Epic Destinies and Earth Giants

DandD

First Post
Here is the excerpt about hill giants, and earth titans:

[sblock]As a staple of fantasy, giants are instantly recognizable to any player: big, often brutish creatures that look like people, wielding enormous clubs or axes. They make great opponents at any tier of play, and we naturally wanted to keep them in 4th Edition.

However, giants as a group had some problems. Many giants of previous editions suffered from being too similar to each other. Hill giants and stone giants, for example, behaved almost identically in combat and differed only in Armor Class and Intelligence (stone giant elders were a rare exception.) Yet at the same time, giants as a whole had little in common other than being good at throwing and catching rocks, and carrying around sacks filled with random junk. That’s just not enough to hang an entire creature type on.

Later Monster Manuals introduced more interesting kinds of giants, such as the death giant, wrapped in captive souls, and the eldritch giant, a highly intelligent being that could use magic items and spells to devastating effect. The fantastic qualities of such giants made them more distinctive and challenging opponents. As part of the overall 4th Edition design philosophy, we took the best of those ideas to give giants more variety. At the same time, we decided to emphasize the more supernatural aspects of giants as a unifying factor.

The new cosmology, rooted in a great war between the primordial first creators and the gods, offered a way to incorporate giants into the setting. Many existing giants already embodied elemental forces, such as stone, fire, and wind. The natural next step was to make them into elemental beings, the first creatures shaped by the primordials to assist them in their work. This approach actually returned giants to their Classical roots as creatures embodying natural forces. In keeping with that ancestry, titans also became an elemental race, precursors to and creators of the lesser giants. Now a titan isn’t just a big dude with a ton of spell-like powers, but a powerful leader whose nature is closely tied to an element or kind of energy.

Having been forged in the Elemental Chaos, giants moved into other worlds. The fall of the primordials drove their creations into the planes, where they adapted to local conditions and became less closely tied to their origins. Some giants built mighty empires in the world, enslaving the dwarves in so doing. By adding this backstory to dwarves in the implied setting of the game, we were able to provide some roleplaying hooks for that race, as well as better define the roles of elemental dwarflike creatures in the setting, most notably galeb duhr and azers.

A few, such as the death giants, embody their adopted planes more than the elements—but that heritage lives on, along with their memories of ancient power and empire. When the primordials stir, giants are naturally drawn to their side in order to fight once more for control of creation.

Giants are hulking humanoid creatures with fundamental ties to the world, be that bedrock, uncontrollable fires, raging storms, or inevitable death. The first giants were massive titans of fire and frost, storm and stone. These giants labored under primordial lords to shape the newly forming world.

In the eons since the first days, giants have multiplied and moved on, finding places to call their own in planes beyond the Elemental Chaos, including the Shadowfell and the Feywild, and even in the realm of their masters’ deific foes, the Astral Sea. However, giants prefer the world their labor helped create, and giants of every variety can be found upon it. Indeed, when the primordials retreated from the world, one of the first empires of that dawn era was one created by giants, and their slaves were the children of Moradin. But those heady days are long vanished.

Giants and titans tend to lair in extreme environments, including scrublands, mountain peaks, volcanic calderas, and searing deserts. These brutal landscapes remind giants of the Elemental Chaos where their ancestors first drew breath.

Giants as a whole answer to no particular overlord or higher power, nor are they known to cooperate among themselves. Indeed, giant clans often make war each other, though no one except giants know why they fight. However, should ever an imprisoned or lost primordial return to the world, giants of the lineage once loyal to it would obey that ancient one’s command.

Giants have marshaled just so in past primordial awakenings. Giants have long memories and longer oral histories, and most clans await the day they can renew their claim on the world in service to an unstoppable primordial entity.
--Jennifer Clarke Wilkes





Earth Giant

Creatures of stone and rock, earth giants are mean, uncouth, territorial monsters that often enslave smaller, weaker creatures.

Earth giants live in mountainside caves, as well as valleys, rocky barrens, canyons, and foothills.
Hill Giant
Level 13 Brute
Large natural humanoid (giant)
XP 800
Initiative +5 Senses Perception +7
HP 159; Bloodied 79
AC 25; Fortitude 27, Reflex 21, Will 23
Speed 8
MeleeGreatclub (standard; at-will) Weapon
Reach 2; +15 vs. AC; 1d10 + 5 damage.
MeleeSweeping Club (standard; encounter) Weapon
The hill giant makes a greatclub attack against two Medium or smaller targets; on a hit, the target is pushed 2 squares and knocked prone.
RangedHurl Rock (standard; at-will)
Ranged 8/16; +15 vs. AC; 2d6 + 5 damage.
Alignment Chaotic evil
Languages Giant
Skills Athletics +16
Str 21 (+11)
Dex 8 (+5)
Wis 12 (+7)
Con 19 (+10)
Int 7 (+4)
Cha 9 (+5)
Equipment hide armor, greatclub
Hill Giant Tactics

