Author Topic: Solo kill the Tarrasque at 13th level.  (Read 17926 times)

Offline Esgath

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Re: Solo kill the Tarrasque at 13th level.
« Reply #20 on: May 27, 2014, 05:17:01 PM »

Orbs are a possible solution. They're not rays (carapace) and they are not subject to spell resistances. A mailman would trump the Godzilla ("King T"), as well.
Fun fact-as a colossal creature, the Tarrasque can reach 128 feet up without trying even with the basic jump rules and no ranks. If you're close enough to throw magic orbs, you're close enough to be nommed. :smirk
Greater Invisibility. Problem solved forever.  :P
It has Scent. It doesn't need to see you to start noming you.
Scent has a very limited range, even if the creature can pinpoint you with a move action, you still have total concealment.

* Mummy Rot
Is a Supernatural Disease with a magical curse-type element that prevents the disease (something regeneration never cured to begin with) from being healed, the curse is removed by break enchantment or remove curse. This example can be said as defining "incurable" as in 'requires a spell in order to recover from' which covers an insane degree of content. As a fact through, this regeneration also covers none-HP related effects.
Since there could be Su/Ex/Sp abilities that could help you, under this argument you could even extend that to "doesn't heal with time".
« Last Edit: May 27, 2014, 05:35:01 PM by Esgath »

Offline snakeman830

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Re: Solo kill the Tarrasque at 13th level.
« Reply #21 on: May 27, 2014, 05:30:42 PM »
Q: Can we use Ability Drain?
Why in the hell would you think you could? Seriously... Did someone draw the line on the word "damage" and completely forget how to spell disease? *shrugs*
Probably because "Ability Drain" is listed absolutely nowhere in the Tarrasque's immunities.  Ability Damage is.  Energy Drain is.  Not Ability Drain.

Specifically, here are the Big T's immunities:

"immunity to fire, poison, disease, energy drain, and ability damage"
"The tarrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability."
"Carapace (Ex)

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

Carapace is a functional immunity rather than an explicit one, but I count it anyway.

Nowhere at all does the Tarrasque say it is "immune to ability drain."  Strangely, it's example of "a sword with the wounding special ability" is already covered by "immune to ability damage" and "Mummy Rot" is covered by "immunity to disease" and "immunity to ability damage".

Plus, Allips are explicitly incapable of causing physical harm, so they would bypass the Tarrasque's special Regeneration clauses anyway :p
« Last Edit: May 27, 2014, 05:34:21 PM by snakeman830 »
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Offline oslecamo

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Re: Solo kill the Tarrasque at 13th level.
« Reply #22 on: May 27, 2014, 06:06:21 PM »

Orbs are a possible solution. They're not rays (carapace) and they are not subject to spell resistances. A mailman would trump the Godzilla ("King T"), as well.
Fun fact-as a colossal creature, the Tarrasque can reach 128 feet up without trying even with the basic jump rules and no ranks. If you're close enough to throw magic orbs, you're close enough to be nommed. :smirk
Greater Invisibility. Problem solved forever.  :P
It has Scent. It doesn't need to see you to start noming you.
Scent has a very limited range, even if the creature can pinpoint you with a move action, you still have total concealment.
Which is simply a 50% miss chance if you can pinpoint the target by other means (scent, listen, etc). Considering the Tarrasque has 6 natural attacks base, hardly an obstacle.

Invisibility is seriously overrated in D&D. Just because they can't see you doesn't mean you can't be attacked, in particular when you're planning a battle of attrition.

Offline Maat Mons

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Re: Solo kill the Tarrasque at 13th level.
« Reply #23 on: May 27, 2014, 06:17:19 PM »


Mummy rot reduces hit points (current and max) by virtue of reducing constitution.  Wounding reduces hit points (current and max) by virtue of reducing constitution.  Cursed wound prevents the recovery of hit points. 

So, three out of three examples directly pertain to hit points, and you argue this proves the ability extends to things that don't pertain to hit points? 

That sentence probably means the tarrasque is immune to constitution drain, since that would permanently lower its max hit points, but constitution drain was already a questionable tactic against it.  A creature reduced to 0 constitution is dead, but the tarrasque has generalized immunity to effects that would kill it. 

Offline eggynack

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Re: Solo kill the Tarrasque at 13th level.
« Reply #24 on: May 27, 2014, 06:36:47 PM »
Which is simply a 50% miss chance if you can pinpoint the target by other means (scent, listen, etc). Considering the Tarrasque has 6 natural attacks base, hardly an obstacle.

