Poog

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Organized Play Member. 38 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



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He seems OK with the idea of waiting until after the AP is done (and who knows his PC might even die before the end anyway) but the idea of running this adventure at all bores me on multiple levels. For one, I feel like his reasons aren't the strongest or most well-thought out. I also honestly don't feel like I'd have fun running this adventure. Finally, should he manage to succeed, the world loses an interesting group I'll have to find some way to replace or mitigate. It all seems so boring and pointless to me especially when you factor in that this player is much more of a roll-player than a role-player.

He's talked about supplanting the leadership as well and taking control but for a magus with no rogue levels whose only criminal experience was being one of the lowest-level toughs for the Scarzni for like a year when he was a teen that's not really feasible to me. In the wise words of Mike from Breaking Bad: "Just because you shot Jesse James, don't make you Jesse James."


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Name of PC: Orik Vancaskerkin (cohort)
Class/Level: Goblin Fighter 9 Ranger 1
Adventure: Fortress of the Stone Giants
Catalyst: A party overwhelmed by enemies, lamias
Story:

As the group was making their way towards the library level they happened upon the hallway with the two trolls. Having not yet encountered the two lamias up the hall they heard the commotion and decided to come and join the fun. To make matters worse, the round they finished dispatching the trolls Lokansir showed up for some revenge. All told they ended up fleeing with dimension door but not before poor Orik was felled by the lamias who had been concentrating their blows on the little fighter. Ayla, the party cleric hit him with Breath of Life though and all was ok.

Name of PC: Iza Olely (cohort)
Class/Level: Human Warpriestess of Pharasma 10
Adventure: Fortress of the Stone Giants
Catalyst: Bad timing, a collapsed ceiling, and dragon's fire
Story:

After escaping the previous debacle the party rested until nightfall so they could recuperate before they assaulted again. When they returned they found the hallway guarded by the one remaining lamia and Lokansir. In the first round of the battle that broke out they brought ole Lokey practically to his knees through focusing fire, just low enough that he would panic and begin stomping and smashing around using his earthquake ability. This caused huge chunks of stone to fall from the ceiling of the cave and pin most of the party. In the rounds following this the dragons from the next room made their appearance and began cursing and breathing fire on the rubble and the pinned party underneath. Unfortunately for Iza, trapped in the rubble, this would cause her enough damage to bring her death.

In our group in order to give death more weight we have outlawed the use of low level rez spells such as Raise Dead and Reincarnation in lieu of Hero Points. Cohorts do not gain HP but I've ruled a character can use their own reserve on their cohort or animal companion (or what-have-you) if they so choose. Iza's mistress, Ayla, felt a surge of wild divine force expel from both herself and another character to shield Iza from death (at the cost of 2 HP).

Including this as a death because HP aren't exactly core material and without them this would have resulted in a death.


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By RAW he can't revive the fallen stone giants because they have to have been dead a very short time. The cauldron's description reads that they have to be killed then very quickly immersed in the cauldron.

Either way, I just had the remaining enemies (dragons, lamia, Lokansir) all take part in the same combat and it made for a tough encounter in which a character would have died if not for Hero Points. In Round 1 they beat up Lokansir terribly to the point where he used his earthquake ability, pinning most of the party. The next turn the dragons breathed on the entire hallway. Ouch.

Now they are on the library level making their way toward Mok. I'm satisfied with how it's turned out. Thanks all for your advice!


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Oriandian, Stone Giant ranger 4 CR 12
XP 4,800
CN Large humanoid (giant)
Init +2 (+4 in mountains); Senses darkvision 60 ft., low-light vision; Perception +19 (+21 in mountains)

DEFENSE
AC 24, touch 11, flat-footed 22 (+2 Dex, +2 armor, +11 natural, –1 size)
hp 138 (4d10+12d8+64)
Fort +16, Ref +11, Will +8
Defensive Abilities improved rock catching

OFFENSE
Speed 40 ft.
Melee greatclub +20/+15/+10 (2d8+12) or 2 slams +20 (1d8+8)
Ranged +1 Composite Longbow +18/+13/+8 (2d6+9) (x3 Crit.) or rock +16/+11/+6 (1d8+12)
Space 10 ft.; Reach 10 ft.
Special Attacks: rock throwing (180 ft.)

