Has anyone statted out each leader of giant tribes around Jorgenfist?


Rise of the Runelords

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

So uh, I'm proven to be kinda bad at making statblocks, so decided to save time and see if anyone has statted out Doach, Papa Beshk, Halvara, Vlorian, Zinderall, Oriandian and Drogart. I might need their stats, so asking just in case :'D


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Adventure Path Charter Subscriber

I did some rough versions after I did the outline for the variant builds for each clan - I didn't double check them for correctness - my players spent a good deal of time scouting the situation from range and came to the conclusion that a frontal attack was suicide.

I discontinued work on the project - but I should have them in my archives somewhere. I'll see what I can find, as they arn't in my main support files for some reason...


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DOACH

Spoiler:
DOACH CR 9
XP 6.400
Male hill giant fighter 2
Large humanoid (giant)
Init +1; Senses Perception +6

DEFENSE
AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, -1 size)
hp 133 (12 HD; 10d8+2d10+74)
Fort +15, Ref +4, Will +2, +1 Will vs. fear
Defensive Abilities rock catching;

OFFENSE
Speed 40 ft.
Melee slam +17/+17  (1d8+9)
Melee masterwork club (large) +19/+14  (1d8+9)
Ranged masterwork club (large/thrown) +11/+6  (1d8)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (120 ft.)

STATISTICS
Str 29, Dex 13, Con 20, Int 7, Wis 9, Cha 13
Base Atk +9; CMB +19; CMD 30
Feats Alertness, Armor Proficiency, Medium, Lunge, Power Attack, Simple Weapon Proficiency, Toughness, Vital Strike, Weapon Focus (Club)
Skills Climb +13 , Handle Animal +6 , Intimidate +7 , Perception +6 , Sense Motive +1 , Survival +4 , Swim +14

Languages Giant
SQ bonus feats, bravery
Gear giant hide +1 (troll/large), slam, masterwork club (large) (3)

SPECIAL ABILITIES
Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.
Rock Catching (Ex) You can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, if you would normally be hit by a rock, you can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) You must be aware of the attack in order to make a rock catching attempt.
Rock Throwing (Ex) You are an accomplished rock thrower and have a +1 racial bonus on attack rolls with thrown rocks. A creature can hurl rocks up to two categories smaller than its size. A "rock" is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The creature can hurl the rock up to five range increments. Damage from a thrown rock is generally twice your base slam damage plus 1-1/2 your Strength bonus.

PAPA BESHK

Spoiler:
PAPA BESHK CR 7
XP 3.200
Male ogre barbarian 4
Large humanoid (giant)
Init +5; Senses darkvision 60 ft., Perception +8
DEFENSE
AC 17, touch 10, flat-footed 17 (+1 armor, +1 Dex, +6 natural, -1 size)
hp 71 (8 HD; 4d8+4d12+36)
Fort +14, Ref +3, Will +1, +1 Reflex to avoid traps
Defensive Abilities trap sense +1, uncanny dodge;
OFFENSE
Speed 50 ft., Fast Movement
Melee brass knuckles +1 (large) +16/+11  (1d4+10)
Space 10 ft.; Reach 10 ft.
Special Attacks hurling, lesser, reckless abandon

STATISTICS
Str 28, Dex 13, Con 18, Int 13, Wis 8, Cha 8
Base Atk +7; CMB +17; CMD 28
Feats Armor Proficiency, Light, Great Fortitude, Improved Initiative, Improved Natural Armor
Skills Acrobatics +5 , Acrobatics (Jump) +13 , Climb +15 , Handle Animal +6 , Intimidate +8 , Linguistics(Common, Pidgin of Giant) +3 , Perception +8 , Ride +5 , Survival +7 , Swim +16

Languages Common, Giant, Pidgin of Giant
SQ darkvision, fast movement
Gear padded (large),

SPECIAL ABILITIES
Barbarian ~ Uncanny Dodge Tracker
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Fast Movement (Ex) Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.
Hurling, Lesser (Ex) As a full-round action while raging, the barbarian can lift and hurl an object up to one size category smaller than herself with both hands or two size categories smaller with one hand as an improvised weapon with a range increment of 10 feet. This inflicts damage as a falling object (Core Rulebook 443) plus the barbarian's Strength bonus. This damage is halved if the object is not made of stone, metal, or similar material. This is a ranged touch attack, and the target may attempt a Reflex save (DC 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) for half damage. The barbarian may apply Power Attack to this attack as a one- or two-handed weapon, as appropriate.
Rage You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 14 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 16 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.
Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 14 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 16 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.
Reckless Abandon (Ex) While raging, the barbarian can take a -1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by -1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.
Standard Rage
Trap Sense (Ex) You gain a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.


never made the others, though. but might I need them next session anyway, so if I have the time I'll stat them out before Christmas

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

Yay :'D Two of them is lots of help already. I spent lots of time statting up Sir Aeryn Darvengian, and I'm not sure I did good enough job so I'm really unconfident in my abilities to stat giants right since I'm not sure how monster npc with classes statting should go..

