Wippit Guud
First Post
It's the in thing, it seems. And having discovered that A) giants can be lycanthropes, and B) rocs are now animals, so we get the sickening:
Storm Crow - Storm Giant Were-Roc
Storm Crow (storm giant form)
Huge Giant (Shapechanger)
Hit Dice: 19d8+114 plus 18d8+108 (388 hp)
Initiative: +2
Speed: 35 ft. (7 squares), swim 30 ft. (6 squares) in breastplate; base speed 50 ft., swim 40 ft.
Armor Class: 29 (-2 size, +2 Dex, +14 natural, +5 breastplate) touch 10, flat-footed 27
Base Attack/Grapple: +27/+49
Attack: Greatsword +39 melee (4d6+21/19-20) or slam +39 melee (1d6+14) or composite longbow (+14 Str bonus) +27 ranged (3d6+14/x3)
Full Attack: Greatsword +39/+34/+29 melee (4d6+21/19-20) or 2 slams +39 melee (1d6+14) or composite longbow (+14 Str bonus) +27/+22/+17 ranged (3d6+14/x3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Spell-like abilities, curse of lycanthropy
Special Qualities: Freedom of movement, immunity to electricity, low-light vision, rock catching, water breathing, alternate form, damage reduction 10/silver, lycanthropic empathy, darkvision 60 ft, lowlight vision 60 ft, scent
Saves: Fort +17, Ref +8, Will +14
Abilities: Str 39, Dex 14, Con 23, Int 16, Wis 22, Cha 15
Skills: Climb +20, Concentration +26, Craft (bow/arrow) +13, Diplomacy +4, Intimidate +12, Jump +24, Listen +26, Perform (sing) +12, Sense Motive +16, Spot +40, Swim +18*
Feats: Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Sunder, Iron Will, Natural Spell, Power Attack
Environment: Warm mountains
Organization: Solitary plus 2-8 rocs
Challenge Rating: 19
Treasure: Standard coins; double goods; standard items
Alignment: Often chaotic good
Combat
Storm Crow's composite longbow has a range increment of 180 feet.
Spell-Like Abilities: 1/day: call lightning (DC 15), chain lightning (DC 18). Caster level 15th. 2/day: control weather, levitate. Caster level 20th. The save DCs are Charisma-based.
Freedom of Movement (Su): Storm giants have a continuous freedom of movement ability as the spell (caster level 20th). The effect can be dispelled, but the storm giant can create it again on its next turn as a free action.
Water Breathing (Ex): Storm giants can breathe underwater indefinitely and can freely use their spell-like abilities while submerged.
Skills: Storm Crow has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided it swims in a straight line. *Storm giants ignore all weight penalties for gear carried when swimming.
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Storm Crow (hybrid form)
Huge Giant (Shapechanger)
Hit Dice: 19d8+114 plus 18d8+108 (388 hp)
Initiative: +2
Speed: 35 ft. (7 squares), fly 40ft (poor), swim 30 ft. (6 squares) in breastplate; base speed 50 ft., swim 40 ft.
Armor Class: 29 (-2 size, +2 Dex, +14 natural, +5 breastplate) touch 10, flat-footed 27
Base Attack/Grapple: +34/+56
Attack: Greatsword +51 melee (4d6+33/19-20) or slam +51 melee (1d6+21) or composite longbow (+14 Str bonus) +27 ranged (3d6+14/x3)
Full Attack: Greatsword +51/+46/+41 melee (4d6+33/19-20) and bite +49 melee (2d8+16) or 2 slams +51 melee (1d6+33) and bite +49 melee (2d8+16) or composite longbow (+14 Str bonus) +27/+22/+17 ranged (3d6+14/x3)
Space/Reach: 20 ft./15 ft.