Invisibility is seriously overrated in D&D. Just because they can't see you doesn't mean you can't be attacked, in particular when you're planning a battle of attrition.
But the tarrasque doesn't have a means to pinpoint you. Scent can't do so, unless you're five feet away, and I can pretty easily say that the wizard is not. You can check direction as a move, but then the tarrasque lacks the ability to move and attack, so the wizard can just move on his turn. As for spot and listen, pinpointing with those skills has their DC's listed in the ELH, and they're both 80's. The tarrasque obviously can't hit either DC with his paired +17's. As for etcetera, the tarrasque doesn't appear to have any other relevant vision modes. So, y'know, as long as our hero remains invisible, which is easily achievable in ring form for any character at this level, the tarrasque is powerless.

Offline SorO_Lost

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Re: Solo kill the Tarrasque at 13th level.
« Reply #25 on: May 27, 2014, 07:29:58 PM »
Mummy rot reduces hit points (current and max) by virtue of reducing constitution.  Wounding reduces hit points (current and max) by virtue of reducing constitution.  Cursed wound prevents the recovery of hit points. 

So, three out of three examples directly pertain to hit points, and you argue this proves the ability extends to things that don't pertain to hit points?
I'm sorry

Doesn't Con Drain reduce HP?
All I could hear is your rebuttal being kicked in the teeth so hard it can now chew toilet paper.

The Terrasqua's list of immunities has nothing to do with the discussion about it's Regeneration entry. You'd literately have to prove a creature's immunity entry is explained in full text else where in it's statistics block for your correlation to many anything other than precisely dick. Which isn't happening anytime ever. The three listings boil down and can be reworded in several ways. But the fact of the matter is, the Big-T's Regeneration, is capable of providing immunity to uncurable diseases, wounds to it's ability scores, and anything that claims to prevent hp regeneration. And when you get into measuring that, a lot of so called Big-T short comings are already covered by it.

Not that it still isn't cake walk to beat. But it makes a great stfu point when someone sits there bitching about it's too weak to be useful and you're submitting the point they are deliberately under cutting it's regeneration.

Plus, Allips are explicitly incapable of causing physical harm, so they would bypass the Tarrasque's special Regeneration clauses anyway
That's also pretty substantiated. Fire/Cold are not "physical" effects, they are energy, and Force also hits Incorporeal so it's like your saying Force Damage also bypasses Regeneration. Damage Reduction is the "physical" thing you're wanting to stick out your tongue to, not regen.

Offline Leviathan

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Re: Solo kill the Tarrasque at 13th level.
« Reply #26 on: May 27, 2014, 07:42:04 PM »
I think you are overgeneralizing. The sentence
Quote from: Tarrasque
The tarrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability.
consists of two parts: rules text and an example. The rules text is "The tarrasque is immune to effects that produce incurable or bleeding wounds", which means exactly what it says. Each of the three examples provided produces an incurable or bleeding wound, so the tarrasque is immune to them. Most sources of ability drain do not produce incurable or bleeding wounds (for example, the allip's wisdom drain explicitly does not produce a wound), so this sentence does not say that the tarrasque is immune to them. Because no other part of the tarrasque's description suggests that it might be immune to the allip's wisdom drain (or to the incorporeal touch attack by which the allip delivers the wisdom drain), the tarrasque is not immune to the wisdom drain. Its wisdom can be reduced to 0, and doing that would render it unconscious.

Offline Maat Mons

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Re: Solo kill the Tarrasque at 13th level.
« Reply #27 on: May 27, 2014, 08:50:09 PM »
Your response to me was bizarre and had no bearing on anything.  I'm going to be generous and give you a fresh chance to engage with me on this issue. 

It seems to me that the crux of this issue is determining what "incurable or bleeding wounds" are.  I've advance the interpretation that incurable wounds are effects that prevent the creature from healing back to the full number of hit points it would normally be entitled to.  Let's check the consistency of this with the examples. 

Mummy Rot: This effect reduces constitution, which reduces maximum hit points.  So the creature can't get back as many hit points as normal from healing spells, regeneration, fast healing, and other such things. 

Wounding Ability: See above. 

Curse Wound: This prevents the creature from getting back as many hit points as normal via regeneration, fast healing, and other such things.  It may also block healing spells, depending on the result of the caster level check. 

