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Quick Tarrasque Question.
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<blockquote data-quote="the Jester" data-source="post: 5954333" data-attributes="member: 1210"><p>I am thinking epic magic would be a viable solution.</p><p></p><p></p><p></p><p>Hmm, interesting approach!</p><p></p><p>I actually think this would make it relatively easy to finish the tarrasque off, if done right <em>and given a house rule in play</em>... Here's how I see it.</p><p></p><p></p><p></p><p>First of all, by RAW, a natural 1 is an automatic failure <em>only on attacks,</em> so it will never fail this saving throw (its Fort bonus is +38). But with the very common house rule that it fails, or assuming some sort of major effect to reduce its saving throws by like -20 or something until it finally does fail, what happens?</p><p></p><p>Okay- so we've established that a lethal effect that doesn't deal damage simply increases the tarrasque's nonlethal damage total to its full normal hit points + 10. So that's what the "pop" will do to it.</p><p></p><p>Unfortunately, it's simultaneously got both fast healing 5 (from the plane itself) and regeneration 40 (from being the tarrasque). This means that its nonlethal total drops by 45 every round, and any actual damage it has drops by 5 per round as well. </p><p></p><p>So let's say that the tarrasque enters the positive energy plane with its full 858 hps. Again, assuming that nobody is messing with it- after 172 rounds, its temporary hit points are at 860 and it starts making saving throws. For the sake of argument, let's say that it fails immediately.</p><p></p><p>Now Big T has 858 hps, 860 temporary hps and has taken 868 nonlethal damage. He's not even unconscious- because those temporary hps stack right on top of his normal hit points until they go away. They're normal hit points! </p><p></p><p></p><p></p><p>Note again the wording of the tarrasque's "can't kill me!" regeneration:</p><p></p><p></p><p></p><p>This doesn't even account for the temporary hit points! So we have a supercharged, rampaging tarrasque!</p><p></p><p>HOWEVER, there is a HUGE bright side:</p><p></p><p></p><p></p><p>So you don't actually have to render it unconscious to kill it, you just need to be there when the positive energy in it "pops" and have your wish or miracle handy! But you have to time things well, since its nonlethal damage drops by 45 on its turn and never exceeds 868; when it pops, you only have until the start of its next turn to use that wish/miracle.</p></blockquote><p></p>
[QUOTE="the Jester, post: 5954333, member: 1210"] I am thinking epic magic would be a viable solution. Hmm, interesting approach! I actually think this would make it relatively easy to finish the tarrasque off, if done right [I]and given a house rule in play[/I]... Here's how I see it. First of all, by RAW, a natural 1 is an automatic failure [i]only on attacks,[/i] so it will never fail this saving throw (its Fort bonus is +38). But with the very common house rule that it fails, or assuming some sort of major effect to reduce its saving throws by like -20 or something until it finally does fail, what happens? Okay- so we've established that a lethal effect that doesn't deal damage simply increases the tarrasque's nonlethal damage total to its full normal hit points + 10. So that's what the "pop" will do to it. Unfortunately, it's simultaneously got both fast healing 5 (from the plane itself) and regeneration 40 (from being the tarrasque). This means that its nonlethal total drops by 45 every round, and any actual damage it has drops by 5 per round as well. So let's say that the tarrasque enters the positive energy plane with its full 858 hps. Again, assuming that nobody is messing with it- after 172 rounds, its temporary hit points are at 860 and it starts making saving throws. For the sake of argument, let's say that it fails immediately. Now Big T has 858 hps, 860 temporary hps and has taken 868 nonlethal damage. He's not even unconscious- because those temporary hps stack right on top of his normal hit points until they go away. They're normal hit points! Note again the wording of the tarrasque's "can't kill me!" regeneration: This doesn't even account for the temporary hit points! So we have a supercharged, rampaging tarrasque! HOWEVER, there is a HUGE bright side: So you don't actually have to render it unconscious to kill it, you just need to be there when the positive energy in it "pops" and have your wish or miracle handy! But you have to time things well, since its nonlethal damage drops by 45 on its turn and never exceeds 868; when it pops, you only have until the start of its next turn to use that wish/miracle. [/QUOTE]
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