Author Topic: Giants  (Read 24730 times)

Offline bhu

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Re: Giants
« Reply #60 on: August 27, 2014, 09:18:46 PM »
EPIC RUNES

Epic Runes are designed and 'cast' much the same as Epic Spells.  Once developed a Runecaster may shape as many Epic Runes per day as he has slots available (ranks in Knowledge: Arcana divided by 10).  The RUnecaster must make a Spellcraft Check against the Runes Spellcraft DC to shape it.  A Runecaster can take 10, but not 20 on this check.  If it succeeds the rune is shaped, if not the rune fails but the slot is still used up.  A Runecaster may not shape a rune whose Spellcraft DC is greater than (20 plus the Runecasters Spellcraft modifier).  Epic runes have no fixed level. However, for purposes of Concentration checks, spell resistance, and other possible situations where rune level is important, epic runes are all treated as if they were 10th-level runes.  Metarune Feats and other Epic Feats cannot be applied to Epic Runes.  The Save DC for an Epic Rune is 20 plus the Runecasters Wisdom Modifier (plus any possible bonuses from the spells development).  Epic Runes cannot be crafted into items.  Epic Rune Seeds work the same as Epic Spell Seeds with one exception: Instead of Components and Casting Time, you have Shaping Time and Access Time.  The Shaping Time for any Epic Seed is 1 Hour (it still has a Somatic component as usual), and Access Time is 1 Minute (it still has a Verbal component as usual).  This can be modified in development.  All Epic Runes have a single Focus chosen from this list:  Any creature, any weapon, any armor, any shield, any unattended item or any surface.  Additional Foci can be gained during development.

Unlike normal if you learn an Epic Rune, you do not learn all versions of it.  For example if you learn Heightened Sort as a War, you ,ay only shape it as a Ward.  However for each other variation on this Rune you know, you may learn the next version at -25% Resource and XP cost.  For example if you wish to learn Heightened Sort as a Defense, and you already know it as a Ward, Weapon and Wonder, the cost is lowered by 75%.

EPIC RUNE DEVELOPMENT

Reduce Casting Time by one step (i.e. from 1 Hour to I Minute, from 1 Minute to a Full Round, from a Full Round to a Standard Action, etc,): +2 to Spellcraft DC Modifier

No Somatic Component: +2 to Spellcraft DC Modifier

Reduce Access Time by one step (i.e. from 1 Minute to a Full Round, from a Full Round to a Standard Action, etc,): +2 to Spellcraft DC Modifier

No Verbal Component: +2 to Spellcraft DC Modifier

Accessible by 1 Ally, who must be present at the Runes shaping:  +2 to Spellcraft DC Modifier
« Last Edit: September 01, 2014, 10:49:53 PM by bhu »

Offline bhu

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Re: Giants
« Reply #61 on: August 27, 2014, 09:51:05 PM »
SAMPLE EPIC RUNES

EPIC DEFENSES
Heightened Alvskold
Abjuration
Focus Any Armor or Shield
Shaping Time 1 Hour
Access Time1 Minute
Spellcraft DC 51
Range Personal
Target You
Duration Until expended or 48 hours
To Develop 459000 GP, 9 Days, 18360 XP, Seed: Reflect against melee (DC 27), x4 duration (+4), blocks an additional 5 hits before being expended (+20)

Once accessed the next 6 melee attacks are against you are reflected back at your attacker using the same attack roll.

Heightened Fjellkong
Transmutation
Focus Any Armor
Shaping Time 1 Hour
Access Time1 Minute
Spellcraft DC 68
Range 300 ft.
Target Personal
Duration Permanent
Saving Throw Fortitude negates (see text)
Spell Resistance Yes
To Develop 612000 GP, 12 Days, 24480 XP, Seed: Transform (DC 21), size ranges from Diminutive to 4 sizes larger than the targets normal form (+24), change target into any Elemental with the Earth Subtype (+5), subject gains 1 Supernatural Ability and three Extraordinary Abilities of new form (+20), Personal (-2)