But yeah, depends on the way the next session goes, I might need all of them or just Droggart. One of characters has backstory connection to Droggart so I assume he would want to fight him even if rest of giants go away when Mokmurian is dead. Speaking of which, I think he has rather good changes of surviving to gather army for final showdown so I probably do need them for that.


the Lorax made these--I dunno if they are CR appropriate as I'm away from my books but they should serve OK.

Ruyan.


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Well, if it's Drogart you want...

DROGART

Spoiler:

DROGART CR 11
XP 12.800
Male stone giant fighter 3
CE Large humanoid (giant)
Init +4; Senses darkvision 60 ft., Perception +12
DEFENSE
AC
 29, touch 10, flat-footed 28 (+7 armor, +1 Dex, +12 natural, -1 size)
hp 202 (15 HD; 12d8+3d10+123)
Fort +19, Ref +9, Will +5, +1 Will vs. fear, +4 Reflex when attempting to catch a rock
Defensive Abilities improved rock catching;
OFFENSE
Speed
30 ft.
Melee greataxe +1 large) (two handed) +23/+18/+13 ((two handed) 3d6+16/19-20/x3)
Melee slam +21/+21  (1d8+10)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (180 ft.)

STATISTICS
Str 31, Dex 19, Con 27, Int 13, Wis 10, Cha 12
Base Atk +12; CMB +23; CMD 37
Feats Armor Proficiency, Heavy, Bloody Assault, Cleave, Combat Reflexes, Critical Focus, Improved Critical (Greataxe), Power Attack, Sundering Strike, Vital Strike, Weapon Focus (Greataxe)
Skills Acrobatics -1 , Climb +11 , Escape Artist -1 , Fly -3 , Handle Animal +7 , Heal +6 , Intimidate +10 , Perception +12 , Ride -1 , Stealth -5 , Stealth (In rocky areas) +3 , Survival +6 , Swim +11

Languages Common, Giant
SQ armor training, bonus feats, bravery
Gear masterwork splint mail (large), greataxe +1 (large), slam, amulet of natural armor +1, outfit (peasant's/large)

SPECIAL ABILITIES
Armor Training (Ex)
You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 1 and increase the maximum Dexterity bonus allowed by your armor by +1
Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
{b]Improved Rock Catching (Ex)[/b] You gain a +4 racial bonus on your Reflex save when attempting to catch a thrown rock with rock catching. Once per round, if you would normally be hit by a rock, you can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) You must be aware of the attack in order to make a rock catching attempt.
Rock Throwing (Ex) You are an accomplished rock thrower and have a +1 racial bonus on attack rolls with thrown rocks. A creature can hurl rocks up to two categories smaller than its size. A "rock" is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The creature can hurl the rock up to five range increments. Damage from a thrown rock is generally twice your base slam damage plus 1-1/2 your Strength bonus.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

:O Thanks! :D

I mean, I'd still like to have them all(well besides Zinderall) just in case, but Drogart is the essential one. Out of all of them, Zinderal is easiest to stat(since he just has one fighter level) but I figured out funny way for him to go out is that when/if Conna does the whole speech that turn half the giants agaisnt Mokmumarian that his tribe just decides to use that as excuse to lynch him. Oriandian is CN so I guess I could make him side with Conna's side so unless I want him to help in fight I don't really need stats and I could use him to take out Vlorian since both are rangers so ranger duel off.

Halvara is hardest one to stat though since she has highest level and is spellcaster :'D I'd figure out that since Lamias are dead that Mokmurian will probably get healing from her if he gets away. Ah well, I won't know what will happen tomorrow and my plan is that if Mokmurian teleports outside that I continue from that in next session.(since I assume the Library floor alone takes a while from the party)


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CorvusMask wrote:

:O Thanks! :D

I mean, I'd still like to have them all(well besides Zinderall) just in case, but Drogart is the essential one. Out of all of them, Zinderal is easiest to stat(since he just has one fighter level) but I figured out funny way for him to go out is that when/if Conna does the whole speech that turn half the giants agaisnt Mokmumarian that his tribe just decides to use that as excuse to lynch him. Oriandian is CN so I guess I could make him side with Conna's side so unless I want him to help in fight I don't really need stats and I could use him to take out Vlorian since both are rangers so ranger duel off.

