| Post/Author/DateTime | Post |
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| #1HeirRaktusNov 03, 2014 7:23:44 | What is the composition of the smallest optimized party that could take down a Tarrasque? |
| #2YunruNov 03, 2014 7:30:08 | At a guess, and consider that I'm afb before taking my word for it, a Warlock(s) using Hurl Through Hell to keep it out of play and taking damage. |
| #3GladiusLegisNov 03, 2014 8:58:09 | Wizard(s) of at least 5th level all with Acid Splash, flying 60 feet above the Tarrasque. Game, set and match.
*runs* |
| #4YunruNov 03, 2014 9:01:49 | No no no, that's still weak to thrown weapons, even if improvised. A Sorcerer/Book Warlock Extended casting Leomund's Tiny Hut as a ritual over and over, containing a ranger with an Endless Quiver and a Magic Weapon. Game, set, wait the Tarrasque just walked off. Something about not getting paid enough and needing a union. |
| #5melloredNov 03, 2014 9:57:45 | 2x Lore Bard 11/fighter 2, (20 cha, 14 dex) with, bless, contagion, otto's irristable dance, and cloud of daggers.
Bard B casts bless. Use cutting words to make sure he doesn't go first. (0-1d10 vs 4+1d4) = 96.96% chance to go first,
Bard A Cast otto's irristable dance. Action surge + contagion (slimy doom). 1d20(advantage)+10+1d10(insperation)+1d4(bless) vs 25 AC = 88.63% chance.
Bard B casts Cloud of Daggers as his level 6 slot = 30 damage per turn.
30 * 3 turns = 90 (2 legendary saves). They also mock the terrasque (3d4 * .81 = 6.075) * 6 = 36.45 (126.45)
Bard A casts contagion again. 30 * 4 turns = 120 (246.45) (3rd legendary save). More mockery = 6.075 * 7 = 42.525 (288.975)
Bard B cast contagion. 30 * 5 turns = 150 (438.975) More mockery = 6.075 * 9 = 54.675 (493.65)
Bard B cast contagion again. 30*5 turns = 150 (643.65) More mockery = 6.075 * 9 = 54.675 (698.325)
Mocked to death while dancing on pins. |
| #6melloredNov 03, 2014 10:22:14 | Blah... 1 minute time limit on dance and cloud of daggers...
Still, you got 6*2 fireballs... dealing an extra 199.26 damage. And you can switch to web to keep him imobilized (just cast fireball and daggers in the air). You still have advantage for an extra turn once he saves from contagion.
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| #7TimboramaNov 03, 2014 12:12:55 | Someone with True Polymorph, sleep/Charm, and you with magic Jar.
Get your buddy to Polymorph the Tarrasque into a goblin (using other spells first to bypass its Legendary Resistance if needed) and concentrate. Use Sleep or Charm on the Goblin Use the body-swap technique in Magic Jar to enter the goblin's body (leaving the Tarrasque's soul in the jar) Have your buddy stop concentrating You are now a tarrasque (who still retains his mental scores and spellcasting abilities!)
What do I win?
(yes yes, I know you have to survive 2 rounds or so while you use Contagion or Disintegrates or whatever on him to get his Legendary Resistance down...) |
| #8melloredNov 03, 2014 12:39:23 | Hmm...
DC 12 wisdom save + advantage = 36% chance *8 = 2.88 failures.
Bard 14
Round 1 Summon 8 pixies. Have them all cast polymorph sheep. (burn though his legendary resistances).
Round 2 Summon 8 pixies Have them all cast polymorph sheep. Have them cast sleep, or cast it yourself.
Round 3 Cast disintigrate. Auto-fail. It is reduced to 0 hit points and is turned to dust.
Maybe... i'll have to get someone to double check the wording. |
| (Reply to #8)Timborama |
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| #10melloredNov 03, 2014 13:25:16 |
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| #11BloodscytheNov 03, 2014 15:12:45 | Otto's Irresistable Dance doesn't work. The Tarrasque is immune to charm. Fireballs don't work. The Tarrasque is immune to fire.
Polymorph/disintegrate doesn't work necessarily since disintegrate will disintegrate the Tarrasque/sheep only if it drops to 0 hp. But once it hits 0 hp, the DM can just say it reverts to its original form and would be too large to be completely disintegrated... you'd disintegrate a 10 cubic ft space out of the Tarrasque... that'll just piss it off.
Similarly if you polymorph the Tarrasque into a sheep and cast power word Kill, you kill the sheep. Upon death it reverts to its original form with the hp it had prior to the transformation. Killing the sheep just dispels the polymorph effectively.
Essentially death can only occur at 0 hp. The moment it reverts to its original form, it regains hp and ceases being "dead". Unlike trying to heal a dead character, the spell specifically says it returns to its original form with the hp it possessed prior to the polymorph spell. So based on the wording, the shapeshifting from a sheep back to the Tarrasque brings it back from the dead.
