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Buff these Hill Giants!
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<blockquote data-quote="BOZ" data-source="post: 2463997" data-attributes="member: 1241"><p>and here are the giants i posted earlier in the thread, modified by suggestions (the old subcheif became a mere fighter):</p><p></p><p>HILL GIANT SUB-CHIEF</p><p>Large Giant, 8th-level Barbarian</p><p>Hit Dice: 12d8+60 plus 8d12+40 (206 hp)</p><p>Initiative: -2</p><p>Speed: 40 ft. in hide armor (6 squares); base speed 50 ft.</p><p>Armor Class: 24 (-1 size, -2 Dex, +9 natural, +8 hide armor), touch 7, flat-footed 24</p><p>Base Attack/Grapple: +17/+31</p><p>Attack: +3 Greatclub +30 melee (2d8+18/19-20) or slam +29 melee (1d4+10) or rock +14 ranged (2d6+10)</p><p>Full Attack: +3 Greatclub +30/+25/+20/+15 melee (2d8+18/19-20) or 2 slams +29 melee (1d4+10) or rock +14 ranged (2d6+10)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: Rage 3/day (+4 Str, +4 Con, +2 Will, -2 AC), rock throwing, uncanny dodge, improved uncanny dodge</p><p>Special Qualities: Low-light vision, rock catching, damage reduction 1/--</p><p>Saves: Fort +19, Ref +4, Will +7</p><p>Abilities: Str 30, Dex 6, Con 20, Int 10, Wis 8, Cha 10</p><p>Skills: Climb +20, Intimidate +10, Jump +26, Listen +9, Spot +11, Survival +7</p><p>Feats: Awesome Blow, Improved Bull Rush, Iron Will, Power Attack, Improved Critical (greatclub), Improved Sunder, Weapon Focus (greatclub)</p><p>Gear: +5 Black Dragon Hide Armor (Acid Resistance 10), +3 Large Greatclub</p><p>Potions: bull's strength, cure serious wounds, endurance, jump, heroism, displacement</p><p>CR 15</p><p></p><p></p><p>HILL GIANT FIGHTER</p><p>Large Giant, 5th-level Fighter</p><p>Hit Dice: 12d8+48 plus 5d10+20 (149 hp)</p><p>Initiative: +1</p><p>Speed: 30 ft. in chainmail (6 squares); base speed 40 ft.</p><p>Armor Class: 26 (-1 size, +1 Dex, +9 natural, +7 chainmail [+2]), touch 10, flat-footed 25</p><p>Base Attack/Grapple: +14/+25</p><p>Attack: +2 Greatsword +22 melee (2d8+12/17-20) or spiked chain +21 melee (2d4+7) slam +21 melee (1d4+7) or rock +11 ranged (2d6+7)</p><p>Full Attack: +2 Greatsword +22/+17/+12 melee (2d8+12/17-20) or spiked chain +21 melee (2d4+7) 2 slams +21 melee (1d4+7) or rock +11 ranged (2d6+7)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: Rock throwing</p><p>Special Qualities: Low-light vision, rock catching</p><p>Saves: Fort +16, Ref +6, Will +5</p><p>Abilities: Str 25, Dex 13, Con 19, Int 5, Wis 6, Cha 3</p><p>Skills: Climb +15, Jump +15, Listen +3, Spot +4</p><p>Feats: Alertness, Dodge, Exotic Weapon Proficiency (spiked chain), Improved Critical (greatsword), Improved Disarm, Mobility, Power Attack, Spring Attack, Improved Trip, Weapon Focus (greatsword)</p><p>Gear: +2 chainmail, +2 Large Greatsword</p><p>Potions: bull's strength, heroism, displacement</p><p>CR 12</p><p></p><p></p><p>HILL GIANT CLERIC</p><p>Large Giant, 5th-level cleric</p><p>Hit Dice: 12d8+36 plus 5d8+15 (127 hp)</p><p>Initiative: +0</p><p>Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.