STATISTICS
Str 27, Dex 16, Con 19, Int 10, Wis 12, Cha 10
Base Atk +13; CMB +22; CMD 34
Feats Iron Will, Martial Weapon Proficiency, Medium Armor Proficiency, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Endurance, Rapid Shot, Weapon Focus (longbow), Deadly Aim
Skills Climb +19, Intimidate +12, Perception +19 (+21 in mountains), Survival +8(+10 in mountains, extra +2 when tracking), Handle Animal +7, Knowledge Nature +7, Stealth +12 (+22 in rocky terrain and mountains); Racial Modifiers +8 Stealth in rocky terrain
Languages Common, Giant

SPECIAL ABILITIES
Improved Rock Catching (Ex): A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock with rock catching. This ability otherwise works like the rock catching ability.
Favored Enemy: Animal
Favored Terrain: Mountains
Wild Empathy

TREASURE
Leather armor, +1 Comp. (+8) longbow

ANIMAL COMPANION
Toothe, Wolf Animal Companion
N Medium animal
Init +6; Senses low-light vision, scent; Perception +8

DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4)
Fort +8, Ref +8, Will +1

OFFENSE
Speed 50 ft.
Melee bite +3 (1d6+1 plus trip)

STATISTICS
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception), Improved Initiative
Skills Perception +9, Stealth +6, Survival +2 (+6 scent tracking); Racial Modifiers +4 Survival when tracking by scent


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Drogart, Stone Giant fighter 3 CR 11
XP 12,800
CE Large humanoid (giant)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +12

DEFENSE
AC 30, touch 11, flat-footed 28 (+2 Dex, +8 armor, +11 natural, –1 size)
hp 144 (3d10+12d8+75)
Fort +15, Ref +7, Will +8 (+9 vs. fear)
Defensive Abilities: improved rock catching

OFFENSE
Speed 40 ft.
Melee: mwk greatclub +21/+16/+11 (2d8+12) or 2 slams +19 (1d8+8)
Ranged: rock +14/+9/+4 (1d8+12)
Space 10 ft.; Reach 10 ft.
Special Attacks: rock throwing (180 ft.)

STATISTICS
Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 10
Base Atk +12; CMB +21; CMD 33
Feats Iron Will, Martial Weapon Proficiency, Heavy Armor Proficiency, Shield Proficiency, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Cleave, Weapon Focus (greatclub), Toughness, Improved Initiative
Skills Climb +14, Intimidate +18, Perception +12, Stealth +0 (+8 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages Common, Giant

SPECIAL ABILITIES
Improved Rock Catching (Ex): A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock with rock catching. This ability otherwise works like the rock catching ability.

TREASURE
Mwk greatclub, +1 banded mail


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Zinderall, Stone Giant fighter 1 CR 9
XP 6,400
CE Large humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +12

DEFENSE
AC 27, touch 11, flat-footed 25 (+2 Dex, +5 armor, +11 natural, –1 size)
hp 111 (1d10 +12d8+52)
Fort +14, Ref +6, Will +7
Defensive Abilities: improved rock catching

OFFENSE
Speed 30 ft.
Melee mwk greataxe +19/+14 (3d6+12) (x3 crit.) or 2 slams +17 (1d8+8)
Ranged rock +12/+7 (1d8+12)
Space 10 ft.; Reach 10 ft.
Special Attacks: rock throwing (180 ft.)

STATISTICS
Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 10
Base Atk +10; CMB +19; CMD 31
Feats Iron Will, Martial Weapon Proficiency, Heavy Armor Proficiency, All Shield Proficiencies, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Cleave, Weapon Focus (greataxe)
Skills Climb +12, Intimidate +16, Perception +12, Stealth +0 (+8 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages Common, Giant

SPECIAL ABILITIES
Improved Rock Catching (Ex)
A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock with rock catching. This ability otherwise works like the rock catching ability.

TREASURE
Large mwk greataxe, large scalemail


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Hey all,

So I may have overlooked something (and please link to it if I have) but I can't seem to find stats for the different Stone Giant generals and clan leaders hanging out outside Jorgenfist. I know most parties of competent adventurers skip right past them. Even the AP assumes this. I felt like statting some of them up however and figured I'd post them here for other's use.

So far I've only finished Vlorian, leader of the Jormunsir. Have a looksee and tell me what you think.

