
Quandary |

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.
Per RAW I would say no, #1 because nowhere in the normal Grapple rules does it suggest you are using a single, specific part of your anatomy to maintain the Grapple... In fact, unlike Grab, normal Grapple doesn`t even have the option for taking -20 on CMB so as to not be Grappled yourself.
(For this reason I`m actually inclined to REQUIRE applying the -20 CMB penalty on Grabs resulting from an AoO, since NORMAL grapplers can`t Grapple on an AoO as you can`t Grapple in place of a melee attack. Relevant weapon-specific bonuses WOULD apply to such an AoO Grab, though...)#2 if we imagine the Tarrasque has Weapon Focus: Bite, it wouldn`t be able to use this bonus on the CMB check for (normally Initiated) Grapple, thus I don`t think a `normal Grapple` involves keeping something in your mouth.
(This is part of why melee attack-initiated maneuvers like Grab and Barbarian Knockback are so cool, they let you apply weapon bonuses to maneuvers that otherwise wouldn`t qualify)
As well, the Tarrasque (and pretty much all Grab monsters) doesn`t have Improved Grapple, meaning it`s `normal Grapple` is going to provoke, which is strange if you`re trying to say the `normal Grapple` is effectively the same as it`s Bite/Grab (for purposes of putting things in it`s mouth, ready to swallow), since I imagine (and the rules support) that biting things and trapping them in it`s mouth is something it`s really practiced at, and certainly doesn`t provoke an AoO from doing so.
So from RAW, I don`t think Big T could Standard Grapple and then Swallow Whole...
That said, it seems REASONABLE flavor-wise, and in this case gives him some chance against a high AC but easy CMD target. Not that Swallowing Whole would really do him much good: 12d6+22 dmg/round (1/2 acid) VS. 20th level Fighter`s (light weapon) DPR (+Crit Effects e.g. Stun), though Pinning IS more effective against a Fighter type.
(Big T only gets continuing `bonus` Bite damage if the Grapple was Initiated via Grab, NOT a standard Grapple, but if you already stretched the rules to allow a Standard Grapple to count as a Bite/Grab Grapple for one thing, you might as well let it count for this effect as well)

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Why speed? The french shouldn't be quick, taking into consideration all the quick carbs from baguettes.
Sorry, let me make this clear, well bold...
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.

