Oh, yeah, you're right, 15-16 minutes. I multiplied by Con=10 for some reason. But still I think Shade's idea works best.RavinRay said:I got a different figure than that: 19 (Con) * 8 rounds/Con * 6 sec/round / 60 sec/min = 15.2 minutes. The Con score * 8 is the highest multiplier in Stormwrack isn't it?
All sea giants have a natural armor class of 6 which they can augment. Amphibious sea giants may wear specially made armor of leather (improving AC by one or two places) and carry a shield; marine sea giants are often attired in armor made of giant shells or the hides of sea beasts (improving AC by two to five places) and often bear shields made from the shell of a dragon turtle or an archelon. Although they can do great damage with their fists, sea giants often carry weapons; either type may be found carrying trident and net, spear, or a form of heavy crossbow which is usable underwater -- all sized appropriately for use by giants, of course, and doing twice (for Type I) or three times (for Type II) the damage of a normal-sized weapon of the same sort.
If a sea giant attacks barehanded against a size L opponent and the 'to hit' roll is a natural 18 or higher, the giant has succeeded in grabbing his foe with both hands, and can do additional rending damage of 3-18 hp damage (for Type I) or 4-24 hp damage (for Type II) in the same round.
As a byproduct of their ability to withstand the cold and pressure of the ocean depths, sea giants take only one-half normal damage from cold-based attacks and the various Bigby's hand spells (save, when applicable, for one-quarter damage). They are unaffected by injected poisons of any sort, since the toxin is simply absorbed by the layer of insulating fat which protects their bodies. Both types of sea giant possess infravision (12" range) and a form of underwater sonar which they use for navigation and identification in the lightless depths, to a range of 600'.
I like trident for melee with a shield and net or special crossbow for ranged. Too complicated?Shade said:Besides a slam attack, what weapons shall we stick on the attack lines? If we go with a two-handed weapon or two weapons, no shield.
I don't know, but I think we should do it. Of course, the bit about rolling an 18 could just mean that they get Improved Crit (slam) as a bonus feat and some sort of augment critical ability.Interesting. Is their precedent for rend with slams?
Some interesting stuff here. Something akin to evasion for cold and force effects? Simplify to immunity to poison or limit it to injected and contact poisons? Blindsight/blindsense 600 ft.?