Hill Giant Chieftain

Hill Giant Chieftain
Level 11 (+5)
"I was feeling pretty good about myself at the time, all my traps had worked perfectly. The noise and destruction caused by the falling logs allowed my hired swords to swoop in and scatter the tribe of usurpers, giving us enough time to get what we came for before they regrouped, or so I thought. If his people were Hills, then this one was a Mountain. I heard the nervous shuffling of feet behind me as the leader hefted his club, which I am pretty sure was actually an oak tree he simply pulled out of the ground."
——Loken Trist, Semi-Retired Adventurer
The Chieftain stands tall above the rest of his tribe. If he is not actually taller than everyone else, they make sure to duck low as he approaches. The Chieftain gained his position not only through brute strength, but a superior understanding of tactics and manipulation among his own kind. While Hill Giant standards for these skills may not be terribly high, a Hill Giant Chieftain is a spectacle of brutality, cunning and savagery not to be underestimated by even the mightiest warrior.
Awareness
19
Senses
Low-light Vision
Initiative
14/1d10
Max HP
338
Resilience: +5
Healing Value: 67
Morale
2
Defenses
AC
21/28
Touch
18
Fort
22
Reflex
19
Will
16
Resistances: Battle Hardened*
Vulnerabilities:
Defensive Actions
Parry
Interruptive Action, Limit 1 per 2 rnds
Make an opposed Attack Roll to Deflect the triggering attack. (Advanced)
Attributes / Saving Throws
STR
26 / 30
DEX
9 / 13
CON
20 / 24
INT
9 / 11
WIS
13 / 15
CHA
10 / 12
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 3
Skirmish 45ft / 4
Sprint 65ft / 4
At-Will
+15 vs AC (Crit 11%/20)
Spiked Greatclub
4d6+20 damage (ArN 5)
REC 9, Reach 10ft
+14P vs AC (Crit 6%/20)
Rock Throw
2d10+8 damage (ArN 4)
REC 7, Range 120ft
+16 vs AC (Crit 11%/20)
Slam
2d10+16 damage (ArN 3)
REC 8, Reach 10ft
Brutal Aggressor
Free Action
Reroll 1s on all damage dice. (Advanced)
Chieftain Techniques
On each turn, roll 1d8 to determine the actions available to the Hill Giant Cheiftain.

Any Result:
Basic Attack: Make a Melee or Ranged Basic Attack. (Basic)

2 or more, choose one of the following:
Ripping Strike: On a hit with a Melee attack, target suffers +2d6 damage (+1d10 w/ Slam) and ongoing 10 Bleed Damage every 10 segments [SE, ST 4d10 vs CON]. (Basic)
Revitalizing Strike: On a hit with a Melee attack, gain 10 temporary hitpoints. (Basic)

6 or more:
Deadly Blow: On a Spiked Greatclub attack, deal +6d6 damage (+3d10 on Slam). (Advanced)
2d10+16 damage
Grapple +18
Overland Movement
40 mi/day
Qualities
  • Battle Hardened: Must have 2 advantages on the Hill Giant Chieftain to upgrade a Glancing Hit to a Full Hit.
  • Leader Among Giants: Gain a +1 racial bonus to Morale when in combat with other Giants. (inc)
  • Natural Armor: AC +2/+6, Ref +1 (inc)
Skills: Rank 1 Balance [+0], Rank 6 Climb [+15], Rank 6 Jump [+13], Rank 2 Search [+5], Rank 2 Swim [+6], Rank 3 Listen [+7], Rank 5 Spot [+11], Rank 1 Herbalism [A: +3/L&T: +3], Rank 3 Hunting [A: +7/L&T: +7], Rank 4 Survival [A: +11/L&T: +9], Rank 3 Martial Pract. [A: +10/L&T: +7], Rank 2 Charm [+4], Rank 6 Coercion [+18], Rank 1 Deception [+2], Rank 2 Manipulation [+4], Rank 3 Persuasion [+7], Rank 1 Aloofness [+2], Rank 5 Bravery [+12], Rank 3 Intuition [+7]
Feats: Imp. Weapon Specialization (Spiked Greatclub) [2], Great Armor Fortification [3], Weapon Focus (Spiked Greatclub), Improved Toughness [2], Athletic, Imp. Initiative, Imp. Critical Strike
Philosophies: Rank 2 Mental, Rank 4 Physical, Rank 5 Martial
Combat Training: Melee 5, Ranged 3, Parry 3, Fort 3, Reflex 2
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Bone Armor, Spiked Greatclub
Social
Languages: Giant
Composure: 15
Charm
+4
Coercion
+18
Deception
+2
Manipulation
+4
Persuasion
+7
Aloofness
+2
Bravery
+12
Intuition
+7
Tolerance
+1
Suspicion
+3
Prejudices:
    Motives:


    Hill Giants are the most primitive, common version of giants. They resemble extremely large humans with somewhat more primal facial features. An average Hill Giant can weigh anywhere from 900 to 1200 lbs. depending on their height, which ranges from 10 to 11 feet, and are known to live up to 200 years or so. They are brutish, slow-witted and greedy, and survive by hunting and raiding villages of other smaller, weaker creatures. Their hair and eye colors are typically of dirtier varieties, ranging from black to brown, and their eyes small and beady. Hill Giants most commonly fortify themselves with crudely fashioned animal hide and jagged great clubs, basically anything they can find that is thick, heavy and requires little effort to assemble.

    History

    Throughout history Hill Giants have served as heavy infantry for armies comprised of mostly evil creatures. Being malicious and greedy themselves, they are known for being easily conscripted into large armed forces, although controlling them is another matter. Giants are an old, long lived race of the mortal plains, and were alive long before the smaller mortal races. Some believe them to be a bastard offspring of the legendary race of Titans, although any Hill Giant will claim that they are separate.

    Culture

    Hill Giants are a mostly tribal community, although somewhat organized. They have a pecking order and a respect for each other's authority, although no regard whatsoever for creatures smaller than them. They are typically found in, not surprisingly, large, hilly areas, plains and mountains, some tribes even known to inhabit large wooded areas. They are a constant nuisance to their neighbors, as they tend to view everything they see as their property until brute force is used to explain to them that this is not the case. If not kept in check, Hill Giants are known for taking over entire landscapes (including making slaves of any humanoids smaller than them), which only attracts more Hill Giant tribes looking for easier living. On occasion, Giants can be seen mingling with Ogres and Trolls, some of the few races in the realms giants seem to regard with some modicum of respect, most likely do to their size and strength.