Turin the Mad |

Bob’s purpose in life is to kill the mighty tarrasque, or die trying. This explains why Bob has such appallingly off-balance ability scores – he has arguably the ultimate death wish…
Ability Scores
15 point buy: 19 Str (17 +2 race @ 13 points), 10 Dex, 14 Con (5 points), 7 Int (-4 points), 14 Wis (5 points), 7 Cha (-4 points) starting ability scores.
Level advancement adds +5 to Strength = 24.
+4 inherent Str & Con, +3 inherent Dex = 28 Str, 13 Dex, 18 Con, 7 Int, 14 Wis, 7 Cha
+6 enhancement to Str, Con and Wis = 34 Str (+12), 13 Dex (+1), 24 Con (+7 = +17 on stabilization checks), 7 Int (-2), 20 Wis (+5), 7 Cha (-2)
Male Half-orc, Chain Fighter (replacing weapon familiarity)
Favored class options: +10 bonus on stabilization checks when dying; +15 hit points
Hit Points: 290 (20d10 hit dice [average 115] +140 Con +15 favored class +20 toughness)
Speed: 20’ = 40’ using boots of speed
Initiative: +7 (1 Dex +2 trait +4 improved initiative)
AC: 37 (touch +5 natural armor +14 armor); flat-footed AC: 34
Touch AC: 18 (10 +5 deflection +2 dodge w/ boots of speed +1 Dex); flat-footed touch AC: 15
CMD: 48 (10 +20 base attack +5 deflection +12 Strength +1 Dexterity)
Fighter 20 (Two-handed Fighter archetype)
BAB 20/15/10/5 - CMB is not relevant - the idea is to kill the Big T.
Class Features
- Shattering Strike +5
- Overhand Chop (2x Str bonus on damage with a standard action attack)
- Weapon Training 4 – Two-handed Flails (+4 attack and damage)
- Weapon Training 3 – Two-handed something-or-other
- Weapon Training 2 – Two-handed something-or-other
- Weapon Training 1 – Two-handed something-or-other
- Backswing (2x Str bonus on damage on all attacks during a full-round attack after the first attack)
- Piledriver
- Greater Power Attack: -6 attack penalty generates +18 damage per hit when using a two-handed melee weapon
- Devastating Blow
- Weapon Mastery – Heavy Flail: cannot be disarmed, auto-confirm critical threats; threat range = 17-20/x3
Saves[list]
- Fort +26 (base 12 +7 Con +2 Great Fortitide +5 resistance
- Refl +12 (+13 w/ boots of speed) (base 6 +1 Dex +5 resistance
- Will +18 (+20 vs. fear) (base 6 +5 Wis +2 Iron Will +5 resistance &+2 trait vs. fear)
Feats:
- Iron Will (+2 Will saves)
- Power Attack
- Weapon Focus – Heavy Flail (+1 attack)
- Big Game Hunter (+1 attack, +2 damage against Large or larger creatures)
- Weapon Specialization – Heavy Flail (+2 damage)
- Additional Traits - #1: Unafraid (+2 trait bonus vs. fear) & #2: Reactionary (+2 trait bonus on Initiative)
- Improved Initiative
- Quick Draw
- Improved Critical – Heavy Flail (17-20)
- Greater Weapon Focus – Heavy Flail (+1 attack)
- Furious Focus (does not take Power Attack penalty on first attack in a full-attack action)
- Strike Back
- Greater Weapon Specialization – Heavy Flail (+2 damage)
- Step Up
- Following Step
- Step Up and Strike
- Penetrating Strike / Greater Penetrating Strike
- Toughness
- Great Fortitude
- Dodge
Skill: Perception +25 (20 ranks, +5 Wis) - Bob has painfully learned during his career that paying attention and keeping his mouth shut is a Good Thing.
Gear (880,000 gp)
+4 inherent bonuses to Str and Con: 220,000 gp
+3 inherent bonus to Dex: 82,500 gp
+5 vest of resistance: 25,000 gp
1 cloak of displacement: 50,000 gp
1 ring of freedom of movement: 40,000 gp
1 ring of protection +5: 50,000 gp
1 pair of boots of speed: 12,000 gp haste 10 rounds/day, +1 AC, +1 Reflex saves, +1 attack & extra attack on full-round attack
+5 heavy fortification adamantine full plate armor: 116,500 gp (75% to negate critical hits & sneak attacks, DR 3/--, +14 armor bonus, +1 max Dex bonus, 20’ speed)