One could argue that the Tarrasque is immune to cloud of daggers... the cloud is made up of daggers. Nonmagical daggers... the Tarrasque is immune to nonmagical weapons. Sure, magic conjured the daggers and has them flying around, but the daggers themselves are never said to be magical.
A polymorph/magic jar combo is interesting, but it requires a failed wisdom save to polymorph the Tarrasque... it has advantage on all spells, and a +9 to save against it. And that's without having to use its legendary save.
Contagion is decent against the Tarrasque if you can get close enough to touch it and actually make contact. It has an AC of 25 and reach which means it gets an opportunity attack as the caster moves close enough to touch attack it. Then it gets +10 to con saves against the spell, and has advantage on spells and spell effects so even with slimy doom, isn't at disadvantage... it just loses its advantage on saves but still has a +10 to its con saves. 3 rounds later it's good. Of course, contagion can allow you to stun the Tarrasque for a few rounds if you can hit it first with the spell, and then with follow up attacks.
Anything I got wrong?
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| #12slumgumNov 03, 2014 15:52:44 | Is there any way to conjure a non-magical item? If there isn't, one could assume the cloud of daggers is magical daggers. Minor Conjuration from a Conjuration spec'd wizard always summons a magical item. Cloud of Daggers doesn't not require daggers to cast. They're magic daggers.
The Tarrasque can move 40 feet + 40 feet (dash) + 20 feet (legendary action), meaning anyone who can move 101+ feet in a turn AND attack can should be able to kill it, right? Phantom Steed + Haste should do the trick. Using a magic Longbow and kite it/chase it to death. Note: The Tarrasque can take a legendary action at the end of every other creatures turn (max 3) so if you try this tactic with more than one player you have to add 20 feet of movement per player. Phantom Steed + Haste should get you up to 200 feet movement and the Tarrasque should cap at 140 feet. |
| (Reply to #12)Bloodscythe |
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| #14slumgumNov 03, 2014 17:43:59 | Why can't you cast Haste on the steed? Haste says willing creature, and I don't see anything in the Phantom Steed spell description that says it cannot be hasted. But as you have found out, there are other ways to surpass the Tarrasque's speed even without that combo.
If Dash increases fly speed then an Arcane Trickster rogue could cast Fly, which would give 60 feet move, 120 with dash, and avoid obstacles. If you're flying you really just need to match it's speed so it cannot outrun you. |
| (Reply to #11)Timborama |
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| (Reply to #15)Bloodscythe |
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| #17slumgumNov 04, 2014 10:07:35 | I mean if you consider Fey to be magical then yes if you summon a wolf or bear it is a magical animal. The spell description says you summon "fey spirits that take the form of beasts". |
| (Reply to #17)Bloodscythe |
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| (Reply to #18)Yunru |
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| (Reply to #19)Bloodscythe |
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| #21slumgumNov 04, 2014 12:01:13 |
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| (Reply to #21)Bloodscythe |
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| #23melloredNov 04, 2014 12:18:21 | Ok... so polymorph -> disintigrate or power word kill doesn't work. There's a "if the creature dies" clause on polymorph that i missed.
So anyways...
Conjure Woodland Beings -> Pixies -> Polymorph (auto-save). Conjure Woodland Beings -> Pixies -> Polymorph (low AC, low Con creature) -> Sleep. Contagion (slimy doom). Wait 3-4 turns for it to fail 3 times, so it sticks.
Sacred Flame, which it automaticly fails, and which stuns it. So it will automaticly fail the next lance of faith, and can't escape the web.
3d8 * 3 = 13.5
676 / 13.5 = 50.074074074074074074074074074074 or 51 rounds.
Druid or lore bard 9, with magic initiate.
Edit: Well, i just realized i misread stun... you can't move. So yea, web's not needed and you can speed things with a cloud of daggers. |
| #24slumgumNov 04, 2014 12:13:09 | Phantom Steed spell description: "A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance,"
Sound's like it's a creature. |
| (Reply to #24)Bloodscythe |
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| (Reply to #23)Bloodscythe |
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| #27melloredNov 04, 2014 13:01:56 |
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| #28BRJNNov 04, 2014 13:05:40 | A magic-user (a Bard, as suggested above?) summons a horde of allies with a save-out-of-me spell each. They use up all its Autosaves. Somebody read a Scroll of Hold Monster to the Tarrasque. Several Warlocks hex Tarrasques' CON down to nothing (if Hexes stack). Then Monk17 hits with Quivering Palm. Initiate the save-or-die roll. Have the Bard write his Lifetime Masterwork about your deed - THIS is the most important part.