A hill giant hurls rocks at opponents until they close to melee range, at which point it switches to using its greatclub. As soon as two smaller targets come within reach, the giant uses sweeping club to knock them prone. A hill giant is wise enough to flee if hopelessly outmatched.
Earth Titan
Level 16 Elite Brute
Huge elemental humanoid (earth, giant)
XP 2,800
Initiative +7Senses Perception +9
HP 384; Bloodied 192
AC 31; Fortitude 33, Reflex 27, Will 28
Immune petrification
Saving Throws +2
Speed 6
Action Points 1
MeleeSlam (standard; at-will)
Reach 3; +20 vs. AC; 2d10 + 6 damage.
MeleeDouble Attack (standard; at-will)
The earth titan makes two slam attacks.
RangedHurl Rock (standard; at-will)
Ranged 20; +18 vs. Reflex; 2d8 + 6 damage, and the target is dazed (save ends).
Alignment Chaotic evil
Languages Giant, Primordial
Skills Athletics +19
Str 23 (+14)
Dex 8 (+7)
Wis 12 (+9)
Con 22 (+14)
Int 11 (+8)
Cha 13 (+9)
Earth Titan Tactics

An earth titan hurls rocks at foes until they close to melee, at which point it pounds them with its stony fists, spending its action point to use earth shock. Unlike their hill giants cousins, earth titans stand their ground even when faced with a losing battle.
Earth Giant Lore

A character knows the following information with a successful Arcana check.

DC 20: Earth giants are the most brutish of giantkind. They inhabit badlands, deserts, and canyons, though lesser earth giants (such as hill giants) often gather in high mountain valleys and along mountain passes.

DC 25: Many of the dwarves who were enslaved by the earth giants were transformed as galeb duhrs. Some of them continue to serve earth giants, while others escaped and view giants (and earth giants in particular) as bitter enemies.

Encounter Groups

Earth giants associate with other giants, as well as with galeb duhrs and other monstrous and savage humanoids.

Level 13 Encounter (XP 4,000)

* 3 hill giants (level 13 brute)
* 1 displacer beast packlord (level 13 elite skirmisher)

Level 17 Encounter (XP 7,800)

* 1 earth titan (level 16 elite brute)
* 2 hill giants (level 13 brute)
* 2 war trolls (level 14 soldier)
* 4 ogre bludgeoneers (level 16 minion)


Be sure to return Wednesday for a look at the economy![/sblock]



And how you can "win" the game at level 30. :D :
[sblock]When your character reaches 21st level, you can choose your epic destiny.

What does that mean?

Your epic destiny is a few things, actually. While it’s true that your epic destiny allows you to bend, break, or ignore some of the laws of the universe, an epic destiny isn’t merely about acquiring even more power. After all, you continue to gain more and more powerful class powers as you rise toward 30th level, some of which are nearly as fantastic as those your epic destiny provides.

You see, what your epic destiny is really about is defining your place in the universe. Your epic destiny is the mythic archetype your character aspires to achieve. Once you reach 21st level, the greatness you always knew you were destined for is no longer theoretical; it is actual.

As you continue to gain levels, working toward 30th, the challenges you take on become larger and more significant, potentially affecting nations, worlds, or even the universe itself. Thus, your epic destiny shapes your lasting impact on the campaign and helps determine how people forever afterward remember and talk about you.

Did you defeat Atropus, the roving World Born Dead? Did you defeat the Hulks of Zoretha when they rose unlooked for in the ancient wastes? Did you stem the catastrophic tide of Pandorym when it revived enough to begin eating even the gods?

Yes, perhaps you did.

And once you’ve achieved so much, your epic destiny allows you a way to gracefully step aside, to make room for new generations of heroes to take up the fight. After all, your immortality is assured, whether in myth or in actuality (depending on the destiny you chose). Upon completing your epic quest, where you faced the greatest challenges of your career, your destiny describes why, after so many adventures, you finally take your leave of the mortal realm… and where you go next.
--Bruce Cordell





Your epic destiny describes the mythic archetype you aspire to achieve. Some characters have a clear epic destiny in mind from the moment they began adventuring, while others discover their epic destiny somewhere along the way.

Most people don’t ever come close to achieving an epic destiny. Whether they simply failed in their journey, or whether the universe never intended them to gain such lofty heights, is unknown and unknowable.

Your epic destiny sets you apart from such individuals—you know you’re destined for greatness and you have every opportunity to achieve it.
Extraordinary Power

Compared to a class or paragon path, an epic destiny grants few benefits, but those it bestows are exceptional. Certain laws of the universe work differently for you—and some don’t apply at all.