When accessed the Runecaster takes the form of any Elemental with the Earth Subtype.  If the transformed creature doesn’t have the level or Hit Dice of its new likeness, it can only use the abilities of the creature at its own level or Hit Dice. If slain or destroyed, the transformed creature or object reverts to its original form. The subject’s equipment, if any, remains untransformed or melds into the new form’s body, at the caster’s option. The transformed creature or object acquires the physical and natural abilities of the creature or object it has been changed into while retaining its own memories and mental ability scores. Mental abilities include personality, Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in its Constitution score), alignment, base attack bonus, base saves, extraordinary abilities, spells, and spell-like abilities, but not its supernatural abilities. Physical abilities include natural size and Strength, Dexterity, and Constitution scores. Natural abilities include armor, natural weapons, and similar gross physical qualities (presence or absence of wings, number of extremities, and so forth).  In addition it gains up to 1 Supernatural and three Exceptional abilities of the new form it would not otherwise have.

Heightened Skolduven
Abjuration
Focus Any Armor or Shield
Shaping Time 1 Hour
Access Time1 Minute
Spellcraft DC 51
Range Personal
Target You
Duration Until expended or 12 Hours
To Develop 459000 GP, 9 Days, 18360 XP, Seed: Reflect against ranged (DC 27), x4 duration (+4), blocks an additional 5 hits before being expended (+20)

Once accessed the next 6 ranged attacks are against you are reflected back at your attacker using the same attack roll.

Heightened Sort
Transmutation
Focus Any Armor or Shield
Shaping Time 1 Hour
Access Time1 Minute
Spellcraft DC 160
Range Touch
Target One Living Creature
Duration 10 rounds
Saving Throw Fortitude half
Spell Resistance Yes
To Develop 1440000 GP, 29 Days, 57600 XP, Seed: Destroy (DC 29), +9 rounds (+18 rounds), Contingent on being attacked (+25), up to 9 extra targets (+90), Touch (-2)

Once accessed the next being to attack you in melee must make a Save or take 20d6 untyped damage each round for 10 rounds (see Destroy Seed in the Epic Level Handbook for particulars).  The black fire consuming them is infectious, and should they touch any being other than the Runecaster they are affected by the spell as well (maximum of 10 targets).

Heightened Ubudenheim
Abjuration
Focus Any Armor or Shield
Shaping Time 1 Hour and 10 Minutes
Access Time1 Minute
Spellcraft DC 191
Range Personal
Area/Target You
Duration Until expended or 48 Hours
To Develop 1719000 GP, 34 Days, 68760 XP, Seed: Reflect against spells (DC 27), x4 duration (+4), blocks an additional 5 hits before being expended (+20), affects spells of up to 9th Level (+160), increase casting time by 10 Minutes (-20)

Once accessed the next 6 spells of 9th Level or less targeting you are reflected back at your attacker using the same attack roll.

Heightened Wyrmvenn
Transmutation
Focus Any Armor
Shaping Time 1 Hour
Access Time1 Minute
Spellcraft DC 60
Range 300 ft.
Target One Creature
Duration Permanent
Saving Throw Fortitude negates (see text)
Spell Resistance Yes
To Develop  540000 GP, 11 Days, 21600 XP, Seed: Transform (DC 21), size ranges from Diminutive to 4 sizes larger than the targets normal form (+24), change target into any Dragon (+5), subject gains 1 Supernatural and Extraordinary Ability of new form (+10)

When accessed this Rune changes the being it has been shaped on into any Evil Dragon within the proper size range.  If the transformed creature doesn’t have the level or Hit Dice of its new likeness, it can only use the abilities of the creature at its own level or Hit Dice. If slain or destroyed, the transformed creature or object reverts to its original form. The subject’s equipment, if any, remains untransformed or melds into the new form’s body, at the caster’s option. The transformed creature or object acquires the physical and natural abilities of the creature or object it has been changed into while retaining its own memories and mental ability scores. Mental abilities include personality, Intelligence, Wisdom, and Charisma scores, level and class, hit points (despite any change in its Constitution score), alignment, base attack bonus, base saves, extraordinary abilities, spells, and spell-like abilities, but not its supernatural abilities. Physical abilities include natural size and Strength, Dexterity, and Constitution scores. Natural abilities include armor, natural weapons, and similar gross physical qualities (presence or absence of wings, number of extremities, and so forth).   In addition the creature gains the Breath Weapon and Damage Reduction of the Dragon whose form it assumes.