Special Attacks: Spell-like abilities, curse of lycanthropy
Special Qualities: Freedom of movement, immunity to electricity, low-light vision, rock catching, water breathing, alternate form, damage reduction 10/silver, lycanthropic empathy, darkvision 60 ft, lowlight vision 60 ft, scent
Saves: Fort +17, Ref +8, Will +14
Abilities: Str 63, Dex 18, Con 37, Int 16, Wis 22, Cha 15
Skills: Climb +32, Concentration +32, Craft (bow/arrow) +13, Diplomacy +4, Intimidate +12, Jump +36, Listen +16, Perform (sing) +12, Sense Motive +16, Spot +30, Swim +30*
Feats: Alertness, Awesome Blow, Cleave, Combat Reflexes, Flyby Attack, Improved Bull Rush, Improved Sunder, Iron Will, Multiattack, Natural Spell, Power Attack, Snatch, Wingover,
Environment: Warm mountains
Organization: Solitary plus 2-8 rocs
Challenge Rating: 19
Treasure: Standard coins; double goods; standard items
Alignment: Often chaotic good
Combat
Storm Crow's composite longbow has a range increment of 180 feet.
Spell-Like Abilities: 1/day: call lightning (DC 15), chain lightning (DC 18). Caster level 15th. 2/day: control weather, levitate. Caster level 20th. The save DCs are Charisma-based.
Freedom of Movement (Su): Storm giants have a continuous freedom of movement ability as the spell (caster level 20th). The effect can be dispelled, but the storm giant can create it again on its next turn as a free action.
Water Breathing (Ex): Storm giants can breathe underwater indefinitely and can freely use their spell-like abilities while submerged.
Skills: Storm Crow has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided it swims in a straight line. *Storm giants ignore all weight penalties for gear carried when swimming.
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Storm Crow (roc form)
Huge Giant (Shapechanger)
Hit Dice: 19d8+114 plus 18d8+108 (388 hp)
Initiative: +2
Speed: 35 ft. (7 squares), swim 30 ft. (6 squares) in breastplate; base speed 50 ft., swim 40 ft.
Armor Class: 29 (-2 size, +2 Dex, +14 natural, +5 breastplate) touch 10, flat-footed 27
Base Attack/Grapple: +34/+56
Attack: Talon +51 melee
Full Attack: 2 talons +51 melee (2d6+33) and bite +49 melee (2d8+16)
Space/Reach: 20 ft./15 ft.
Special Attacks: Spell-like abilities, curse of lycanthropy
Special Qualities: Freedom of movement, immunity to electricity, low-light vision, rock catching, water breathing, alternate form, damage reduction 10/silver, lycanthropic empathy, darkvision 60 ft, lowlight vision 60 ft, scent
Saves: Fort +17, Ref +8, Will +14
Abilities: Str 63, Dex 18, Con 37, Int 16, Wis 22, Cha 15
Skills: Climb +32, Concentration +32, Craft (bow/arrow) +13, Diplomacy +4, Intimidate +12, Jump +36, Listen +16, Perform (sing) +12, Sense Motive +16, Spot +30, Swim +30*
Feats: Alertness, Awesome Blow, Cleave, Combat Reflexes, Flyby Attack, Improved Bull Rush, Improved Sunder, Iron Will, Multiattack, Natural Spell, Power Attack, Snatch, Wingover,
Environment: Warm mountains
Organization: Solitary plus 2-8 rocs
Challenge Rating: 19
Treasure: Standard coins; double goods; standard items
Alignment: Often chaotic good
Spell-Like Abilities: 1/day: call lightning (DC 15), chain lightning (DC 18). Caster level 15th. 2/day: control weather, levitate. Caster level 20th. The save DCs are Charisma-based.
Freedom of Movement (Su): Storm giants have a continuous freedom of movement ability as the spell (caster level 20th). The effect can be dispelled, but the storm giant can create it again on its next turn as a free action.
Water Breathing (Ex): Storm giants can breathe underwater indefinitely and can freely use their spell-like abilities while submerged.
Skills: Storm Crow has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided it swims in a straight line. *Storm giants ignore all weight penalties for gear carried when swimming.