Your race, class, path, and other character elements might define what you can do, but your epic destiny defines your place in the universe.
Immortality

Each epic destiny defines your lasting impact on the world or even the universe: how people forever afterward remember and talk about you.

Some people achieve lasting fame or notoriety without achieving an epic destiny, but that’s a fleeting thing. Inevitably, those people are forgotten, lost in the murky depths of history. Your epic destiny ensures that your name and exploits live on forever.
The End

Perhaps most important, your epic destiny describes your character’s exit from the world at large (and more specifically, from the game) once you’ve completed your final adventure. It lays out why, after so many adventures, you finally take your leave of the mortal realm—and where you go next.
Gaining an Epic Destiny

Epic destiny abilities accrue from 21st to 30th level. As shown on the Character Advancement table in Chapter 2, your epic abilities pick up where paragon path benefits leave off.

After gaining all other benefits of reaching 21st level (including class features, ability score increases, and the like), you can choose an epic destiny.

Epic destinies are broader in scope than a class or paragon path. Though most have certain requirements to enter, even these typically apply to a wide range of characters with various backgrounds, talents, and powers.

If you don’t choose an epic destiny at 21st level, you can choose one at any level thereafter. You retroactively gain all benefits of the epic destiny appropriate to your current level.
Fulfilling Your Epic Destiny

The “Immortality” feature of your destiny is not gained at 30th level. Instead, it is gained when you and your allies complete their Destiny Quest. This is described more thoroughly in the Dungeon Master’s Guide, but essentially, your Destiny Quest is the final grand adventure of the campaign, during which you face the greatest challenges of your characters’ careers.

This quest might actually begin before 30th level (in fact, most do), but the climax of the quest can only occur after all participants have reached 30th level. Upon completing your Destiny Quest, your adventuring career—and your life as a normal mortal being—effectively ends. Your DM might give your character a little time to put affairs in order before moving on, or it can occur spontaneously upon completion of the quest. Work with your DM to determine the appropriate timing based on your character, your destiny, and the quest.

Once you’ve completed your Destiny Quest and initiated your ascension to immortality, your character’s story has ended. He lives on in legend, but he no longer takes part in mortal events. Instead, it’s time to create a new group of adventurers and begin a new story.
Archmage

As the Archmage, you lay claim to being the world’s preeminent wizard.

Prerequisite: 21st-level wizard

Your lifelong perusal of grimoires, librams, tomes, and spellbooks has finally revealed the foundation of reality to you: Spells are each tiny portions of a larger arcane truth. Every spell is part of some far superior working, evoking just a minuscule fraction of that ultimate formula. As you continue your studies, you advance your mastery of spells so much that they begin to infuse your flesh, granting you a facility in their use undreamed of by lesser practitioners.

You are often called to use your knowledge to defend the world from supernormal threats. Seeking ever greater enlightenment and the magical power that accompanies it, you are at times tempted by questionable relics, morally suspect spells, and ancient artifacts. Your destiny remains yours to choose—will you be archmage or archfiend?

Immortality, of a Sort
Archmages are an idiosyncratic lot. There’s no telling what choices the preeminent wizard of the age will make when he has completed his destiny. The following section details a path several Archmages have walked, but your path might vary.

Arcane Seclusion: When you complete your final quest, you retreat from the world to give your full time and attention to the study of the ultimate arcane formula, the Demispell, whose hyperplanar existence encompasses all the lesser spells there ever were or ever will be.

To aid your study, you build a sanctum sanctorum. At your option, your retreat provides you complete seclusion, and thus could take the form of a tower lost somewhere in the Elemental Chaos. However, you might desire to retain a tie to the world, and thus build a sanctum with a connection to the world. In such a case, you might found a new order of mages for which you serve as the rarely seen High Wizard. Alternatively, you might found a school of magic, for which you serve as the rarely seen headmaster.

Regardless of your retreat’s physical form or temporal connection, your contemplation of the arcanosphere persists. As the years flow onward, your study of the fundamental, deep structure of the cosmos removes you from the normal flow of time. Eventually your material shell fades as you merge into the Demispell itself.

Thereafter, your name becomes tied to powerful spells and rituals used by lesser wizards.

Archmage Features
All Archmages have the following features.

Spell Recall (21st level): At the beginning of each day, choose one daily spell that you know (and have prepared today, if you prepare spells). You can use that spell two times that day, rather than only once.

Arcane Spirit (24th level): Once per day, when you die, you can detach your spirit from your body. In arcane spirit form, you heal to maximum hit points and gain the insubstantial and phasing qualities. You can cast encounter spells and at-will spells while in arcane spirit form, but you can’t cast daily spells, activate magic items, or perform rituals. If you die in arcane spirit form, you’re dead.