EPIC WARDS
Heightened Guduven
Transmutation
Focus Any creature
Shaping Time 1 Hour
Access Time1 Minute
Spellcraft DC 19
Range Touch
Target One Creature
Duration Permanent
Saving Throw Fortitude negates (see text)
Spell Resistance Yes
To Develop  171000 GP, 3 Days, 6840 XP, Seed: Transform (DC 21), Touch (-2), Titans only (-6), completely alters target (+6)

When accessed, this powerful cursed rune permanently turns any Titan it is inscribed upon into a Chaos Giant (see below for stats).

Heightened Liv
Conjuration (Healing)
Focus Any plant, animal, construct, or unattended object
Shaping Time 1 Hour
Access Time1 Minute
Spellcraft DC 37
Range 0 ft.
Area Creature or objects within 20 ft. radius
Duration Instantaneous
Saving Throw None
Spell Resistance Yes (harmless)
To Develop  333000 GP, 7 Days, 13320 XP, Seed: Transform (DC 27), area effect instead of target (+10)

When accessed all animals, plants, construct, and unattended object gain sentience as per the Life Seed.

Heightened Skolduven
Enchantment (Compulsion, Mind-Affecting)
Focus Any unattended object or surface
Shaping Time 1 Hour
Access Time1 Minute
Spellcraft DC 19
Range 0 ft.
Area 20 ft radius
Duration 20 hours
Saving Throw Will negates
Spell Resistance Yes
To Develop 171000 GP, 3 Days, 6840 XP, Seed: Compel (DC 19), area as opposes to target (+10), unreasonable demands (+10), trigger (+2)

When accessed the next being to read this rune other than the Runecaster who inscribed it is compelled to return home and not come back for the duration of the spell.

Heightened Sort
Conjuration (Evil, Summoning)
Focus Any unattended object or surface
Shaping Time 1 Hour
Access Time1 Minute
Spellcraft DC 54
Range 75 ft.
Target 1 summoned creature
Duration 20 rounds (D)
Saving Throw Will negates (see text)
Spell Resistance Yes (see text)
To Develop 486000 GP, 10 Days, 19440 XP, Seed: Summon (DC 14), summon Undead (+2), up to CR 20 (+36), trigger (+2)

When accessed the item this rune is shaped on summons any one Undead of CR 20 or less to protect itself.

Heightened Ubudenheim
Transmutation
Focus Any 1 Creature
Shaping Time 1 Hour
Access Time1 Minute
Spellcraft DC 31
Range 300 ft.
Target One creature
Duration Permanent
Saving Throw Fortitude negates
Spell Resistance Yes
To Develop 279000 GP, 6 Days, 11160 XP, Seed: Transform (DC 21), can make target incorporeal (+10)

When accessed the creature this rune is inscribed on permanently becomes incorporeal until the effect can be dispelled somehow.

Heightened Ysgard
Conjuration (Teleportation)
Focus Any surface 20 ft. in diameter
Shaping Time 1 Hour
Access Time1 Minute
Spellcraft DC 45
Range Touch
Area/Target You and any creatures/objects weighing up to 3,000 lbs. within the area of effect
Duration Instantaneous
Saving Throw None or Will negates
Spell Resistance No or Yes
To Develop 405000 GP, 8 Days, 16200 XP, Seed: Transport (DC 27), uses Ysgard as Medium (+2), can also do interplanar travel (+4), can transport the unwilling (+4), up to 3000 pounds (+4), area effect instead of target (+10)

Once accessed, anyone within the area of effect is taken to a plane or location of the casters choosing.


EPIC WEAPONS
Heightened Femkrigga
Evocation (Force)
Focus Any weapon
Shaping Time 1 Hour
Access Time1 Minute
Spellcraft DC 83
Range 300 ft.
Area 10-ft.-radius emanation extending upwards by 30 ft.
Duration Instantaneous
Saving Throw Reflex Half
Spell Resistance Yes
To Develop 747000 GP, 29880 Days, 15 XP, Seed: Energy (DC 19), +20d6 (+40), change area to cylinder (+2), does Force damage (+2), Increase damage step (+20)

When accessed, he weapon used as a focus temporarily disappears, as a giant black fist appears 30 feet and smashes to the ground doing 30d10 Force damage force damage to all within the area.  Afterwards the weapon reappears in it's wielders hand.

