Dungeons and Dragons Titan 3.5 PBP RPG

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Titan

Titan

Huge Outsider (Chaotic, Extraplanar)

Hit Dice:

20d8+280 (370 hp)

Initiative:

+1

Speed:

40 ft. in half-plate armor (8 squares); base speed 60 ft.

Armor Class:

38 (-2 size, +19 natural, +11 +4 half-plate armor), touch 8, flat-footed 38

Base Attack/Grapple:

+20/+44

Attack:

Gargantuan +3 adamantine warhammer +37 melee (4d6+27/x3) or +3 javelin +22 ranged (2d6+19) or slam +34 (1d8+16)

Full Attack:

Gargantuan +3 adamantine warhammer +37/+32/+27/+22 melee (4d6+27/3) or +3 javelin +22 ranged (2d6+19) or 2 slams +34 (1d8+16)

Space/Reach:

15 ft./15 ft.

Special Attacks:

Oversized weapon, spell-like abilities

Special Qualities:

Damage reduction 15/lawful, darkvision 60 ft., spell resistance 32

Saves:

Fort +26, Ref +13, Will +21

Abilities:

Str 43, Dex 12, Con 39, Int 21, Wis 28, Cha 24

Skills:

Balance +7, Bluff +19, Climb +22, Concentration +37, Craft (any one) +28, Diplomacy +11, Disguise +7 (+9 acting), Heal +20, Intimidate +32, Jump +38, Knowledge (any one) +28, Listen +32, Perform (oratory) +30, Sense Motive +32, Search +28, Spellcraft +17, Spot +32, Survival +9 (+11 following tracks), Swim +16

Feats:

Awesome Blow, Blind-Fight, Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Quicken Spell-Like Ability (chain lightning)

Environment:

A chaotic good-aligned plane

Organization:

Solitary or pair

Challenge Rating:

21

Treasure:

Double standard plus +4 half-plate armor and Gargantuan +3 adamantine warhammer

Alignment:

Always chaotic (any)

Advancement:

21-30 HD (Huge); 31-60 HD (Gargantuan)

Level Adjustment:

-

A titan is about 25 feet tall and weighs about 14,000 pounds.

Titans speak Abyssal, Common, Celestial, Draconic, and Giant.

Combat

A titan's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction.

Oversized Weapon (Ex): A titan wields a great, two-handed warhammer (big enough for Gargantuan creatures) without penalty.

Spell-Like Abilities: At will-chain lightning (DC 23), charm monster (DC 21), cure critical wounds (DC 21), fire storm (DC 24), greater dispel magic, hold monster (DC 22), invisibility, invisibility purge, levitate, persistent image (DC 22), polymorph (humanoid forms only, duration 1 hour); 3/day-etherealness, word of chaos (DC 22), summon nature's ally IX; 1/day-gate, maze, meteor swarm (DC 26). Caster level 20th. The save DCs are Charisma-based.

In addition, titans of good or neutral alignment can use the following additional spell-like abilities: At will-daylight, holy smite (DC 21), remove curse (DC 21); 1/day-greater restoration. Caster level 20th. The save DCs are Charisma-based.

Titans of evil alignment can use the following additional spell-like abilities: At will-bestow curse (DC 21), deeper darkness, unholy blight (DC 21); 1/day-crushing hand (DC 26). Caster level 20th. The save DCs are Charisma-based.

Tactics Round-by-Round

Titans enjoy combat and usually close with their foes. If that proves ineffective, they swiftly back off and pelt the foe with spell-like abilities and magical effects. Because of a titan's Quicken Spell-Like Ability feat, it can use chain lightning as a free action, and frequently attacks in melee while lashing out with this ability at the same time.

Prior to combat: Invisibility purge or invisibility.

Round 1: Charge and attempt to sunder the weapon of the most dangerous foe. Hurl chain lightning at opponents standing away from the fight.

Round 2: Full attack against the disarmed opponent, and hurl chain lightning at other opponents.

Round 3: Back away from first opponent and use maze or meteor swarm on any spellcaster causing trouble.

Round 4: Sunder the weapon of the next most effective combatant, or use greater dispel magic on all nearby opponents.

Round 5: Full attack against any nearby opponent, or use fire storm.

Use another quickened chain lightning if foes seem really dangerous.

A titan usually reserves its gate and etherealness abilities to escape a fight that is not going well.


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That, sounds fair Bastion, and to answer your question about picking items.

Sure, I could use a bit of help. I guess it depends what, adventuring pathway we are on? Both collectively, and independently.

Judging by the previous encounters, offensive magic seemed to be lacking, and the trap making skill not proving useful? This is in relation to the more urban, encounter's as opposed to the trap laden dungeon type.

Obviously, Rivoril would need a bit more versatility, to remedy this. Any suggestions here are most welcome.

Depending on how long the downtime is between missions, which KN will determine. Will, determine what applicable training can also be done?

As for magic ideas, Wizards could work because its main attribute is INT. That's if Rivoril multi-classes into Rogue 1st and Wizard 1st.

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