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This towering giant has finely chiseled features. Her skin is pale and smooth, and her lengthy wispy hair flutters as if in a breeze.
Cloud Giant CR eleven
NG or NE Big humanoid (giant)
Init +1; Senses low-mild imaginative and prescient, scent; Perception +17
AC 25, touch 9, flat-footed 24 (+four armor, +1 Dex, +12 pure, -2 size)
hp 168 (16d8+96)
Fort +16, Ref +6, Will +10
Pace 50 ft.
Melee morningstar +22/+17/+12 (4d6+18) or 2 slams +22 (2d6+12)
Ranged rock +12 (2d6+18)
Particular Attacks rock throwing (140 ft.)
Spell-Like Skills (CL 16th)
At will—levitate (self plus 2,000 lbs.), obscuring mist
Str 35, Dex 13, Con 23, Int 12, Wis sixteen, Cha 12
Base Atk +12; CMB +26; CMD 37
Feats Superior Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Intimidating Prowess, Iron Will, Power Assault
Abilities Climb +19, Craft (anyone) +10, Diplomacy +9, Intimidate +26, Perception +17, Carry out (string devices) +eight
SQ oversized weapon
Organization solitary, gang (2-5), family (2-5 plus 35% noncombatants plus 1 sorcerer or cleric of 4th-7th level and a pair of-5 griffons), or tribe (6-20 plus 1 sorcerer or cleric oracle of seventh-twelfth stage and a couple of-5 griffons)
Treasure normal (chain shirt, morningstar, other treasure)
Oversized Weapon (Ex) A cloud giant can wield Gargantuan weapons without penalty. Most favor the use of immense morningstars.
Cloud giants’ pores and skin ranges in colour from milky white to powder blue. Adult males are about 18 toes tall and weigh round 5,000 pounds. Females are slightly shorter and lighter. Cloud giants can live to be four hundred years old, and gown in the best clothes and jewellery available. To many, appearance indicates station. The higher the clothes and the finer the jewellery, the more necessary the wearer. In addition they appreciate music, and most can play a number of devices (the harp is a favorite).
Cloud giants have an unusually huge alignment spread—approximately half are good and half are evil. Good cloud giants build roads from their settlements to attach with other humanoid roads as a way to foster commerce. It isn’t unusual to see a very good cloud large strolling amongst people, for example, in a human metropolis close to a tall mountain vary. Evil cloud giants have a tendency not to hassle with permanent settlements and instead live on high peaks in crude shelters, only coming right down to raid villages for no matter they may need. These two philosophies typically see violent and long-lasting wars erupt between neighboring tribes.
Legends abound of magical cloud large cities nestled in the very clouds themselves that float with the winds and circumnavigate the world. While most cloud giants recognize this as a fantasy, there are some who not only claim to stone island jacket brown have seen them but have devoted the entirety of their long lives to finding them once more.
This lumbering large has quick stumpy legs and highly effective, muscular arms. Its hair and beard appear to be manufactured from fire.
Fire Giant CR 10
LE Massive humanoid (fireplace, large)
Init -1; Senses low-gentle vision; Perception +14
AC 24, contact eight, flat-footed 24 (+8 armor, -1 Dex, +eight pure, -1 size)
hp 142 (15d8+seventy five)
Fort +14, Ref +4, Will +9
Defensive Abilities rock catching; Immune hearth
Weaknesses vulnerability to cold
Melee greatsword +21/+sixteen/+11 (3d6+15) or 2 slams +20 (1d8+10)
Ranged rock +10 (1d8+15 plus 1d6 fireplace)
Particular Assaults heated rock, rock throwing (120 ft.)
Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 10
Base Atk +11; CMB +22; CMD 31
Feats Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Martial Weapon Proficiency (greatsword), Energy Assault, Weapon Focus (greatsword)
Expertise Climb +14, Craft (anybody) +8, Intimidate +eleven, Notion +14
Environment warm mountains
Group solitary, gang (2-5), band (6-12 plus 35% noncombatants and 1 adept or cleric of 1st-2nd stage), raiding party (6-12 plus 1 adept or sorcerer of third-fifth degree, 2-5 hell hounds, and 2-3 trolls or ettins), or tribe (20-30 plus 1 adept, cleric, or sorcerer of 6th-seventh stage; 1 fighter or ranger of 8th-ninth stage as king; and 17-38 hell hounds, 12-22 trolls, 7-12 ettins, and 1-2 younger purple dragons)
Treasure standard (half-plate, greatsword, different treasure)
Heated Rock (Su) Fire giants switch the heat of their our bodies to rocks as a part of an attack motion after they throw rocks. A heated rock offers 1d6 points of additional hearth injury on successful.