Now I should go get a rulebook and see if this is even remotely workable. |
| #29melloredNov 04, 2014 13:12:57 |
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| #30YunruNov 04, 2014 13:23:34 | Hit it with two Contagions then once it's used it's auto-saves hit it with Quivering Palm until it gets the message. |
| (Reply to #30)Bloodscythe |
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| #32YunruNov 04, 2014 13:48:24 | double slimey doom of course :P
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| (Reply to #32)Bloodscythe |
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| (Reply to #32)Bloodscythe |
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| #35BloodscytheNov 04, 2014 13:51:32 | haha, am I the only one playing devil's advocate? |
| #36BloodscytheNov 04, 2014 13:53:50 | This thread does present a very interesting question: If you infect a sheep or goblin or whatever with slimy doom and it reverts back to the Tarrasque, does the disease transfer to the new form?
If I bless the sheep and it reverts to the Tarrasque, does bless transfer? |
| (Reply to #34)Yunru |
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| (Reply to #37)Bloodscythe |
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| #39YunruNov 04, 2014 14:46:06 | Okay: A Lucky Monk in a Lucky party, disadvantage on Saving Throws for three times as long as you have people. Attempt to Stun it to force it to use up it's legendary saves and then hit it with Quivering Palm. Repeatedly if need be. |
| #40melloredNov 04, 2014 14:49:22 | A lucky monk in a group of divination wizards. |
| (Reply to #40)Yunru |
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| (Reply to #41)Bloodscythe |
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| #43LindoniusNov 04, 2014 22:57:17 |
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| (Reply to #34)Timborama |
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| #45melloredNov 05, 2014 5:31:59 |
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| (Reply to #45)Timborama |
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| #47melloredNov 05, 2014 5:47:23 |
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| #48Jay_Ibero_911Nov 05, 2014 6:11:40 |
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| #49TheLastDunedainNov 05, 2014 6:45:08 | Pact of the chain warlock. Halfling or gnome (gotta be light). Imp familiar grabs your backpack and flies off carrying you by it. Obtain Endless Quiver, or Gauntlets of Infinite Blades, or Gloves of Endless Javelins. (Do these count as magical weapons, or do you need a +1 hand crossbow?) Hover above Terrasque and rain pointy death down upon it at level 3. |
| (Reply to #49)Bloodscythe |
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| #51Jay_Ibero_911Nov 05, 2014 8:17:22 |
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| #52melloredNov 05, 2014 8:47:06 | Hmmm..
Druid 7, summons 8 pixies, 6 of which cast fly on the wizard one after another. (1 hour). One of the pixies polymorphs the druid into something that can fly away. Elf Wizard 4 with magic weapon (1 hour) on a longbow and sharp shooter. Shooting from a 600 feet in the air.
2 prof + 3 Dex + 1 magic weapon = 6. So you only hit on a 19 or 20....
1d8+4 * 0.05 + 2d8+4 * 0.05 = 1.075 DPR
675 / 1.075 = 628 rounds = 62.8 minutes.
Just short...
Last pixie polymorphs elf wizard into a whale, who falls 600' and crushes the terrasque. (i'm assuming it's at leat 5 damage).
(Alternitivly, the wizard casts feather fall, and has a few extra round). |
| (Reply to #51)Bloodscythe |
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| #54melloredNov 05, 2014 9:00:00 |
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| (Reply to #54)Bloodscythe |
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| #56melloredNov 05, 2014 9:44:00 | The only thing i found was a mention to "arrow of dragon slaying". But that still doesn't mean anything. |
| #57TheLastDunedainNov 05, 2014 9:53:58 | Seems like archers are at a significant disadvantage if they have to go find 20 or more +1 arrows in order to overcome non-magical weapon immunity. |
| #58melloredNov 05, 2014 11:00:46 | Soo....
The terrasque isn't immune to non-magical arrows.
Only "from non-magical weapons." An attack from a magical bow would be fine. |
| (Reply to #57)Bloodscythe |
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| (Reply to #58)Bloodscythe |
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| #61melloredNov 05, 2014 11:09:23 |
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| #62Jay_Ibero_911Nov 05, 2014 11:32:59 | Actually, whether or not a Magic Bow confers it's magic on the ammunition is irrelevant, because ammunition are not weapons. So either the tarrasque is not immune to non-magical arrows at all because they are not weapons regardless of weapon fired from, or the tarrasque is not immune to non-magical arrows if fired from a magical weapon because it is damage from the weapon.
Also, slight improvement on this:
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| #63melloredNov 05, 2014 11:45:16 |
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| #64slumgumNov 05, 2014 11:59:16 |
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| #65LindoniusNov 05, 2014 20:57:50 |
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| #66melloredNov 06, 2014 4:05:12 | Longbow is much further away then acid splash. Well out of boulder throwing range. The bigger issue IMO, is that you just gave him an hour to rampage the city. |
| (Reply to #66)Bloodscythe |
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| #68TheLastDunedainNov 06, 2014 5:04:20 | So, clarifying the requirements a bit, what's the fastest a party of 4 can kill the Terrasque? |
| #69melloredNov 06, 2014 5:39:40 |
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| #70melloredNov 06, 2014 6:14:42 | 4 level 20 divination wizards, with 4 simulacrons.
