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<blockquote data-quote="Beefermatic" data-source="post: 7270672" data-attributes="member: 6670757"><p><span style="font-size: 18px"><span style="font-size: 10px">Here's a perfect example. A friend wanted to play the Tarrasque, he was kidding.. I was not...</span></span></p><p><span style="font-size: 18px"></span></p><p><span style="font-size: 18px"><u><strong>TARRASQUE</strong></u></span></p><p></p><p>The Mighty Tarrasque... lord of all Sub-Epic Monsters... his(her...it's) power is now yours to play. it is both a race and a class. Enjoy.</p><p></p><p><strong>BAB: +1/hd As Fighter</strong></p><p><strong><strong>Good Saves: Fort/Ref</strong></strong></p><p><strong><strong></strong></strong><strong>Hit Dice: d10</strong></p><p></p><p><strong>Skills:</strong> 2+ Int/ level: Acrobatics, Climb, Fly, Perception, Stealth, Swim</p><p><strong>Racial Skill Bonuses:</strong> +8 Perception, +24 Acrobatics (when jumping)</p><p><strong></strong></p><p><strong>Ability Score Modifiers</strong> (lvl1 very young): +10 Dex, +8 Con, -8 Int, +4 Wis, +4 Cha </p><p>Tarrasques are tough, powerful, fast, cunning, and impressive, however they are incredibly stupid.</p><p></p><p><strong>Traits:</strong> Darkvision 60ft; Low Light Vision; Proficiency with natural weapons only and not with weapons or armor; Must eat, breathe, and sleep.</p><p></p><p><strong>Languages:</strong> Aklo (can understand but not speak), if Intellect above 4, can speak Aklo as well as understand. If intellect 10 or above, can gain Common as a bonus language.</p><p></p><p><span style="font-size: 12px"><strong>CLASS ABILITIES </strong></span></p><p></p><p>1: Fire/ Acid Res: 10; Regeneration: 10; Medium Size; +1 Natural AC; DR 1/Magic; SR: 6+ lvl; Spines; Carapace; Powerful Leaper; Natural Weapons; Magical Beast Traits</p><p></p><p>2: +1 Natural AC</p><p></p><p>3: +1 Natural AC; DR 2/ Magic</p><p></p><p>4: +1 Natural AC</p><p></p><p>5: +1 Natural AC; DR 3/+2; Rush</p><p></p><p>6: +1 Natural AC; Spines +2</p><p></p><p>7: +1 Natural AC; DR 4/+2; Large Size; Grab</p><p></p><p>8: +1 Natural AC</p><p></p><p>9: +1 Natural AC; DR 5/+3</p><p></p><p>10: +1 Natural AC; Carapace 2; Regeneration: 20; Fire/ acid Resistance: 20; Resistances +20; Immunities: Petrification, Ability Damage, Bleed, Polymorph</p><p></p><p>11: +1 Natural AC; DR 6/+3</p><p></p><p>12: +1 Natural AC; Spines +3</p><p></p><p>13: +1 Natural AC; DR 7/+4</p><p></p><p>14: +1 Natural AC; Huge Size; Swallow Whole</p><p></p><p>15: +1 Natural AC; DR 8/+4; Augmented Critical</p><p></p><p>16: +1 Natural AC</p><p></p><p>17: +1 Natural AC; DR 9/+5</p><p></p><p>18: +1 Natural AC; Spines +4; Frightful Presence</p><p></p><p>19: +1 Natural AC; DR 10/+5</p><p></p><p>20: +1 Natural AC; Carapace 3; Regeneration: 30; Immunities standard for race.</p><p></p><p></p><p><strong>Resistances:</strong> The Tarrasque is incredibly tough to kill even just out of the egg and gains resistance +10 to disease, poison, petrification, mind-influencing effects. It also has a fire and acid resistance of 10. At 10th level these bonuses increase to +20, and it's fire and acid resistance increase to 20.</p><p></p><p><strong>Immunities:</strong> The Tarrasque is immune to paralysis. At 10th Level it becomes immune to ability damage, bleed effects, and polymorphing. At 20th level it becomes immune to acid, disease, energy drain, fire, mind-influencing effects, permanent wounds, petrification, and poison.</p><p></p><p><strong>Carapace: (Su)</strong> The Tarrasque is covered in incredibly tough reflective scales. In addition to a sizable Natural AC, the Tarrasque gains immunity to one of the following forms of attack: </p><p> <em> -Cones</em></p><p><em> -Lines</em></p><p><em> -Ranged Touch Attacks (rays/ energy bolts)</em></p><p><em> -Magic Missile effects</em></p><p>The Carapace reflects the energy in random directions (dissipating it harmlessly) but has a 1% per level chance to reflect the effect in full force back at it's caster. At 10th , 20th , and 30th level, the Tarrasque gains immunity to an additional form of attack.</p><p></p><p><strong>Powerful Leaper: (Ex) </strong>The Tarrasque can use it's Strength modifier instead of it's Dexterity modifier and has a +24 Racial Bonus on Acrobatics checks made to jump.