo, and rid the plane of the bastard (and about 20 halflings if you stack the close to the implosion).
I actually laughed at this... I'm going to always carry around an immovable rod on my characters now for when they get swallowed ... :D

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@reckless, is that AC enough?
The additional 20% miss chance on each hit from the cloak of displacement help the AC situation quite a bit, but the key here is Offense.
Devastating Blow and Weapon Mastery combine to insure that the Slayer can do 10d4+2d6+315 damage as a standard action with a 95% success rate. Add Strike Back, and he can do that as an interrupt on the Tarrasque’s attack if he has initiative. Additionally, due to Critical Mastery, he inflicts the Exhausted and Sickened conditions on the Tarrasque with this attack with no save.
With the -2 from sickened and -6 Strength from Exhausted, the numbers look more like this:
Bite 50%x80%=40% for 28 (11.2) and 30%x50%=15% of 56 more (8.4)
Claw 50%=40% for 16.5 (6.6) and 5% x 50%= @ 2.5% of 16.5 more (0.41)
Claw 50%=40% for 16.5 (6.6) and 5% x 50%= 2.5% of 16.5 more (0.41)
Gore 50%=40% for 15.5 (6.2) and 5% x 50%= 2.5% of 15.5 more (0.39)
Gore 50%=40% for 15.5 (6.2) and 5% x 50%= 2.5% of 15.5 more (0.39)
Tail slap 25%x80%=20% for 17.5 (3.5) and 5% x 25% = 2.2% of 17.5 more (.38)
Average DPR dropped to 50.68, which gives him 6.55 rounds to stop the Tarrasque, which is 3.44 times as long as he needs.
His best bet is to goad the Tarrasque into charging him and then unleash this hell, because he will only be taking 1 attack the first round that way, and stops the Tarrasque on the second round.

AvalonXQ |

Isn`t the high CMB for Grab / Swallow Whole somewhat mitigated by the fact that it only can trigger after a successful Bite attack (which only hits on a 20)?
Good question. Swallow Whole says:
"If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage."It's not completely clear whether a creature with Swallow Whole could simply make a Grapple maneuver normally (not using Grab) and still be considered to have the opponent "grappled in its mouth" if it succeeds. I'd like a ruling, but it seems to me that rulings on the very hard-to-understand monster grapple rules have not been forthcoming.

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Slayer's biggest concern is the Tarrasque getting a crit on him, due to stunning crit having a 80% chance of successfully stunning him for 1d4 rounds, during which the big T turns him into sausage.
Luckily, the T only gets Init 30% of the time. T has a 30% crit threat range with its bite, which it confirms 95% of the time with crit focus, charge, and Slayer being Flat-Footed, 90% if it power attacks.
I may have to look at ways of upping Slayer's Init. As long as he acts first, he's got great odds.

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Quandary wrote:Isn`t the high CMB for Grab / Swallow Whole somewhat mitigated by the fact that it only can trigger after a successful Bite attack (which only hits on a 20)?
Good question. Swallow Whole says:
"If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage."
It's not completely clear whether a creature with Swallow Whole could simply make a Grapple maneuver normally (not using Grab) and still be considered to have the opponent "grappled in its mouth" if it succeeds. I'd like a ruling, but it seems to me that rulings on the very hard-to-understand monster grapple rules have not been forthcoming.
I would say the bolded part indicates a requirement, especially since grab states: "The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself."
And the Tarrasque's CMB is down to +37 to grapple with its mouth.
stringburka |

"Google" also disagrees with you. Follow the first hit if you haven't already.
That's france's victories against other countries, not the french people's victories against their oppressors :)