Level 9 disintigrate.
+0 (advantage), vs DC 19 = 81% chance to hit. Use divination to force falues.
Round 1: 10d6+40+9d6 = 106.5 * 5 rays (3 auto-saves) = 532.5..
Hmm... a little short. Oh well, it's easy to finish him on round 2. Even if he kills a wizard or 2.
Though with 2 rounds, you can drop down to level 15 wizards, possibly 13.
Alternitivly, cast 8 true polymorphs. You should be able to force 10.8 failures, which is enough even if you count advantage (5.4 foced failues - 3 auto-saves = 2 forced failures left). But then it depends on your definition as to weather you've "defeated" him, or need to wait an hour. |
| #71BRJNNov 06, 2014 6:59:40 |
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| #72melloredNov 06, 2014 7:18:08 |
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| #73YunruNov 12, 2014 15:56:26 | A level 17 Open Hand Monk, with Lucky. Two level 2 Divination Wizards who've stored rolls of less than 18-Tarrasque's Con Mod. While being watched from afar by the wizards, the Monk runs up and smacks ol' Tarry with Quivering Palm. One of the wizards makes Tarry fail the save, forcing him to use a legendary save. Once they're all gone, you should have one fail left to inflict on Tarry. Net level: 21. Average level: 7. |
| #74DaveDashNov 12, 2014 16:36:09 | A Wood Elf Fighter11/Arcane Caster6 with expeditious retreat + sharpshooter + mobility (45ft movement, 135ft with expeditious retreat). A ton of arrows (Longbow) A buddy who has cast Magic Weapon and hides out of combat.
Since you're the only other guy in combat, the Tarrasque only gets one legendary action to move. Its movement per round is lower than yours (60ft if it wants to attack, 100ft if it wants to dash).
You have 100 rounds to kill it before expeditious retreat wears off.. you have 45% chance of hit. Not factoring in crit damage or manouver dice damage or whatever, your are looking at average damage per round 21.375. In that time you can do 2137.5 damage to it, excluding one action.
The only chance it has really is if it hides behind things and blocks LOS, but it's pretty big, so...
You could probably do this with only 1 level of arcane caster, but your hit chance would be lower and thus it would take more time. You could also probably replace the arcane caster levels with Rogue instead for the same effect (and add sneak attack damage into the mix). I like an arcane caster 6 though in case you need to cast fly or haste.
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| #75melloredNov 12, 2014 16:53:56 |
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| (Reply to #75)DaveDash |
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| #77YunruNov 12, 2014 23:52:57 | Speaking of being the only one in combat the |
| #78jessequentinNov 13, 2014 9:00:48 | I believe everyone is overlooking the most obvious answer... All you need is an extraordinarily large magically animated statue to give the Tarrasque a swift knee to the crotch. Done deal. |
| #79YunruNov 13, 2014 9:39:46 | The Tarrasque can't die, they faint! |
| #80BRJNNov 13, 2014 17:22:53 | "Genie, I Wish the Tarrasque to ..." Party size 1: Aladdin (rogue), and the NPC Genie. |
| #81BloodscytheNov 14, 2014 10:37:14 | Oh yes.. the beloved wish spell. Cures all that ails you.
Did anyone else see the magical ammunition preview in the DMG? I hope it clarifies in the book how magical ammunition interacts with magical weapons that use ammunition... will the +3 to hit and damage of a magical arrow combine with the +3 to hit and attack from a magical longbow? If so, I think DPR kings just became sharpshooting longbow users without much contest. |
| #82TimboramaNov 14, 2014 11:24:36 |
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| #83KitelessNov 21, 2014 4:01:44 | A particularly brave Barbarian bathes in the blood and guts of a cow. Upon encountering the beast, the Barbarian releases his rage and lets lose the most obscene and ear catching volley of insults this side of the Forgotten Realms. His attention drawn by the insults, and his hunger tempted by the tantalizing scent of fresh meat, the Tarrasque swallows the Barbarian. Using his magical Polearm of Internal Disembowelment, the Barbarian then goes to work, swinging away at the insides of the Tarrasque, doing just enough damage to wear the beast down over time, while also keeping it from spitting him up until the deed is done. Assuming that the Barbarian has no magical equipment that improves his defenses or restores his health, or temporary HP provided from an extraneous source, and that he's packing the "Tough" feat along with 24 str and con, he'll last 12 turns in there before hitting zero. He's then guaranteed to come back through Relentless Rage once, with a 95% chance of coming back on the turn after that, guaranteeing a 13th turn, and an extremely likely 14th turn after that.
