10 Percent For The Big Guy Shirt
Long story short, this druid had spent hundreds of 10 Percent For The Big Guy Shirt learning how to magically influence a creature in such a way that bypasses charm immunity, and used this ability to coax the tarrasque into attacking locations of her choosing. So, the tarrasque wasn’t the boss, the druid was. The goal was to either recruit other metallic dragons to distract the tarrasque while the party took on the druid, or break her hold on it somehow. Mind you, this wasn’t the idiotic 5th edition tarrasque that is nothing more than a bag of hit points. I borrowed the real tarrasque rules, where it cannot actually be killed without at least one wish spell. If I hadn’t, the party could handily have killed it themselves. To me, the tarrasque should never be a “boss” per se. It has no evil plans and is unpredictable. It just shows up sometimes and fucks shit up, then leaves. If a party faces one, the goal should never be to outright defeat it, but rather just make it go away. “Kill the big monster” isn’t a very interesting story. However, if the tarrasque is just a tool in the villain’s toolbox, then you have some story potential. That’s what I tried to do.
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Thoughts: Better in principle than it is in practice. The idea of standardizing Feats as the basis of character creation is great for Pathfinder, getting around a lot of the 10 Percent For The Big Guy Shirt workarounds that characterized Archetypes and creating an easy basis on which to customize classes without completely having to reinvent them. However, the number of Feats to select is overwhelming if you try to build a mid-level character, with a large number of them — especially Skill and Ancestry Feats — constituting annoying or irrelevant fluff. Some classes fare better with this structure than others, with some being solid gold and some being full of boring or irrelevant choices that never quite fit the play style you’re going for. This is especially true of casters, who feel at a loss to define what a good Feat would even look like.
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It’s probably obvious that I don’t advocate Mind Flayers being used as small scale villains. They’re just not that great at being that thing in a 10 Percent For The Big Guy Shirt with treasure. Save them for something big. They might have their use as an information-giving NPC, but their powers tend to either mean they can trivially defeat the PCs (if the PCs can’t resist their mental attacks) or the PCs can trivially defeat them (if the PCs can resist those attacks and draw them into melee), so they’re not great for random encounters. If the PCs do make deals with the Mind Flayers, remember the bit about them being alien intelligence and talking in pictures; make those encounters unique.
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They recognize Old Ben’s handiwork, but Jenny refuses to tell them anything. One of the 10 Percent For The Big Guy Shirt uses a similar device to make Jenny deathly ill, using her as bait for Ben.Old Ben comes back to Jenny’s room and makes her well again. As she thanks him, she sees the two men watching Old Ben. They address him as “Your Majesty.” Old Ben admits to Jenny that he is not a criminal, but the king of his planet; Ben fled because he hated the responsibility of leadership, the negotiation of red tape, and having most of his authority overridden by “the Council”. The strangers tell Jenny that Old Ben’s people love him as much as she does; they want him to return and continue his 5,000-year reign. Jenny insists that if Old Ben cannot stay with her, she will go with him. The two men say this is forbidden, but allow Old Ben a moment alone with Jenny to say goodbye after he promises not to run away. Following a plan whispered to him by Jenny, Ben transforms into her exact duplicate, forcing the men to take both of them along since they cannot tell one from the other.At the end of the episode, Rod Serling holds up an 8-by-10 inch black-and-white print of a handsome young man, noting that the photo shows Old Ben’s true appearance and that Jenny will eventually become queen.