Fire giants are probably the most inflexible and militaristic of all the giant races. They continually practice for war and follow brutal tactics on anybody and everyone that gets in their approach. Their rigid command construction is full with soldiers, officers, and even generals, and they obey orders from their kings unquestioningly.
Fireplace giants have vibrant orange hair that flickers and glows almost as if it had been aflame. An adult male is 12 to 16 toes tall, has a chest that measures 9 feet round, and weighs about 7,000 pounds. Females are slightly shorter and lighter. Hearth giants can live to be 350 years outdated.
Fireplace giants wear sturdy cloth or leather garments coloured 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 struggle with brutal and efficient group techniques, and aren’t afraid to sacrifice one or two of their members to attract an enemy into an ambush.
Fire giants desire sizzling locations—the hotter, the better. They’ve been found in deserts, volcanoes, hot springs, and deep beneath the earth close to lava vents. They dwell in castles, walled settlements, or large caverns, and the design of these locations displays their inflexible, militaristic lifestyle, with officers dwelling in better quarters than the rank-and-file.
This big appears like a thick, muscular human. It has frost-white skin and long, light blue hair that it wears braided.
Frost Giant CR 9
CE Giant humanoid (chilly, giant)
Init -1; Senses low-mild imaginative and prescient; Notion +10
hp 133 (14d8+70)
Fort +14, Ref +3, Will +6
Defensive Skills rock catching; Immune chilly
Weaknesses vulnerability to hearth
Melee greataxe +18/+13 (3d6+thirteen) or 2 slams +18 (1d8+9)
Ranged rock +9 (1d8+thirteen)
Str 29, Dex 9, Con 20, Int 10, Wis 14, Cha 11
Base Atk +10; CMB +20; CMD 29
Feats Cleave, Nice Cleave, Improved Overrun, Improved Sunder, Martial Weapon Proficiency (greataxe), Power Assault, Talent Focus (Stealth)
Expertise Climb +thirteen, Craft (anyone) +7, Intimidate +7, Perception +10, Stealth +2 (+6 in snow); Racial Modifiers +4 Stealth in snow
Environment cold mountains
Organization solitary, gang (three-5), band (6-12 plus 35% noncombatants and 1 adept or cleric of 1st-2nd degree), raiding social gathering (6-12 plus 35% noncombatants, 1 adept or sorcerer of third-fifth stage, 1-four winter wolves, and a couple of-three ogres), or tribe (21-30 plus 1 adept, cleric, or sorcerer of sixth-seventh stage; 1 barbarian or ranger jarl of seventh-ninth stage; and 15-36 winter wolves, thirteen-22 ogres, and 1-2 younger white dragons)
Treasure standard (chain shirt, greataxe, other treasure)
A frost giant’s hair can be light blue or dirty yellow, and its eyes usually match its hair coloration. Frost giants dress in skins and pelts, together with any jewelry they personal. Frost big warriors also don chain shirts and metallic helmets decorated with horns or feathers. An grownup male stands about 15 toes tall and weighs roughly 2,800 pounds. Females are barely shorter and lighter, but otherwise an identical to males. Frost giants can stay to be 250 years old.
Frost giants are among essentially the most feared giants, as their wanton destruction, battle lust, and fearless demeanor push them to ever-increasing shows of brutality. Frost giants usually begin fight at a distance, throwing rocks until they run out of ammunition or the opponent closes, then wading in with their enormous greataxes. A favorite tactic is to put an ambush by hiding buried in the snow at the highest of an icy or snowy slope, the place opponents will have issue reaching them, and then beginning an avalanche before leaping into battle. Frost giants can conceal effectively in snowy environments and are masters of stealth in their domain.
Frost giants survive on hunting and raiding alone, as they reside in desolate, frigid environments. Frost giant groups are break up nearly evenly between those that dwell in makeshift settlements or abandoned castles and those who roam the frozen north as nomads seeking spoils and provisions. Frost big leaders name themselves jarls and demand absolute obedience from their followers. At any time a jarl could also be challenged by combat for management of the tribe. These challenges typically consequence in the demise of one of many combatants. A single jarl can often count a dozen or extra smaller frost big tribes as part of his extended tribe. In such a situation, the leaders of the lesser tribes are known simply as chieftains or warlords.
Frost giants like to take captives, and use them for meals as well as slaves and commodities. Every group of frost giants usually has 1-2 humanoid slaves shackled to a slave handler—usually the meanest and cruelest non-jarl within the group. They are additionally fairly fond of monstrous pets—white dragons and winter wolves are in style choices, but remorhazes, yetis, and even linnorms might be discovered dwelling in a frost giant lair.
This hunched big exudes energy and a crude, silly anger, its filthy fur clothing bespeaking a brutish and backwoods lifestyle.
