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This towering large has finely chiseled options. Her pores and skin is pale and easy, and her long wispy hair flutters as if in a breeze.
Cloud Giant CR 11
NG or NE Enormous humanoid (big)
Init +1; Senses low-light imaginative and prescient, scent; Notion +17
AC 25, touch 9, flat-footed 24 (+4 armor, +1 Dex, +12 pure, -2 dimension)
hp 168 (16d8+96)
Fort +16, Ref +6, Will +10
Velocity 50 ft.
Melee morningstar +22/+17/+12 (4d6+18) or 2 slams +22 (2d6+12)
Ranged rock +12 (2d6+18)
Special Assaults rock throwing (140 ft.)
Spell-Like Skills (CL 16th)
At will—levitate (self plus 2,000 lbs.), obscuring mist
Str 35, Dex thirteen, Con 23, Int 12, Wis 16, Cha 12
Base Atk +12; CMB +26; CMD 37
Feats Awesome Blow, Cleave, Nice Cleave, Improved Bull Rush, Improved Overrun, Intimidating Prowess, Iron Will, Power Assault
Expertise Climb +19, Craft (any one) +10, Diplomacy +9, Intimidate +26, Notion +17, Perform (string instruments) +eight
SQ oversized weapon
Organization solitary, gang (2-5), household (2-5 plus 35% noncombatants plus 1 sorcerer or cleric of 4th-seventh stage and 2-5 griffons), or tribe (6-20 plus 1 sorcerer or cleric oracle of seventh-twelfth degree and a pair of-5 griffons)
Treasure normal (chain shirt, morningstar, other treasure)
Oversized Weapon (Ex) A cloud big can wield Gargantuan weapons without penalty. Most favor using immense morningstars.
Cloud giants’ skin ranges in color 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 Cloud giants can dwell to be four hundred years outdated, and dress in the finest clothing and jewellery obtainable. To many, look signifies station. The better the clothes and the finer the jewellery, the more vital the wearer. In addition they admire music, and most can play a number of devices (the harp is a favourite).
Cloud giants have an unusually wide alignment spread—approximately half are good and half are evil. Good cloud giants construct roads from their settlements to attach with different humanoid roads in an effort to foster commerce. It isn’t unusual to see an excellent cloud big strolling amongst people, for instance, in a human metropolis close to a tall mountain vary. Evil cloud giants tend to not trouble with permanent settlements and as a substitute dwell on high peaks in crude shelters, only coming right down to raid villages for whatever they could want. These two philosophies often see violent and lengthy-lasting wars erupt between neighboring tribes.
Legends abound of magical cloud giant cities nestled within 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 solely declare to have seen them however have dedicated the entirety of their long lives to finding them once more.
This lumbering big has short stumpy legs and powerful, muscular arms. Its hair and beard appear to be product of fireplace.
Fireplace Big CR 10
LE Massive humanoid (hearth, big)
Init -1; Senses low-light imaginative and prescient; Perception +14
AC 24, touch eight, flat-footed 24 (+eight armor, -1 Dex, +eight pure, -1 size)
hp 142 (15d8+seventy five)
Fort +14, Ref +4, Will +9
Defensive Abilities rock catching; Immune fire
Weaknesses vulnerability to chilly
Melee greatsword +21/+16/+eleven (3d6+15) or 2 slams +20 (1d8+10)
Ranged rock +10 (1d8+15 plus 1d6 fire)
Special 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), Power Assault, Weapon Focus (greatsword)
Abilities Climb +14, Craft (anyone) +eight, Intimidate +11, Perception +14
Atmosphere 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-5th stage, 2-5 hell hounds, and a couple of-three trolls or ettins), or tribe (20-30 plus 1 adept, cleric, or sorcerer of sixth-7th level; 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 pink dragons)
Treasure standard (half-plate, greatsword, different treasure)
Heated Rock (Su) Fireplace 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 essentially the most inflexible and militaristic of all the enormous races. They continuously prepare for conflict and follow brutal tactics on anybody and everyone that gets in their way. Their rigid command construction is full with soldiers, officers, and even generals, and so they obey orders from their kings unquestioningly.
Hearth giants have vivid orange hair that flickers and glows almost as if it had been aflame. An adult male is 12 to 16 ft tall, has a chest that measures 9 feet round, and weighs about 7,000 pounds. Females are slightly shorter and lighter. Hearth giants can dwell to be 350 years previous.
Hearth giants wear sturdy cloth or leather garments coloured crimson, 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, fireplace giants struggle with brutal and environment friendly group ways, and aren’t afraid to sacrifice one or two of their members to attract an enemy into an ambush.
Fire giants favor 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 giant caverns, and the design of these areas displays their inflexible, militaristic lifestyle, with officers living in better quarters than the rank-and-file.
This giant looks like a thick, muscular human. It has frost-white pores and skin and long, gentle blue hair that it wears braided.