Halvara is hardest one to stat though since she has highest level and is spellcaster :'D I'd figure out that since Lamias are dead that Mokmurian will probably get healing from her if he gets away. Ah well, I won't know what will happen tomorrow and my plan is that if Mokmurian teleports outside that I continue from that in next session.(since I assume the Library floor alone takes a while from the party)

give me an hour or so and I'll stat out the rest of them.


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HALVARA

Spoiler:

HALVARA CR 11
XP 12.800
Female stone giant oracle 5
LE Large humanoid (giant)
Init +9; Senses crystal sight, darkvision 60 ft., Perception +11
DEFENSE
AC
26, touch 14, flat-footed 21 (+5 Dex, +12 natural, -1 size)
hp 207 (17d8+90)
Fort +14, Ref +12, Will +10, +4 Reflex when attempting to catch a rock
Defensive Abilities improved rock catching;
OFFENSE
Speed
40 ft.
Ranged crossbow, heavy (large) +16/+11/+6 (2d8/19-20)
Melee slam +21/+21 (1d8+10)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (180 ft.), shard explosion

Known Oracle Spells (CL 5th, concentration +11):
5th (0/day)—telekinesis
2nd (6/day)—bull's strength, inflict moderate wounds (DC 18), spiritual weapon, cure moderate wounds, stone call, minor image (DC 18)
1st (8/day)—cause fear (DC 17), command (DC 17), magic weapon, summon monster i, magic stone, cure light wounds
0 (at will)—bleed (DC 16), guidance, light, read magic, spark (DC 16), virtue, ghost sound (DC 16), mage hand

STATISTICS
Str 30, Dex 21, Con 21, Int 8, Wis 14, Cha 22
Base Atk +12; CMB +23; CMD 38
Feats Alertness, Combat Casting, Critical Focus, Deadly Aim, Extra Revelation, Improved Initiative, Improved Natural Armor, Lightning Reflexes, Point-Blank Shot
Skills Climb +15 , Heal +8 , Intimidate +14 , Knowledge (Religion) +5 , Perception +11 , Sense Motive +4 , Spellcraft +8 , Survival +9

Languages Common, Giant
SQ crystal sight, darkvision, haunted, improved rock catching, orisons
Gear crossbow, heavy (large), slam, belt of incredible dexterity +2, catching cape

SPECIAL ABILITIES
Crystal Sight (Ex) /b] You can see through stone, earth, or sand as easily as if it were transparent crystal. Your gaze can penetrate 5 feet, or 5 inches of metal. You can use this ability 5 round(s) per day, but these rounds do not need to be consecutive.
[b]Darkvision (Ex)
Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Haunted Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).
Improved Rock Catching (Ex) You gain a +4 racial bonus on your Reflex save when attempting to catch a thrown rock with rock catching. Once per round, if you would normally be hit by a rock, you can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) You must be aware of the attack in order to make a rock catching attempt.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Rock Throwing (Ex) You are an accomplished rock thrower and have a +1 racial bonus on attack rolls with thrown rocks. A creature can hurl rocks up to two categories smaller than its size. A "rock" is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The creature can hurl the rock up to five range increments. Damage from a thrown rock is generally twice your base slam damage plus 1-1/2 your Strength bonus.
Shard Explosion (Su) As a swift action, you can cause jagged pieces of stone to explode outward from your body. These shards deal 2d6 points of piercing damage to all creatures within a 10-foot burst. A Reflex save (DC 18) halves this damage. In addition, the broken shards make the area difficult terrain until your next turn. You can use this ability 2 Time(s) per day.
Steelbreaker Skin (Su) As a standard action, you can harden your flesh so that weapons that strike you are damaged or destroyed. Anytime a melee or ranged weapon strikes you, the weapon takes 5 damage. This ability does not prevent the weapon from harming you unless the damage destroys the weapon attacking you. You can use this ability once per day, but the duration is 5 minute. At 15th level, the damage from this ability ignores up to 10 points of hardness.
Stone Mysteries You draw upon the divine mystery of Stone to grant your spells and powers.