</p><p></p><p><strong>Regeneration: (Ex)</strong> No form of attack can overcome the Tarrasque's Regeneration. At 30th Level, the Tarrasque can even regenerate even if slain by Disintegration or a Death-effect. Is simply rises from death 3 rounds later with 1 hp if no other damage is inflicted upon it.</p><p></p><p><strong>Spines: (Ex) </strong>The Tarrasque can loose a volley of spear like spines from it's body as a standard action with a toss of it's head or a lash of it's tail. The Tarrasque gains 1 spine at 1st level, 2 at 6th level, and 1 additional spine every 6 levels thereafter. Spines can be fired at a single foe or multiple foes within 30ft of each other. Make attack rolls for each spine separately. The spines have a range of 120ft.</p><p><strong></strong></p><p><strong>Natural Weapons:</strong> The Tarrasque is covered from head to toe in natural weaponry, vicious horns, sharp claws, massive jaws, Spines, and a long heavy whip-like tail are all part of it's impressive arsenal. These weapons will grow stronger as you grow in size. Primary attacks have no minuses to hit, and deal your full Str modifier in damage. Secondary attacks have a -5 to attack rolls to hit, and deal only ½ your Str modifier in damage. </p><p> -<em>Bite:</em> Primary 1d8 at Medium</p><p> <em>-Claws</em>: Primary 1d3 at Medium 2 attacks</p><p> -<em>Gore:</em> Primary 1d3 at Medium 2 attacks</p><p> <em>-Tail:</em> Secondary 1d4 at Medium -5 to hit, ½ Str modifier to Dmg, 10ft reach. </p><p> <em> -Spines:</em> Ranged Primary 1d6 at Medium</p><p></p><p><strong>Medium Size: </strong>No bonuses or minuses for size. Reach is 5ft for natural weapons. Weight between 60 and 500 lbs, Height between 4 and 8 ft tall. Speed is 30 ft.</p><p></p><p><strong>Rush: (Ex)</strong> Once per minute for 1 round, the Tarrasque can increase it's movement speed by 110ft. This increases it's bonus on Acrobatics checks made to jump by +44.</p><p></p><p><strong>Large Size:</strong> +8 Str, -2 Dex, +4 Con, +2 Natural Armor, +1 on CMB/CMD checks, -1 size penalty to attack rolls and AC, -4 on Stealth, -2 on Fly, Reach is 10ft for natural weapons. Weight between 500 lbs and 2 tonnes, Size is between 8 and 16ft tall. Speed is 40ft</p><p><strong></strong></p><p><strong>Grab: (Ex)</strong> If the Tarrasque hits with a bite attack, it may attempt a grapple attempt as a free action without provoking an attack of opportunity. This only works against creatures one size category smaller than yourself. If you attempt to grapple the opponent using only your mouth, you suffer a -20 circumstance penalty on CMB checks to maintain this hold. Successful grapples done in this manner do no extra damage, however subsequent grapple checks deal bite damage every round they are maintained. In addition to this, you gain a +4 bonus on CMB checks made to start or maintain a grapple. </p><p></p><p><strong>Huge Size:</strong> +8 Str, -2 Dex, +4 Con, +3 Natural Armor, +2 on CMB/CMD checks, -2 size penalty to attack rolls and AC, -8 on Stealth,-4 on Fly, Reach is 15ft for natural weapons, Weight between 2 and 16 tonnes, Size is between 16 and 32ft tall. Speed remains at 40ft.</p><p></p><p><strong>Swallow Whole: (Ex)</strong> If the Tarrasque starts a round with an opponent grappled in it's mouth, it can attempt a Combat Maneuver check to swallow it's opponent. If it succeeds the opponent takes bite damage, remains grappled, and begins taking acid damage every round it remains inside. Acid damage is 3d6 if you are Huge, 4d6 for Gargantuan, and 6d6 for Collosal size. The opponent must be at least 1 size category smaller than yourself and may attempt to cut it's way out of your stomach, or climb out of your throat. Climbing out of your throat is resolved as an attempt to escape a grapple, however ending with the opponent back in your mouth (where it began), where it may be bitten or swallowed again on your round. Cutting it's way out of your stomach means dealing 1/10th your total hp with a light slashing or piercing weapon. The Inside of your stomach has an AC equal to 10+ ½ your Natural AC bonus.</p><p><strong></strong></p><p><strong>Augmented Critical: (Ex)</strong> Increase critical range with Bite attacks from 20 to 18-20 and increase damage done from critical hits from x2 to x3 with Bite attacks. This ability stacks with the Improved Critical feat. At 30th level increase the critical hit range by one more step. (ie: from 16-20 to 15-20) This additional bonus is always applied after any other critical chance boosting feat or ability.</p><p></p><p></p><p><strong>Frightful Presense: (Ex)</strong> The presence of the Tarrasque is very unsettling to foes. Activating this ability is a free action that is usually part of an attack. Opponents within range that fail a will save (DC 10 + ½ lvl + Cha modifier) are shaken for 5d6 rounds. Creatures already shaken become frightened instead. This ability can be turned on or off as a free action and only effects creatures lower in level than yourself. An opponent that succeeds on the saving throw is immune to this ability for 24 hours.</p></blockquote><p></p>
