Smallest group of 20's to fell the Tarrasque?


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I still want to know: Portable Hole and Bag of Holding inside Mr. T's stomach, what happens?

Sczarni

Here's my plan for beating the Tarrasque:

Step 1. Pass the Test of the Starstone.
Step 2. Persuade Pharasma to give the Tarrasque's soul top priority for judgment the instant it drops below 0hp.
Step 3. Have that gunslinger/two-handed fighter/whoever do his thing.

As for character builds, I recommend plenty of ranks in Diplomacy.


Silent Saturn wrote:

Here's my plan for beating the Tarrasque:

Step 1. Pass the Test of the Starstone.
Step 2. Persuade Pharasma to give the Tarrasque's soul top priority for judgment the instant it drops below 0hp.
Step 3. Have that gunslinger/two-handed fighter/whoever do his thing.

As for character builds, I recommend plenty of ranks in Diplomacy.

The build I posted in the Beastmass thread kills the Tarrasque, via damage, in...one round? And cannot be hit by the T except on a natural 20, nor grappled, etc?

Most of the other builds (except for One), are just "get my save-or-suck high enough" builds.

-Cross


A zen archer can kill him easily enough, and keep him dead till someone else takes him out permenantly.


Quote:
A zen archer can kill him easily enough, and keep him dead till someone else takes him out permenantly.

The only mean to take it out "permanently" is to send it in an unknown unhabited plane, and find a way to severe every possible connection from and to the plane in question. Every other solution is just temporary.

And even that solution does not take into account possible godly interventions.


Cleric can create and destroy a Demi plane.


Pretty sure taking over the tarrasque is possible with Magic Jar.
Might have been hot fixed when I wasn't looking though.

Added bonus of giving the necromancer who pulled off the feat a fancy new colossal sized body to play around with.

But then that isn't killling the Tarrasque, it is permanently taking over the tarrasque with evil juju magic.

Hmm... Tarrasque demi-lich.
Sounds like a plot hook to me!


Movin wrote:

Pretty sure taking over the tarrasque is possible with Magic Jar.

Might have been hot fixed when I wasn't looking though.

Added bonus of giving the necromancer who pulled off the feat a fancy new colossal sized body to play around with.

But then that isn't killling the Tarrasque, it is permanently taking over the tarrasque with evil juju magic.

Hmm... Tarrasque demi-lich.
Sounds like a plot hook to me!

with its regeneration why would it even need to be a lich in the first place? it's already immortal and revives from death MUCH faster than the normal phylactery amount--also wouldn't it make him able to be destroyed at 0hp, rather than having to go down to ~negative 30hp and then regenerating?


I dunno about groups, but a highly specialized and optimized single character could probably put the Tarassque into the negatives with a good chance of success (Archer much likely). But that isn't a fight worthy of a Tarassque. Such a battle should be unique and awesome and stuff (like a blockbuster movie climax). The hero's should have to enter a serious risk or sacrifice something in order to win.

That said these are the ideas I would try if we ignore RP stuff that can be done by a single powerful hero with appropriate resources:

If you have lots of money you can get yourself one of those very expensive staves that make a big boom when broken.
Then you get inside and break it. You even got a 50% to survive. Not too bad.

From what I read about the immunities it should be possible to teleport or planeshift the Tarrasque (still no easy task with the high saves) and make it someone else problem. Depending on the place you chose it can even be nobody's problem.
Maybe you can use interplanetary teleport and place it on a rock in space (which has enough gravity to prevent it from jumping off) or planeshift it to the plane of positive energy where it would be charged with positive energy and eventually explode into pure energy.

If you have no quarrels with killing others the safest method would probably be to use a gate spell.
Open a hole to a place with lots of tasty people and the Tarrasque will probably leave on its own.

Grand Lodge

Witch Level 20

Relevent stat: INT 36 (20 +5 (levels) + 6 (item) +5 (insight)

Eternal Slumber (Su): The witch can touch a creature, causing it to drift off into a permanent slumber. The creature receives a Will save to negate this effect. If the save fails, the creature falls asleep and cannot be woken. The effect can only be removed with a wish or similar magic, although slaying the witch ends the effect.

Will DC: 38

(SU abilities bypass SR)

Tarrasque (touch AC of 5) is perma sleeping grandted its not dead, but its out of commission for a long while (at least it can not wake up without ouside help).

then you can open a gate and can dropt MR T on a lifeless Barren asteroid /world / black Hole of anti Matter etc...


