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Old 10th September 2008, 09:41 PM   #241 (permalink)
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Where is epic weapon focus changed?

Anyway, I like taking Epic Will vs IW and also Epic Prowess vs Weapon Focus.

It really is too bad about his Dex; there are some other interesting feats that would have been good for him. It's also too bad that there aren't any epic feats to improve Stunning Fist, for example. Maybe Pathfinder will take a nice long look at epic rules sometime.
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Old 10th September 2008, 10:00 PM   #242 (permalink)
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Where is epic weapon focus changed?
Complete Warrior. Most of the martial epic feats were updated within, and mostly for the better.

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Originally Posted by freyar View Post
Anyway, I like taking Epic Will vs IW and also Epic Prowess vs Weapon Focus.
Sounds good. I'll double-check to make sure WF isn't a prereq for any of his other feats.

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It really is too bad about his Dex; there are some other interesting feats that would have been good for him. It's also too bad that there aren't any epic feats to improve Stunning Fist, for example. Maybe Pathfinder will take a nice long look at epic rules sometime.
Sadly, most of the epic monk feats really require you to be a 20th-level monk or have really high Dex and Wis scores.
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Old 10th September 2008, 10:06 PM   #243 (permalink)
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Updated.

Shall we give him some magical gear? I'd say a monk's belt is a no-brainer. Maybe an amulet of mighty fists?
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Old 11th September 2008, 01:22 PM   #244 (permalink)
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Aside: I've just discovered two additional giants from the Dragonlance Otherlands accessory, that I somehow managed to omit from my index previously: "Ogre, Mischta" and "Ogre, Nzunta".

So the oozes are back in a clear lead for the finish again, I'm afraid...
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Old 11th September 2008, 04:09 PM   #245 (permalink)
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Aside: I've just discovered two additional giants from the Dragonlance Otherlands accessory, that I somehow managed to omit from my index previously: "Ogre, Mischta" and "Ogre, Nzunta".

So the oozes are back in a clear lead for the finish again, I'm afraid...
No problem. The more the merrier.

Besides, if any more oozes are half as complicated as the carnivorous wall and imorph have turned out, the giants should easily regain the lead!
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Old 11th September 2008, 08:17 PM   #246 (permalink)
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No problem. The more the merrier.

Besides, if any more oozes are half as complicated as the carnivorous wall and imorph have turned out, the giants should easily regain the lead!
QFT. Those oozes are nuts!

Back to Sully: agreed on those two pieces of equipment. How about making that javelin magic, too? Maybe +1 flaming or something? Or is that too rich?
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Old 11th September 2008, 08:54 PM   #247 (permalink)
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Sure.

Updated. All done?
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Old 11th September 2008, 10:23 PM   #248 (permalink)
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I'd venture to say so.
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Old 12th September 2008, 03:29 PM   #249 (permalink)
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Woo-hoo!

Giant, Jungle
CLIMATE/TERRAIN: Tropical/jungle
FREQUENCY: Uncommon
ORGANIZATION: Tribal/cooperative
ACTIVITY CYCLE: Day
DIET: Carnivore
INTELLIGENCE: Average to High (8-14)
TREASURE: Q (A)
ALIGNMENT: Neutral
NO. APPEARING: 1 or 1-6
ARMOR CLASS: 3
MOVEMENT: 15, cl 6
HIT DICE: 11
THACO: 9
NO. OF ATTACKS: 1 or 2
DAMAGE/ ATTACK: 2-16+9 or 2-12+9/2-12+9
SPECIAL ATTACKS: Surprise, arrows
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: H (18' tall)
MORALE: Champion (16)
XP VALLUE: 6,000

Powerful, lanky, and strictly carnivorous, jungle giants are a terror to all the animals of the tropical forests. They are great hunters and stalkers, able to clear a huge tract of forest of all game and then move on.

A typical jungle giant stands 18' tall yet weighs only 3,000 pounds-very thin for a giant. Females are generally taller than males. They can live to be 200 years old.

Jungle giants always carry everything they need with them: tools for making and maintaining their weapons, firestarters, tinder, and spare bits of leather and sinew used to repair clothing. They also carry their valuables, and every adult jungle giant carries a quiver of arrows.

Jungle giants speak their own language and the languages of tribes of nearby humans and humanoids.