VLORIAN

Spoiler:

VLORIAN CR 11
XP 12.800
Male stone giant ranger 3
NE Large humanoid (giant)
Init +4; Senses darkvision 60 ft., Perception +15
DEFENSE
AC
28, touch 12, flat-footed 25 (+5 armor, +3 Dex, +11 natural, -1 size)
hp 172 (15 HD; 12d8+3d10+90)
Fort +17, Ref +11, Will +6, +4 Reflex when attempting to catch a rock
Defensive Abilities improved rock catching;
OFFENSE
Speed
30 ft.
Melee scimitar (large) +21 (1d8+10/18-20)
{b]Melee[/b] scimitar (large) +21/+16/+11 (1d8+10/18-20)
Melee slam +21/+21 (1d8+10)
Space 10 ft.; Reach 10 ft.
Special Attacks humanoid (elf) +2, rock throwing (180 ft.)

STATISTICS
Str 30, Dex 19, Con 22, Int 20, Wis 13, Cha 21
Base Atk +12; CMB +17; CMD 37
Feats Agile Maneuvers, Cleave, Combat Reflexes, Critical Focus, Double Slice, Endurance, Favored Defense (Humanoid (Elf)), Great Cleave, Power Attack, Two-Weapon Fighting
Skills Acrobatics +6 , Climb +13 , Escape Artist +3 , Fly -2 , Handle Animal +15 , Heal +15 , Intimidate +22 , Knowledge (Geography) +17 , Knowledge (Local) +13 , Knowledge (Nature) +14 , Linguistics(Orc) +6 , Perception +15 , Ride +11 , Sense Motive +5 , Spellcraft +11 , Stealth +11 , Stealth (In rocky areas) +19 , Survival +10 , Survival (Follow or identify tracks) +11 , Swim +16

Languages Common, Giant, Orc
SQ combat style feat, darkvision +2, favored terrain (mountain) +1, improved rock catching +8
Combat Gear oil of invisibility, potion of haste; Other Gear scale mail (large/armor spikes), scimitar (large), scimitar (large) (2), slam

SPECIAL ABILITIES
Combat Style Feat (Ex)
At 2nd level, a ranger must select one of two combat styles to pursue: archery or two weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list. If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two- Weapon Rend to the list. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Favored Terrain (Mountain) (Ex) You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in mountain terrain (including hills). Likewise, you get a +2 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.
Humanoid (Elf) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against elves. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures You may make Knowledge Skill checks untrained to identify such creatures.
Improved Rock Catching (Ex) You gain a +4 racial bonus on your Reflex save when attempting to catch a thrown rock with rock catching. Once per round, if you would normally be hit by a rock, you can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) You must be aware of the attack in order to make a rock catching attempt.
Rock Throwing (Ex) You are an accomplished rock thrower and have a +1 racial bonus on attack rolls with thrown rocks. A creature can hurl rocks up to two categories smaller than its size. A "rock" is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The creature can hurl the rock up to five range increments. Damage from a thrown rock is generally twice your base slam damage plus 1-1/2 your Strength bonus.
Track (Ex) You gain +1 to Survival checks made to follow tracks.
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+8 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

ZINDERALL

Spoiler:

ZINDERALL CR 9
XP 6.400
Male stone giant fighter 1
CE Large humanoid (giant)
Init +0; Senses darkvision 60 ft., Perception +13
DEFENSE
AC
29, touch 9, flat-footed 29 (+9 armor, +11 natural, -1 size)
hp 158 (13 HD; 12d8+1d10+92)
Fort +19, Ref +4, Will +6, +4 Reflex when attempting to catch a rock
Defensive Abilities improved rock catching;
OFFENSE
Speed
30 ft.
Melee greatclub +2 (large) (two handed) +23/+18 ((two handed) 2d8+18)
Melee slam +20/+20 (1d8+11)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (180 ft.)

STATISTICS
Str 33, Dex 11, Con 24, Int 14, Wis 15, Cha 9
Base Atk +10; CMB +22; CMD 32
Feats Cleave, Combat Reflexes, Great Fortitude, Intimidating Prowess, Power Attack, Step Up, Vital Strike, Weapon Focus (Greatclub)
Skills Acrobatics -5 , Bluff +4 , Climb +16 , Escape Artist -5 , Fly -7 , Handle Animal +7 , Heal +10 , Intimidate +20 , Perception +13 , Ride +5 , Stealth -9 , Stealth (In rocky areas) -1 , Survival +10 , Swim +12

Languages Common, Giant
SQ bonus feats
Gear masterwork full plate (large), greatclub +2 (large), slam

SPECIAL ABILITIES
Bonus Feats
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Improved Rock Catching (Ex) You gain a +4 racial bonus on your Reflex save when attempting to catch a thrown rock with rock catching. Once per round, if you would normally be hit by a rock, you can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) You must be aware of the attack in order to make a rock catching attempt.
Rock Throwing (Ex) You are an accomplished rock thrower and have a +1 racial bonus on attack rolls with thrown rocks. A creature can hurl rocks up to two categories smaller than its size. A "rock" is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The creature can hurl the rock up to five range increments. Damage from a thrown rock is generally twice your base slam damage plus 1-1/2 your Strength bonus.