Algar Lysandris wrote:

Witch Level 20

Relevent stat: INT 36 (20 +5 (levels) + 6 (item) +5 (insight)

Eternal Slumber (Su): The witch can touch a creature, causing it to drift off into a permanent slumber. The creature receives a Will save to negate this effect. If the save fails, the creature falls asleep and cannot be woken. The effect can only be removed with a wish or similar magic, although slaying the witch ends the effect.

Will DC: 38

(SU abilities bypass SR)

Tarrasque (touch AC of 5) is perma sleeping grandted its not dead, but its out of commission for a long while (at least it can not wake up without ouside help).

then you can open a gate and can dropt MR T on a lifeless Barren asteroid /world / black Hole of anti Matter etc...

Eh, he's only asleep until the witch dies. The tarrasque slept for over 1000 years after going on a bender. I think he might not care about waiting the lifetime of one humanoid.


Karuth wrote:
From what I read about the immunities it should be possible to teleport or planeshift the Tarrasque (still no easy task with the high saves) and make it someone else problem. Depending on the place you chose it can even be nobody's problem.

Big T's Will save is a pathetic 12. A Reach Plane Shift allows you to dispatch him to, say, the Negative Material Plane without any real trouble or risk.

RPG Superstar 2012 Top 16

He's immune to mind-affecting. I presume that includes Sleep effects.

I'd put 'being turned into ice' into the same slot as 'petrification', which means the tarrasque is immune.

But yeah, the best thing to do is limited wish to curse him to fail his next save, and then Wish him somewhere else (to get around any weight limits, I'm pretty sure you'd need a Wish).

Also, while the tarrasque prefers living things, I believe it can eat ANYTHING if it has to...including rocks. Hard to run out of rocks most places.

==Aelryinth


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I created Seregon several years ago expressly for this purpose. He can kill the Tarrasque single handed while facing Big T's greatest strength: MELEE COMBAT. So, I guess the answer to your question is "1."

I suppose Nudel might even be able to pull it off 5 levels earlier, as she can dish out 310 damage in one hit, automatically.

Grand Lodge

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Pathfinder Adventure Path, Lost Omens Subscriber; Pathfinder Battles Case Subscriber

btw, how can you kill from starvation a beast that regenerates (that much) ?

"I'm hungry"..."I'm really hungry"..."hmmm, nice leg... it will grow back anyway"


also, couldnt you just plane shift the tarrasque to the positive energy plane and wait for it to explode?


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Vrischika111 wrote:

btw, how can you kill from starvation a beast that regenerates (that much) ?

"I'm hungry"..."I'm really hungry"..."hmmm, nice leg... it will grow back anyway"

Calls to mind the Stephen King short story, The Survivalist.

Yeah, yeah, so what if some of your crunchy heroes can put me down, you can't keep me down forever and I always come back with a vengeance. Plane shift me somewhere else to be someone else's problem, fine, I'll just go crunching and munching there until they send me back. It's all good.


DM_Blake wrote:
Vrischika111 wrote:

btw, how can you kill from starvation a beast that regenerates (that much) ?

"I'm hungry"..."I'm really hungry"..."hmmm, nice leg... it will grow back anyway"

Calls to mind the Stephen King short story, The Survivalist.

Yeah, yeah, so what if some of your crunchy heroes can put me down, you can't keep me down forever and I always come back with a vengeance. Plane shift me somewhere else to be someone else's problem, fine, I'll just go crunching and munching there until they send me back. It's all good.

again, im pretty sure positive energy folks could just run away/fly away/wait around until you dissapate into light.


The question about the Positive Energy Plane is if he does explode in a brilliant burst of light... where wil his body reform when his regeneration kicks him back to 1? if it's on the PEP then great go turbo loop. just wait for a very upset GM to piss on your loop by making something bring him back. Otherwise he'll just make it regenerate back in its lair... no wins for anyone.


It will just keep dying and regenerating, and for as long as it is in the plane in question.


Clerics can create and destroy Demi planes.


Ladies, Gentlemen, and World Cruching Monstrosities. The solution to this matter is quite simple. The key is, once the tarrasque has been killed, before it regenerates, cast animate dead on the corpse to turn it into a skeleton. This requires a caster level of 15, and a 750gp onyx gem. The skeleton template removes all defensive abilities, and all special qualities that are not Ex abilities that improve melee or ranged attacks. The tarrasque now is dead and no longer has regeneration.