Thin and very tall, jungle giants easily blend into the vertical landscape of the tropical forest. Their wavy hair is pale green, and their skin is a rich muddy yellow, like sunlight on the forest floor. They rarely wear more clothing than strictly necessary, as they prefer complete freedom of movement when hunting.
Many groups of jungle giants use ritual tattooing, colorful feather headdresses, and even filed teeth to show their fierceness. They sometimes decorate themselves with mud, sticks, and leaves when stalking especially large or wary game.

Combat: Jungle giants use 15' long bows crafted to take advantage of their tremendous size and strength. These giants are very quick with their huge bows and can fire two arrows each round.

They will use poisoned arrows to bring down their prey more quickly. if these arrows are used in combat, opponents must save vs. paralyzation at -2 or be rendered immobile for 2-12 turns. Even humanoid creatures with the strength to pull a jungle giant bow cannot use it, because the arrows are over 6' long (2d6 +9 damage). Jungle giants will occasionally use the trunk of a dead tree as a club, doing 2d8 +9 points damage.

Jungle giants prefer to take their prey from ambushes, firing their bows from the treetops and then swinging down sturdy branches or thick ropes to finish off their prey. Camouflaged giants cause a -1 penalty on opponents' surprise rolls. When setting up a blind, they can camouflage themselves in jungle terrain with a 60% chance of success. Setting up a blind or decorating themselves with jungle camouflage takes three turns.

Habitat/Society: Jungle giants are friendlier than most other races of giants, and they will often cooperate with human jungle tribes on hunts. The giants provide strength and raw power, and the humans provide the numbers and skill to drive animals into ambushes.

Jungle giants have absolutely no compunctions about eating any form of meat-mammal, reptile, amphibian, or avian. They know how to stalk, kill, and prepare everything from eggs to full-grown animals, and from scavengers to predators. Their villages reflect this carnivorous tendency; the huts are made from wooden posts with roofs of greased animal hides stitched together with intestines. The smell of smoking meats and butchery hang in the air, and huge quantities of dragonflies and other insects swarm around the villages. A jungle giant village is 50% likely to shelter 1-6 giant dragonflies.

Ecology: Jungle giants think of most creatures as prey, but those they accept as fellow hunters they respect as equals, regardless of their size. Although they much prefer the jungle terrain they know so well, they are often forced to leave the trees for the savanna when their numbers become too great to survive in the jungle. They think nothing of eating every snake, antelope, cat, warthog, ostrich, and elephant they come across. Jungle giants on the savannah often return to the forest, because their great height makes stealthy hunting difficult for them on open ground.

Originally appeared in Monstrous Compendium Al-Qadim Appendix (MC13)(1992).
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Old 12th September 2008, 04:46 PM   #250 (permalink)
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Interesting. The flavor reminds me of tropical Pathfinder stone and rune giants somehow.

Huge, I guess, with 11HD? Kind of small, and even Hill Giants have 12HD. Before we do the stats, I guess we should decide if we want to increase the HD. I'd be fine with bumping them to 15 HD or so. It's low for a Huge giant, but at least it's more reasonable.
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Old 12th September 2008, 05:18 PM   #251 (permalink)
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How about 13 HD, like the also Huge forest giants? They seem very, very similar.
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Old 12th September 2008, 09:12 PM   #252 (permalink)
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13HD works. How are the abilities on the forest giant?
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Old 12th September 2008, 11:03 PM   #253 (permalink)
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Originally Posted by freyar View Post
13HD works. How are the abilities on the forest giant?
Abilities: Str 33, Dex 12, Con 22, Int 14, Wis 16, Cha 21
Special Attacks: Poisoned arrows, rock throwing
Special Qualities: Darkvision 60 ft., rock catching

Poison (Ex): Forest giants coat their arrows with poison (Fortitude save DC 22). The initial and secondary damage is the same (unconsciousness for 4d4 rounds).

Skills: A forest giant has a +4 racial bonus on Hide checks. *In wooded areas, this bonus rises to +8.

An adult forest giant stands 18 feet tall but weighs only 3,000 pounds.
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Old 13th September 2008, 04:23 AM   #254 (permalink)
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Hmm, maybe a little more Str, a little less Con? Don't think these need a big Cha, either. Since these are wiry, I could see more Dex, too. Maybe Str 35, Dex 14, Con 18, Int 12, Wis 15, Cha 15?
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Old 16th September 2008, 09:17 PM   #255 (permalink)
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Sounds good. Added to Homebrews.

Quote:
Powerful, lanky, and strictly carnivorous, jungle giants are a terror to all the animals of the tropical forests. They are great hunters and stalkers, able to clear a huge tract of forest of all game and then move on.
Favored class: ranger?