Heightened Krigspyd
Evocation (Force)
Focus Any weapon
Shaping Time 1 Hour
Access Time1 Minute
Spellcraft DC 33
Range 300 ft
Target 1 creature
Duration 32 rounds
Saving Throw Reflex half
Spell Resistance Yes
To Develop 297000 GP, 6 Days, 11880 XP, Seed: Energy (DC 19), does Force damage (+2), no area of effect (-2), increased duration (+10), ignores concealment (+2), touch attack (+2)

When accessed  the weapon used as a focus temporarily becomes an invisible tendril of force.  It can be used to make a ranged touch attack against anything within range doing 10d6 force damage.

Heightened Sort
Necromancy (Death)
Focus Any melee weapon
Shaping Time 1 Hour
Access Time1 Minute
Spellcraft DC 56
Range Touch
Target One living creature
Duration 8 rounds or until expended
Saving Throw Fortitude Partial (see text)
Spell Resistance Yes (see text)
To Develop 504000 GP, 10 Days, 20160 XP, Seed: Slay (DC 25), Seed: Dispel (DC 19), no range (-2), up to 160 HD (+8), increased duration (+6)

Once accessed, the next being successfully struck by the weapon must make a Fortitude Save or die.  If the Save is successful it still takes 3d6+20 damage.  In addition it is subject to the affects of a Dispel Seed.

Heightened Sortdod
Transmutation
Focus Any weapon
Shaping Time 1 Hour
Access Time1 Minute
Spellcraft DC 75
Range 0 ft.
Area 40 ft. radius
Duration Instantaneous
Saving Throw Fortitude half
Spell Resistance Yes
To Develop 675000 GP, 14 Days, 27000 XP, Seed: Destroy (DC 29), no range (-2), wielder is immune (+2), 40 ft radius (+6), +20d6 damage (+40)

Once accessed a sphere of darkness emanates from the weapon used as a focus, vaporizing everything but the wielder.  Anything in the area takes 40d6 damage (see Destroy Seed from Epic Level Handbook for further effects).

Heightened Sverdstig
Transmutation
Focus Any one weapon
Shaping Time 1 Hour
Access Time1 Minute
Spellcraft DC 43
Range Touch
Target 1 creature or object up to 10 cubic feet
Duration 64 rounds
Saving Throw Fortitude Half
Spell Resistance Yes
To Develop 387000 GP, 8 Days, 15480 XP, Seed: Destroy (DC 29), no range (-2), increased duration (+12), can target individuals or objects (+2), touch attack (+2)

Once accessed, any opponent struck with the weapon used as a Focus takes 20d6 damage as per the Destroy Seed.  This is a melee or ranged touch attack (ranged weapons confer the effect to their ammunition).

Heightened Ubudenheim
Abjuration
Focus Any weapon
Shaping Time 1 Hour
Access Time1 Minute
Spellcraft DC 55
Range 75 ft
Target One or more extraplanar creatures, no two of which can be more than 30 ft. apart
Duration Instantaneous
Saving ThrowWill Negates
Spell Resistance Yes
To Develop 495000 GP, 10 Days, 19800 XP, Seed: Banish (DC 27), banishes Outsiders and Elementals (+20), affects beings up to 30 HD (+8)

When accessed this spell Banishes 1 or more creatures of 30 HD or less.


EPIC WONDERS
Heightened Jotunheim
Conjuration (Summoning)
Focus Any unattended object
Shaping Time 1 Hour
Access Time1 Minute
Spellcraft DC 72
Range 75 ft.
Effect Summons 1 Giant or Titan
Duration 20 rounds (D)
Saving Throw Will negates (see text)
Spell Resistance Yes (see text)
To Develop 648000 GP, 13 Days, 25920 XP, Seed: Summon (DC 14), up to CR 26 (+48), any Giant (+10)

When accessed the wielder summons any 1 Giant or Titan of any type.