+5 amulet of natural armor: 50,000 gp
+6 headband of inspired wisdom: 36,000 gp
+6 belt of physical might (Str & Con): 90,000 gp
+5 adamantine magical beast bane heavy flail: 75,015 gp (1d10 [17-20/x3])
32,985 gp not spent – available for any particular method that is decided upon by Bob to dispatch the Tarrasque into slumber once more.
Bob's Attack bonus against the tarrasque as a full-round attack: 20 base +12 Str +4 weapon training +7 enhancement +3 feats -6 greater power attack (except on first attack) +1 boots of speed = +47 (instead of +41)/+36/+31/+26/+41.
Bob's damage bonus against the tarrasque as a full-round attack: [+18 Str (first attack) or +24 Str (second and subsequent attacks)] +4 weapon training +7 enhancement +6 feats +18 greater power attack plus 2d6 bane bonus damage = 1d10+53 on first attack = 1d10+59 on second and subsequent attacks /17-20, x3 (auto-confirm) plus 2d6 bane bonus damage.
“Quick-n-Dirty” (assuming rolls of 10 on all five attack rolls, resulting in hits on the first, second, third and fifth attacks while using boots of speed): Bob's averaged damage on the first attack is 65.5; averaged damage for each of the subsequent hits is 71.5, totaling 270 averaged damage per round that bypasses the Tarrasque’s damage reduction. 270 /4 = 67.5 damage per successful attack. 525 / 67.5 = 8 (rounding up, admittedly) – the regeneration will effectively require that Bob deliver 9 attacks to render the monster “killed”, taking three full-round attacks during consecutive rounds. The same “roll of 10” is applied to Bob’s Will save against the Big T’s frightful presence, beating the DC by 3 (save result of 30 against a DC of 27).
Unfortunately for Bob, his Initiative bonus ties with that of the Tarrasque … we can even assume that the Big T goes first and starts mauling Bob first due to having a 16 Dex compared to Bob's 13 Dex.
For all practical purposes, Bob’s cloak of displacement doubles his effective hit points (to a total of 580 plus another 28 from “doubled” Con – his orc ferocity may well spell the difference between death and success …)
Tarrasque deals raw melee damage – it cannot grab and thus swallow him whole, which would normally remove Bob from the equation long enough to see if the rest of the bugs can be eaten as well.
Using the same “rolls of 10” that Bob uses, along with Power Attack (-8 attack, +16 damage = +29 on all attack rolls with the tail slap missing at a +24 attack bonus – bite deals 4d8+31; 2 claws deal 1d12+31, 2 gores deal 1d10+31.
Averaged damage for the five attacks that hit Bob deal 182 damage per round (49 bite +37.5 per claw +36.5 per gore minus 3 points per hit due to Bob’s adamantine full plate, 197 – 15 DR/--). 182 / 5 attacks = 36.4 per successful attack. 608 / 36.4 = 16.7 attacks – more than three full-round attacks are required for the Tarrasque to rend Bob into his component bits.
15 attacks (3 full-round attacks by the big T) deals 546 hit points – halved with the cloak of displacement results in 273 out of Bob’s 290 hit points.
This does not count magical healing by Chuck the Cleric, flanking bonuses by Riko the Rogue and other “buffs” by Androgenous the Arcane – nor any of those characters’ direct contributions to the combat. If nothing else, Chuck’s shield other spell will *guarantee* Bob’s survival and subsequent beat down on the Big T.
Conclusion: a well-prepared 20th level group of characters *will* mop the floor with the Big T *if* they catch him in favorable terrain. If the monster catches them off guard – rather unlikely, given its complete lack of non-standard movement modes and any magical swag of its own – then things could be quite different.