Frost Big CR 9
XP 6,four hundred
CE Massive humanoid (chilly, giant)
Init -1; Senses low-mild imaginative and prescient; Notion +10
hp 133 (14d8+70)
Fort +14, Ref +3, Will +6
Defensive Abilities 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 eleven
Base Atk +10; CMB +20; CMD 29
Feats Cleave, Nice Cleave, Improved Overrun, Improved Sunder, Martial Weapon Proficiency (greataxe), Power Assault, Ability Focus (Stealth)
Abilities 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-5th degree, 1-four winter wolves, and a couple of-three ogres), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 6th-7th level; 1 barbarian or ranger jarl of 7th-9th level; and 15-36 winter wolves, thirteen-22 ogres, and 1-2 younger white dragons)
Treasure commonplace (chain shirt, greataxe, other treasure)
A frost giant’s hair may be gentle blue or dirty yellow, and its eyes normally match its hair colour. Frost giants costume in skins and pelts, along with any jewellery they own. Frost giant warriors additionally don chain shirts and metallic helmets decorated with horns or feathers. An adult male stands about 15 ft tall and weighs approximately 2,800 pounds. Females are slightly shorter and lighter, but in any other case equivalent to males. Frost giants can dwell to be 250 years previous.
Frost giants are among the most feared giants, as their wanton destruction, battle lust, and fearless demeanor push them to ever-rising displays of brutality. Frost giants normally start combat at a distance, throwing rocks until they run out of ammunition or the opponent closes, then wading in with their huge greataxes. A favourite tactic is to lay an ambush by hiding buried within the snow at the highest of an icy or snowy slope, the place opponents may have difficulty reaching them, after which starting an avalanche before leaping into battle. Frost giants can cover nicely in snowy environments and are masters of stealth of their area.
Frost giants survive on searching and raiding alone, as they dwell in desolate, frigid environments. Frost large teams are split almost evenly between people who reside in makeshift settlements or abandoned castles and those who roam the frozen north as nomads seeking spoils and provisions. Frost giant leaders call themselves jarls and demand absolute obedience from their followers. At any time a jarl may be challenged by fight for leadership of the tribe. These challenges sometimes consequence in the dying of one of many combatants. A single jarl can typically depend a dozen or more smaller frost large tribes as a part of his prolonged tribe. In such a state of affairs, the leaders of the lesser tribes are recognized merely as chieftains or warlords.
Frost giants like to take captives, and use them for food as well as slaves and commodities. Each 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’re also fairly fond of monstrous pets—white dragons and winter wolves are fashionable selections, however remorhazes, yetis, and even linnorms can be found dwelling in a frost big lair.
This hunched large exudes energy and a crude, stupid anger, its filthy fur clothes bespeaking a brutish and backwoods way of life.
Hill Large CR 7
CE Massive humanoid (large)
Init -1; Senses low-light vision; Perception +6
AC 21, contact eight, flat-footed 21 (+four armor, -1 Dex, +9 natural, -1 measurement)
hp eighty five (10d8+forty)
Fort +eleven, Ref +2, Will +three
Defensive Talents rock catching
Velocity forty ft. (30 ft. in armor)
Melee greatclub +14/+9 (2d8+10) or 2 slams +13 (1d8+7)
Ranged rock +6 (1d8+10)
Particular Attacks rock throwing (120 ft.)
Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Base Atk +7; CMB +15; CMD 24
Feats Cleave, Intimidating Prowess, Martial Weapon Proficiency (greatclub), Energy Assault, Weapon Focus (greatclub)
Expertise Climb +10, Intimidate +12, Notion +6
Setting temperate hills
Group solitary, gang (2-5), band (6-8), raiding party (9-12 plus 1d4 dire wolves), or tribe (13-30 plus 35% noncombatants plus 1 barbarian or fighter chief of 4th-sixth stage, eleven-sixteen dire wolves, 1-four ogres, and thirteen-20 orc slaves)
Treasure commonplace (cover armor, greatclub, different treasure)
Pores and skin colour amongst hill giants ranges from gentle tan to deep, ruddy brown. Their hair is brown or black, with eyes the identical coloration. Hill giants put on layers of crudely ready hides with the fur left on. They seldom wash or repair their garments, preferring simply to add more hides as their old ones put on Stone out. Adults are around 10 feet tall and weigh about 1,a hundred pounds. Hill giants can dwell to be 200 years previous, but nearly never do.
Hill giants want to fight from high, rocky outcroppings, where they can pelt opponents with rocks and boulders while limiting the chance to themselves. Hill giants like to make overrun attacks towards smaller creatures after they first be part of battle. Thereafter, they stand quick and swing away with their huge clubs.
Hill giants are essentially the most nomadic of all the humanoid giant species, preferring to journey from one settlement to the following to be able to raid and pillage. Whereas they like temperate climates, they’re going to travel removed from their most popular environment so lengthy as the raiding is plentiful and successful. They are, as a whole, incredibly egocentric creatures and rarely interact in battles they do not mechanically know they’ll win. Hill giants are known for shoving one another at terrifying foes and won’t hesitate to sacrifice a clanmate to save their own skins. Roving bands of hill giants are frequent in temperate hills, and their constant aggression makes them one of many more feared dangers in this climate.
