No quick draw = Frost Giant Jarl an xp cow


Rules Questions


The Jarl Frost Giant in the Monster Codex gets returning weapons, multiple attacks, abilities that infer multiple attacks at range yet no quick draw. Kept at range their xp waiting to happen.

Am I missing something?

http://paizo.com/pathfinderRPG/prd/monsterCodex/frostGiants.html

Grand Lodge

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Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

He's no different from any other "primarily a melee combatant" type of opponent. He wants to be in melee and has a token amount of ranged combat ability for times when he can't get there or just wants to harass PCs at range.

He's analogous to a Two-Handed, Greatsword-focused Fighter who carries a bow just in case.

-Skeld


Other than point blank shot and returning weapons the feat list makes it a melee monster, not a ranged attack monster.

Feats: Double Slice, Dreadful Carnage, Endurance, Furious Focus, Greater Two-Weapon Fighting, Improved Iron Will, Improved Two-Weapon Fighting, Iron Will, Point-Blank Shot, Power Attack, Precise Shot, Toughness, Two-Weapon Fighting, Two-Weapon Rend, Weapon Focus (warhammer)

Quick draw won't really help with the returning hammers because it can start combat with both of them in hand, and the returning ability does not get your weapons back in time to throw it again before your the turn ends.

If that(throwing) is what you want do with a jarl you would have to give it a blinkback belt, but it is made as a two weapon specialist, not a throwing weapon specialist.

They are better used in an enclosed area if the party is made of ranged characters.


They have two warhammers. They throw both of them on their turn. Their next turn, both warhammers come back and they catch them as a free action.

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