So, all the examples fit with the proposed meaning.  That makes this a wholly viable interpretation. 

Your proposed interpretation, as far as I can tell is any negative effect that does not go away without magical intervention.  All of the examples are also consistent with this proposed meaning, so this is also a viable interpretation. 

Now, when a rule can be read two ways, there isn't actually an agreed-upon system for deciding between the two.  But there are some considerations that frequently come up in discussions of interpretations that I think have bearing here: Is one interpretation needlessly broad?  Is one interpretation drastically more powerful?  Is one interpretation notably out of keeping with the way the general population reads the text?  Does one interpretation lead to conclusions generally viewed as silly? 

I'd say what you have here is a reading of the rules which is RAW, but is unlikely to be accepted outside of theoretical optimization because there is an alternative reading that is also RAW, and is more likely to be RAI. 

Offline SorO_Lost

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Re: Solo kill the Tarrasque at 13th level.
« Reply #28 on: May 27, 2014, 11:39:13 PM »
The rules text is "The tarrasque is immune to effects that produce incurable or bleeding wounds"... (for example, the allip's wisdom drain explicitly does not produce a wound),
Still a pointless language debate. Look, for arguments sake take your head out of your ass. Wound can literally mean an injury to someone's feelings so you're a moron. The Allip's Wisdom Dragon is an attack just as Ability Score Loss classify it as an attack that capable of critical hit on a natural 20 that further can negated by Fortification. It's not my fault you can't wrap your head around the Incorporeal concept or the entire field of medicine and want to language in a language debate that lowers the IQ of everyone around you.

Your response to me was bizarre and had no bearing on anything.  I'm going to be generous and give you a fresh chance to engage with me on this issue.
Sure.

It seems to me that the crux of this issue is determining what "incurable or bleeding wounds" are.
Indeed.

You put forth it is an effect that prevents the creature from healing back to the full number of hit points it is entitled to.
Problem, "entitled to" is ambiguous. Do you mean a creature's maximum HP which is based on his current constitution score? No, your hypothesis is the Terrasqua is immune to to any effect that would alter his constitution score so near as I can guess this is to be defined as default creature entry states for maximum HP.
I simply put forth "wound" is an extremely open term best outlined by the following explanations contained in the examples.
At this step, I have not assumed one thing or another. Only observe ambiguity and asked for clarification.

The Examples.
1. Mummy Rot
You put forth it alters your Con, thus max HP vs the entry's HP.
The scientific method is about trying to prove your  hypothesis wrong, not looking for support, but whatever.
I earlier made no direct assumptions on this. Only observations. Mummy Rot deals con damage, can insta kill, it's a disease, it can only be cured by a spell, something like this is not part of normal regeneration, etc. These are all facts.
What I did mention was it is possible to interpret this to negate a lot of stuff based on the fact this extraordinary ability can negate a magical curse effect. But let's really go into this. My assumed interpretation of your "entitled to" means any maximum hp change is invalidated. I choose to exemplify Flesh-To-Stone. As a lifeless statue the HP of the object is calculated based on material and thickness. There is an extremely tiny chance this statue's maximum HP exactly equal's the terrasuqa's maximum hp entry. By your standards it negates several Transmutation effects such as Flesh-To-Ice/Stone and Polymorph.

2. Wounding
Your point is it deals Con damage, alters max hp like Mummy Rot and so it's negated.
Mine was Ability Damage is neither bleeding (which D&D defines as ongoing damage) or incurable (you naturally heal 1pt/day). I also asked why the uncurable Drain ignored at this point.
Your current definition forces you to admit at the very least Con Drain is negated.

3. Curse Wound
Your point is it prevents you from reobtaining HP preventing your current HP from ever equally your "entitled to" maximum.
So was mine, but I addressed the fact this would extend to Thirst, Hunger, Vile, and Suffocation. All of which are typically un-healable effects.
Your current definition agrees.

So, all the examples fit with the proposed meaning.  That makes this a wholly viable interpretation.
Except for the whole Flesh to Stone part right? Do you see how easy it is to create a hypothesis that does incorporate unintended effects now? Now, wait for it...

I'd say what you have here is a reading of the rules which is RAW, but is unlikely to be accepted outside of theoretical optimization because there is an alternative reading that is also RAW, and is more likely to be RAI.
RAW/RAI, nothing can kill a Terrasqua but Wish. Flesh to Stone followed by a vigorous usage of a hammer should actually fail by some means so does it really feel out of place now that you think about it?