Hill Giant CR 7
CE Large humanoid (giant)
Init -1; Senses low-mild imaginative and prescient; Notion +6
AC 21, touch 8, flat-footed 21 (+4 armor, -1 Dex, +9 pure, -1 dimension)
hp eighty five (10d8+40)
Fort +eleven, Ref +2, Will +3
Defensive Abilities rock catching
Speed 40 ft. (30 ft. in armor)
Melee greatclub +14/+9 (2d8+10) or 2 slams +thirteen (1d8+7)
Ranged rock +6 (1d8+10)
Special Assaults rock throwing (one hundred twenty ft.)
Str 25, Dex eight, Con 19, Int 6, Wis 10, Cha 7
Base Atk +7; CMB +15; CMD 24
Feats Cleave, Intimidating Prowess, Martial Weapon Proficiency (greatclub), Energy Attack, Weapon Focus (greatclub)
Skills Climb +10, Intimidate +12, Perception +6
Environment temperate hills
Organization solitary, gang (2-5), band (6-eight), raiding social gathering (9-12 plus 1d4 dire wolves), or tribe (thirteen-30 plus 35% noncombatants plus 1 barbarian or fighter chief of 4th-6th level, 11-16 dire wolves, 1-4 ogres, and 13-20 orc slaves)
Treasure customary (hide armor, greatclub, other treasure)
Skin coloration among hill giants ranges from gentle tan to deep, ruddy brown. Their hair is brown or black, with eyes the same coloration. Hill giants put on layers of crudely ready hides with the fur left on. They seldom wash or repair their garments, preferring merely so as to add more hides as their previous ones wear Stone out. Adults are round 10 toes tall and weigh about 1,one hundred pounds. Hill giants can dwell to be 200 years previous, but nearly never do.
Hill giants want to battle from high, rocky outcroppings, the place they will pelt opponents with rocks and boulders whereas limiting the risk to themselves. Hill giants love to make overrun assaults against smaller creatures after they first be part of battle. Thereafter, they stand quick and swing away with their huge clubs.
Hill giants are probably the most nomadic of all of the humanoid large species, preferring to travel from one settlement to the next as a way to raid and pillage. Whereas they like temperate climates, they’re going to journey removed from their most well-liked setting so long because the raiding is plentiful and profitable. They are, as a complete, extremely selfish creatures and not often interact in battles they do not mechanically know they will win. Hill giants are identified for shoving each other at terrifying foes and will not hesitate to sacrifice a clanmate to save lots of their own skins. Roving bands of hill giants are common in temperate hills, and their fixed aggression makes them one of the extra feared dangers on this local weather.
Solitary, non-evil hill giants are very rare but can generally be found in other humanoid societies, though they are virtually by no means accepted in central cities or inhabitants centers. They do greatest as laborers and soldiers in outlying frontier towns, and often function rudimentary diplomats to negotiate with marauding hill large bands. Sadly, hill giants who shed their racial lifestyle for civilization are mocked and sometimes killed on sight by their nomadic brethren. Nonetheless, these “civilized” hill giants can find their place within society and many have managed to dwell peaceful, uneventful lives.
This big has chiseled, muscular options and a flat, forward-sloping head, trying virtually as if it have been carved of stone.
Stone Large CR 8
N Massive humanoid (large)
Init +2; Senses darkvision 60 ft.low-mild imaginative and prescient; Notion +12
AC 22, contact eleven, flat-footed 20 (+2 Dex, +eleven pure, -1 size)
hp 102 (12d8+forty eight)
Fort +12, Ref +6, Will +7
Defensive Abilities improved rock catching
Velocity forty ft.
Melee greatclub +sixteen/+eleven (2d8+12) or 2 slams +16 (1d8+8)
Ranged rock +eleven/+6 (1d8+12)
Area 10 ft.; Reach 10 ft.
Particular Attacks rock throwing (180 ft.)
Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 10
Base Atk +9; CMB +18; CMD 30
Feats Iron Will, Martial Weapon Proficiency (greatclub), Point-Clean Shot, Power Assault, Precise Shot, Fast Draw
Expertise Climb +12, Intimidate +12, Notion +12, Stealth +4 (+12 in rocky terrain); Racial Modifiers +eight Stealth in rocky terrain
Languages Widespread, Large
Setting temperate mountains
Organization solitary, gang (2-5), band (4-eight), hunting social gathering (9-12 plus 1 elder), or tribe (thirteen-30 plus 35% noncombatants, 1-three elders, and four-6 dire bears)
Treasure normal (greatclub, other treasure)
Improved Rock Catching (Ex) A stone giant beneficial properties a +4 racial bonus on its Reflex save when attempting to catch a thrown rock with rock catching. This skill otherwise works just like the rock catching capacity.