Quote:
Jungle giants always carry everything they need with them: tools for making and maintaining their weapons, firestarters, tinder, and spare bits of leather and sinew used to repair clothing. They also carry their valuables, and every adult jungle giant carries a quiver of arrows.
Sounds like good giant's bag contents.

Quote:
Combat: Jungle giants use 15' long bows crafted to take advantage of their tremendous size and strength. These giants are very quick with their huge bows and can fire two arrows each round.
Rapid Shot as one of their feats?

Quote:
They will use poisoned arrows to bring down their prey more quickly. if these arrows are used in combat, opponents must save vs. paralyzation at -2 or be rendered immobile for 2-12 turns.
Here's what forest giants have:

Poison (Ex): Forest giants coat their arrows with poison (Fortitude save DC 22). The initial and secondary damage is the same (unconsciousness for 4d4 rounds).

Quote:
Even humanoid creatures with the strength to pull a jungle giant bow cannot use it, because the arrows are over 6' long (2d6 +9 damage). Jungle giants will occasionally use the trunk of a dead tree as a club, doing 2d8 +9 points damage.
Mighty composite longbows (+9 Str bonus) and greatclub on attack lines?

Quote:
Jungle giants prefer to take their prey from ambushes, firing their bows from the treetops and then swinging down sturdy branches or thick ropes to finish off their prey. Camouflaged giants cause a -1 penalty on opponents' surprise rolls. When setting up a blind, they can camouflage themselves in jungle terrain with a 60% chance of success. Setting up a blind or decorating themselves with jungle camouflage takes three turns.
Same as forest giant: +4 racial bonus on Hide checks. *In wooded areas, this bonus rises to +8? Maybe increase to +12 if given time to prepare a blind?

Quote:
A jungle giant village is 50% likely to shelter 1-6 giant dragonflies.
Add to Org line?

Quote:
Ecology: Jungle giants think of most creatures as prey, but those they accept as fellow hunters they respect as equals, regardless of their size. Although they much prefer the jungle terrain they know so well, they are often forced to leave the trees for the savanna when their numbers become too great to survive in the jungle. They think nothing of eating every snake, antelope, cat, warthog, ostrich, and elephant they come across. Jungle giants on the savannah often return to the forest, because their great height makes stealthy hunting difficult for them on open ground.
Environment: Warm forests and plains?
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I pushed my fingers through the earth,
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Old 17th September 2008, 04:55 AM   #256 (permalink)
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I'd be agreeable to all that. Maybe switch the poison to paralysis for a reasonably similar length of time.
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Old 17th September 2008, 04:43 PM   #257 (permalink)
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Updated.

Rock throwing/catching? Not all giants have it. Forest giants have both, despite reliance on bows. I'm ambivalent on the matter, as their bows will likely be superior options.

Organization is a bit tricky for these fellows. We've already established that a village will contain 1d6 giant dragonflies along with the giants. The # appearing lists only 1-6, which really isn't enough to constitute a village. I figure that best represents a hunting party. How many should a village constitute?

Skills: 48

Feats: Point Blank Shot, Rapid Shot, 3 more
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Old 17th September 2008, 05:00 PM   #258 (permalink)
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The original text doesn't seem to support rock throwing/catching. Any examples of earlier edition giants without those that get them in 3.X?

How about 20-40 plus 1d10 children plus 1d6 giant dragonflies?

Hide 16, Move Silently 16, Survival 16? Or do you want to put in Spot & Listen also? (Maybe take 4 ranks off the first three each and put 6 each in Spot and Listen.)

Could go Dodge, Mobility, Shot on the Run if you want.
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Old 17th September 2008, 08:57 PM   #259 (permalink)
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Honestly, I can't think of any, but I think bows should more than suffice.

Updated.

The rest of the suggestions look good. I followed your second suggestion, plus took four more ranks from Move Silently (so it would equal Hide), and put the remainder in Spot and Listen.
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Inside my hands these petals browned;
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I pushed my fingers through the earth,
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Old 17th September 2008, 09:15 PM   #260 (permalink)
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Yeah, I don't see a need for the rock stuff.

You know, Handle Animal might be a good skill for these also. Maybe take 2 ranks each from Spot, Listen, and Survival and put 6 into Handle Animal? It would help with the giant dragonflies.

CR 9? Seems comparable to a frost giant and not quite as good as a fire giant.
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