A fundemental force of nature onto himself, Storm Crow is worshipped as a god by the native of the volcanic island he makes him home on. As close to unique as is possible, he has little recollection of those that gave him life, save that they were much the same as he was - Storm Crow is a naturallLycanthrope.
In deference to those that make his home on his island, he rarely uses his control weather to create the storms in which he revels in, except in times of defence - which is fairly rare in this remote part of the world. But he will take flight during the storms which naturally occur during the rainy season, and the sight of his roc form rising into the clouds is awe-inspiring. Those on land who have witnessed it feel justified in giving him the name "Thunderbird." But if a hurricane threatens, he will calm the winds as much as possible - Storm Crow has a soft spot for the villagers.
His one rival in the area is a gargantual kraken who has dubbed himself ruler of much of the area. Peridoically he will send his minions to wreak havok upon the island, but after one enganlement that left him missing two arms, he dares not appraoch in fear of the were-roc who defends the land.
Appearance & Tactics
In his natural form, Storm Crow stands almost 20ft tall, and his skin as a slight golden tinge compared to other storm giants. His hybrid body resembles that of a garganruan-sized owlbear overly-large arms, allowing him to fly, albeit poorly. He uses his hybrid form most often in combat, weilding his huge greatsword to inflict incredible damage. Storm Crow uses his roc form mainly for travel or to go hunting.
For combat anywhere but underwater, Storm Crow coordinates his attacks with those of the rocs which frenquent his lair, using his empathy to direct them. And entire fleet can be reduced to spliters within minutes as the rocs and Storm Crow attack from above. If a large group of powerful creatures make their way against him, he will hit as many as he can with a chain lightning spell, and has no qualms with retreating to consider the situation.
Underwater, Storm Crow takes on a more barbaric view of life, mainly because he'll be enganges with the kraken or its minions. Agains smaller foes, he lays waste to them with an easy swipe of his sword, but against the kraken itself, he tries to drive it to the sirvace to allow his own minions to attack it. Storm Crow will not fall back from these excusrions unless severely injured,
Storm Crow - Storm Giant Were-Roc
Storm Crow (storm giant form)
Huge Giant (Shapechanger)
Hit Dice: 19d8+114 plus 18d8+108 (388 hp)
Initiative: +2
Speed: 35 ft. (7 squares), swim 30 ft. (6 squares) in breastplate; base speed 50 ft., swim 40 ft.
Armor Class: 29 (-2 size, +2 Dex, +14 natural, +5 breastplate) touch 10, flat-footed 27
Base Attack/Grapple: +27/+49
Attack: Greatsword +39 melee (4d6+21/19-20) or slam +39 melee (1d6+14) or composite longbow (+14 Str bonus) +27 ranged (3d6+14/x3)
Full Attack: Greatsword +39/+34/+29 melee (4d6+21/19-20) or 2 slams +39 melee (1d6+14) or composite longbow (+14 Str bonus) +27/+22/+17 ranged (3d6+14/x3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Spell-like abilities, curse of lycanthropy
Special Qualities: Freedom of movement, immunity to electricity, low-light vision, rock catching, water breathing, alternate form, damage reduction 10/silver, lycanthropic empathy, darkvision 60 ft, lowlight vision 60 ft, scent
Saves: Fort +17, Ref +8, Will +14
Abilities: Str 39, Dex 14, Con 23, Int 16, Wis 22, Cha 15
Skills: Climb +20, Concentration +26, Craft (bow/arrow) +13, Diplomacy +4, Intimidate +12, Jump +24, Listen +26, Perform (sing) +12, Sense Motive +16, Spot +40, Swim +18*
Feats: Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Sunder, Iron Will, Natural Spell, Power Attack
Environment: Warm mountains
Organization: Solitary plus 2-8 rocs
Challenge Rating: 19
Treasure: Standard coins; double goods; standard items
Alignment: Often chaotic good
Combat
Storm Crow's composite longbow has a range increment of 180 feet.
