Best level to fight the Tarrasque

Cloudgatherer said:
That vorpal HR is a bit unclear. I don't see how x10 force damage translates to +6d8.

Crap. I copied and pasted from the wrong doc (It was from a doc that I keep all my playtest material from. We initially tested it at x4, then x6, x8, and finally, x10). My bad. I'll fix it.
 
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I think that level 17 is the lowest one. I had a very powerful party around level 18 with a dawrf figther (17), a human paladin/fighter of torm (11/7), an elf Wizard (18) and a half elf Bard/bladesinger (16/3) that had a lot of trouble fighting it. The dwarf fighter finished it from inside. The tarrasque swallow him and instead of going out, he attacked from inside using power attack (the tarraske only have AC20 inside) dealing a huge damage each round. His weapon and all his stuff recieved a lot of damage from the acid, but survived long enough to kill it so the wizard could wish for his permanent death.
 

*LOL*

Now that's at least a cool funny way to deal with the Tarrasque! :)

I think you should be able to deal with this thing as soon as you hit 15th level, because then everyone can have +5 weapons.

About the chance encounter and having your spells prepared... if he is an archer-type cleric, chances are very high, that he has his stuff prepared (and most of it running) all the time (most of the spells will have a duration of 24h or even longer).

Bye
Thanee
 

Hmm. Subdual Damage cannot bring you into negative hitpoints, I think. If the Subdual Damage increases your hitpoints, you become unconsciencous, but you are still not in the negatives. I am not sure what the current Errata says about the Tarrasque, but I believe, the Cleric Archer would fail to kill the beast - but at least he had a nice chance to give time to escape from it...

Mustrum Ridcully
 

I just calculated the numbers for my 17th level Arcane Trickster... with only 3 spells, that do not last all day long (like Greater Magic Weapon, Bull's Strength, Cat's Grace - those were figured in as well, of course, assuming a 2 on d4 for the buffs), namely Fly, extended Haste and extended Tenser's Transformation, she would be able to drop the beast in 22 rounds on average (without critical hits or Sneak Attack damage).

Average damage per round: 81.9 - 40 fast healing = 41.9

With a single critical hit per round assumed (not too unlikely with 18-20/x3 and +33/+33/+33/+28/+23/+18, 1d8+15 damage), the average damage per round doubles, dropping the time down to 11 rounds (then even a non-extended Haste and Tenser's Transformation would suffice)!

Bye
Thanee
 

Mustrum_Ridcully said:
Hmm. Subdual Damage cannot bring you into negative hitpoints, I think. If the Subdual Damage increases your hitpoints, you become unconsciencous, but you are still not in the negatives. I am not sure what the current Errata says about the Tarrasque, but I believe, the Cleric Archer would fail to kill the beast - but at least he had a nice chance to give time to escape from it...

Errata: You need to bring it to 870 subdual and then Wish it dead to kill it!

Bye
Thanee
 


The Blender!

Well, I managed to make a spreadsheet and the lowest level you have a greater than 50% chance of killing the tarrasque I reckon is 9th. That's right, 9th level.

It's fairly complicated. First off, you need to be a cleric with the Luck domain, and you need a cohort who is a Wizard5/Fatespinner3. Secondly, you need to spend all of your combined cash (using PC wealth and NPC wealth for your cohort) to buy the following scrolls: 4 Walls of Force, 5 Blade Barriers [Caster Level 17], 1 Miracle (I am assuming you need to buy the 'expensive' version).

Now you're ready...let's begin.

You approach the beast from the flying position (having your cohort cast Fly on both himself and you). Your cohort now takes centre-stage. Casting Haste, he follows us with Solid Fog. This means that the tarrasque is not going anywhere fast, but the real reason for this is to come.

Being Hasted, he now uses the Wall of Force scrolls. He assembles Walls of Force in a triangular shape around the tarrasque: this takes two rounds, but the tarrasque cannot move out of the designated area due to the Solid Fog. The chances of successfully pulling this stage off are 89%.

Then, you step in with the Blade Barriers. This is why this little combo is called The Blender. Since the tarrasque is trapped, he can do nothing as you try to place as many Blade Barriers as you can within the little tarrasque enclosure. The chances of successfully erecting a single Blade Barrier AND of bypassing the tarrasque's SR (remember caster level of 17th) is around 74%. If the tarrasque resists every one, have your fatespinner reroll the caster level check.

Having set up The Blender, average damage from just a single Blade Barrier (17x3.5=59.5) is nicely more than the tarrasque's regeneration rate, so even if only one is successfully mincing, it shouldn't take more than 45 rounds until he's down to -30hps (and the Walls will last a good 90). Once down, use the Miracle scroll: and if you fail caster level, use your Luck domain power to reroll.
 

Pielorinho said:



I thought persistent spells took up slots 8 levels higher than normal. How will a twelfth-level caster get access to a ninth-level spell? Unless he's been saving a scroll of persistent divine favor for just this purpose....

Persistent spells take up a slot 4 levels higher than normal. Still quite pricey, but well worth the effort, especially for the number of personal buffing spells a cleric gets.
 

Pielorinho said:


"Pride goeth before a ...." how does that saying end again? :)

The tarrasque doesn't take normal damage from ANYTHING, you're right. It takes subdual damage, however, from a lot of things -- including acid and +5 weaponry. If you can do more than 40 points of damage to it per round, you'll eventually get it down to -30 HP, in 870/(avg damage-40) rounds.

So right back atcha with that rant of yours.

It's irrelevant whether the Tarrasque takes subdual damage from +5 weapons, acid, or pink kittens traveling at 25000kph.

NOTHING deals normal damage to the Tarrasque. Regardless of how much subdual damage it takes from various attacks, none of them will actually lower its *real* HP total. You can beat it as unconcious as you want with whatever you want, but that won't get you ANY closer to the goal of -30 *real* HP.

The only things that can lower the Tarrasque's *real* HP total are Disintegrate, Death Magic, Wish, etc. Even then, the MM clearly states that it only goes down to -10.

There's actually a lovely thread about regeneration elsewhere on the boards. Here's the link.

http://enworld.cyberstreet.com/showthread.php?s=&threadid=22381

Feel free to rebut... civil debates are always fun. :)

-F
 

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