</p><p>Armor Class: 21 (-1 size, +9 natural, +3 hide armor), touch 9, flat-footed 21</p><p>Base Attack/Grapple: +12/+26</p><p>Attack: Greatclub +18 melee (2d8+9) or slam +17 melee (1d4+6) or rock +11 ranged (2d6+6)</p><p>Full Attack: Greatclub +18/+13/+8 melee (2d8+9) or 2 slams +17 melee (1d4+6) or rock +11 ranged (2d6+6)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: Rock throwing, rebuke undead</p><p>Special Qualities: Low-light vision, rock catching</p><p>Saves: Fort +15, Ref +5, Will +11</p><p>Abilities: Str 22, Dex 10, Con 16, Int 9, Wis 13, Cha 9</p><p>Skills: Climb +6, Heal +6, Jump +6, Listen +6, Spot +9</p><p>Feats: Alertness, Cleave, Improved Bull Rush, Power Attack, Improved Grapple, Iron Will, Weapon Focus (greatclub)</p><p></p><p>Potions: cure serious wounds, owl’s wisdom</p><p></p><p>Spells Prepared: (domains, Strength & Evil</p><p>0: 5</p><p>1: Command, Doom, Sanctuary, Shield of Faith +domain Protection From Good</p><p>2: Darkness, Shatter +domain Bull’s Strength</p><p>3: Invisibility Purge +domain Magic Vestment</p><p></p><p></p><p>HILL GIANT MAGE</p><p>Large Giant, 5th-level Wizard</p><p>Hit Dice: 12d8+48 plus 5d4+20 (134 hp)</p><p>Initiative: +0</p><p>Speed: 40 ft. (6 squares)</p><p>Armor Class: 18 (-1 size, +9 natural), touch 9, flat-footed 18</p><p>Base Attack/Grapple: +11/+20</p><p>Attack: Dagger +16 melee (1d6+7/19-20) or slam +15 melee (1d4+5) or rock +10 ranged (2d6+5)</p><p>Full Attack: Dagger +16/+11 melee (1d6+7/19-20) or 2 slams +15 melee (1d4+5) or rock +10 ranged (2d6+5)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: Rock throwing, spells, familiar (dire wolf)</p><p>Special Qualities: Low-light vision, rock catching</p><p>Saves: Fort +13, Ref +5, Will +7</p><p>Abilities: Str 21, Dex 11, Con 19, Int 14, Wis 9, Cha 8</p><p>Skills: Climb +20, Concentration +12, Jump +24, Knowledge (arcana) +7, Listen +14, Spellcraft +12, Spot +14</p><p>Feats: Cleave, Combat Expertise, Empower Spell, Improved Bull Rush, Power Attack, Improved Sunder, Quicken Spell, Scribe Scroll (B), Weapon Focus (dagger)</p><p>Gear: Wand of Fireballs (8 charges)</p><p>Potions: cure serious wounds, displacement</p><p></p><p>Spells Prepared:</p><p>0: 4</p><p>1: Burning Hands, Charm Person, Magic Missile, Ray of Enfeeblement</p><p>2: Mage Armor (quickened), Protection From Arrows, See Invisibility</p><p>3: Slow</p></blockquote><p></p>
[QUOTE="BOZ, post: 2463997, member: 1241"] and here are the giants i posted earlier in the thread, modified by suggestions (the old subcheif became a mere fighter): HILL GIANT SUB-CHIEF Large Giant, 8th-level Barbarian Hit Dice: 12d8+60 plus 8d12+40 (206 hp) Initiative: -2 Speed: 40 ft. in hide armor (6 squares); base speed 50 ft. Armor Class: 24 (-1 size, -2 Dex, +9 natural, +8 hide armor), touch 7, flat-footed 24 Base Attack/Grapple: +17/+31 Attack: +3 Greatclub +30 melee (2d8+18/19-20) or slam +29 melee (1d4+10) or rock +14 ranged (2d6+10) Full Attack: +3 Greatclub +30/+25/+20/+15 melee (2d8+18/19-20) or 2 slams +29 melee (1d4+10) or rock +14 ranged (2d6+10) Space/Reach: 10 ft./10 ft. Special Attacks: Rage 3/day (+4 Str, +4 Con, +2 Will, -2 AC), rock throwing, uncanny dodge, improved uncanny dodge Special Qualities: Low-light vision, rock catching, damage reduction 1/-- Saves: Fort +19, Ref +4, Will +7 Abilities: Str 30, Dex 6, Con 20, Int 10, Wis 8, Cha 10 Skills: Climb +20, Intimidate +10, Jump +26, Listen +9, Spot +11, Survival +7 Feats: Awesome Blow, Improved Bull Rush, Iron Will, Power Attack, Improved Critical (greatclub), Improved Sunder, Weapon Focus (greatclub) Gear: +5 Black Dragon Hide Armor (Acid Resistance 10), +3 Large Greatclub Potions: bull's strength, cure serious wounds, endurance, jump, heroism, displacement CR 