D&D
Fight Club
Gorg: Ettin
Barbarian/Sorcerer
By Robert Wiese
Gorg is an unusual character. Hes a bloodthirsty fighter, but a little too smart for the rest of the ettins. He also possesses a natural sorcerous ability that they dont understand. Gorg is revered almost as a deity by his dim-witted fellows -- or by most of their heads, anyway. (With ettins, there is always disagreement.) Gorg, therefore, enjoys a position of comfort whenever he associates with other ettins, and frequently leads their gangs.
Gorgs sorcerer spells all use only verbal and somatic components. One head attacks with a weapon in the arm it controls, while the other head casts spells with the arm it controls. Thus, Gorg can cast and attack in the same round. Note that common ettins do not share this ability -- Gorg can do so because he has taken the Multiple Head Casting feat (a new feat to be published in an upcoming sourcebook). He uses his spells to bolster his attacks, but will bring along a gang of ettins, ogres, or other lesser creatures whenever he needs the help.
Here we offer three versions of Gorg, for varied challenge levels. He is presented with magic items equivalent to the value that a NPC of his level should have. Below the versions, you will find statistics for his familiar.
2nd level Barbarian/1st level Sorcerer |
4th level Barbarian/3rd level Sorcerer |
6th level Barbarian/5th level Sorcerer |
Challenge Rating: 8 |
Challenge Rating: 12 |
Challenge Rating: 16 |
Alignment: Chaotic Evil |
Alignment: Chaotic Evil |
Alignment: Chaotic Evil |
Strength: 26 |
Strength: 26 |
Strength: 26 |
Dexterity: 10 |
Dexterity: 11 |
Dexterity: 12 |
Constitution: 15 |
Constitution: 15 |
Constitution: 15 |
Intelligence: 11 |
Intelligence: 11 |
Intelligence: 11 |
Wisdom: 10 |
Wisdom: 10 |
Wisdom: 10 |
Charisma: 12 |
Charisma: 12 |
Charisma: 12 |
Languages: Pidgin Ettin language |
Languages: Pidgin Ettin language |
Languages: Pidgin Ettin language |
Hit Dice: 10d8 [ettin] +2d12 [barbarian] +1d4 [sorcerer] +26 [Con] |
Hit Dice: 10d8 [ettin] +4d12 [barbarian] +3d4 [sorcerer] +34 [Con] |
Hit Dice: 10d8 [ettin] +6d12 [barbarian] +5d4 [sorcerer] +42 [Con] |
Hit Points: 87 |
Hit Points: 113 |
Hit Points: 139 |
Initiative Modifier: +4 (Improved Initiative) |
Initiative Modifier: +4 (Improved Initiative) |
Initiative Modifier: +5 (+1 Dex, +4 Improved Initiative) |
Speed: 50 ft. [40 ft. ettin, +10 ft. barbarian fast movement] |
Speed: 50 ft. [40 ft. ettin, +10 ft. barbarian fast movement] |
Speed: 50 ft. [40 ft. ettin, +10 ft. barbarian fast movement] |
Armor Class: 19 (-1 size, +7 natural, +3 bracers of armor) |
Armor Class: 19 (-1 size, +7 natural, +3 bracers of armor) |
Armor Class: 20 (-1 size, +1 Dex, +7 natural, +6 bracers of armor) |
Attacks:
|
Attacks:
|
Attacks:
|
Face/Reach: 5 ft. x 5 ft./10 ft. |
Face/Reach: 5 ft. x 5 ft./10 ft. |
Face/Reach: 5 ft. x 5 ft./10 ft. |
Saving Throws: Fortitude
+12 [+7
ettin, +3 barbarian, +2 Con] |
Saving Throws: Fortitude
+14 [+7
ettin, +4 barbarian, +1 sorcerer, +2 Con] |
Saving Throws: Fortitude
+15 [+7
ettin, +5 barbarian, +1 sorcerer, +2 Con] |
Skills [16 ettin, 8 barbarian, 2 sorcerer]: Climb + 10 [+2 barbarian, +8 Str], Concentration + 4 [+2 sorcerer, +2 Con], Intimidate +3 [+2 barbarian, +1 Cha], Listen +10 [+8 ettin, +2 racial], Search +2 [+2 racial], Spot +10 [+8 ettin, +2 racial], Wilderness Lore +4 [+4 barbarian] |