ORIANDIAN
Spoiler:

ORIANDIAN CR 12
XP 19.200
Male stone giant ranger 4
CN Large humanoid (giant)
Init +6; Senses darkvision 60 ft., Perception +11
DEFENSE
AC
29, touch 12, flat-footed 26 (+6 armor, +3 Dex, +11 natural, -1 size)
hp 187 (16 HD; 12d8+4d10+100)
Fort +18, Ref +14, Will +10, +4 Reflex when attempting to catch a rock
Defensive Abilities improved rock catching;
OFFENSE
Speed
30 ft.
Ranged composite longbow str +0 (large) +18/+13/+8 (2d6/x3)
Melee slam +21/+21 (1d8+9)
Space 10 ft.; Reach 10 ft.
Special Attacks humanoid (human) +2, rock throwing (180 ft.)

STATISTICS
Str 29, Dex 22, Con 23, Int 7, Wis 20, Cha 12
Base Atk +13; CMB +23; CMD 39
Feats Animal Affinity, Combat Reflexes, Deadly Aim, Endurance, Mounted Archery, Nimble Moves, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Shot
Skills Acrobatics +7 , Acrobatics (Jump) +10 , Climb +14 , Escape Artist +2 , Fly +0 , Perception +11 , Ride +21 , Stealth -2 , Stealth (In rocky areas) +6 , Survival +13 , Survival (Follow or identify tracks) +15 , Swim +5

Languages Common, Giant
SQ animal companion, combat style feat, darkvision +2, favored terrain (mountain) +2, improved rock catching +5
Gear agile breastplate (large), composite longbow str +0 (large), slam, arrows (20) (large) (3)

SPECIAL ABILITIES
Animal Companion (Ex)
Combat Style Feat (Ex)
At 2nd level, a ranger must select one of two combat styles to pursue: archery or two weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list. If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two- Weapon Rend to the list. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Favored Terrain (Mountain) (Ex) You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in mountain terrain (including hills). Likewise, you get a +2 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.
Humanoid (Human) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Improved Rock Catching (Ex) You gain a +4 racial bonus on your Reflex save when attempting to catch a thrown rock with rock catching. Once per round, if you would normally be hit by a rock, you can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) You must be aware of the attack in order to make a rock catching attempt.
Rock Throwing (Ex) You are an accomplished rock thrower and have a +1 racial bonus on attack rolls with thrown rocks. A creature can hurl rocks up to two categories smaller than its size. A "rock" is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The creature can hurl the rock up to five range increments. Damage from a thrown rock is generally twice your base slam damage plus 1-1/2 your Strength bonus.
Track (Ex) You gain +2 to Survival checks made to follow tracks.
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+5 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.


ANIMAL COMPANION
Spoiler:

POOH CR 7
XP 3.200
Male dire bear
N Large animal
Init +2; Senses low-light vision, scent, Perception +16
DEFENSE
AC
20, touch 11, flat-footed 18 (+2 Dex, +9 natural, -1 size)
hp 137 (10d8+70)
Fort +14, Ref +9, Will +6

OFFENSE
Speed
40 ft.
Melee bite +15 (2d6+9)
Melee claw +15/+15 (1d8+9)
Space 10 ft.; Reach 10 ft.
Special Attacks grab

STATISTICS
Str 29, Dex 14, Con 25, Int -3, Wis 16, Cha 11
Base Atk +7; CMB +17 (+21 grapple); CMD 29 (33 vs. trip)
Feats Athletic, Blind-Fight, Improved Natural Armor, Improved Natural Attack (Bite, Claw),
Skills Climb +11 , Perception +16 , Swim +15

SQ low-light vision
Gear bite, claw

SPECIAL ABILITIES
Grab (Ex)
If you hit with the indicated attack (usually a claw or bite attack), you deal normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. You have the option to conduct the grapple normally, or simply use the part of your body you used in the grab to hold the opponent. If you choose to do the latter, you takes a -20 penalty on your CMB check to make and maintain the grapple, but do not gain the grappled condition itself. A successful hold does not deal any extra damage unless you also have the constrict special attack. If you do not constrict, each successful grapple check you make during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, you deal constriction damage as well. You receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab can only be used on creatures of a size equal to or smaller than you.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.