15 HILL GIANT FIGHTER Large Giant, 5th-level Fighter Hit Dice: 12d8+48 plus 5d10+20 (149 hp) Initiative: +1 Speed: 30 ft. in chainmail (6 squares); base speed 40 ft. Armor Class: 26 (-1 size, +1 Dex, +9 natural, +7 chainmail [+2]), touch 10, flat-footed 25 Base Attack/Grapple: +14/+25 Attack: +2 Greatsword +22 melee (2d8+12/17-20) or spiked chain +21 melee (2d4+7) slam +21 melee (1d4+7) or rock +11 ranged (2d6+7) Full Attack: +2 Greatsword +22/+17/+12 melee (2d8+12/17-20) or spiked chain +21 melee (2d4+7) 2 slams +21 melee (1d4+7) or rock +11 ranged (2d6+7) Space/Reach: 10 ft./10 ft. Special Attacks: Rock throwing Special Qualities: Low-light vision, rock catching Saves: Fort +16, Ref +6, Will +5 Abilities: Str 25, Dex 13, Con 19, Int 5, Wis 6, Cha 3 Skills: Climb +15, Jump +15, Listen +3, Spot +4 Feats: Alertness, Dodge, Exotic Weapon Proficiency (spiked chain), Improved Critical (greatsword), Improved Disarm, Mobility, Power Attack, Spring Attack, Improved Trip, Weapon Focus (greatsword) Gear: +2 chainmail, +2 Large Greatsword Potions: bull's strength, heroism, displacement CR 12 HILL GIANT CLERIC Large Giant, 5th-level cleric Hit Dice: 12d8+36 plus 5d8+15 (127 hp) Initiative: +0 Speed: 30 ft. in hide armor (6 squares); base speed 40 ft. Armor Class: 21 (-1 size, +9 natural, +3 hide armor), touch 9, flat-footed 21 Base Attack/Grapple: +12/+26 Attack: Greatclub +18 melee (2d8+9) or slam +17 melee (1d4+6) or rock +11 ranged (2d6+6) Full Attack: Greatclub +18/+13/+8 melee (2d8+9) or 2 slams +17 melee (1d4+6) or rock +11 ranged (2d6+6) Space/Reach: 10 ft./10 ft. Special Attacks: Rock throwing, rebuke undead Special Qualities: Low-light vision, rock catching Saves: Fort +15, Ref +5, Will +11 Abilities: Str 22, Dex 10, Con 16, Int 9, Wis 13, Cha 9 Skills: Climb +6, Heal +6, Jump +6, Listen +6, Spot +9 Feats: Alertness, Cleave, Improved Bull Rush, Power Attack, Improved Grapple, Iron Will, Weapon Focus (greatclub) Potions: cure serious wounds, owl’s wisdom Spells Prepared: (domains, Strength & Evil 0: 5 1: Command, Doom, Sanctuary, Shield of Faith +domain Protection From Good 2: Darkness, Shatter +domain Bull’s Strength 3: Invisibility Purge +domain Magic Vestment HILL GIANT MAGE Large Giant, 5th-level Wizard Hit Dice: 12d8+48 plus 5d4+20 (134 hp) Initiative: +0 Speed: 40 ft. (6 squares) Armor Class: 18 (-1 size, +9 natural), touch 9, flat-footed 18 Base Attack/Grapple: +11/+20 Attack: Dagger +16 melee (1d6+7/19-20) or slam +15 melee (1d4+5) or rock +10 ranged (2d6+5) Full Attack: Dagger +16/+11 melee (1d6+7/19-20) or 2 slams +15 melee (1d4+5) or rock +10 ranged (2d6+5) Space/Reach: 10 ft./10 ft. Special Attacks: Rock throwing, spells, familiar (dire wolf) Special Qualities: Low-light vision, rock catching Saves: Fort +13, Ref +5, Will +7 Abilities: Str 21, Dex 11, Con 19, Int 14, Wis 9, Cha 8 Skills: Climb +20, Concentration +12, Jump +24, Knowledge (arcana) +7, Listen +14, Spellcraft +12, Spot +14 Feats: Cleave, Combat Expertise, Empower Spell, Improved Bull Rush, Power Attack, Improved Sunder, Quicken Spell, Scribe Scroll (B), Weapon Focus (dagger) Gear: Wand of Fireballs (8 charges) Potions: cure serious wounds, displacement Spells Prepared: 0: 4 1: Burning Hands, Charm Person, Magic Missile, Ray of Enfeeblement 2: Mage Armor (quickened), Protection From Arrows, See Invisibility 3: Slow [/QUOTE]
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