Special Conversion Thread: Finishing off giants and their kin

Doesn't he get 35 ranks? Split them between Climb and Intimidate for fun?

Ok, let's drop the advancement. Are the 2 extra HD racial or from a class? I think I vote for racial.

Feats aren't bad, I think.
 

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Yeah, I assumed racial HD.

Climb 11, Intimidate 22? That way they nearly break even after ability modifiers.

Anything else?
 


Enceladus

It looks like he had immunity to fire. Should we add immunity to (energy type) to the list of available abilities?

Wikipedia said:
He was buried on the island of Sicily, under Mount Etna. The volcanic fires of Etna were said to be the breath of Enceladus, and its tremors to be caused by him rolling his injured side beneath the mountain (similar myths are told about Typhon and Vulcan). In Greece, an earthquake is still often called a "strike of Enceladus".

He gets catch spells, frightful presence, and (presumably) immunity to fire. He'll get 2 more specialized powers. Based on the above passage, how about fire breath?

Maybe add the following ability to the list?

Shockwave (Ex): As a standard action, an earth giant can stomp the earth with one of its massive feet. This causes a severe localized earth tremor, affecting all creatures standing on the ground within 100 feet of the giant. Creatures in this region must succeed on a DC 50 Reflex save or fall prone. Structures in this area suffer 4d12+22 points of damage, and this attack ignores hardness. The save DC is Strength-based.
 


Updated gigantes.

Enceladus
Colossal Giant
Hit Dice: 48d8+624 (840 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 29 (-8 size, +27 natural), touch 2, flat-footed 29
Base Attack/Grapple: +36/+75
Attack: Slam +51 melee (4d6+23) or rock +29 ranged (6d6+23)
Full Attack: 2 slams +51 melee (4d6+23) or rock +29 ranged (6d6+23)
Space/Reach: 30 ft./30 ft.
Special Attacks: Rock throwing
Special Qualities: Low-light vision, resistance to acid 5, rock catching, specialized powers (breath weapon, catch spells, frightful presence, immunity to fire, shockwave)
Saves: Fort +39, Ref +16, Will +16
Abilities: Str 56, Dex 10, Con 36, Int 8, Wis 11, Cha 12
Skills: Intimidate +17, Listen +16, Spot +16
Feats: 16 (9 can be epic)(see below)
Environment: Any
Organization: Solitary
Challenge Rating: 25
Treasure: Standard
Alignment: Chaotic evil
Advancement: —
Level Adjustment: —

His current feats are: Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Improved Overrun, Improved Sunder, Iron Will, Power Attack, Weapon Focus (slam)

Epic Feats: Devastating Critical (slam), Epic Reflexes, Epic Will, Overwhelming Critical (slam), Superior Initiative

To get him closer to his previous Con and hit points, I'd recommend replacing Epic Will and Superior Initiative with Great Constitution (x2). We could also drop Epic Reflexes and replace with Epic Toughness.

Thoughts?
 

Well, he has room for more epic feats. We could drop Alertness, Imp Overrun, Imp Sunder, and Iron Will without messing up prereqs, I think. That might leave him a bit better off. Your suggestions for added epic feats make sense, though.

I think we need to revisit his skill ranks, as well.
 

So...

Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Power Attack, Weapon Focus (slam)

Epic Feats: Devastating Critical (slam), Epic Reflexes, Epic Toughness (x2), Epic Will, Great Constitution (x2), Overwhelming Critical (slam), Superior Initiative

I split ranks evenly between Intimidate, Listen, and Spot. Suggested improvements?
 

Ok, you already dealt with the skills. That sounds ok to me!

I think we have one too many feats. Maybe drop Epic Reflexes or Epic Will?
 


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