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Adventure Path Charter Subscriber

I found my list on a back-up flashdrive. Looks like Hythlodeus beat me to it, but incase you want another take on them here's what I had.

I just bumped them all up a few stat points and didn't worry over much about the skill points unless they could be a combat related skill - and just eyeballed them and their gear really - I didn't expect to have to use them, I gave them a once over, but can't promise that everything is 100% - but I don't think the odd +1 to Climb is gonna make a difference.

I added another camp to the grounds - for assorted stragglers and singletons not part of any other tribe that has flocked to M's banner (ettins, trolls, straggling Kreeg...).
The last leader on the list is to watch over that camp.

Halvara is a bit of a beast if she gets going...

Giant Leaders:

Doach
Hill Giant Fighter2
CE Large humanoid (giant)
Init –1; Senses low-light vision; Perception +8
AC 21, touch 8, flat-footed 21 (+4 armor, –1 Dex, +9 natural, –1 size)
hp 128 (12d8+72)
Fort +14, Ref +2, Will +5
Defensive Abilities rock catching
Speed 40 ft. (30 ft. in armor)
Melee greatclub +17/+12 (2d8+12) or 2 slams +14 (1d8+8)
Ranged rock +8 (1d8+12)
Special Attacks rock throwing (120 ft.)
Str 27, Dex 9, Con 20, Int 8, Wis 11, Cha 8
Base Atk +9; CMB +18; CMD 24
Feats Cleave, Intimidating Prowess, Martial Weapon Proficiency (greatclub), Power Attack, Weapon Focus (greatclub), Toughness, Iron Will
Skills Climb +10, Intimidate +15, Perception +8, Know(local)+9

Papa Beshk & Mammy Krod (same block for both)
Ogre Barbarian 4
Init +0; Senses Darkvision 60 ft, low light vision, perception +6
AC 18, touch 8, flat 18 (+5 armor, +5 natural, +1 Deflection, -1 size, -2 rage)
hp 104 (4d8+4d12+4 favored class+32 Con +8 Toughness +16 rage)
Fort +14, Ref +2, Will +3; +3 vs. spells, spell-like, and supernatural effects while raging
Defensive Abilities Uncanny Dodge, Trap Sense +1, Superstition +3
Speed 40 ft (50 ft base)
Melee +1 Great Club +18/13 (2d8+16)[-2, +6 Power Attack]
Ranged Javelin +6/+1 (1d8+10)
Special Attacks Quick Reflexes (Rage Power), Rage 14 rds
Str 30, Dex 10, Con 23, Int 10, Wis 8, Cha 9
Base Atk +7; CMB +18; CMD 28
Feats Iron Will, Power Attack, Toughness, Weapon Focus (Great Club)
Skills Acrobatics +5, Climb +19, Perception +6, Intimidate +10
Combat Gear Javelins (4); Other Gear Greatclub +1, Hide Armor +1, Ring of Protection +1

Halvara female stone giant cleric 5
LE Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +19
AC 27, touch 11, flat-footed 25 (+2 Dex, +12 natural, –1 size, +4 armor)
hp 161 (17d8+68+17)
Fort +17, Ref +8, Will +14
Defensive Abilities improved rock catching
Speed 40 ft.
Melee greatclub +21/+16/+11 (2d8+13) or 2 slams +20 (1d8+9)[-4, +12 Power Attack]
Ranged rock +14/+9/+4 (1d8+13)
Special Attacks rock throwing (180 ft.)
Str 29, Dex 14, Con 19, Int 10, Wis 15, Cha 12
Base Atk +12; CMB +22; CMD 34
Feats Iron Will, Martial Weapon Proficiency (greatclub), Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Toughness, Combat Casting
Skills Climb +12, Intimidate +16, Perception +19, Stealth +4 (+12 in rocky terrain)
Special Attacks channel Negative energy 6/day (DC 12, 3d6)
Domain Spell-Like Abilities (CL 5th)
5/day—artificer's touch (mending and damage to constructs)
5/day—strength surge (+2 to strength based rolls)
Cleric Spells Prepared (CL 5th)
3rd—magic vestments, waves of fatigueD, deadly juggernaut
2nd—bull's strenghtD, enthrall (DC 14), resist energy (DC 14), silence (DC 14)
1st—bless , divine favor, enlarge personD, shield of faith, magic weapon
0 (at will)—guidance, light, purify food and drink, resistance
D Domain spell; Domains Toil, Strength
Gear mwk large chain shirt mwk large greatclub, cloak of resistance +1, amulet of natural armor +1, silver holy symbol, wand cure light wounds (15)