Heightened Muspelheim
Evocation (Fire)
Focus Any unattended object
Shaping Time 1 Hour
Access Time1 Minute
Spellcraft DC 82
Range 0 ft.
Area 40 ft. Radius
Duration 20 Hours
Saving Throw Reflex half
Spell Resistance Yes
To Develop 738000 GP, 15 Days, 29520 XP, Seed: Energy (DC 19), +28d6 (+56), no range (-2), increased areas (+8)

When accessed the object this rune is shaped on does 30d6 Fire damage per round in a 40 ft. Radius for the next 20 hours.

Heightened Nifleheim
Evocation (Cold)
Focus Any unattended object
Shaping Time 1 Hour
Access Time1 Minute
Spellcraft DC 82
Range 0 ft.
Area 40 ft. Radius
Duration 20 Hours
Saving Throw Reflex half
Spell Resistance Yes
To Develop 738000 GP, 15 Days, 29520 XP, Seed: Energy (DC 19), +28d6 (+56), no range (-2), increased areas (+8)

When accessed the object this rune is shaped on does 30d6 Cold damage per round in a 40 ft. Radius for the next 20 hours.

Heightened Skolduven
Enchantment (Compulsion, Mind-Affecting)
Focus Any unattended object
Shaping Time 1 Hour
Access Time1 Minute
Spellcraft DC 29
Range 75 ft.
Target 1 Living Creature
Duration 20 hours or until completed
Saving Throw Will Negates
Spell Resistance Yes
To Develop 261000 GP, 5 Days, 10440 XP, Seed: Compel (DC 19), can make unreasonable demands (+10)

When accessed the bearer of this item must obey one command by it's shaper, no matter how unreasonable it is.

Heightened Sort
Necromancy (Death)/Illusion (Glamer)
Focus Any unattended object
Shaping Time 1 Hour
Access Time1 Minute
Spellcraft DC 64
Range 0 ft.
Area 80 ft. Radius
Duration 16 rounds
Saving Throw Fortitude partial or half (see text)
Spell Resistance Yes
To Develop 576000 GP, 12 Days, 23040 XP, Seed: Slay (DC 25), Seed: Conceal (DC 17), No range (-2), 80 ft Radius (+16), increased duration (+8)

Once accessed the item this rune is shaped on sheds darkness that both provides Total Concealment, and bestows 2d4 negative energy levels.

Heightened Ubudenheim
Abjuration
Focus Any unattended object
Shaping Time 1 Hour
Access Time1 Minute
Spellcraft DC 150
Range 75 ft.
Target One or more extraplanar creatures, no two of which can be more than 30 ft. apart
Duration Permanent
Saving Throw Will negates
Spell Resistance Yes
To Develop  1350000 GP, 27 Days, 54000 XP, Seed: Banish (DC 27), up to 20 HD (+3), Permanent Duration (x5)

When accessed this rune permanently banishes one or more Outsiders.
« Last Edit: December 24, 2014, 05:40:47 PM by bhu »

Offline bhu

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Re: Giants
« Reply #62 on: August 27, 2014, 10:19:38 PM »
Biclops
                      Large Giant
Hit Dice:             11d8+33 (82 hp)
Initiative:           +0
Speed:                40 ft. (6 squares), 30 ft. in Hide Armor
Armor Class:          19 (-1 Size, +7 Natural, +3 Hide), touch 9, flat-footed 19
Base Attack/Grapple:  +8/+19
Attack:               Slam +14 melee (1d4+7) or Club +14 melee (1d8+7) or Rock +14 ranged (2d6+7)
Full Attack:          2 Slams +14 melee (1d4+7) or 2 Clubs +14 melee (1d8+7) or 2 Rocks +14 ranged (2d6+7)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Rock Throwing
Special Qualities:    Low-light vision, Darkvision 90 ft., superior two-weapon fighting
Saves:                Fort +10, Ref +3, Will +7
Abilities:            Str 25, Dex 10, Con 17, Int 6, Wis 14, Cha 8
Skills:               Listen +8, Search +4, Spot +8, Survival +5
Feats:                    Alertness, Iron Will, Power Attack
Environment:          Temperate Hills and Mountains, Underground
Organization:         Solitary
Challenge Rating:   6 
Treasure:             Standard
Alignment:            Usually Chaotic Evil
Advancement:          By Character Class
Level Adjustment:     +5