Solitary, non-evil hill giants are very rare but can sometimes be present in different humanoid societies, though they’re almost never accepted in central cities or population centers. They do finest as laborers and troopers in outlying frontier towns, and sometimes serve as rudimentary diplomats to negotiate with marauding hill large bands. Unfortunately, hill giants who shed their racial life-style for civilization are mocked and often killed on sight by their nomadic brethren. Still, these “civilized” hill giants can find their place inside society and plenty of have managed to live peaceful, uneventful lives.
This giant has chiseled, muscular options and a flat, ahead-sloping head, looking nearly as if it have been carved of stone.
Stone Large CR 8
N Massive humanoid (large)
Init +2; Senses darkvision 60 ft.low-light vision; Perception +12
AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, -1 measurement)
hp 102 (12d8+48)
Fort +12, Ref +6, Will +7
Defensive Skills improved rock catching
Velocity 40 ft.
Melee greatclub +16/+eleven (2d8+12) or 2 slams +sixteen (1d8+eight)
Ranged rock +11/+6 (1d8+12)
Space 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-Blank Shot, Power Assault, Exact Shot, Fast Draw
Skills Climb +12, Intimidate +12, Notion +12, Stealth +four (+12 in rocky terrain); Racial Modifiers +8 Stealth in junior stone island polo shirt rocky terrain
Languages Common, Giant
Atmosphere temperate mountains
Organization solitary, gang (2-5), band (four-8), hunting party (9-12 plus 1 elder), or tribe (13-30 plus 35% noncombatants, 1-three elders, and 4-6 dire bears)
Treasure normal (greatclub, different treasure)
Improved Rock Catching (Ex) A stone large positive factors 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 capability.
Stone giants want thick leather-based garments, dyed in shades of brown and grey to match the stone around them. Adults are about 12 feet tall, weigh about 1,500 pounds, and may reside to be 800 years previous.
Stone giants combat from a distance every time possible, but if they can’t avoid melee, they favor gigantic clubs chiseled out of stone. A favourite tactic of stone giants is to stand nearly motionless, blending in with the background, then transfer ahead to throw rocks and shock their foes.
Stone giants desire dwelling in huge caves in high-altitude, rocky peaks. They not often dwell greater than a couple of days’ journey from different bands of stone giants, and even increase shared herds of goats and different livestock between tribes. Older stone giants are likely to wander away from the tribe for a big time frame in their later years, both residing in seclusion someplace or making an attempt to merge into other humanoid civilizations. After decades of this self-imposed exile, those that return do so as stone large elders.
Stone Big Elders
Some stone giants develop particular skills associated to their setting. Called elders, these stone giants have Charisma scores of a minimum of 15 and three spell-like abilities (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, usually of 3rd to sixth stage. Stone big elders add +1 to their CR.
This big is a towering, muscular human of heroic proportions, with bronze skin, darkish hair, and sparkling inexperienced eyes.
Storm Large CR 13
CG Big humanoid (big)
Init +2; Senses low-mild imaginative and prescient; Notion +27
AC 28, touch 10, flat-footed 26 (+6 armor, +2 Dex, +12 natural, -2 dimension)
hp 199 (19d8+114)
Fort +17, Ref +eight, Will +thirteen
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)
Area 15 ft.; Reach 15 ft.
Spell-Like Abilities (CL fifteenth)
Constant—freedom of motion
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, Fight Reflexes, Improved Bull Rush, Improved Essential (greatsword), Improved Sunder, Improved Vital Strike, Iron Will, Power Assault, Very important Strike
Abilities Acrobatics +18, Climb +17, Craft (anyone) +13, Intimidate +20, Notion +27, Perform (sing) +12, Sense Motive +24, Swim +22
Languages Auran, Frequent, Draconic, Big
SQ militant, water breathing
Setting any heat
Organization solitary or household (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, different treasure)
Militant (Ex) Storm giants are proficient with all easy and all martial weapons.
Water Respiratory (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 grey or purple eyes. Such violet coloration is considered to be good luck among storm giants, and those possessing it tend to become leaders among their kind. Adults are typically 21 ft tall and weigh 12,000 pounds. Storm giants can dwell to be 600 years previous. When at rest, they like to wear short, unfastened tunics belted on the waist, sandals or bare ft, and headbands. They put on a number of pieces of easy but finely crafted jewellery, with anklets (favored by barefoot giants), rings, or circlets being most typical. But once they outfit themselves for battle, they don shimmering breastplates and wield monumental greatswords and bows.
Storm giants are typically reclusive, prefering to dwell along remote coastlines or on tropical islands. Yet like their namesakes, they are susceptible to violent temper swings. Storm giants are fast to anger within the face of evil and could be brutal, dangerous foes when insulted. In battle, they like to send a hail of arrows to rain down on their foes, only drawing their greatswords after opponents get inside their bow vary.
Storm giants live in effectively-constructed towers, castles, or walled settlements, and desire to live off the Stone Island Online land. They maintain enormous, well-tended gardens and manage a whole bunch of acres of farmland per group. They typically hire other humanoids, similar to elves or humans, to assist them run their massive farms. A storm giant enclave often takes responsibility for the safety of a complete island or stretch of coastline.