Aventi D´Gaudon |

Attack & Avarage Dmg +45/+45/+40/+35/+30/+30 1d8+27+1d4+2d6+1d6+1d10-15 17-20/x3 vs magic beast
This is normal dmg
Attack & Avarage Dmg +45/+45/+40/+35/+30/+30 3d8+27+1d4+2d6+3d6+3d10+2 (Crit) vs magic beast
This is Critical dmg
Calculation +45/+45/+40/+35/+30/+30 32+32+32+32=128 (possible+64) = Final : 192 dmg
Possible: last 2 attack action
Calculation +45/+45/+40/+35/+30/+30 73+73+73+73=292 (possible+146) = Final : 438 dmg
Possible: last 2 attack action
Result: Normal Avarage dmg is moving between 192-438 damage
Huom. Notice that last 2 attack roll are required to be over 14 rolls in order to hit. . In this case the real damage out put would be something around 128-292
Power Attack:
Attack & Avarage Dmg +39/+39/+34/+30/+24/+24 1d8+39+1d4+2d6+1d6+1d10-15
This is normal damage
Attack & Avarage Dmg +39/+39/+34/+30/+24/+24 3d8+39+1d4+2d6+3d6+3d10+2
This is critical damage
Calculation +39/+39/+34/+30/+24/+24 49+49+49+49=196 (possible+98) = Final: 294 damage
Possible: last 2 attack action
Calculation +39/+39/+34/+30/+24/+24 85+85+85+85=340 (possible+170) = Final: 510 damage
Possible: last 2 attack action
Result: Normal Avarage dmg with Power attack is moving between 294-510 damage
Huom. Notice that last 2 attack rolls (5th & 6th) are required to be equal or more 16 in order to hit. In this case the real damage out put would be something around 196-340
Notice also that each round Tarrasqua regenates efficient amount of 40hp so final calculations will be made to rounds to estimate how fast would Tarrasqua be brought down before running out of haste!
Let´s go with Normal attack first
Tarrasqua hp: 585
Normal: Damage 112 - 40 hp regeneration = Lost 72 hp. 585/75 = 8,125 rounds so lets make that 9-10 rounds which will be just enough to brought it down
Critical: Damage 276 - 40 hp regeneration = Lost 236 hp. 585/236 = 2,5 rounds so lets make it 3 rounds which will be more than enough to brought it down
Now with Power Attack
Normal: Damage 270 – 40 hp regeneration = lost 230 hp. 585/230 = 2,5 round so lets make it 3 rounds which will be more than enough to brought it down.
Critical: Damage 486 – 40 hp regeneration = Lost 446 hp. 585/446 =1,3 rounds so lets make it 2 rounds which will be more than enough to brought it down.
Here I only included myself attacking, which looks nice but of course I can´t forget how it will actually go-> being attacked also.
By sheer number of dmg output I am able to put up a fight against Tarrasqua, but I need to be able to survive its attacks and I need to also keep including the fear effect which is quite efficient here.
Tarrasqua attacking me!
Bite +37 (Grap +37), Claw 2x +37, Tail +34
My own AC is 39 so… I can only evade its attacks when (GM)Tarrasqua is rolling out natural 1… so 1/20 = 1/20 = every 20th attack I am able to evade and rest of 19 attacks I will be taking head on.
If I win Initiative however, I can lash out some massive damage along with /Displacement spell-> granting 50% concealment although in this case Tarrasqua can thanks to Blind-Fight feat reroll miss chances so calculation will be again but now whole 1/20 changes because ALL 20 attacks will be done in 50% miss procent chance
Hit time one: Hit 1: ½, Hit 2: ½, Hit 3: ½, Hit 4: ½,, Hit 5: ½ etc etc and again
Blind-Fight feat: Hit 1: ½, Hit 2: ½, Hit 3: ½, Hit 4: ½,, Hit 5: ½
Possible to evade all, possible to take damage from all-> now calculate chance (here I will just go with general, not any micro-level adjustment to keep in borders of sanity haha)
Damage will be from 0-300 = Avarage 150 -> 290/150 and from all attacks -8 dmg = I will be able to last 2 rounds, in really good luck 3 before I die.