Now, I choose Flesh to Stone to be my primary antagonist rather than Ability Drain. Not so we can sit around debating what those some means are (dear god please don't). But I choose it to purposely side step the established Ability Drain point you seem to be arguing to try and give you a better neutral stance as you read into this. The only three real points I've brought up and cared to enforce is interpretation, why is Ability Drain allowed, and the Big-T is immune to HP loss from Suffocation.

The latter as you can see is an extremely strong point, so much honestly no one has posted a rebuttal for it. Ability Drain is an observation, Wounding is not an incurable wound, Drain is. This is being refuted based on the strawman incorpereality is in capable of causing wounds dispute the fact I am addressing Ability Drain it's self. screw the Allip strawman maybe I'm talking Touch of the Graveborn can be delivered as a corporeal bite attack, it deals slashing/piercing bite damage plus 10d6 negative energy plus 1d6 str drain. *ahem* Even you have to back off for a moment to present a real rational reason why Wisdom Drain might be excluded, even if you simultaneously build accreditation that Consultation Drain would be negated. A middleman choice rather than total opposition like a few others have tried. And then there is Mummy Rot, which in a way has tricked you into creating a definition that could use a little editing. Which highlights the possibilities of open interpretation now don't it? ;)
« Last Edit: May 27, 2014, 11:44:44 PM by SorO_Lost »

Offline snakeman830

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Re: Solo kill the Tarrasque at 13th level.
« Reply #29 on: May 27, 2014, 11:47:01 PM »
Plus, Allips are explicitly incapable of causing physical harm, so they would bypass the Tarrasque's special Regeneration clauses anyway
That's also pretty substantiated. Fire/Cold are not "physical" effects, they are energy, and Force also hits Incorporeal so it's like your saying Force Damage also bypasses Regeneration. Damage Reduction is the "physical" thing you're wanting to stick out your tongue to, not regen.
No, I said exactly what I meant to say.  Fire and cold, while "energy" attacks, still cause physical harm.  They cause injury, and thus wounds.  Allips are explicitly incapable of causing injury.

You are saying that "bleeding or incurable wounds" applies to literally everything that isn't just regular damage.  I'm saying it applies to things that are explicitly bleeding (Wounding special ability, blood drain or bleeding special attacks, ongoing damage from blood loss, and the like) and things that are incurable (Mummy Rot and Cursed Wound, both of which say they can't be cured like otherwise similar attacks.  Would also apply to Vile damage and Frostburn damage).  Again, though, the Mummy Rot and Wounding special quality are poor choices of examples, as the immunities to ability damage and disease rule them both out anyway.

One of our interpretations is supported by the rules that are actually written down.  It is not yours.

Now, can the Big T be killed by ability drain?  No.  The Regeneration ability it possesses is quite clear it requires a Wish, Miracle, or similar effects to actually kill it.  Could they disable it indefinitely, though?  Absolutely.

Flesh to Stone doesn't kill it either, but it does make it no longer alive.  If, after the Tarrasque statue was smashed into little pieces with a hammer, a Stone to Flesh spell was cast on the remains, it would somehow still be alive, though very clearly in no position to do anything until it could regenerate sufficient body.

Actually, this last part makes me wonder if it's like starfish.  If you chop it up into little pieces, do you get multiple Tarrasques?
« Last Edit: May 28, 2014, 09:19:19 AM by snakeman830 »
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Offline SorO_Lost

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Re: Solo kill the Tarrasque at 13th level.
« Reply #30 on: May 28, 2014, 10:19:28 AM »
Allips are explicitly incapable of causing injury.
Sometimes I just wake up in the morning and think some of you guys like to troll me just to see how pissed off I can get this week.

I also don't need you to incorrectly summarize what I'm saying when I already did it for you. All through I did forget about Frostburn damage. Just like I already noted the choice in Flesh-To-Stone had very little to do with much other than allowing my to exemplify the "entitled to" HP values, and yes the Big T would survive it. In one body of course, but it sounds like a cool BBEG twist to have like 30 medium sized Terrasquas running around as guard dogs.

Offline Tohron

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Re: Solo kill the Tarrasque at 13th level.
« Reply #31 on: May 28, 2014, 10:41:14 PM »
There was one interesting entry in a minimum-cost Tarrasque-killing challenge that only needed a level-1 expert and a semi-involved wizard/scroll-user.

