Dungeons and Dragons Titan 3.5 PBP RPG

Wed, 19th December, 2018 - 2:00 pm GMT
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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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Well if we are talking about people who like to spend a lot more time basking in their imaginations rather than actually getting the quest done, perhaps there needs to be a time limit on making decisions when grouped with others. I completely understand the original posters frustrations even though I am new to this particular website. Because in regular Dungeons & Dragons on table top you get the same people who when it's their turn they want to spend 10 minutes on the move. Honestly I try to take actions with a sense of purpose, if for nothing else but that since I'm basking in my imagination anyways, my imagination says that if I were really in this kind of situation in a dark cave in a party of 5 and there are monsters anywhere around us, there is no way I would be spending 10 minutes per decision. I try to imagine how I would actually feel in that situation, so I take action with a purpose the same way I would if I were really in that situation.

However you gotta keep in mind that for some people these kinds of Role-playing Game's are the only social life they have. For them the idea of wasting time embellishing their part of the story in front of an audience of people is basically their version of being on an expensive stage at a famous New York play. It's exhilarating to show off. I think when you come across those people you really just need to be up front and tell them hey there are other people waiting for you to make a damn move so hurry up!

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