[QUOTE="Beefermatic, post: 7270672, member: 6670757"] [SIZE=5][SIZE=2]Here's a perfect example. A friend wanted to play the Tarrasque, he was kidding.. I was not...[/SIZE] [U][B]TARRASQUE[/B][/U][/SIZE] The Mighty Tarrasque... lord of all Sub-Epic Monsters... his(her...it's) power is now yours to play. it is both a race and a class. Enjoy. [B]BAB: +1/hd As Fighter [B]Good Saves: Fort/Ref [/B][/B][B]Hit Dice: d10[/B] [B]Skills:[/B] 2+ Int/ level: Acrobatics, Climb, Fly, Perception, Stealth, Swim [B]Racial Skill Bonuses:[/B] +8 Perception, +24 Acrobatics (when jumping) [B] Ability Score Modifiers[/B] (lvl1 very young): +10 Dex, +8 Con, -8 Int, +4 Wis, +4 Cha Tarrasques are tough, powerful, fast, cunning, and impressive, however they are incredibly stupid. [B]Traits:[/B] Darkvision 60ft; Low Light Vision; Proficiency with natural weapons only and not with weapons or armor; Must eat, breathe, and sleep. [B]Languages:[/B] Aklo (can understand but not speak), if Intellect above 4, can speak Aklo as well as understand. If intellect 10 or above, can gain Common as a bonus language. [SIZE=3][B]CLASS ABILITIES [/B][/SIZE] 1: Fire/ Acid Res: 10; Regeneration: 10; Medium Size; +1 Natural AC; DR 1/Magic; SR: 6+ lvl; Spines; Carapace; Powerful Leaper; Natural Weapons; Magical Beast Traits 2: +1 Natural AC 3: +1 Natural AC; DR 2/ Magic 4: +1 Natural AC 5: +1 Natural AC; DR 3/+2; Rush 6: +1 Natural AC; Spines +2 7: +1 Natural AC; DR 4/+2; Large Size; Grab 8: +1 Natural AC 9: +1 Natural AC; DR 5/+3 10: +1 Natural AC; Carapace 2; Regeneration: 20; Fire/ acid Resistance: 20; Resistances +20; Immunities: Petrification, Ability Damage, Bleed, Polymorph 11: +1 Natural AC; DR 6/+3 12: +1 Natural AC; Spines +3 13: +1 Natural AC; DR 7/+4 14: +1 Natural AC; Huge Size; Swallow Whole 15: +1 Natural AC; DR 8/+4; Augmented Critical 16: +1 Natural AC 17: +1 Natural AC; DR 9/+5 18: +1 Natural AC; Spines +4; Frightful Presence 19: +1 Natural AC; DR 10/+5 20: +1 Natural AC; Carapace 3; Regeneration: 30; Immunities standard for race. [B]Resistances:[/B] The Tarrasque is incredibly tough to kill even just out of the egg and gains resistance +10 to disease, poison, petrification, mind-influencing effects. It also has a fire and acid resistance of 10. At 10th level these bonuses increase to +20, and it's fire and acid resistance increase to 20. [B]Immunities:[/B] The Tarrasque is immune to paralysis. At 10th Level it becomes immune to ability damage, bleed effects, and polymorphing. At 20th level it becomes immune to acid, disease, energy drain, fire, mind-influencing effects, permanent wounds, petrification, and poison. [B]Carapace: (Su)[/B] The Tarrasque is covered in incredibly tough reflective scales. In addition to a sizable Natural AC, the Tarrasque gains immunity to one of the following forms of attack: [I] -Cones -Lines -Ranged Touch Attacks (rays/ energy bolts) -Magic Missile effects[/I] The Carapace reflects the energy in random directions (dissipating it harmlessly) but has a 1% per level chance to reflect the effect in full force back at it's caster. At 10th , 20th , and 30th level, the Tarrasque gains immunity to an additional form of attack. [B]Powerful Leaper: (Ex) [/B]The Tarrasque can use it's Strength modifier instead of it's Dexterity modifier and has a +24 Racial Bonus on Acrobatics checks made to jump. [B]Regeneration: (Ex)[/B] No form of attack can overcome the Tarrasque's Regeneration. At 30th Level, the Tarrasque can even regenerate even if slain by Disintegration or a Death-effect. Is simply rises from death 3 rounds later with 1 hp if no other damage is inflicted upon it. [B]Spines: (Ex) [/B]The Tarrasque can loose a volley of spear like spines from it's body as a standard action with a toss of