With that in mind, the Barbarian just needs a magical weapon good enough to get around 48 damage per turn on the Tarrasque, assuming it's just him doing the fighting. So long as he stops attacking when he runs the possiblity of hitting 60 damage through crits, he should be fine. |
| #84BRJNNov 17, 2014 10:12:39 |
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| (Reply to #83)jessequentin |
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| #86melloredNov 18, 2014 8:33:51 |
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| (Reply to #86)jessequentin |
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| (Reply to #87)Timborama |
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| #89jessequentinNov 20, 2014 14:10:00 | How about.....
Druid with Antilife Shell and Thorn whip? |
| #90KitelessNov 21, 2014 3:53:52 |
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| #91melloredNov 21, 2014 5:15:58 |
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| (Reply to #73)1eejit |
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| #93jessequentinNov 21, 2014 8:41:32 | So... No comments on the Druid with AntiLife Shell and Thorn Whip?
Did I actually happen upon a method where a single butt nekkid 9th level Druid holding only a thorny plant stem can take down a Tarrasque? |
| #94melloredNov 21, 2014 8:59:59 |
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| (Reply to #94)jessequentin |
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| #96melloredNov 21, 2014 9:32:12 |
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| (Reply to #96)jessequentin |
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| #98melloredNov 21, 2014 9:50:03 |
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| (Reply to #98)jessequentin |
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| #100melloredNov 21, 2014 10:30:23 |
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| (Reply to #100)jessequentin |
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| (Reply to #101)jessequentin | Woops! Touch spell. So... Shocking grasp, maybe? Takes longer, but...
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| #103TimboramaNov 21, 2014 12:27:50 | 18th level druids can cast while shaped. So there's that! Make it level 20 and he can cast while shaped, and even if "knocked out" of animal form, the druid can just shift back in! |
| #104melloredNov 21, 2014 12:35:06 |
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| #105jessequentinNov 21, 2014 12:44:12 | Yeah... We were trying for the smallest optimized party.
So.... If you allow an Owl Familiar to transfer touch spells using their "flyby"... That'd be a level 1 Wizard with a horse, right? Or did I miss something else? |
| #106melloredNov 21, 2014 13:14:01 |
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| (Reply to #106)jessequentin |
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| (Reply to #101)jessequentin |
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| #109DaveDashNov 23, 2014 13:06:13 | I already posted a Ftr11/Rogue2/Caster3 (Woof Elf, Sharpshooter, Mobility) that could kill the big T by himself a couple of pages back. |
| #110YunruNov 23, 2014 13:24:54 | A level one character equipped with a plot device. Boom. :P |
| (Reply to #109)jessequentin |
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| (Reply to #111)DaveDash |
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| (Reply to #108)1eejit |
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| (Reply to #112)jessequentin |
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| #115melloredNov 24, 2014 9:20:49 |
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| (Reply to #113)jessequentin |
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| (Reply to #115)jessequentin |
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| (Reply to #116)1eejit |
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| #119melloredNov 24, 2014 10:08:55 |
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| (Reply to #119)1eejit |
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| #121melloredNov 24, 2014 10:22:22 |
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| (Reply to #119)jessequentin |
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| #123jessequentinNov 24, 2014 11:19:41 | I'm not sure the Tarrasque even CAN throw... Looking at the description and the image in the MM, I'm not sure it can grasp with those claws (at least not more than a cat can grasp with its paws). It can grasp with its jaws, but not sure if you'd want to call clenching something in your teeth and releasing it as you toss your head a "thrown attack" in rules terms - at least not without a feat or something. I think the best you can say is maybe it bats at something and hopes it flies in the general direction of the target... Maybe a combo of rolls to do it - maybe a Dex check at DC10 to get it in the general direction and then an attack roll to see if it hits?
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| #124melloredNov 24, 2014 13:34:05 |
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| (Reply to #114)DaveDash |
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| (Reply to #124)jessequentin |
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| #127HeirRaktusNov 24, 2014 20:37:12 | So, just to cover the most comprehensive idea I've seen so far... Show
Jack the Giant Killer |
| (Reply to #127)jessequentin | I'm guessing you might be able to get away with a 7th Level Eldritch Knight. I think the Rogue 2 was just for the extra movement from Cunning Action... But the Eldritch Knight would be able to cast Longstrider to make up for it. You would lose 1 extra attack by only being 7th Level... but you do have 2 possible castings of Magic Weapon - to make it last up to 2 hours. |
| #129DaveDashNov 24, 2014 22:44:08 | You miss out on 45ft movement if you drop Rogue2. Longstrider just gives +10 movement no? That means you can only move and attack 45ft per round. The Big T will chew you up. You also need to be EK8 to get magic weapon, since its transmutation. |
| #130DaveDashNov 25, 2014 0:56:50 | One thing to note as well using a familiar.