Basically, the expert uses Handle Animal to guide a war-elephant that's been fed a potion of fly, and using a special harness to carry four (I remember it being 4 anyway) 200-pound iron balls.  The harness is designed so that all the balls can be simultaneously released.  The expert then flies the elephant above the Tarrasque, and releases the balls from the maximum height objects fall in one round.  Tarrasque gets knocked into the negatives from the impact, and the wizard uses a Wish scroll to finish it off.

Net cost was only like 3000-4000 gp.
« Last Edit: May 28, 2014, 10:45:18 PM by Tohron »
...

Offline SolEiji

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Re: Solo kill the Tarrasque at 13th level.
« Reply #32 on: May 28, 2014, 11:41:52 PM »
... have like 30 medium sized Terrasquas running around as guard dogs.

Note to self, I have to make non-unique Microrraques which occasionally are made from fallen chunks that don't die.
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Offline Hades

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Re: Solo kill the Tarrasque at 13th level.
« Reply #33 on: May 29, 2014, 03:52:34 AM »
If you chop it up into little pieces, do you get multiple Tarrasques?

Iirc regeneration worked that way in AD&D and older edition (chop a troll head and don't burn the remains, and you'll got two trolls). In 3 edition the monster will reform from the largest "chunk", while the rest will rot.

About "immunity to ability drain vs immunity to ability damage" those are 2 different things: for example undeads are immune to ability drain and ability damage  to thier physical ability scores. Since for the big T. is listed only immunity to ability damage, ability drain will work on him.

Offline Meiliken

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Re: Solo kill the Tarrasque at 13th level.
« Reply #34 on: May 29, 2014, 10:22:07 AM »
I always liked the throws from ToB.  Throw the Big T into space.  He might hit another planet, or he might just float forever.  If he hits another planet, make him another planets problem.   :D  His biggest weakness are indeed that he can't fly and needs to eat.  If the planet he hits is lifeless, he suffers starvation and goes into his hibernation, forever.  Problem solved  ;)
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Offline SorO_Lost

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Re: Solo kill the Tarrasque at 13th level.
« Reply #35 on: May 29, 2014, 12:21:33 PM »
I always liked the throws from ToB.  Throw the Big T into space.  He might hit another planet, or he might just float forever.  If he hits another planet, make him another planets problem.
Isn't that to plot to FF7:AC? Just kick Genova (now sephiroth) off the planet and someone else can deal with it?

Offline akkristor

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Re: Solo kill the Tarrasque at 13th level.
« Reply #36 on: May 29, 2014, 12:36:28 PM »
I always liked the throws from ToB.  Throw the Big T into space.  He might hit another planet, or he might just float forever.  If he hits another planet, make him another planets problem.   :D  His biggest weakness are indeed that he can't fly and needs to eat.  If the planet he hits is lifeless, he suffers starvation and goes into his hibernation, forever.  Problem solved  ;)

Lavos?!

Offline SolEiji

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Re: Solo kill the Tarrasque at 13th level.
« Reply #37 on: May 29, 2014, 12:48:04 PM »
I always liked the throws from ToB.  Throw the Big T into space.  He might hit another planet, or he might just float forever.  If he hits another planet, make him another planets problem.
Isn't that to plot to FF7:AC? Just kick Genova (now sephiroth) off the planet and someone else can deal with it?

New campaign.  Starts off with a meteor and monsters, and midway they realize the meteor is alive and regenerating.  It's Big T, and he was at -100 bajillion but he's getting dangerously close to those positive numbers now...
Mudada.

Offline Soft Insanity

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Re: Solo kill the Tarrasque at 13th level.
« Reply #38 on: May 29, 2014, 04:15:54 PM »
New campaign.  Starts off with a meteor and monsters, and midway they realize the meteor is alive and regenerating.  It's Big T, and he was at -100 bajillion but he's getting dangerously close to those positive numbers now...

Or, better yet, it could have a bunch of allips circling it like remoras circle sharks.  The players inadvertently kill the allips, unleashing the true horror in the process.

Offline Keldar

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Re: Solo kill the Tarrasque at 13th level.
« Reply #39 on: May 30, 2014, 08:30:14 AM »
Now we know how a planet wound up with a thousand tarrasques.  Or is that how they got off their homeworld?  Drunken dwarf tarrasque tossing.