Spell-Like Abilities: 1/day: call lightning (DC 15), chain lightning (DC 18). Caster level 15th. 2/day: control weather, levitate. Caster level 20th. The save DCs are Charisma-based.
Freedom of Movement (Su): Storm giants have a continuous freedom of movement ability as the spell (caster level 20th). The effect can be dispelled, but the storm giant can create it again on its next turn as a free action.
Water Breathing (Ex): Storm giants can breathe underwater indefinitely and can freely use their spell-like abilities while submerged.
Skills: Storm Crow has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided it swims in a straight line. *Storm giants ignore all weight penalties for gear carried when swimming.
-----
Storm Crow (hybrid form)
Huge Giant (Shapechanger)
Hit Dice: 19d8+114 plus 18d8+108 (388 hp)
Initiative: +2
Speed: 35 ft. (7 squares), fly 40ft (poor), swim 30 ft. (6 squares) in breastplate; base speed 50 ft., swim 40 ft.
Armor Class: 29 (-2 size, +2 Dex, +14 natural, +5 breastplate) touch 10, flat-footed 27
Base Attack/Grapple: +34/+56
Attack: Greatsword +51 melee (4d6+33/19-20) or slam +51 melee (1d6+21) or composite longbow (+14 Str bonus) +27 ranged (3d6+14/x3)
Full Attack: Greatsword +51/+46/+41 melee (4d6+33/19-20) and bite +49 melee (2d8+16) or 2 slams +51 melee (1d6+33) and bite +49 melee (2d8+16) or composite longbow (+14 Str bonus) +27/+22/+17 ranged (3d6+14/x3)
Space/Reach: 20 ft./15 ft.
Special Attacks: Spell-like abilities, curse of lycanthropy
Special Qualities: Freedom of movement, immunity to electricity, low-light vision, rock catching, water breathing, alternate form, damage reduction 10/silver, lycanthropic empathy, darkvision 60 ft, lowlight vision 60 ft, scent
Saves: Fort +17, Ref +8, Will +14
Abilities: Str 63, Dex 18, Con 37, Int 16, Wis 22, Cha 15
Skills: Climb +32, Concentration +32, Craft (bow/arrow) +13, Diplomacy +4, Intimidate +12, Jump +36, Listen +16, Perform (sing) +12, Sense Motive +16, Spot +30, Swim +30*
Feats: Alertness, Awesome Blow, Cleave, Combat Reflexes, Flyby Attack, Improved Bull Rush, Improved Sunder, Iron Will, Multiattack, Natural Spell, Power Attack, Snatch, Wingover,
Environment: Warm mountains
Organization: Solitary plus 2-8 rocs
Challenge Rating: 19
Treasure: Standard coins; double goods; standard items
Alignment: Often chaotic good
Combat
Storm Crow's composite longbow has a range increment of 180 feet.
Spell-Like Abilities: 1/day: call lightning (DC 15), chain lightning (DC 18). Caster level 15th. 2/day: control weather, levitate. Caster level 20th. The save DCs are Charisma-based.
Freedom of Movement (Su): Storm giants have a continuous freedom of movement ability as the spell (caster level 20th). The effect can be dispelled, but the storm giant can create it again on its next turn as a free action.
Water Breathing (Ex): Storm giants can breathe underwater indefinitely and can freely use their spell-like abilities while submerged.
Skills: Storm Crow has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided it swims in a straight line. *Storm giants ignore all weight penalties for gear carried when swimming.
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Storm Crow (roc form)
Huge Giant (Shapechanger)
Hit Dice: 19d8+114 plus 18d8+108 (388 hp)
Initiative: +2
Speed: 35 ft. (7 squares), swim 30 ft. (6 squares) in breastplate; base speed 50 ft., swim 40 ft.
