Campaign of the Month: September 2012
A Manifestation of Chaos
|LE Large humanoid (fire, giant) / Fighter 1|
|Init: + 3|
|Senses: low-light vision; Perception +14|
|AC 28, touch 10, flat-footed 24 (+10 armor, +1 Dex, +8 natural, –1 size)|
|hp 173 (15d8+75), (1d10+5)|
|Fort + 18, Ref + 10, Will + 9|
|Defensive Abilities Rock Catching; Immune fire, Weaknesses vulnerability to cold|
|Speed: 40 ft., (30 ft. in armor)|
|Melee: greatsword + 26/+ 21/+ 16 (3d6+ 19) or 2 slams + 23 (1d8+ 13)|
|Ranged: Rock + 18 (2d8+ 18 plus 1d6 fire)|
|Space: 10 ft.; Reach 10 ft.|
|Special Attacks: heated rock, rock throwing (120 ft.)|
|Str 33, Dex 16, Con 21, Int 10, Wis 14, Cha 10|
|Base Atk + 11; CMB + 23; CMD 34|
|Feats: Cleave, Great Cleave, Point Blank Shot, Percise Shot, Deadly Aim, Martial Weapon Proficiency (greatsword), Power Attack, Weapon Focus (Boulder)|
|Skills: Climb +14, Craft (any one) +8, Intimidate +11, Perception +14|
|Languages: Common, Giant|
Heated Rock (Su)
|Fire giants transfer the heat of their bodies to rocks as part of an attack action when they throw rocks. A heated rock deals 1d6 points of additional fire damage on a hit|
Rock Catching (Ex)
|The creature (which must be of at least Large size) can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a creature that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The creature must be aware of the attack in order to make a rock catching attempt.|
Rock Throwing (Ex)
|This creature is an accomplished rock thrower and has a +1 racial bonus on attack rolls with thrown rocks. The creature can hurl rocks up to two categories Smaller than its size; for example, a Large hill giant can hurl Small rocks. A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The creature can hurl the rock up to five range increments. The size of the range increment varies with the creature. Damage from a thrown rock is generally twice the creature’s base slam damage plus 1-1/2 times its Strength bonus.|
|EQUIPMENT and MAGICAL ITEMS – (All Items are Large)|
Equipment: Dagger, Sack, Waterskin, Hunk of Cheese, Boulder Sack x2, Belt, Backpack, 8 Boulders, 1,700 gold pieces
Magical Items: Greatsword + 7 (Enhancement + 3, Vampiric + 2, Vicious + 1, Human Bane + 1), Half Plate + 2, Cloak of Ressistance + 2, Gloves of Dex +4, Belt of Giant Str + 2, Potions of Cure Serious Wounds x 3, + 2 Returning Boulder.
|Environment warm mountains|
|Organization solitary, gang (2–5), band (6–12 plus 35% noncombatants and 1 adept or cleric of 1st–2nd level), raiding party (6–12 plus 1 adept or sorcerer of 3rd–5th level, 2–5 hell hounds, and 2–3 trolls or ettins), or tribe (20–30 plus 1 adept, cleric, or sorcerer of 6th–7th level; 1 fighter or ranger of 8th–9th level as king; and 17–38 hell hounds, 12–22 trolls, 7–12 ettins, and 1–2 young red dragons)|
|Treasure standard (half-plate, greatsword, other treasure)|
Fire giants are the most rigid and militaristic of all the giant races. They constantly train for war and practice brutal tactics on anyone and everyone that gets in their way. Their rigid command structure is complete with soldiers, officers, and even generals, and they obey orders from their kings unquestioningly.
Fire giants have bright orange hair that flickers and glows almost as if it were aflame. An adult male is 12 to 16 feet tall, has a chest that measures 9 feet around, and weighs about 7,000 pounds. Females are slightly shorter and lighter. Fire giants can live to be 350 years old.
Fire giants wear sturdy cloth or leather garments colored red, orange, yellow, or black. Warriors wear helmets and half-plate armor of blackened steel and wield large greatswords that they use to cut swaths across the battlefield. In large groups, fire giants fight with brutal and efficient group tactics, and aren’t afraid to sacrifice one or two of their members to draw an enemy into an ambush.
Fire giants prefer hot locations—the hotter, the better. They’ve been found in deserts, volcanoes, hot springs, and deep beneath the earth near lava vents. They live in castles, walled settlements, or large caverns, and the design of these locations reflects their rigid, militaristic lifestyle, with officers living in better quarters than the rank-and-file.