Now let´s take a look at the my damage output, survival and calculate from this.
Normal: Damage 112 - 40 hp regeneration = Lost 72 hp. 585/75 = 8,125 rounds so lets make that 9-10 rounds... I am dead
Critical: Damage 276 - 40 hp regeneration = Lost 236 hp. 585/236 = 2,5 rounds so lets make it 3 rounds... Just and Just-> need to win Initiative
Now with Power Attack
Normal: Damage 270 – 40 hp regeneration = lost 230 hp. 585/230 = 2,5 round so lets make it 3 rounds which we hope to be enough.
Critical: Damage 486 – 40 hp regeneration = Lost 446 hp. 585/446 =1,3 rounds so lets make it 2 rounds which will give me clear win from this... sick beast
Best option I have is to keep attacking with Power Attack since even the normal attack damage output will put ahead of my own dead wish. This will be also optional for also reason that my damage output will get better and just grow more if I am able to lash out some criticals and bigger amount of damage with dice rolls than average.
HUOM! I forgot to include +4 attack & +4 damage from W-T so statistic would be changing just a little bit but still difference will be shown in final results. However, I can be wrong, I can be proven wrong and I will not deny it. Just show some possibility and my own calculations here, which I HOPE to be correct. After all, if you see something strange, just give a note about it
Stats
Str: 30 dex: 26 con: 24 int: 12 wis: 19 cha: 10
BAB:+20/+15/+10/+5
AB:+25/+20/+15/+10
AC: 39 |+2 (shield bonus) +5 (dex), +14 (armor) +1 (insight), +1 (haste), +5 (ring: deflection), +1 (feat:dodge)]
Touch: 18
FF: 32
Armor Penalty -2
HP: 310 ' including favored
Fort: +26
Refl: +20
Will: +17 [+5 vs fear]
CMB: 34 (38 when Bullrush)
CMD: 38 (42 vs sunder)
Initiative: +12
Movement: 40´ feet
Skills:
Acrobatics: +31 (+20, +3 cs, + 8 dex)
Knowledge(Engi) +20 (+16, +3 cs, +1 int)
Survival: +14 (+7, +3 cs, +4 wis)
Intimidate: +13 (+10, +3 cs)
Swim: +16 (+3, +3 cs, +10 str)
Aldori Dueling Mastery
Killer
Potion of Good Hope (1,500) x
Dusty rose +1 insight AC (5,000) x
Boots of Speed (12,000) x
Cloal of Resistance +5 (25,000) x
Headband of Inspired Wisdom +6 (32,000) x
Freedom of Movement (40,000) x
Ring of Protection +5 (50,000) x
Dwarven Plate Fortitude (moderate) +7 (65,500) x
Manual of Quickness of Action +3 (82,500) x
Manual of Bodily Health +4 (110,000) x
Manual of Gainful Exercise +4 (110,000) x
Belt of Physical Perfection +6 (144,000) x
Magic Weapon +10 (200,000) x
Aldori Dueling Sword +5 Bane, Thundering, Frost Burst, Spell Storing
(Spell Storing = 3rd lvl spell: Displacement)
880,000 gp
877,000 gp
-----------
23,000 left
Feats:
Step Up Immediate 5´feet step after enemy
Penetrating Strike Ignore 5 point of DR
Greater Penetrating Strike Ignore 10 point of DR
Weapon Finesse: Aldori Dueling Sword
Weapon Focus (+1 to attack Aldori dueling sword)
Greater Weapon Focus (+1 to attack Aldori dueling sword)
Weapon Specialisation (+2 to damage with Aldori dueling sword)
Greater Weapon Specialisation (+2 to damage with Aldori dueling sword)
Improved Critical (Increase threat range by one level)
Critical Focus +4 to critical confirmation
Dodge +1 dodge
Improved Initiative +4 initiative
Strike Back Strike back when opponent uses greater reach
Critical Mastery
Exhausting Critical
Sickened Critical
Tiring Critical
Power Attack -6/+12 to attack / damage
Improved Bullrush +2 attemp, no AoO
Greater Bullrush +2 attempt, when succesfull, provokes AoO
Combat Reflexes: Additional AoO´s
Toughness +3 hit points, +1 per Hit Die beyond 3
SQ:
Weapon Training: 1 Blades, Heavy +4 attack & damage
Weapon Training: 2, 3, 4 = doesn´t matter
Armor Training: max dex bonus +4, armor penalty -4
Weapon Mastery: Confirm Critical automatically