Stone giants choose thick leather garments, dyed in shades of brown and gray to match the stone round them. Adults are about 12 feet tall, weigh about 1,500 pounds, and may dwell to be 800 years previous.
Stone giants fight from a distance each time possible, but if they can not avoid melee, they favor gigantic clubs chiseled out of stone. A favourite tactic of stone giants is to face nearly motionless, blending in with the background, then move forward to throw rocks and shock their foes.
Stone giants choose living in enormous caves in high-altitude, rocky peaks. They rarely reside more than a number of days’ journey from other bands of stone giants, and even increase shared herds of goats and other livestock between tribes. Older stone giants are likely to wander away from the tribe for a significant period of time in their later years, both living in seclusion somewhere or making an attempt to merge into different humanoid civilizations. After a long time of this self-imposed exile, those that return do so as stone large elders.
Stone Giant Elders
Some stone giants develop particular abilities associated to their surroundings. Known as elders, these stone giants have Charisma scores of at the least 15 and three spell-like skills (CL tenth). Once per day they will use stone form, stone inform, and either transmute rock to mud or transmute mud to rock (DC 17). The save DC is Charisma-based mostly. One in 10 elders is a sorcerer, normally of third to 6th level. Stone giant elders add +1 to their CR.
This giant is a towering, muscular human of heroic proportions, with bronze pores and skin, darkish hair, and sparkling green eyes.
Storm Large CR 13
CG Big humanoid (big)
Init +2; Senses low-mild imaginative and prescient; Perception +27
AC 28, contact 10, flat-footed 26 (+6 armor, +2 Dex, +12 pure, -2 size)
hp 199 (19d8+114)
Fort +17, Ref +8, Will +13
Defensive Talents rock catching; Immune electricity
Velocity 50 ft.swim 40 ft. (35 ft.swim 30 ft. in armor)
Melee mwk greatsword +27/+22/+17 (4d6+21/17-20) or 2 slams +26 (2d6+14)
Ranged mwk composite longbow +15/+10/+5 (3d6+14/×3)
Space 15 ft.; Attain 15 ft.
Spell-Like Talents (CL 15th)
Constant—freedom of movement
2/day—control weather, levitate
1/day—call lightning (DC 15), chain lightning (DC 18)
Str 39, Dex 14, Con 23, Int 16, Wis 20, Cha 15
Base Atk +14; CMB +30; CMD forty two
Feats Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Critical (greatsword), Improved Sunder, Improved Important Strike, Iron Will, Energy Attack, Vital Strike
Abilities Acrobatics +18, Climb +17, Craft (anyone) +13, Intimidate +20, Notion +27, Perform (sing) +12, Sense Motive +24, Swim +22
Languages Auran, Widespread, Draconic, Giant
SQ militant, water respiratory
Environment any warm
Group solitary or family (2-5 plus 1 sorcerer or cleric of 7th-10th stage, 1-2 rocs, 2-6 griffons, and a pair of-eight sharks)
Treasure normal (mwk breastplate, mwk composite longbow [+14 Str bonus] with 20 arrows, mwk greatsword, other treasure)
Militant (Ex) Storm giants are proficient with all simple and all martial weapons.
Water Breathing (Ex) Storm giants can breathe water in addition to air.
Storm giants have a tendency toward tanned complexions, although some rare specimens have violet skin, deep violet or blue-black hair, and silvery gray or purple eyes. Such violet coloration is taken into account to be good luck amongst storm giants, and people possessing it tend to change into leaders amongst their variety. Adults are usually 21 ft tall and weigh 12,000 pounds. Storm giants can dwell to be 600 years old. When at relaxation, they prefer to put on brief, loose tunics belted at the waist, sandals or bare toes, and headbands. They put on a number of items of easy but finely crafted jewellery, with anklets (favored by barefoot giants), rings, or circlets being most common. Yet when they outfit themselves for battle, they don shimmering breastplates and wield enormous greatswords and bows.
Storm giants are usually reclusive, prefering to dwell along remote coastlines or on tropical islands. But like their namesakes, they’re susceptible to violent mood swings. Storm giants stone island jacket brown are quick to anger in the face of evil and might be brutal, harmful foes when insulted. In battle, they prefer to ship a hail of arrows to rain down on their foes, only drawing their greatswords after opponents get inside their bow range.
Storm giants dwell in effectively-constructed towers, castles, or walled settlements, and want to reside off the Stone Island Online land. They maintain monumental, properly-tended gardens and handle lots of of acres of farmland per group. They typically hire other humanoids, similar to elves or people, to help them run their large farms. A storm large enclave usually takes duty for the safety of a whole island or stretch of coastline.