Armor Class: 29 (-2 size, +2 Dex, +14 natural, +5 breastplate) touch 10, flat-footed 27
Base Attack/Grapple: +34/+56
Attack: Talon +51 melee
Full Attack: 2 talons +51 melee (2d6+33) and bite +49 melee (2d8+16)
Space/Reach: 20 ft./15 ft.
Special Attacks: Spell-like abilities, curse of lycanthropy
Special Qualities: Freedom of movement, immunity to electricity, low-light vision, rock catching, water breathing, alternate form, damage reduction 10/silver, lycanthropic empathy, darkvision 60 ft, lowlight vision 60 ft, scent
Saves: Fort +17, Ref +8, Will +14
Abilities: Str 63, Dex 18, Con 37, Int 16, Wis 22, Cha 15
Skills: Climb +32, Concentration +32, Craft (bow/arrow) +13, Diplomacy +4, Intimidate +12, Jump +36, Listen +16, Perform (sing) +12, Sense Motive +16, Spot +30, Swim +30*
Feats: Alertness, Awesome Blow, Cleave, Combat Reflexes, Flyby Attack, Improved Bull Rush, Improved Sunder, Iron Will, Multiattack, Natural Spell, Power Attack, Snatch, Wingover,
Environment: Warm mountains
Organization: Solitary plus 2-8 rocs
Challenge Rating: 19
Treasure: Standard coins; double goods; standard items
Alignment: Often chaotic good
Spell-Like Abilities: 1/day: call lightning (DC 15), chain lightning (DC 18). Caster level 15th. 2/day: control weather, levitate. Caster level 20th. The save DCs are Charisma-based.
Freedom of Movement (Su): Storm giants have a continuous freedom of movement ability as the spell (caster level 20th). The effect can be dispelled, but the storm giant can create it again on its next turn as a free action.
Water Breathing (Ex): Storm giants can breathe underwater indefinitely and can freely use their spell-like abilities while submerged.
Skills: Storm Crow has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided it swims in a straight line. *Storm giants ignore all weight penalties for gear carried when swimming.
A fundemental force of nature onto himself, Storm Crow is worshipped as a god by the native of the volcanic island he makes him home on. As close to unique as is possible, he has little recollection of those that gave him life, save that they were much the same as he was - Storm Crow is a naturallLycanthrope.
In deference to those that make his home on his island, he rarely uses his control weather to create the storms in which he revels in, except in times of defence - which is fairly rare in this remote part of the world. But he will take flight during the storms which naturally occur during the rainy season, and the sight of his roc form rising into the clouds is awe-inspiring. Those on land who have witnessed it feel justified in giving him the name "Thunderbird." But if a hurricane threatens, he will calm the winds as much as possible - Storm Crow has a soft spot for the villagers.
His one rival in the area is a gargantual kraken who has dubbed himself ruler of much of the area. Peridoically he will send his minions to wreak havok upon the island, but after one enganlement that left him missing two arms, he dares not appraoch in fear of the were-roc who defends the land.
Appearance & Tactics
In his natural form, Storm Crow stands almost 20ft tall, and his skin as a slight golden tinge compared to other storm giants. His hybrid body resembles that of a garganruan-sized owlbear overly-large arms, allowing him to fly, albeit poorly. He uses his hybrid form most often in combat, weilding his huge greatsword to inflict incredible damage. Storm Crow uses his roc form mainly for travel or to go hunting.
For combat anywhere but underwater, Storm Crow coordinates his attacks with those of the rocs which frenquent his lair, using his empathy to direct them. And entire fleet can be reduced to spliters within minutes as the rocs and Storm Crow attack from above. If a large group of powerful creatures make their way against him, he will hit as many as he can with a chain lightning spell, and has no qualms with retreating to consider the situation.
Underwater, Storm Crow takes on a more barbaric view of life, mainly because he'll be enganges with the kraken or its minions. Agains smaller foes, he lays waste to them with an easy swipe of his sword, but against the kraken itself, he tries to drive it to the sirvace to allow his own minions to attack it. Storm Crow will not fall back from these excusrions unless severely injured,