Quote:
Clerics can create and destroy Demi planes.

Yeah, but they can't trap something there. So it's the same as sending it to another plane, isn't it ?

Shadow Lodge

Feed it to one (or several) of the Bestiary 4 kaiju.


Avh wrote:
Quote:
Clerics can create and destroy Demi planes.
Yeah, but they can't trap something there. So it's the same as sending it to another plane, isn't it ?

Sure you can, and once he is trapped there, the cleric can destroy the Demi plane and call it a day.


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Brambleman wrote:
...and a 750gp onyx gem.

There's no such thing within the rules of the game. They exist solely though GM fiat.


Kinda of a stretch... but a Colossal Bag of Holding could kill the Tarrasque instantly. "If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever."

The Tarrasque's spikes can ruin the Bag, and the content gets ruined and forever lost. The Tarrasque goes bye-bye due to that.

I don't know if such spells exist, but spells that flash-freeze can kill the Tarrasque. Frostburn had a few spells and monsters that could encase a target in ice, freezing it in place, dealing cold damage and kill it due to suffocation.

Encasing the Tarrasque in ice doesn't count as paralysis (helpless, in this case), would deal cold damage that the Tarrasque isn't immune to and would suffocate it which the Tarrasque isn't immune to as well.


DM_Blake wrote:
Yeah, yeah, so what if some of your crunchy heroes can put me down, you can't keep me down forever and I always come back with a vengeance. Plane shift me somewhere else to be someone else's problem, fine, I'll just go crunching and munching there until they send me back. It's all good.

That's why you use a private, permanent, population-less demiplane created by you for that precise purpose. No one there to even want to send the Tarrasque back.

And of course, since the Tarrasque can't exactly Plane Shift itself... well, let's hope it really does like eating itself. Or rocks. It's fine either way.


claymade wrote:
DM_Blake wrote:
Yeah, yeah, so what if some of your crunchy heroes can put me down, you can't keep me down forever and I always come back with a vengeance. Plane shift me somewhere else to be someone else's problem, fine, I'll just go crunching and munching there until they send me back. It's all good.

That's why you use a private, permanent, population-less demiplane created by you for that precise purpose. No one there to even want to send the Tarrasque back.

And of course, since the Tarrasque can't exactly Plane Shift itself... well, let's hope it really does like eating itself. Or rocks. It's fine either way.

Just make sure to create the plane while on the astral. That way even if the plane is destroyed somehow the beastie will be shunted into the astral and not the prime. Unless you want your own doomsday device anyway.

Also I highly recommend the antimagic property for the plane. Also fill it with water.


Byrdology wrote:
Avh wrote:
Quote:
Clerics can create and destroy Demi planes.
Yeah, but they can't trap something there. So it's the same as sending it to another plane, isn't it ?
Sure you can, and once he is trapped there, the cleric can destroy the Demi plane and call it a day.

It's not trapped it here, because anyone can go look for it there, and get back to the material plane with it.

The cleric CAN destroy its demi plane, but everything in it return to where the plane was created (Astral plane, ...).

The PRD :

Quote:
When the spell ends, the plane dissolves, and all creatures in the plane are ejected in this manner with no saving throw.


Avh wrote:
Byrdology wrote:
Avh wrote:
Quote:
Clerics can create and destroy Demi planes.
Yeah, but they can't trap something there. So it's the same as sending it to another plane, isn't it ?
Sure you can, and once he is trapped there, the cleric can destroy the Demi plane and call it a day.

It's not trapped it here, because anyone can go look for it there, and get back to the material plane with it.

The cleric CAN destroy its demi plane, but everything in it return to where the plane was created (Astral plane, ...).

The PRD :

Quote:
When the spell ends, the plane dissolves, and all creatures in the plane are ejected in this manner with no saving throw.

unrelated to the tarrasque, but couldn't one use those rules to get an instant (from their perspective, anyway) army? take a few peasants, make a demiplane where time goes way faster than the material plane, wait a day and then dissolve the plane--everyone in the plane (and their kids, and their kids' kids, etc.) all pop out in front of you.


Quote:
unrelated to the tarrasque, but couldn't one use those rules to get an instant (from their perspective, anyway) army? take a few peasants, make a demiplane where time goes way faster than the material plane, wait a day and then dissolve the plane--everyone in the plane (and their kids, and their kids' kids, etc.) all pop out in front of you.