At the end of the encounter, after a short rest, your arcane spirit rejoins your body, if your body is still present. Your current hit point total is unchanged, but you no longer experience the other benefits and drawbacks of being in arcane spirit form.

If your body is missing, you will need other magic to return to life, but can continue adventuring in arcane spirit form if you like.

Archspell (30th level): Your comprehension of the ultimate arcane formula and of the spells that constitute it reaches a new threshold. Choose one daily spell that you know. You can now cast that spell as an encounter spell (rather than as a daily spell).

Archmage Power
Shape Magic
Archmage Utility 26
You reach into the ebb and flow of arcane energy and pluck a spell you have already used out of the invisible tide, instantly recalling it to memory.
Daily
Standard Action Personal
Effect: You regain one arcane power you have already used.[/sblock]
 
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Dunamin

First Post
DandD said:
An earth titan hurls rocks at foes until they close to melee, at which point it pounds them with its stony fists, spending its action point to use earth shock. Unlike their hill giants cousins, earth titans stand their ground even when faced with a losing battle.
Looks like they made an error and forgot to include this power in the statblock. Which is a shame, because it sounds like the trademark "special" for the earth titan.

Hopefully, it will be corrected soon.
 

GoodKingJayIII

First Post
Hey, ENWorld's back! Yay!

So there's a mention of an earth shock ability in the earth titan's tactics text. But it's not in the stat block. Sigh...
 


DandD

First Post
Yeah. I wondered about "Earth shock" too. Must be a mistake on some part of those who put the excerpt online...

By the way, what's the code for putting text into a little spoiler box? My opening post is awfully big, and I would like to make it more reader-friendly, so that people only have to click one of the excerpts they like to read. :\
 

Blue

Ravenous Bugblatter Beast of Traal
More interesting giants

I'm rather uninspired by the giants. The designers tout how they want things to be interesting, but the Hill Giant is humdrum. It's got a ranged attack, a melee attack, and it can sweep people. The last is at least a bit interesting. PC strikers can surpass the damage it does fairly easily, and that was one thing about giants previously - they hit really hard so you had to watch out for them. Take away that there hit hard even for their size and you don't have much left. Will five of these really terrorize a 13th level party? The only saving graces are the knockdown and the high speed.

I don't expect every monster to be a star, but if you're going to preview just a few, do the more interesting ones.
 

Cirex

First Post
I'm a bit disappointed that they didn't show a list of the epic destinies with their prereqs, but well, we get to see what the standard will be : One "resurrection" power, one utility and two features.

EDIT:

Weird wording:
Spell Recall (21st level): At the beginning of each day, choose one daily spell that you know (and have prepared today, if you prepare spells.). You can use that spell two times that day, rather than only once.

Sounds like 3.5 writing. Bold mine.
 
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hong

WotC's bitch
DandD said:
Yeah. I wondered about "Earth shock" too. Must be a mistake on some part of those who put the excerpt online...

By the way, what's the code for putting text into a little spoiler box? My opening post is awfully big, and I would like to make it more reader-friendly, so that people only have to click one of the excerpts they like to read. :\
[ spoiler ] DandD is a big POOPYHEAD [ /spoiler ]
 

theskyfullofdust

First Post
I like the Hill Giant's sweeping attack, gives them flavour.

I wasn't too thrilled with the Epic Destiny bit, but that's just because it's a light preview. I presume that there'll be more in the core books (and more in later books).

And I really like the whole concept behind the giants, how they fit in with the mythology; they're just begging to be used in a final quest, when an old primoridal awakens to destroy the world with its army of giants, and all that stands in their way are a party of Epic heroes.

Looking forward to actually playing this game. Roll on June!
 

Derren

Hero
The DDM Earth Shock
http://www.wizards.com/dnd/images/mi20080508a_etitancd.jpg

And for my usual anti-4Eism:
Epic Destiny fluff highly situational and disruptive if the game is not build around the idea of epic quests, archmage arcane spirit not really fitting, other abilities bland.

Giants art lacks any noticeable reference object, those hill giants could also be human caveman. Abilities are average. Special point of interest: Rock Throw is different for two giants. Pros: Its simulationistic. Hill Giants rocks are small enough to be blocked, the larger Earth Titan rocks must be dodged. Cons: What if the target of the earth titan rock throw is large enough to be able to block the rocks too? Also two different mechanics with the same name is bad.
Tactics are again strange. either WotC omits informations from the statblock (why preview when you leave things out?) or has a very bad hand at writing tactics which meshes with the creature writeup.
Also I heard many people complaining about typos. Can someone comment on that? I as not native English speaker likely can't discover most of them.
 
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