Vlorian, Stone Giant Ranger 3 CR 11
XP 12,800
NE Large humanoid (giant)
Init +2 (+4 in mountains); Senses darkvision 60 ft., low-light vision; Perception +18 (+20 in mountains)

DEFENSE
AC 29, touch 12, flat-footed 26 (+2 Dex, +6 armor, +11 natural, +1 dodge, –1 size)
hp 129 (12d8+3d10+60)
Fort +15, Ref +9, Will +8
Defensive Abilities: Improved Rock Catching

OFFENSE
Speed 40 ft.
Melee glaive +19/+14+9 (2d8+12) (x3 crit) or 2 slams +19 (1d8+8)
Ranged rock +14/+9/+4 (1d8+12)
Space 10 ft.; Reach 10 ft. (15 ft. with Glaive, 20 ft. with Lunge)
Special Attacks: Rock Throwing (180 ft.)

STATISTICS
Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 10
Base Atk +12; CMB +21; CMD 33
Feats Iron Will, Martial Weapon Proficiency, Medium Armor Proficiency, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Dodge, Lunge, Cleave, Endurance
Skills Climb +15, Intimidate +18, Perception +18 (20 mountains), Stealth +7 (+17 in rocky terrain/mountain) Survival + 7 (+9 mountains, extra +1 when tracking), Knowledge (geography) +6 (+8 mountains); Racial Modifiers +8 Stealth in rocky terrain
Languages Common, Giant

SPECIAL ABILITIES
Improved Rock Catching (Ex)
A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock with rock catching. This ability otherwise works like the rock catching ability.
Favored Enemy Human: +2/hit, +2/dmg.
Favored Terrain: Mountain/Rocky Terrain

TREASURE
Large Mwk glaive, large +1 horn lamellar armor


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Name of PC: Sigmund Vinder
Race/Class/Level: Human Magus 7 Eldritch Knight 2
Adventure: Hook Mountain Massacre
Catalyst: Skull Ripper...
Story: The party narrowly escaped certain death at the hands of Black Magga and so set off to open the floodgates at Skull's Crossing. Everything was going swimmingly (pun intended) as they killed all the ogres, trolls, and even Grazuul with a good deal of ease. The Skull Ripper was a different story, however. Tiny, the party fighter and tank, was affected by it's fear ability and ran away. This meant that Sig was the lone melee character left to engage and it... didn't go so well for him. On the first round of attacks he was clawed, grappled, and stung. On round 2 his head was popped off by good ole Skull Ripper and that was that. Thankfully Ayla, the party cleric had a Breath of Life prepared and I ruled that his head would be magically reattached.

Name of PC: Sigmund Vinder
Race/Class/Level: Human Magus 7 Eldritch Knight 2
Adventure: Hook Mountain Massacre
Catalyst: Skull Ripper's poison
Story: Upon being revived Sigmund ran out into Grazuul's chamber and immediately began failing his fort. saves to resist the Skull Ripper's poison. He had forgotten about the poison completely. Not long after the whole party ran away from the the Ripper in order to fight another day but no matter how hard they tried to keep him alive Sig was doomed to die from con damage. Afterwards, they successfully dealt with Avexial by lying to his face and watching him get dusted. With that ordeal finished they turned their interests back to recouping their losses at Fort Rannick and Magnimar. Sigmund was eventually reincarnated as a half-elf which is, funnily enough, his original race. Unfortunately for Sigmund, after being traumatized with his death so many times his cohort-love interest Shalelu decided she couldn't handle the emotional strain any longer and broke off their relationship. She will still, however, adventure with the party.


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Name of PC: Tiny
Class/Level: Fighter (unbreakable) 6
Adventure: The Skinsaw Murders
Catalyst: Suicide Compulsion Haunt and a Natural 1
Story: After uncovering the culprit behind the murders and finding Foxglove Manor the party began to skulk the halls uncovering haunts and other frights. Before too long they came across Traver and Cyralie's marital bedroom. Upon spying the "dagger" lying on the desk Tiny became certain he had killed his one true love. One failed will save later and he had drawn it swiftly across his neck. Due to his high strength and high rolls he dealt a solid 20 damage. He then managed to roll a natural 1 on his fortitude save to not die instantly. He died instantly. Thankfully, Tiny has Tenacious Survivor. He was up a few rounds later with a negative level.