Ughbash |
1 person marked this as a favorite. |
During the 100 year war, the french captured a young british officer. Despite much torture they were unable to get him to reveal any information about his troops numbers or movements. Finally as an afterthought one of them said "Why do you wear those silly red coats, don't you realize it makes you an easily visble target"
The young officer looked at his interogator and said "As an officer we lead our men from the front, if we were to be shot and the troops saw us bleeding they might be disheartened. Thus we wear red shirts to hide the blood and improve the morale of our soldiers."
And THAT is why to this day the french officers wear brown pants.

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udalrich wrote:That's france's victories against other countries, not the french people's victories against their oppressors :)
"Google" also disagrees with you. Follow the first hit if you haven't already.
does the fact that they have had to have victories more than once, make them really losses?
As for the OP.
Does it have to be a fighter? :P

Turin the Mad |

** spoiler omitted **...
Seems I missed the big fella's Blind-Fight feat... so I use
I don't have the wherewithall to "crunch" the percentages factoring in nat-1s, confirmed criticals and such. If some one wants to, they can go right ahead.
Using "roll of 10", however, Bob's cloak of displacement increases his hit points by 25% (instead of 50%) due to the Big T's Blind-Fight feat. Basically, Bob has 362 "conscious" and 29 "orc ferocity" hit points against the beastie's damage output of 36.4 per each of five attacks, Bob gets nine hits in before falling over *if* he wins initiative - and only six in if he does not. Bob does deal an averaged 70 points on each of his 4 attacks, however.
Bob wins initiative = 280 dealt on round one (regeneration reducing to 240 taken) while Bob takes 182.
Round two, Bob deals 280 (total of 520, reduced by regen to 480 taken). Bob takes another 182 and dies. Bob's buddies deliver a paltry 39 additional hit points and make the Big T fall over, then keep up the pounding until they figure out how to arrange a more permanent demise.
So, my Bob could not solo the monster from full hit points - his buddies would have to soften it up. However, at 20th level, that should not prove overly difficult to do should it ?
Sorry Bob, you got et...

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So far the fighter build listed are pretty much doomed, essentially due to the tarrasque's ridiculous CMB. Forget the entire Grapple/swallow whole argument. Granted the Tarrasque isn't the brightest kid on the block, but after a round of being injured by the puny little fighter and its amazing glowing weapon a single swat of his huge paw should send that weapon spinning away, or a bite with those jaws could shear it in two. Destroy the fighter's million dollar toy, and he's stuck with is backup weapon (IF he actually carries one, a problem i see more often than not these days)
In other words, grapple is not the only combat maneuver out there. The Tarrasque is immense, and it would use its size to its advantage. Disarm, Sunder, Overrun, Trip, Dirty Trick, etc. You could make that fighter's life absolutely miserable. Like a cat toying with a mouse.
Oh and good luck getting out of the way if the Colossal creature decides to fall on him.
Creativity can be the DM's friend too.

Senevri |
Timed out and forum ate my post.
Short version: 15 pb Archer ranger can deal the damage, and can even snipe the thing to death at 200ft. where, with sf:hide and shadow armor and favored terrain bonuses, the bit T has zero chance of spotting him.
Final damage using a speed composite(+7) longbow with +5 bane enchantment and deadly aim at range of 200ft was 1d8+7+7+10+12+2d6, or 39-56. A bane bow is +7 vs. tarrasque thus bypassing epic DR.
Feats:
1 WF:longbow
R2 Rapid Shot
3 Skill Focus:Stealth
5 Master Craftsman (craft:bows)
R6 Far Shot
7 Craft Magic Arms & Armor
9 Critical Focus
R10 Shot on the Run
11 Improved Critical (longbow)
13 Deadly Aim
R14 Manyshot
15 -
17 -
R18 Point Blank Shot
19 Skill focus(craft:bows)
Stats 14, 18, 10, 10, 12, 7
stat ups and +5 tome on DEX
+4 tome on STR
+2 tome or item on WIS
+6 STR item, +6 DEX item.
final stats: +24, +34, 10, 10, 14, 7
Greater Shadow Armor.
To-hit: 20+10+13+7+wf 1 = +51. point blank +52.
manyshot+deadly aim: +46/+46/+46/+41/+36/+31
Bow costs 82K self-made, albeit you'd save more by making the Tomes yourself. :/
you could also make a baneless speed bow and craft +1 bane arrows, total cost of 64k + 4K.
*edit* item costs: 83.3k bow, books cost 131.6+105+78, total about 310K.
belt of physical perfection, 77K. total about 470K.
So an NPC can't do it ;)
Regardless, that leaves about 410K on items, according to WBL.
Boots of springing and striding OR boots of Speed (in which case, we save about 15K on bow, best possible shadow armor, let's say +5 mithral greater shadow chain shirt, ring, amulet of nat AC, major displacement cloak... We must wear armor, even if it's an iffy choice. AC of 10+7 dex + 9 armor +5 ring + 5 amulet, 36. With animated shield, we can go up to +42. Pitiful :P
pale green prism ioun stone would be nice.

