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Hmm. Do wounding weapons still stop regeneration? There has to be some sort of enchantment that prevents regeneration and does real damage. You need to find that.

Durned semanticist.
 

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well, really heavy really far up

well, the way my party did it...could really have been done by a wizard...they had found a purple worm and polymorphed it into a turtle...when they came upon the big T, they flew up really high, and dropped the turtle and polymorph back to worm , thanks to the math that was done by someone on the old boards, for 70d6 (avrg 210 dmg) the worm only took 20d6 (max falling dmg, not enough to kill it) polymorph worm again, get close enough to mage hand, then fly up and drop poor turtle/worm again...when he is low enough (i think like -50) wish him dead...it took about 2 rounds (he had a sorc helping him), so it would take about 4 rounds...
 

According to the description of Regeneration in the front of the MM the only way to do real damage to him is with a coupe de grace. So you have to do around 900 subdual and then coupe de grace for around 900!
 

Okay, here goes

Here's my attempt for someone that can take on the tarrasque in melee. Eventually, the Tarrasque would probably win on critical hits, but this person would at least stand a decent shot of doing it alone.

--------------------------

Fighter 6/Wizard 4/Duelist 10

18 Str

18 Dex + 6 Gloves of Dex + 4 Manual of Quickness in Action + 2 Level = 30 Dex

18 Int + 6 Headband of Int. + 4 Tome of Clear Thought + 2 Level = 30 Int

AC: 10 + 10 (Dex) + 10 (Int) + 5 (Natural Armor) + 8 (Bracers of Armor) + 3 (Fight Defensive with 5 ranks of Tumble) + 10 (Elaborate Parry) + 5 (Ring of Protection) + 2 (Off-Hand Parry Feat) + 1 (Dodge Feat) + 1 (Luckstone) + 7 (Shield Spell) + 5 (Expertise Feat) = 77 AC

Add in Blur for an extra 20% miss chance on the shots that DO get through. :)

Between Expertise taking 5 off the BAB and Fighting Defensively taking off another 4, that gives a -9 penalty to attack rolls.

BAB: 18 (BAB) + 10 (Dex, Weapon Finesse: Rapier) + 5 (weapon enhancement) - 9 (Attack Penalties):
+24/+19/+14/+9 Attack, which means the Duelist misses only on a "1" roll, due to the Brilliant Energy Rapier. Critical Threat Range is from 15-20.

Average Damage: 4 Hits at 1d6 (weapon) + 3d6 (Precise Strike) + 5 (weapon) + 4 (STR) + 2 (Weapon Specialization) = 92 damage per round, average -- which is 52 per round after regeneration.

Equipment:
Amulet of Natural Armor (+5): 50,000gp
Bracers of Armor (+8): 64,000gp
Ring of Protection (+5): 50,000gp
Gloves of Dexterity (+6): 36,000gp
Headband of Intellect (+6): 36,000gp
+5 Brilliant Energy Rapier: 162,320gp
Ring of Three Wishes: 97,950gp
Manual of Quickness in Action (+4): 110,000gp
Tome of Clear Thought (+4): 110,000gp
---------------
TOTAL: 716,270gp

Feats:
Ambidexterity
Two-Weapon Fighting (For Off-Hand Parry)
Dodge
Mobility
Expertise
Weapon Focus: Rapier
Weapon Finesse: Rapier
Weapon Specialization: Rapier
Improved Critical: Rapier
Improved Initiative
Off-Hand Parry
----------------------------------------

Someone told me there may be errata for the Off-Hand Parry feat; I was unable to find any. If there is errata for it, I may need to alter something in this character setup.

EDIT: Screwed up the average damage.
 
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Addendum to the Duelist

At 52 average damage per round, the duelist will get the Tarrasque down to the point of being vulnerable to coup de grace attacks in about 16 rounds (LONG before that shield spell runs out).

That's when the ring of wishes comes into play to keep it dead.

If I made any mistakes, please point them out.
 

Remeber, people, you cannot coup-de-grace a Tarrasque. You can only coup-de-grace a regenerating creature with an attack that does normal damage. Nothing does normal damage to a Tarrasque.

Second, you cannot reduce it to -10 hitpoints with damage. Subdual damage does not reduce hitpoints. Subdual damage is a running total, nothing more. The only way to reduce the Tarrasque to -10 hitpoints is with a death spell of some kind. The only way to get that last 20 points in is with a constitution drain of some kind. Remeber that if a being is constitution drained, they lose 1 hitpoint per hit die per 2 points of con drain. You only need to take 2 CON off for this purpose, as that does 48 points of "damage" to the Tarrasque. Then, at last, you can use a Wish or Miracle to finish the (magical) beast.
 

This is not entirely core rules, but the spell _Grimwald's Greymantle_ in the FRCS negates regeneration, which allows the tarrasque to be killed regularly (I do not have my MM with me, but I think it might annul the take-it-to-negative-30-before-wishing-it too). Suffocation works, too. I dunno about Constitution drain.
 

I could have sworn I saw a Sage advice or something like that changing regeneration to fast healing on the Tarrasque. I don't have my Dragon magazines with me right now, I'll check them tomorrow night when I get them back.
 

Well they haven't offically errated it, but I am fairly confident that all the creatures in the monsterous manual that have regeneration (Everything) are all supposed to have fast healing instead
 

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