You can not make a demi plane where time flows more than twice the time from the material plane. So it would take 8 years or so between each generation.


Avh wrote:
It's not trapped it here, because anyone can go look for it there, and get back to the material plane with it.

Well, "anyone" can do so who has the requisite scrying skills to first locate your private demiplane and then travel there. While certainly not impossible to have happen, saying the Tarrasque is "not trapped" because of that is a bit like saying someone who has been turned to a statue by Flesh to Stone and then stashed away in the bottom of some dungeon isn't really trapped, since hey, some wizard could always scry their location too, teleport there and cast Stone to Flesh.

And if you really want to make absolutely, positively sure to lock it away, and follow Tiny Coffee Golem's suggestion of making the demiplane a null-magic one after you stick the Tarrasque there, then even that is completely off the table, as the entire demiplane is essentially wrapped in a permanent antimagic field, which doesn't allow any way for another spellcaster to gain entry, at all.


Quote:
which doesn't allow any way for another spellcaster to gain entry, at all.

He CAN enter. But he won't be able to get out without your "ejection seat", that's for sure... :)


Avh wrote:
He CAN enter. But he won't be able to get out without your "ejection seat", that's for sure... :)

Huh. I always thought that AMF said you couldn't teleport/planeshift into it, but you're right, that isn't anywhere in the description that I can find.

Anyway, yeah, either way they wouldn't be getting the Tarrasque out. In fact, from what I understand from reading Create Greater Demiplane even your own normal ejection seat stops working once the plane goes null-magic, so you have to be clever if you want to pull this off in a way that avoids being trapped their right along with it. Doing it through an Astral Projection instead of being there in person is probably your best bet.

(That, or just beat up some poor shmuck of an Evil Wizard a few levels lower than you are, Geas them instead of killing them outright, give them a few of the applicalble scrolls if necessary and have them do the demiplane construction/remodeling...)


Quote:
from what I understand from reading Create Greater Demiplane even your own normal ejection seat stops working once the plane goes null-magic

You're right : the only mean to leave such a place is a permanent gate, created by the same spell.


Avh wrote:
Quote:
from what I understand from reading Create Greater Demiplane even your own normal ejection seat stops working once the plane goes null-magic
You're right : the only mean to leave such a place is a permanent gate, created by the same spell.

Depends on what you mean by "leave". You definitely can't cast spells while in it, but I don't think that just entering an AMF would destroy an already-created silver cord from a previously-cast Astral Projection spell. (They say almost nothing can, and if something as simple as your AP entering the radius of an iconic sixth level spell would instagib both your projection and your normal body I think they'd have mentioned it.)

So I'd expect that you could probably pull it off if you sent your AP into your demiplane, made it null magic, then killed "yourself", and let the silver cord yank your consciousness back to your real body still in Prime Material, per its function. You'd take a negative level penalty, but it might be worth it just for that extra assurance that the Tarrasque really is stuck.

Scarab Sages

You don't defeat the Tarrasque by killing it.

You defeat the Tarrasque by sending it someplace else. A nice quiet demi-plane where time behaves very differently would work. So would interplanetary teleport sending it to a dead planet or gating it to the Abyss.

Trap the Soul and Imprisonment are also options.

Scarab Sages

claymade wrote:
So I'd expect that you could probably pull it off if you sent your AP into your demiplane, made it null magic, then killed "yourself", and let the silver cord yank your consciousness back to your real body still in Prime Material, per its function. You'd take a negative level penalty, but it might be worth it just for that extra assurance that the Tarrasque really is stuck.

An AMF has a very defined effect. It would suppresses the astral projection's created form for as long as the caster was within it.

Recovery is simple. Astral Projection can be canceled at will or by dispel magic cast on the user's physical form. No need to incur penalties.


Artanthos wrote:
An AMF has a very defined effect. It would suppresses the astral projection's created form for as long as the caster was within it.

Huh, I guess my thought was that the created form might fall under the "constructs that are imbued with magic during their creation process and are thereafter self-supporting" clause.

Scarab Sages

claymade wrote:
Artanthos wrote:
An AMF has a very defined effect. It would suppresses the astral projection's created form for as long as the caster was within it.
Huh, I guess my thought was that the created form might fall under the "constructs that are imbued with magic during their creation process and are thereafter self-supporting" clause.

I would treat the AP the same as I would an outsider on the Prime Material.