it's head or a lash of it's tail. The Tarrasque gains 1 spine at 1st level, 2 at 6th level, and 1 additional spine every 6 levels thereafter. Spines can be fired at a single foe or multiple foes within 30ft of each other. Make attack rolls for each spine separately. The spines have a range of 120ft. [B] Natural Weapons:[/B] The Tarrasque is covered from head to toe in natural weaponry, vicious horns, sharp claws, massive jaws, Spines, and a long heavy whip-like tail are all part of it's impressive arsenal. These weapons will grow stronger as you grow in size. Primary attacks have no minuses to hit, and deal your full Str modifier in damage. Secondary attacks have a -5 to attack rolls to hit, and deal only ½ your Str modifier in damage. -[I]Bite:[/I] Primary 1d8 at Medium [I]-Claws[/I]: Primary 1d3 at Medium 2 attacks -[I]Gore:[/I] Primary 1d3 at Medium 2 attacks [I]-Tail:[/I] Secondary 1d4 at Medium -5 to hit, ½ Str modifier to Dmg, 10ft reach. [I] -Spines:[/I] Ranged Primary 1d6 at Medium [B]Medium Size: [/B]No bonuses or minuses for size. Reach is 5ft for natural weapons. Weight between 60 and 500 lbs, Height between 4 and 8 ft tall. Speed is 30 ft. [B]Rush: (Ex)[/B] Once per minute for 1 round, the Tarrasque can increase it's movement speed by 110ft. This increases it's bonus on Acrobatics checks made to jump by +44. [B]Large Size:[/B] +8 Str, -2 Dex, +4 Con, +2 Natural Armor, +1 on CMB/CMD checks, -1 size penalty to attack rolls and AC, -4 on Stealth, -2 on Fly, Reach is 10ft for natural weapons. Weight between 500 lbs and 2 tonnes, Size is between 8 and 16ft tall. Speed is 40ft [B] Grab: (Ex)[/B] If the Tarrasque hits with a bite attack, it may attempt a grapple attempt as a free action without provoking an attack of opportunity. This only works against creatures one size category smaller than yourself. If you attempt to grapple the opponent using only your mouth, you suffer a -20 circumstance penalty on CMB checks to maintain this hold. Successful grapples done in this manner do no extra damage, however subsequent grapple checks deal bite damage every round they are maintained. In addition to this, you gain a +4 bonus on CMB checks made to start or maintain a grapple. [B]Huge Size:[/B] +8 Str, -2 Dex, +4 Con, +3 Natural Armor, +2 on CMB/CMD checks, -2 size penalty to attack rolls and AC, -8 on Stealth,-4 on Fly, Reach is 15ft for natural weapons, Weight between 2 and 16 tonnes, Size is between 16 and 32ft tall. Speed remains at 40ft. [B]Swallow Whole: (Ex)[/B] If the Tarrasque starts a round with an opponent grappled in it's mouth, it can attempt a Combat Maneuver check to swallow it's opponent. If it succeeds the opponent takes bite damage, remains grappled, and begins taking acid damage every round it remains inside. Acid damage is 3d6 if you are Huge, 4d6 for Gargantuan, and 6d6 for Collosal size. The opponent must be at least 1 size category smaller than yourself and may attempt to cut it's way out of your stomach, or climb out of your throat. Climbing out of your throat is resolved as an attempt to escape a grapple, however ending with the opponent back in your mouth (where it began), where it may be bitten or swallowed again on your round. Cutting it's way out of your stomach means dealing 1/10th your total hp with a light slashing or piercing weapon. The Inside of your stomach has an AC equal to 10+ ½ your Natural AC bonus. [B] Augmented Critical: (Ex)[/B] Increase critical range with Bite attacks from 20 to 18-20 and increase damage done from critical hits from x2 to x3 with Bite attacks. This ability stacks with the Improved Critical feat. At 30th level increase the critical hit range by one more step. (ie: from 16-20 to 15-20) This additional bonus is always applied after any other critical chance boosting feat or ability. [B]Frightful Presense: (Ex)[/B] The presence of the Tarrasque is very unsettling to foes. Activating this ability is a free action that is usually part of an attack. Opponents within range that fail a will save (DC 10 + ½ lvl + Cha modifier) are shaken for 5d6 rounds. Creatures already shaken become frightened instead. This ability can be turned on or off as a free action and only effects creatures lower in level than yourself. An opponent that succeeds on the saving throw is immune to this ability for 24 hours. [/QUOTE]
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