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I missed that too. So, let's use your Roll 10 option and do a combat between Slayer and Tarrasque:
Round one: with 10 for inits and starting at sight range:
Init: Slayer 21, Tarrasque 17
Slayer: Using Strike Back, prepares an action to Furious Focus Greater Power Attack Overhand Chop Devastating Blow Weapon Mastery Critical Mastery (Sickening,Exhausting) single attack the Tarrasque when it tries to attack him.
Tarrasque: Rush Charge Bite vs. Slayer.
Interrupt: when the Tarrasque attempts to bite Slayer, he attacks it with his Scythe, hitting AC 54, dealing 25(10d4)+7(2d6)+315[5x(24(overhand chop Str)+24(Greater Power Attack)+7(+5 bane)+4(Greater Weapon Spec)+4(Weapon Training)]-15 (DR 15/Epic)=332 and Exhausting and Sickening the Tarrasque.
Tarrasque's bite charge:
Hits AC 47+2(charge)-3(Exhausted)-2(Sickened)=44, dealing 18(4d8)+12(Str-3 due to exhausted) -2 (Sickened)= 28 Damage Frightful Presence makes Slayer Shaken Save=25 vs. Fear vs. DC 27
Tarrasque Regenerates
Hit Points end of Round One:
Slayer 304/332
Tarrasque 233/525
Slayer preps again
Tarrasque decided to throw spines at Slayer
6 Misses
Tarrasque Regenerates
Hit Points end of Round 2
Slayer 304/332
Tarrasque 273/525
Slayer decides to move in and finish the Tarrasque off.
Tarrasque AoO does 28 as above
Slayer does 332 more damage, KOing the Tarrasque
Tarrasque Regens
Slayer 276/332
Tarrasque -19/525
Slayer Keeps hitting the unconscious Tarrasque until someone can send its bits away.
Alternatively, if the Tarrasque attacked in round 2, Slayer would have interrupted and KOd it then.

Turin the Mad |

So far the fighter build listed are pretty much doomed, essentially due to the tarrasque's ridiculous CMB. Forget the entire Grapple/swallow whole argument. Granted the Tarrasque isn't the brightest kid on the block, but after a round of being injured by the puny little fighter and its amazing glowing weapon a single swat of his huge paw should send that weapon spinning away, or a bite with those jaws could shear it in two. Destroy the fighter's million dollar toy, and he's stuck with is backup weapon (IF he actually carries one, a problem i see more often than not these days)
In other words, grapple is not the only combat maneuver out there. The Tarrasque is immense, and it would use its size to its advantage. Disarm, Sunder, Overrun, Trip, Dirty Trick, etc. You could make that fighter's life absolutely miserable. Like a cat toying with a mouse.
Oh and good luck getting out of the way if the Colossal creature decides to fall on him.
Creativity can be the DM's friend too.
All very true - my guy was just for the purpose of "melee vs. melee" - any one so reckless as to rely purely on damage output to dispatch the Big T ... oops. ^_^

Aventi D´Gaudon |

well, I didn´t really optimize my build :P Just for fun build something since nothinge better to do and statistic was quite easy to make. After all, purpose was just to see or get idea if able to bring Big-T down.
With my build there is problem here and there although a chance but yah. So far Slayer got biggest chance to bring T down.