The Biclops is a grayish-brown, two headed giant standing 11+ feet tall.  Each head has one large yellow eye.  Presumably they are hybrids of Ettins and Cyclopskin, but they appear to have been rejected by both if this is true.  They are filthy, disgusting creatures, not even speaking Common or Giant, but communicating through grunts and crude pantomime.  They will devour anything organic, even rotting meat.

Rock Throwing (Ex): The range increment is 120 feet for a Biclopes thrown rocks.

Superior Two-Weapon Fighting (Ex): A Biclops fights with a club in each hand. Because each of its two heads controls an arm, the Biclops does not take a penalty on attack or damage rolls for attacking with two weapons.  It may also throw two rocks, provided they are at the dame target.

Skills: An Biclope’s two heads give it a +2 racial bonus on Listen, Spot, and Search checks.

Combat: The Biclopes prefer throwing rocks to soften up foes, before charging in with clubs.


BICLOPS


   
"Grruuuh!"

 The Biclops is a grayish-brown, two headed giant standing 11+ feet tall.  Each head has one large yellow eye.  Presumably they are hybrids of Ettins and Cyclopskin, but they appear to have been rejected by both if this is true.  They are filthy, disgusting creatures, not even speaking Common or Giant, but communicating through grunts and crude pantomime.  They will devour anything organic, even rotting meat.

BICLOPS RACIAL TRAITS
· +14 Strength, +6 Constitution, +4 Wisdom, -4 Intelligence, -2 Charisma
· Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.  Space is 10', Reach is 10'.
· Giant, giving them Low Light Vision
· Base land speed 40 ft.
· +7 Natural Armor Bonus.
· Rock Throwing (Ex): The range increment is 120 feet for a Biclops' thrown rocks.
· Superior Two Weapon Fighting (Ex):  A Biclops fights with a club in each hand. Because each of its two heads controls an arm, the Biclops does not take a penalty on attack or damage rolls for attacking with two weapons.  It may also throw two rocks, provided they are at the same target.
· Racial Hit Dice: A Biclops begins with eleven levels of Giant, which provide 11d8 Hit Dice, a base attack bonus of +8, and base saving throw bonuses of Fort +8, Ref +3, and Will +3.  A Biclops' Giant levels give it skill points equal to 16 × (2 + Int modifier, minimum 1) and 4 Feats.  Its class skills are Listen, Search, Spot, and Survival.  A Biclops' two heads give it a +2 racial bonus on Listen, Spot, and Search checks. Biclops are proficient with all Simple Weapons, and Light and Medium Armor.
·   Jungle Giants have a Primary Slam attack doing 1d4 plus Strength Bonus.  They get 2 Slam attacks with a Full Attack.
· Automatic Languages: Giant. Bonus Languages: Common, any nearby humanoid race.
· Level Adjustment: +5
· Favored Class: Barbarian

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT
 Base Height: Male: 10 ft.  Female: 9 ft.
 Height Modifier: +2d4
 Base Weight: Male: 4000 lbs   Female: 3750 lbs.
 Weight Modifier: x (2d8) lbs.

BICLOPS CHARACTERS
 Biclops are pretty limited in scope.  Really the only thing you have the mindset or skills for is a melee fighter of some kind.
 Adventuring Race: Given their reduced mental faculties and the (well deserved) prejudice against them, it's a rare Biclops that goes adventuring (and even then it's prolly an all evil party).
 Character Development: Go melee beatstick, you really aren't made for anything else. 
 Character Names:

ROLEPLAYING A BICLOPS
 You're pretty much despised by everyone, so there's a sizable chip on your shoulder.  And don't you let anyone forget that for so much as a moment.
 Personality: Biclops are the lowest of the low.  Hated by virtually everyone, their lives are quick and brutal.
 Behaviors: Biclops can eat anything organic, and spend all their time scrounging.  Asleep during the day, they venture out at night.
 Language: The Biclops communicate with a combination of grunts and mimicked animal sounds.  It's rare for one to speak Giant or Common.