Artanthos wrote:
claymade wrote:
Artanthos wrote:
An AMF has a very defined effect. It would suppresses the astral projection's created form for as long as the caster was within it.
Huh, I guess my thought was that the created form might fall under the "constructs that are imbued with magic during their creation process and are thereafter self-supporting" clause.
I would treat the AP the same as I would an outsider on the Prime Material.

Hmmm. Even that isn't entirely conclusive, though, as the effect of an AMF on an outsider is different depending on whether they were Summoned (instantly suppressed) or arrived through some other means (no effect).

I'd personally lean toward the latter, if viewed from that angle, since AP doesn't classify itself as a summoning effect (or any kind of conjuration at all, in fact).


Here's a technique: turn invisible. There's no way it holy s*#+ it has Scent okay we're dead.

Here's a technique: tell its father. That'll teach it to holy s#&% it's Rovagug.

Here's a technique: cast entangle and run. It only moves at, like, 40 ft. per round, that'll--aw, s+#%, it has a special ability to increase its speed, doesn't it?

There. That's the assassin, the bard and the druid dead. Here's a new trick to defeat the tarrasque: Cast time stop, grab everything you can carry, then teleport out of there. With any luck, it'll be so filled with disappointment that it will commit suicide.

Scarab Sages

With a will save of 12, the Tarrasque would need a natural 20 to beat a Trap the Soul spell cast by a semi-optimized level 20 wizard.

Use Trap the Soul with an item. Give the item to a gelatinous cube. Allow Tarrasque to eat the cube. No saving throw, no spell resistance.


Brambleman wrote:
Ladies, Gentlemen, and World Cruching Monstrosities. The solution to this matter is quite simple. The key is, once the tarrasque has been killed, before it regenerates, cast animate dead on the corpse to turn it into a skeleton. This requires a caster level of 15, and a 750gp onyx gem. The skeleton template removes all defensive abilities, and all special qualities that are not Ex abilities that improve melee or ranged attacks. The tarrasque now is dead and no longer has regeneration.
Ravingdork wrote:

There's no such thing within the rules of the game. They exist solely though GM fiat.

Never thought a dm would(had no idea that was raw for high amounts of onyx, ill check that at home) limit spell usage by spell materials like that. Guess we're lucky spells like blood money exist! (Forgive me for not providing a link, just getting the quotes on a mobile device is tedious enough).

Of course now we have the issue of a giant zombie/skeleton that when slain returns to its former horror. Ultimately not dead, but much more controllable.

So far the other options presented that i would consider a hard shutdown are magic jar (I like this one best), and the bag of devouring. The teleport to Demi plane seems iffy IMO. Anybody else got ideas? Lets keep this going!

I feel like we should get a 2nd thread going for 'funny tricks with big T'. I vote we magic jar him and pump disguise as high as possible. Because magic.

Scarab Sages

Neither the bag of devouring nor animate dead would work. Given that even disintegration and wishes do not stop the Tarrasque from spontaneously reforming, lesser magics are unlikely to succeed. Remember: nothing cancels Tarrasque regeneration.

The zombie Tarrasque would simply cease being a zombie after a few rounds. Feeding the Tarrasque to a bag of devouring would result in spontaneous reformation either next to or inside the bag. (resulting in a destroyed bag)

There is little reason a permanent demi-plane would fail. The Tarrasque has no means of planer travel.

The Tarrasque is similarly unable to overcome any of the truly high level spells meant to permanently entrap an opponent. (Trap the Soul, Stasis, Imprisonment)

Sczarni

Okay, next idea: Get another Tarrasque and have the two of them duke it out.


Well, we haven't killed the Tarrasque yet, but it sounds like we've finally found the key to killing that stupid bag!


Ok please forgive my shoddy quoting, you can fact check this on the srd (still on my iPhone).

Remember: nothing cancels Tarrasque regeneration.

From srd: 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 point if no further damage is inflicted upon its remains.

So animate dead
EFFECT
Range touch
Targets one or more corpses touched
Duration instantaneous
Saving Throw none; Spell Resistance no

A corpse is an unattended object (no roll needed/not an attack) and there's no save, so i dont think this qualifies as an attack. You can cast this in the three round window when it doesn't have regeneration.

From the skeleton template:

Special Qualities: A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks.

So skele T doesn't have regeneration. And he's under your control. And when reduced to 0 hp (undead type rules) it is destroyed. Badaboom. Works as previously suggested.

As far as the bag, you are right, that probably won't work. It needs an hour to digest.

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