Technically it has its own initiative turn, so it gives the Tarrasque an additional legendary action. |
| #131HeirRaktusNov 25, 2014 5:05:30 |
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| #132melloredNov 25, 2014 5:17:11 |
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| (Reply to #129)jessequentin |
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| (Reply to #131)jessequentin |
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| (Reply to #134)HeirRaktus |
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| (Reply to #135)jessequentin |
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| (Reply to #136)jessequentin |
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| #138HeirRaktusNov 25, 2014 7:26:07 |
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| (Reply to #138)jessequentin |
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| (Reply to #138)jessequentin |
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| #141melloredNov 25, 2014 7:41:25 |
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| (Reply to #135)jessequentin |
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| #143jessequentinNov 25, 2014 8:43:38 | I was just curious... the fastest IRL marathon pace is 4:42 per mile. That would translate to 112 ft per 6 seconds. That's a human with no magic. He must be a rogue!
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| #144melloredNov 25, 2014 8:46:16 |
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| #145HeirRaktusNov 25, 2014 8:55:26 | So, I was just thinking about the method we've come up with to defeat a Tarrasque was to out run it. Is it possible to outrun a Solar? Fly 150 with a legendary action to teleport 120. |
| #146melloredNov 25, 2014 9:10:43 |
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| (Reply to #145)jessequentin |
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| #148HeirRaktusNov 25, 2014 10:42:29 |
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| #149melloredNov 25, 2014 11:18:58 |
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| (Reply to #149)jessequentin |
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| #151melloredNov 25, 2014 12:27:14 |
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| #153LindoniusNov 25, 2014 18:04:22 |
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| #155LindoniusNov 25, 2014 20:51:55 |
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| #157DaveDashNov 25, 2014 23:17:01 | You might be able to attack safely with mobile, then retreat (using a melee weapon). With 165ft movement you should be stay out of counter attack range. It'll slow you down though. |
| #158YunruNov 26, 2014 4:02:52 | Mah methods still easier. Get a bunch of diviners to troll his saves into the ground and hit him with quivering palm. You only need 2 diviners too. |
| (Reply to #158)1eejit |
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| #160MurdochManNov 26, 2014 5:46:07 | I don't see how it works at all. With two diviners and one monk, the tarrasque gets three legendary actions. It can use two legendary actions to chomp, then swallow on its turn. A diviner must be able to see a creature to use their portent on it, and they're blinded when swallowed. They could, of course, have fly cast. I won't get into the argument about what Big T does against flying spellcasters, but it does require their concentration, meaning no buffs for the monk. Even if they use their action to dash when flying, they're 20 feet slower than a fleeing tarrasque with three legendary actions, and can't cast any spells to burn through his legendary resistances. If they don't dash, they'll rapidly lose spell range and LoS. |
| #1611eejitNov 26, 2014 5:51:45 | ^ The idea of Monks with Diviners is to nova Big T with quivering palm. Not to stick around for multiple rounds of combat. That's why I argue you'll want 2+ monks to be safe. |
| #162melloredNov 26, 2014 5:53:20 |
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| #163MurdochManNov 26, 2014 6:14:40 | I get the idea, but quivering palm requires you to hit the target in one turn, then use your action in a subsequent turn to force the save. You therefore require a minimum of two turns for the nova to work, even if all of the tarrasque's legendary resistances are already expended. The monk won't survive that long. Of course, more diviners and more monks will improve the chances of success, but that defeats the whole point of this thread. |
| (Reply to #163)1eejit |
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| #165melloredNov 26, 2014 6:47:15 |
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| (Reply to #157)jessequentin |
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| (Reply to #165)Yunru |
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| #168MurdochManNov 26, 2014 10:31:45 |
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| #169melloredNov 26, 2014 10:12:10 |
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| #170YunruNov 26, 2014 10:22:36 | The diviners have to roll 8 or less, which has a .4 chance of happening. Now this sort of maths always confuses me. You've 3X rolls, where X is the number of diviners, with a .4 chance of a positive outcome per roll. What must X be to have a reasonable chance at shutting down T? EDIT: Would it be a distribution of some kind? Also: With an AC of 25 and a to-hit of +11 any roll of 14 or higher is useful. So the chance of a useless roll is 1 in 4. Although you still need those four low rolls. |
| (Reply to #169)Timborama |
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| #172melloredNov 26, 2014 10:23:55 |
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| #173YunruNov 26, 2014 10:32:32 | So about 4 diviners, not bad. I just see it now: The Tarrasque's on a rampage, the lone Monk hires a bunch of diviners. "What do you want us to do?""Just watch me." |