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So far the fighter build listed are pretty much doomed, essentially due to the tarrasque's ridiculous CMB. Forget the entire Grapple/swallow whole argument. Granted the Tarrasque isn't the brightest kid on the block, but after a round of being injured by the puny little fighter and its amazing glowing weapon a single swat of his huge paw should send that weapon spinning away,
: ... In addition he cannot be disarmed while wielding a weapon of this type.
or a bite with those jaws could shear it in two. Destroy the fighter's million dollar toy, and he's stuck with is backup weapon (IF he actually carries one, a problem i see more often than not these days)
CMD 59 (64 vs. Sunder)
+5 Scythe
Two-handed Hafted Weapon Hardness= 5 +1 per +1 enhancement=10
Two-Handed Hafted Weapon Hit Points= 10 +10 per +1 enhancement = 60
So, the Tarrasque bites my Scythe, I get an Attack of Opportunity, he only succeeds 45% on his Sunder Attempt (5% actually, since I've already sickened and exhausted him) and can at best apply the broken condition to my weapon before I kill him.
In other words, grapple is not the only combat maneuver out there. The Tarrasque is immense, and it would use its size to its advantage. Disarm, Sunder, Overrun, Trip, Dirty Trick, etc. You could make that fighter's life absolutely miserable. Like a cat toying with a mouse.
Again, most of these will provoke Attacks of Opportunities without Improved feats the Tarrasque does not possess. They also count as "Attacks" you can prepare for with Strike Back.
And I can kill the T from a prone position, so trip and overrun don't matter for squat.
Oh and good luck getting out of the way if the Colossal creature decides to fall on him.
Oh yeah, save vs. DM Fiat
A Kobold could suddenly develop the No Save Plague and kill your 20th level fighter too....
EDIT: The challenge is building a Fighter who could theoretically stop the Tarrasque. Pointing out weaknesses in the builds is welcome(by me, at least.) Pointing out that "GM Creativity" can screw over characters with something outside the rules is neither welcome nor new news (for me, at least.)

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Fear the kobold with the No Save Plague! He can fell the mightiest of paladins! Corrupt the most focused of monks! The knowledge of the great wizards crumbles before the onslaught of his bacteria! The beauty of the sorcerer and bard rot and develop pus-filled sores before dying in gruesome agony! No cure can be conjured! No curse removal shall aid you! Even the holiest of priests with the greatest of magics fall, sicken, and die before its might!
And I am still using exclamation points! Even though I'm done!

Ravingdork |

Does it have to be a fighter? :P
Not just a fighter, but a straight-classed melee fighter.
Why? Because it wouldn't be challenging otherwise.
Medium level spellcasters and archers on horses make the Tarrasque look like a chump. The former can just fly out of reach, while the latter plinks away with his arrows from a safe distance.
The whole point of the challenge is to show the strength of melee fighters in Pathfinder. Too many people have been calling them weak as of late.
If a fighter can do something as legendary stand up to the Tarrasque in melee and win, I think that is proof enough that a fighter can hold its own in a party with other classes.

Senevri |
well... wasn't the very first fighter post merely missing a ring of freedom?
I mean, +4 greater spec, +4 weapon training, +18 power attack, +5 bane weapon, and near-max STR of 34, means 4d6+52 final damage per blow (greatsword, or a bit less for falchion), with haste, that's an attack pattern of +43/+43/+38/+33/+28, and easily with a 15-20 crit range.
Oh, one more from ioun stone, and two more from potion of heroism.
Come to think of it, that's quite a bit of damage on a spirited charge.
Let's say you craft your own tomes, save 136K or so, get DEX to something nice - say, +12, thinking of celestial armor with armor training - for a total AC of...10+12+9+7+5+5 (use oil on armor if it isn't upgradeable.)
totals, 48. Haste 49, dodge feat, 50.
Animated shield and all that. add that 50% miss chance cloak...
Heck, you have CWI. You can craft a wish item thing to make it really dead.
Ability to craft items is a large-ish boon for melee characters.