Skills [16 ettin, 16 barbarian, 6 sorcerer]: Climb + 12 [+4 barbarian, +8 Str], Concentration + 6 [+4 sorcerer, +2 Con], Intimidate +5 [+4 barbarian, +1 Cha], Intuit Direction +2 [+2 barbarian], Listen +10 [+8 ettin, +2 racial], Search +2 [+2 racial], Spellcraft +2 [+2 sorcerer], Spot +10 [+8 ettin, +2 racial], Wilderness Lore +6 [+6 barbarian] |
Skills [16 ettin, 24 barbarian, 10 sorcerer]: Climb + 14 [+6 barbarian, +8 Str], Concentration + 8 [+6 sorcerer, +2 Con], Intimidate +9 [+8 barbarian, +1 Cha], Intuit Direction +2 [+2 barbarian], Listen +10 [+8 ettin, +2 racial], Search +2 [+2 racial], Spellcraft +4 [+4 sorcerer], Spot +10 [+8 ettin, +2 racial], Wilderness Lore +8 [+8 barbarian] |
Feats [3 ettin, 1 for 3 character class levels]: Alertness, Multiple Head Casting, Improved Initiative, Power Attack |
Feats [3 ettin, 2 for 7 character class levels]: Alertness, Cleave, Multiple Head Casting, Improved Initiative, Power Attack |
Feats [3 ettin, 3 for 11 character class levels]: Alertness, Cleave, Multiple Head Casting, Great Cleave, Improved Initiative, Power Attack |
Special Attacks/Qualities:
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Special Attacks/Qualities:
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Special Attacks/Qualities:
|
Equipment: The bonuses for these items are included in the statistics above. [9,400 gp for 8th level character] masterwork longspear [305 gp], bracers of armor +3 [9,000 gp], potion of cure light wounds [50 gp] |
Equipment: The bonuses for these items are included in the statistics above. [27,000 gp for 12th level character] masterwork longspear [305 gp], bracers of armor +3 [9,000 gp], boots of speed [8,000 gp], potion of cure light wounds [50 gp], greatclub +2 [8,300 gp], potion of cure serious wounds [750 gp], two potions of cure moderate wounds [600 gp] |
Equipment: The bonuses for these items are included in the statistics above. [77,000 gp for 16th level character] masterwork longspear [305 gp], bracers of armor +6 [36,000 gp], boots of speed [8,000 gp], potion of cure light wounds [50 gp], belt of giant strength +4 [16,000 gp], cloak of resistance +2 [4,000 gp], greatclub +2 [8,300 gp], cloak of resistance +2 [4,000 gp], necklace of fireballs type II [2,700 gp], two potions of cure moderate wounds [600 gp] |
New Feat
Multiple Head Casting [General]
You take advantage of an extra head to cast spells.
Prerequisites: Naturally possess two or more independently intelligent heads*.
Benefit: If you have a hand free for casting, one of your heads can use a free partial action each round to cast a spell requiring verbal, somatic and material components while your other head takes normal actions, including melee or spellcasting, during the same round. Spells without somatic and material components may be cast as a free partial action even if you have no free hands. Spells that take longer than 1 action to cast cannot be cast while the other head is engaged in melee or spellcasting.
Normal: Without this feat, you can never use an extra head to cast a spell while another head engages in combat or spellcasting.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to another head (if any), allowing it to take a free partial action to cast a spell.
*Note: You cant gain this feat if you do not naturally possess two or more independently intelligent heads. Thus, one-headed spellcasters can not gain this feat by resorting to polymorph self or similar magic. Shapechange or other appropriate 9th-level magic does allow a spellcaster to gain this feat.