| #174YunruNov 26, 2014 10:39:02 | Done some more maths: With four diviners you get, on average, 4.2 rolls that ensures a hit against T and 4.8 rolls that ensures the T fails it's saves. |
| #175melloredNov 26, 2014 10:43:09 |
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| #176YunruNov 26, 2014 10:53:12 | Well thanks now I'm picturing Diviner Frat Boys using their skills for inane things. Like getting discounts on beer. |
| #177YunruNov 26, 2014 11:00:34 | I just realised you can stack Quivering Palms, since they're not spells. Not sure how that would affect things though. |
| (Reply to #174)MurdochMan |
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| #179LindoniusNov 26, 2014 17:49:15 |
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| (Reply to #178)Yunru |
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| (Reply to #180)MurdochMan |
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| #182YunruNov 26, 2014 23:13:44 | I still don't see the big deal. You've an Open Hand Monk with Mobile. Just get in, hit T with everything, prone him, and get out. Or better yet, be invisible. Or even better yet, attack with the Haste action, Flurry of Blows and then with your normal action kill the sod. |
| #183Jay_Ibero_911Nov 27, 2014 9:19:25 | Just so I understand this, with the monk method the goal is to hit him at least 3 times to use stunning fist on each hit, with the diviners force failing the saves forcing T to use up his legendary saves and then the monk applying quivering palm and using the last auto-fail for it? |
| (Reply to #183)jessequentin |
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| #185MurdochManNov 27, 2014 10:28:05 | That's the idea, yes. The monk can set quivering palm up and make a stunning strike with the same attack, so it only needs three hits.
You do have to account for the use of haste in your party composition. 1 monk and 6 lvl 2 diviners gives the party no possible source for haste. Either you need to bump 1 of the diviners up to lvl 5, or include another caster. The tarrasque killing the haste caster before the monk has a chance to act (the tarrasque beats the monk for initiative about 28% of the time) would cause big problems, but that's preventable if you can find a good place to hide them. I still reckon two levels of fighter for an action surge is probably more useful than mobile and perfect self, and negates the need for haste. You can attack the tarrasque 4 times, use up its legendary resistances, then action surge to end quivering palm and kill the tarrasque. |
| #186YunruNov 27, 2014 10:33:14 | Quivering Palm stacks. Sure you also try to stun him, but only because you might succeed. Expanding on that, up the Monk to Monk 17/Fighter 2. Up one of the Wizards to 5. Attack with the Haste action, attempt to stun, set up vibrations and then flurry. On each flurry attempt to stun and set up vibrations. With your main action invoke one of the vibrations, action surge to dash away or invoke a second time, depending on how many legendary saves it's consumed. |
| (Reply to #184)MurdochMan |
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| (Reply to #186)MurdochMan |
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| #189YunruNov 28, 2014 1:22:25 | To fall back to an argument that I really don't like people misusing: Int 3. Sure it's not dumber than a rock, but I doubt it'd think "Do I not save against this stun in case I get Quivering Palm'd?" Regardless, whack it, stun it, set up vibrations, all with hasted action. Invoke with normal action if it got stunned. Even if it uses it's legendary save it still takes 10d10 damage. If it didn't get stunned, flurry of blows, stun and prone. If it is now stunned, invoke with normal action. If it is still not stunned escape it's range, using your normal action to dash if neccessary, invoke if not. Etc.
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| (Reply to #187)Yunru |
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| #191melloredNov 28, 2014 6:30:49 | You need 5 saves, but also 5 hits. |
| #192YunruNov 28, 2014 6:53:44 | Four hits you mean? At which point statistically the diviners once again pull through (chance of ensuring a hit > chance of ensuring a fail). |
| #193MurdochManNov 28, 2014 7:22:32 | The 8 saves was in response to jessequentin, so works off the assumption that the tarrasque doesn't use legendary saves against stunning strike. To guarantee success, the hasted monk must make the tarrasque fail four quivering palm saves. This requires a minimum of 4 turns, and the strategy may fall apart if the tarrasque does not also fail a stunning strike on each of those turns. Yes, a mobile, hasted monk can escape the tarrasque's reach, but that doesn't mean all that much unless the tarrasque has already blown its 3 legendary resistances. The tarrasque is under no obligation to chase the creature that just filled its body with strange vibrations, or stand there waiting for it to do the same in the next round. It can run towards any diviners that haven't managed to hide well enough and have a tasty wizard snack. If one of those diviners is the haste caster, that would be absolutely disastrous for the monk. I suppose that it doesn't matter whether the tarrasque is stunned in the fourth round, since it's going to die anyway; that brings the required Con save failures down to 7. |
| #194YunruNov 28, 2014 7:33:05 | To all those saying the T could much the diviners: they're not there, they're far away, but able to see the dight (scrying, telescopes, etc). |
| #195MurdochManNov 28, 2014 7:49:42 | Scrying is a 5th level spell, requiring lvl 9+. Even with 6 diviners, their chances of scrying on the tarrasque itself are bad, but I assume they'd be scrying on the monk instead so get an automatic success. Telescopes only work if the diviners have unbroken LoS to the fight. Why is that assumed?
