Jon_Dahl
2016-01-11, 07:16 AM
Misfist
Size/Type: Large Giant
Hit Dice: 12d8+48 (102 hp)
Initiative:-1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 20 (-1 size, -1 Dex, +9 natural, +3 hide armor), touch 8, flat-footed 20
Base Attack/Grapple: +9/+20
Attack: Greatclub +15 melee (2d8+10) or slam +15 melee (1d6+7) or rock +8 ranged (2d6+7)
Full Attack: Greatclub +15/+10 melee (2d8+10) or 2 slams +15 melee (1d6+7) or rock +8 ranged (2d6+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing
Special Qualities: Low-light vision, rock catching
Saves: Fort +12, Ref +3, Will +4
Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills: Climb +7, Jump +7, Listen +3, Spot +6
Feats: Cleave, Improved Bull Rush, Power Attack, Improved Sunder, Improved Natural Attack (slam)
Environment: Temperate hills
Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants), hunting/raiding party (6-9 plus 2-4 dire wolves), or tribe (21-30 plus 35% noncombatants plus 12-30 dire wolves)
Challenge Rating: 7
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +4
A misfist is identical to a hill giant except for their hands, which are large and have bony protrusions in the knuckles. Misfists’ stats are identical with hill giants as well, except that the Weapon Focus (greatclub) is changed to Improved Natural Attack (slam) and every misfist has the misfist curse (see below).
Combat
Misfists prefer to fight from high, rocky outcroppings, where they can pelt opponents with rocks and boulders while limiting the risk to themselves.
Misfists love to make overrun attacks against smaller creatures when they first join battle. Thereafter, they stand fast and swing away with their massive clubs.
Misfist curse (Su)
Every day when the sun rises, every misfist has a 50% to suffer from a curse until the next sunrise. When under the effect of the misfist curse, a misfist has 50% percent miss chance every time it attacks and an attack roll is needed. This roll must be rolled before other rolls for miss chances, if any.
If a misfist under the misfist curse is killed by someone’s direct action, the killer is immediately targeted by a Bestow Curse spell (Will save DC 20). The save is constitution-based.
Any attempt to remove the curse from a non-misfit subject requires a successful caster level check vs. DC 20 (this DC is always the same as the Will save to resist the curse, see above). Misfist's misfist curse cannot be removed by any means short of a wish or miracle, and the curse will still be hereditary; removing the hereditary curse requires another wish or miracle. (thank you critfumbles for the excellent suggestion!)
Virtually all misfist know how the misfist curse works and do not kill their companions while they are suffering from it, because they might permanently curse themselves.
Rock Throwing (Ex)
The range increment is 120 feet for a misfist’s thrown rocks.
History
A long time ago, misfists were a hill giant clan renowned for their punches, which were perhaps the most lethal of their kind. Most of the clan, including the chieftain, was a worshipper of a mad, evil god(dess) (Tharizdun in Greyhawk). One day, the shaman of the tribe attempted to make a ritual that would give the tribe an unholy blessing of their god. Shaman’s power wasn’t strong enough for that sort of a ritual, and whole ritual was far from the scale that would’ve be required to bless an entire tribe. What happened was that the whole tribe received the misfist curse. The shaman was torn to pieces and his killer, tribe’s chieftain, was permanently cursed.
Misfist still call themselves hill giants, although the original tribe’s name is lost in the history. They were named misfists by outsiders and the name is commonly used.
Size/Type: Large Giant
Hit Dice: 12d8+48 (102 hp)
Initiative:-1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 20 (-1 size, -1 Dex, +9 natural, +3 hide armor), touch 8, flat-footed 20
Base Attack/Grapple: +9/+20
Attack: Greatclub +15 melee (2d8+10) or slam +15 melee (1d6+7) or rock +8 ranged (2d6+7)
Full Attack: Greatclub +15/+10 melee (2d8+10) or 2 slams +15 melee (1d6+7) or rock +8 ranged (2d6+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing
Special Qualities: Low-light vision, rock catching
Saves: Fort +12, Ref +3, Will +4
Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills: Climb +7, Jump +7, Listen +3, Spot +6
Feats: Cleave, Improved Bull Rush, Power Attack, Improved Sunder, Improved Natural Attack (slam)
Environment: Temperate hills
Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants), hunting/raiding party (6-9 plus 2-4 dire wolves), or tribe (21-30 plus 35% noncombatants plus 12-30 dire wolves)
Challenge Rating: 7
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +4
A misfist is identical to a hill giant except for their hands, which are large and have bony protrusions in the knuckles. Misfists’ stats are identical with hill giants as well, except that the Weapon Focus (greatclub) is changed to Improved Natural Attack (slam) and every misfist has the misfist curse (see below).
Combat
Misfists prefer to fight from high, rocky outcroppings, where they can pelt opponents with rocks and boulders while limiting the risk to themselves.
Misfists love to make overrun attacks against smaller creatures when they first join battle. Thereafter, they stand fast and swing away with their massive clubs.
Misfist curse (Su)
Every day when the sun rises, every misfist has a 50% to suffer from a curse until the next sunrise. When under the effect of the misfist curse, a misfist has 50% percent miss chance every time it attacks and an attack roll is needed. This roll must be rolled before other rolls for miss chances, if any.
If a misfist under the misfist curse is killed by someone’s direct action, the killer is immediately targeted by a Bestow Curse spell (Will save DC 20). The save is constitution-based.
Any attempt to remove the curse from a non-misfit subject requires a successful caster level check vs. DC 20 (this DC is always the same as the Will save to resist the curse, see above). Misfist's misfist curse cannot be removed by any means short of a wish or miracle, and the curse will still be hereditary; removing the hereditary curse requires another wish or miracle. (thank you critfumbles for the excellent suggestion!)
Virtually all misfist know how the misfist curse works and do not kill their companions while they are suffering from it, because they might permanently curse themselves.
Rock Throwing (Ex)
The range increment is 120 feet for a misfist’s thrown rocks.
History
A long time ago, misfists were a hill giant clan renowned for their punches, which were perhaps the most lethal of their kind. Most of the clan, including the chieftain, was a worshipper of a mad, evil god(dess) (Tharizdun in Greyhawk). One day, the shaman of the tribe attempted to make a ritual that would give the tribe an unholy blessing of their god. Shaman’s power wasn’t strong enough for that sort of a ritual, and whole ritual was far from the scale that would’ve be required to bless an entire tribe. What happened was that the whole tribe received the misfist curse. The shaman was torn to pieces and his killer, tribe’s chieftain, was permanently cursed.
Misfist still call themselves hill giants, although the original tribe’s name is lost in the history. They were named misfists by outsiders and the name is commonly used.