Gorgs weasel familiar
Version 1
Familiar, Weasel: Tiny Animal; HD 13d8; hp 43; Init +2 (Dex); Spd 20 ft., climb 20 ft.; AC 15 (+2 Dex, +2 size, +1 natural); Atks +11/+6 melee [+9/+4 master base, +2 Dex] (1d3-4, bite); Face/Reach 2 1/2 ft. x 2 1/2 ft./0 ft.; SA Attach; SQ Familiar abilities, Scent; AL N; Saves Fort +10 [+10 master base], Ref +5 [+3 master base, +2 Dex], Will +6 [+5 master base, +1 Wis]. Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Skills: See master skills. Feats: Weapon Finesse (bite)
Special Abilities: Attach (Ex): If a weasel hits with a bite attack, it attaches and automatically inflicts bite damage each round until removed.
Special Qualities: Familiar Abilities: Alertness, improved evasion, share spells, empathic link. See Players Handbook, page 51. Scent (Ex): Can locate foes within 30 ft. by smell.
Version 2
Familiar, Weasel: Tiny Animal; HD 17d8; hp 56; Init +2 (Dex); Spd 20 ft., climb 20 ft.; AC 16 (+2 Dex, +2 size, +2 natural); Atks +14/+9/+4 melee [+12/+7/+2 master base, +2 Dex] (1d3-4, bite); Face/Reach 2 1/2 ft. x 2 1/2 ft./0 ft.; SA Attach; SQ Familiar abilities, Scent; AL N; Saves Fort +12 [+12 master base], Ref +7 [+5 master base, +2 Dex], Will +8 [+7 master base, +1 Wis]. Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5
Skills: see master skills. Feats: Weapon Finesse (bite)
Special Abilities: Attach (Ex): If a weasel hits with a bite attack, it attaches and automatically inflicts bite damage each round until removed.
Special Qualities: Familiar Abilities: Alertness, improved evasion, share spells, empathic link. See Players Handbook, page 51. Scent (Ex): Can locate foes within 30 ft. by smell.
Version 3
Familiar, Weasel: Tiny Animal; HD 21d8; hp 69; Init +2 (Dex); Spd 20 ft., climb 20 ft.; AC 16 (+2 Dex, +2 size, +3 natural); Atks +17/+12/+7 melee [+15/+10/+5 master base, +2 Dex] (1d3-4, bite); Face/Reach 2 1/2 ft. x 2 1/2 ft./0 ft.; SA Attach; SQ Familiar abilities, Scent; AL N; Saves Fort +13 [+13 master base], Ref +8 [+6 master base, +2 Dex], Will +10 [+9 master base, +1 Wis]. Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 5
Skills: see master skills. Feats: Weapon Finesse (bite)
Special Abilities: Attach (Ex): If a weasel hits with a bite attack, it attaches and automatically inflicts bite damage each round until removed.
Special Qualities: Familiar Abilities: Alertness, improved evasion, share spells, empathic link. See Players Handbook, page 51. Scent (Ex): Can locate foes within 30 ft. by smell.
About the Author
Robert Wiese never knew his parents. He was raised by kindly middle-class people, and grew up on the mean streets of suburbia. There, he learned important life lessons, such as the quickest route to the mall on a bicycle, how to borrow the car, and how to hang Christmas lights on a two-story house. Later in life, he discovered D&D, and gave up on all outdoor activities. Now he lives like a hermit, coming out of his cave only to fix the Internet connection or go to work at Wizards of the Coast.
Monster
Mayhem
Tricks for Tackling Ettins
So, there it sat -- the biggest, ugliest, nastiest, stankiest humanoid I had ever seen. Yes, I had stumbled upon an ettin. I stood from behind my rock, renouncing any chance of sneaking away or taking it by surprise, and bravely shouted, "Hey, you!" When one head looked up at me, I pointed at the other and shouted, "Not you! Him!" In this month's Monster Mayhem, seasoned adventurer and sorcerer Cuthbert the Curious shares strategies for defeating the two-headed giants.