EDIT: looking at the adventuring gear list, the spyglass only doubles the magnification of an object. This only doubles the range at which the diviners can watch the fight. |
| (Reply to #195)jessequentin |
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| #197jessequentinNov 28, 2014 8:24:59 | You could also look through a familiar's eyes. A barbarian's Aspect of the Beast says the eyesight of an eagle can see up to a mile away with no difficulty, able to see fine details as if looking at something no more than 100 ft away. I'd expect a hawk's eyesight would be similar. |
| #198MurdochManNov 28, 2014 8:36:57 | Rope trick would work, as long as the diviners can predict where the tarrasque is going to show up ahead of time. If their window's at the wrong angle, they fail. Can a caster concentrate on a spell effect outside of the extradimensional space whilst they're inside? The rules aren't very clear. If not, the haste caster is kinda screwed. At least one caster also needs to be lvl 3+ to cast rope trick, although the haste caster could also be the rope trick caster. |
| #199MurdochManNov 28, 2014 8:39:17 | Seeing through a familiar's eyes does require that the familiar is within 100 feet, but yes, the hawk could definitely be helpful in that regard. Again, though, it's not much help to the haste caster. |
| #200YunruNov 28, 2014 8:48:24 | Haste lasts ten minutes, plenty of time to precast. |
| (Reply to #189)jessequentin |
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| (Reply to #200)jessequentin |
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| (Reply to #200)MurdochMan |
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| #204MurdochManNov 28, 2014 10:03:25 |
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| #205YunruNov 28, 2014 10:21:37 | Not thought it through, but you could have someone hit T with Contagion, forcing a burning of his Legendary Saves. Probably a sacrifical character though. |
| (Reply to #205)jessequentin |
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| #207MurdochManNov 28, 2014 11:27:47 | The tarrasque's advantage vs. "spells and other magical effects" may cancel out the disadvantage from Slimy Doom, giving the tarrasque a 60-70% chance of making each save, depending on the caster's level. Whether or not the tarrasque gets its magic resistance on these saves is up to interpretation, though, and the stunning effect for 2+ turns (assuming the disease goes into effect immediately) is still very useful. |
| #208YunruNov 28, 2014 11:26:54 | Ah but then you throw the diviners atop that. |
| #209MurdochManNov 28, 2014 11:38:11 | In order to cast contagion through a familiar, you'd need a bard of lvl 10+ which takes find familiar and contagion as magical secrets, as far as I can tell. A druid or cleric of 9+ could cast it themselves. I think they're the only classes who can cast it, but I may be wrong.
EDIT: Oh, I suppose a cleric or druid could take a level of wizard to get find familiar, too. They could take two levels to become a diviner. |
| #210MurdochManNov 28, 2014 12:04:52 | The only major problem I can find with the idea of casting contagion through a hawk familiar (with diviners to ensure a hit) is that the familiar moves on its own initiative count, but casts the spell in the caster's turn. If the tarrasque is between the familiar and the caster in the initiative count, it can easily take the familiar out when it comes into range but before there's a chance to deliver the spell. A surprise attack would stand a decent chance, given the tarrasque's poor passive Perception. Otherwise, you'd ideally want multiple casters with familiars in order to ensure success. |
| #211YunruNov 28, 2014 12:11:40 | So it's agreed? Overwhelming numbers of diviner hirelings beats everything :P |
| (Reply to #211)jessequentin |
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| #213YunruNov 28, 2014 15:44:40 | No it was smallest and lowest level. At least, that's how I remember it. Then again, the hirelings aren't part of the party until they're hired. Until then it's a party of one very rich person. To that end: a level 0 non-adventurer. (S)He does nothing to stop the tarrasque, knowing that the end of existance will do it for him/her. (S)He is nothing if not patient. |
| #214jessequentinDec 02, 2014 18:00:11 | Greg Bilsland on the Extra Life extra session played Dec. 1 ruled that Stunning Strike was a "magical effect" due to Ki being described as a "magical energy" in the PHB. Guess that's an extra wrinkle to deal with when thinking about the Monk vs. Tarrasque. |
| #215YunruDec 03, 2014 1:14:43 | Not really. Diviners replace the entire roll, advantage or not, so whether Ki is magical or not is pretty irrelevent. |
| #216NevvurDec 03, 2014 5:29:44 | Are all the class features of Monk disabled in an antimagic field then, since everything they do is drawn from Ki, and Ki = magic? |
| (Reply to #216)jessequentin |
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| (Reply to #215)jessequentin |
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