Vlorian male stone giant ranger 3
NE Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +12
AC 25, touch 11, flat-footed 23 (+2 Dex, +11 natural, –1 size, +3 armor)
hp 145 (12d8+3d10+60)
Fort +15, Ref +9, Will +9
Defensive Abilities improved rock catching, favored enemy (humans +2)
Speed 40 ft.
Melee greatclub +20/+15/+5 (2d8+12) or 2 slams +16 (1d8+8)[-4, +12 Power Attack]
Ranged rock +9/+4 (1d8+12)
Special Attacks rock throwing (180 ft.)
Str 27, Dex 15, Con 19, Int 10, Wis 14, Cha 12
Base Atk +12; CMB +21; CMD 33
Feats Iron Will, Martial Weapon Proficiency (greatclub), Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Pushing Attack, Toughness
Skills Climb +15, Intimidate +16, Perception +16, Stealth +7 (+14 in rocky terrain), Know(nature)+3, Survival +5
SQ favored terrain (rocky +2), track +2, wild empathy +3

Gear potion of bull's strength, potions of cure moderate wounds (2), mwk large studded leather, mwk large greatclub,

Zinder male stone giant fighter 1
CE Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +13
AC 28, touch 11, flat-footed 26 (+2 Dex, +11 natural, –1 size, armor +6)
hp 111 (12d8+1d10+52)
Fort +14, Ref +6, Will +7
Defensive Abilities improved rock catching
Speed 40 ft. (30 in Breastplate)
Melee greatclub +19/+14 (2d8+15) or 2 slams +19 (1d8+10)[-3, +8 Power Attack]
Ranged rock +11/+6 (1d8+15)
Special Attacks rock throwing (180 ft.)
Str 30, Dex 15, Con 19, Int 10, Wis 12, Cha 9
Base Atk +10; CMB +21; CMD 33
Feats Iron Will, Martial Weapon Proficiency (greatclub), Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Intimidating Prowess
Skills Climb +12, Intimidate +22, Perception +13, Stealth +4 (+12 in rocky terrain)

Gear large breastplate

Onidan stone giant ranger 4
CN Large humanoid (giant)
Init +3; Senses darkvision 90 ft., low-light vision; Perception +16
AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size, +4 armor)
hp 136 (12d8+4d10+62)
Fort +16, Ref +11, Will +8
Defensive Abilities improved rock catching, favored enemy (animals +2)
Speed 40 ft.
Melee greatclub +21/+16/+11 (2d8+12) or 2 slams +20 (1d8+8)[-4, +12 Power Attack]
Ranged rock +16/+11/+6 (1d8+12) [-4, +12 Deadly Aim]
Special Attacks rock throwing (180 ft.)
Str 27, Dex 17, Con 19, Int 10, Wis 12, Cha 12
Base Atk +13; CMB +22; CMD 35
Feats Iron Will, Martial Weapon Proficiency (greatclub), Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Deadly Aim, Aspect of the Beast
Skills Climb +12, Intimidate +13, Perception +16, Stealth +8 (+14 in rocky terrain), Know (geography) +4, Know(nature)+4, Survival +5
SQ favored terrain (rocky +2), hunter's bond (companions), track +2, wild empathy +3
Ranger Spells Prepared (CL 1st)
1st—resist energy
Gear potion of cure moderate wounds(2), potion of divine favor, potion of shield of faith, mwk chain shirt, mwk large greatclub, potion of invisibility
Drogart male stone giant fighter 3
CE Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +14
AC 28, touch 11, flat-footed 26 (+2 Dex, +11 natural, –1 size, +6 armor)
hp 160 (12d8+3d10+75+15)
Fort +16, Ref +7, Will +8
Defensive Abilities improved rock catching
Speed 40 ft. (30 in breastplate
Melee greatclub +21/+16/+11 (2d8+14) or 2 slams +16 (1d8+9)[-4, +12 Power Attack]
Ranged rock +14/+9/+4 (1d8+13)
Special Attacks rock throwing (180 ft.)
Str 29, Dex 15, Con 21, Int 10, Wis 12, Cha 12
Base Atk +12; CMB +21; CMD 33
Feats Iron Will, Martial Weapon Proficiency (greatclub), Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Vital Strike, Intimidating Prowess, Toughness
Skills Climb +12, Intimidate +23, Perception +14, Stealth +4 (+12 in rocky terrain)
Gear potion of potions of cure moderate wounds (2), large breastplate, +1 large greatclub

