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<blockquote data-quote="Bloodstone de Troll" data-source="post: 234884" data-attributes="member: 3538"><p><strong>Oy</strong></p><p></p><p>As the great troll philosopher Plateau said: Dats won dern goon crit-ique, dat is. </p><p></p><p>Thank you for your help Mr Jim, I have revised the stat stuff below, though I will be keeping the temperature thing as is, though I will be raising what constitutes hot to ten or more degrees above room temperature. </p><p></p><p>Elemental Troll (Discworld)</p><p>Rock Troll (Earth) </p><p>Large Giant </p><p>Hit Dice: 4d8+16 (34hp) </p><p>Initiative: -2 (Dex) </p><p>Speed: 30 ft. </p><p>AC: 16 (-1 size, -2 Dex, +8 natural,) </p><p>Attacks: 2 Claw +9, Bite +4; or Huge greatclub +10 melee </p><p>Damage: 2 Claw 1d6 +7 Bite 2d4 +4; or Huge greatclub 2d6+10</p><p>Face/Reach: 5 ft. by 5 ft./10 ft. </p><p>Special Attacks: Rend (2d6+7)</p><p>Special Qualities: Troll Traits, Temperature vulnerability, DR 10/Bludgeoning weapons.</p><p>Saves: Fort +8, Ref -1, Will +1 </p><p>Abilities: Str 25, Dex 6, Con 19, Int 6, Wis 10, Cha 7 </p><p>Skills: Climb +9, Listen +2, Spot +2 </p><p>Feats: Weapon Focus (greatclub) </p><p>Climate/Terrain: Any land, aquatic, and underground </p><p>Organization: Solitary, pair, gang (2-4), or band (5-8) </p><p>Challenge Rating: 4 </p><p>Treasure: Standard </p><p>Alignment: Usually chaotic neutral </p><p>Advancement: By character class </p><p></p><p>Temperature vulnerability (Ex): Trolls take 1 point of temporary Intelligence and Wisdom damage for every hour they are exposed to warm sunlight or heat (10 degrees or more above room temperature for humans), turning into an immobile boulder when their Int reaches 0. Lost points are recovered at the rate of 1 per hour out of the sun or in a cool place. Extreme cold (Below freezing) causes just the opposite to trolls, raising their effective Int and Wis by one point per hour of exposure to a limit of double their base scores.</p></blockquote><p></p>
[QUOTE="Bloodstone de Troll, post: 234884, member: 3538"] [b]Oy[/b] As the great troll philosopher Plateau said: Dats won dern goon crit-ique, dat is. Thank you for your help Mr Jim, I have revised the stat stuff below, though I will be keeping the temperature thing as is, though I will be raising what constitutes hot to ten or more degrees above room temperature. Elemental Troll (Discworld) Rock Troll (Earth) Large Giant Hit Dice: 4d8+16 (34hp) Initiative: -2 (Dex) Speed: 30 ft. AC: 16 (-1 size, -2 Dex, +8 natural,) Attacks: 2 Claw +9, Bite +4; or Huge greatclub +10 melee Damage: 2 Claw 1d6 +7 Bite 2d4 +4; or Huge greatclub 2d6+10 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Rend (2d6+7) Special Qualities: Troll Traits, Temperature vulnerability, DR 10/Bludgeoning weapons. Saves: Fort +8, Ref -1, Will +1 Abilities: Str 25, Dex 6, Con 19, Int 6, Wis 10, Cha 7 Skills: Climb +9, Listen +2, Spot +2 Feats: Weapon Focus (greatclub) Climate/Terrain: Any land, aquatic, and underground Organization: Solitary, pair, gang (2-4), or band (5-8) Challenge Rating: 4 Treasure: Standard Alignment: Usually chaotic neutral Advancement: By character class Temperature vulnerability (Ex): Trolls take 1 point of temporary Intelligence and Wisdom damage for every hour they are exposed to warm sunlight or heat (10 degrees or more above room temperature for humans), turning into an immobile boulder when their Int reaches 0. Lost points are recovered at the rate of 1 per hour out of the sun or in a cool place. Extreme cold (Below freezing) causes just the opposite to trolls, raising their effective Int and Wis by one point per hour of exposure to a limit of double their base scores. [/QUOTE]
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