Yon
ogre mage sorcerer 4
LE Large outsider (giant, native, oni, shapechanger)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +13
AC 21, touch 12, flat-footed 18 (+4 mage armor, +3 Dex, +5 natural, –1 size, +1 amulet)
hp 130 (8d10+4d6+72); regeneration 5 (fire or acid)
Fort +13, Ref +6, Will +14
SR 19
Speed 40 ft., fly 60 ft. (good)
Melee greatsword +15/+12 (3d6+10)
Ranged composite longbow +12 (2d6+7)
Spell-Like Abilities (CL 9th)
Constant—fly
At will—darkness, invisibility
1/day—charm monster (DC 17), cone of cold (DC 18), gaseous form, deep slumber (DC 16)
Str 24, Dex 17, Con 23, Int 14, Wis 14, Cha 19
Base Atk +10; CMB +18; CMD 31
Feats Combat Expertise, Combat Reflexes, Improved Initiative, Iron Will, Combat Casting, Point Blank Shot
Skills Bluff +15, Disguise +14, Fly +5, Intimidate +15, Knowledge (arcana) +17, Perception +17, Sense Motive +13, Spellcraft +13, Use Magic Device +18, Diplomacy +8
SQ change shape (Small, Medium, or Large humanoid; alter self or giant form I), flight
Bloodline Spell-Like Abilities (CL 4th)
7/day—corrupting touch
Spells Known (CL 4th)
2nd (4)—fiery shuriken (2 shuriken)
1st (7)—burning hands (DC 15), mage armor, magic missile, protection from good
0 (at will)—acid splash, detect magic, light, mage hand, message, prestidigitation
Bloodline infernal
Gear potion of Wand of Acid Arrow (10), Amulet Nat. Armor +1, Mwk Great Sword, Composite Longbow


the Lorax wrote:

I found my list on a back-up flashdrive. Looks like Hythlodeus beat me to it, but incase you want another take on them here's what I had.

I just bumped them all up a few stat points and didn't worry over much about the skill points unless they could be a combat related skill - and just eyeballed them and their gear really - I didn't expect to have to use them, I gave them a once over, but can't promise that everything is 100% - but I don't think the odd +1 to Climb is gonna make a difference.

I added another camp to the grounds - for assorted stragglers and singletons not part of any other tribe that has flocked to M's banner (ettins, trolls, straggling Kreeg...).
The last leader on the list is to watch over that camp.

Halvara is a bit of a beast if she gets going...

** spoiler omitted **...

nice. any reason, beyond the obvious 'being a beast' why you changed Halvara back to cleric?


Really nice stats!


Adventure Path Charter Subscriber

Hythlodeus' are much more pretty and complete in their layout - I only kept the things I would need for a fight.

Nice versions Hythlodeus!


Adventure Path Charter Subscriber
Hythlodeus wrote:


nice. any reason, beyond the obvious 'being a beast' why you changed Halvara back to cleric?

Not using AE - in the original she's a cleric.

If I did it all over again, I probably would have used the alternate versions that I did for all of the different tribes and applied an Elite stat array to them, I was being lazy when I did them though.


the Lorax wrote:

Hythlodeus' are much more pretty and complete in their layout - I only kept the things I would need for a fight.

Nice versions Hythlodeus!

thanks

the Lorax wrote:

Not using AE.

Ah, I see


Adventure Path Charter Subscriber

I tend to avoid non-core classes for NPCs - especially ones like these - unless I have a very specific reason that they NEED to be a specific non-Core Rulebook class. Keeps things easier for me to run and keeps the amount of fiddly abilities to a minimum.


1 person marked this as a favorite.
Adventure Path Charter Subscriber

Looks like I arbitrarily decided that Deadly Aim works like Power Attack for purposes of giant boulders (1.5 x bonus damage) - seems fair.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

Thanks guys :D You really saved my hide(in case Mokmurian survives to teleport)

I mean, besides Darvengian not feeling impressive enough to my tastes(its not like he did badly, but I'm not master strategist and arcane trickster needs good tactics), well he was part of subplot involving Hells and Nualia and I had Nualia rematch with her being half-fiend and having divine scion levels, but let's just say that while I thought she was pretty threatening, she wasn't threatening enough compared to how threathening she was back in book one(imo at least) :'D Kinda thought that it'd be easier to add levels instead of building npc out of classes given, didn't want to take risks that I'd mess this too since I'm not even sure how monsters with classes ability scores are determined.(I'm sure it reads somewhere, but can't remember where)

But yeah, thanks again :D

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