BICLOPS SOCIETY
 Virtually none, as most Biclops don't even qualify as being stone age primitives.  It's an exceptional one who can even speak a language.
 Alignment : Almost universally Chaotic Evil.
 Lands : Usually the Biclops prefer mountain cave systems.
 Settlements : Occasionally a Biclops or two finds it's way into the Underdark, but it isn't common.
 Beliefs : Biclops typically worship Grolantor.
 Relations: Other races are food.  Most sane beings attack them on sight, because if they don't the Biclops will follow them awaiting an opportunity for ambush.

BICLOPS ADVENTURES
· A young dragon of some sort has set himself up in a local cavern.  Obviously you have to eat him before he eats you.
· A local evil Giant clan has been trying to press the other giants into service for a fight against the local humans.  As if you needed their help to kill humans...
· A mage did something to you and now you have to follow his orders.  So now you're part of something called a "brute squad" trying to figure out how you'll escape...


Biclops Racial Substitution Levels

Ranger
 Level 1: You do not get Wild Empathy.
 Level 2: You have different options with Combat Mastery
  Combat Mastery:  You can also choose Hurler and Berserker.  Hurler gains you the following Feats: Power Attack (1st), Brutal Throw (6th), and Power Throw (11th).  If you choose the Berserker Path, you can Rage 1/day at 2nd Level, and an additional time per day at Levels 6 and 11.
 Level 4: You do not get an Animal Companion.  Instead you get Two Weapon Rend.
  Two Weapon Rend (Ex): If you hit with both weapon attacks you Rend for double your normal weapon damage.  If one of the hits is a confirmed critical, the opponent takes an additional +1d8 damage (+2d8 if the critical multiplier is x3).


Barbarian
 Level 1: Replace Fast Movement with a +4 Racial Bonus on Intimidation Checks.

Fighter
 Level 1: You lose your 1st Level Bonus Feat.  However, you are considered to have Two Weapon Fighting for purposes of qualifying for other Feats, nor do you need to meet hre Dexterity prerequisite for any Feat that requires Two Weapon Fighting
« Last Edit: March 20, 2017, 07:00:32 PM by bhu »

Offline bhu

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Re: Giants
« Reply #63 on: November 19, 2014, 09:55:03 PM »
Chaos Giant

Chaos Giant is an Acquired Template that can be applied to Titans.  The origins of Chaos Giants are unknown, but many lay the blame at the feet of the Queen of Chaos or other Chaotic Evil deities.  Most of the current Chaos Giants live in either Limbo or the Abyss.  They often have minor physical deformities that don't really seem to hinder them, as well as forms that are always slightly shifting.

Size and Type: Unchanged, other than gaining the Evil Subtype

Hit Dice: Unchanged (remember to recalculate hp if Con changes).

Speed: Usually unchanged.

Armor Class: Usually unchanged.

Attacks: Usually unchanged.

Damage: Usually unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature, but has a different list of Spell-Like Abilities:

Spell-Like Abilities (Sp): At will: Animate Dead, Bestow Curse, Create Greater Undead, Deeper Darkness, Divine Power, Fear, Greater Dispel Magic, Invisibility, Invisibility Purge, Major Creation, Persistent Image, Summon Monster VI, Touch of Idiocy.

3/Day: Shades, Summon Monster IX, Word of Chaos.

1/Day: Gate, Planar Perinarch, Polymorph Any Object, Storm of Vengeance.

It also gains the following:

Fury (Su):  When it has been reduced to 50% or less of it's maximum hit points the Chaos Giant becomes the center of a Whirlwind spell that moves with him, and which he is immune to.

Aura of Chaos (Su): Chaos Giants are surrounded by an aura of unease and shifting probability.  Any creature adjacent to one takes a -2 Penalty to both Attack rolls and Armor Class.  Unfortunately this also makes it difficult for them to relate to others, and Chaos Giants take a -2 Penalty on Diplomacy Checks, and a -4 Penalty to their Leadership Score if they have the Leadership Feat.

Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following:

Madness (Ex): All Chaos Giants suffer from some form of permanent insanity due to their curse.  Choose one from the following:

Motor Tension (Jitteriness, aches, twitches, restlessness, easily startled, easily fatigued, and so on. All attack rolls, Fortitude and Reflex saves, and all checks involving Strength, Dexterity, or Constitution take a -2 penalty.)

Expectations of Doom (Anxieties, worries, fears, and especially anticipations of misfortune. All attack rolls, saves, and checks take a -2 morale penalty.)

Vigilance (Distraction, inability to focus, insomnia, irritability, impatience. All Will saves and checks involving Intelligence, Wisdom, or Charisma take a -4 morale penalty.)

Phobia (A DC 40 Will check is required for a character to be able to force herself into (or remain within) the presence of the object of her phobia, and even then the character takes a -2 morale penalty as long as the object of fear remains. In severe cases, the object of the phobia is imagined to be omnipresent, perhaps hidden—thus, someone with severe acrophobia (fear of heights) might be frightened when in an enclosed room on the upper story of a building, even if there were no window or other way to see how high up the room was.)

Shifting Form (Ex): Chaos Giants receive this ability as opposed to the Base Creatures Change Shape ability.  Their form in unstable, and randomly alters itself at will, rendering them immune to Polymorph spells.  They can temporarily take control over this, assuming the form of any living being their own Size Category.

Saves: May need recalculating due to Ability Score changes.

Abilities: A Chaos Giant has a 'pool' of 167 points to spread among it's ability scores at random.  No score may be less than 3 or higher than 45.  Every 24 hours these scores randomly reset, possibly necessitating hit point, saves, skill points, and other features to be recalculated.

Skills: Unchanged.

Feats: Feats may be rechosen.

Environment: Any Chaotic Evil aligned Plane.

Organization: Usually solitary.

Challenge Rating: +0

Treasure: Unchanged.

Alignment: Always Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: +0
« Last Edit: December 24, 2014, 06:21:47 PM by bhu »

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Re: Giants
« Reply #64 on: January 23, 2015, 10:34:19 PM »
THUNDERER


   
"RAAAAHHH!!!"
 
Thunderers are Crag Giant Clerics specializing in throwing bolts of lightning, and who enjoy playing in the rare storms that frequent their lonely home.

BECOMING A THUNDERER
Virtually all Crag Giant Clerics become Thunderers.

 ENTRY REQUIREMENTS
   Race: Crag Giant 
   Domains:  Must have access to the Rolling Thunder and Sky Blitz Domains.
   Feats:  Domain Focus, Lightning Thrower
   Skills:  Knowledge (Religion) 4 ranks, Spellcraft 4 ranks


Class Skills
 The Thunderer's class skills (and the key ability for each skill) are Concentration (Con), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Skills Points at Each  Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Thunder, +1 Level of Divine Spellcasting Class
2. +1    +3     +0     +3    Lightning
3. +2    +3     +1     +3    Energy Resistance 5 (Electricity and Sonic), +1 Level of Divine Spellcasting Class
4. +3    +4     +1     +4    Thunder, +1 Level of Divine Spellcasting Class
5. +3    +4     +1     +4    Lightning
6. +4    +5     +2     +5    Energy Resistance 10 (Electricity and Sonic), +1 Level of Divine Spellcasting Class
7. +5    +5     +2     +5    Thunder, +1 Level of Divine Spellcasting Class
8. +6    +6     +2     +6    Lightning
9. +6    +6     +3     +6    Energy Resistance 15 (Electricity and Sonic), +1 Level of Divine Spellcasting Class
10.+7    +7     +3     +7    Stormfriend, +1 Level of Divine Spellcasting Class

Weapon Proficiencies: A Thunderer gains no new weapon or armor proficiencies.
 
Thunder (Su): At 1st Level your spells with the Electricity descriptor are accompanied by a clap of thunder, and if your opponent fails his saving throw against the spell he is also Deafened for 1d4 rounds.  Creatures immune to Sonic damage are immune to this effect.

At 4th Level the opponent is permanently Deafened.

At 7th Level the opponent is also Stunned 1d6 rounds.

Lightning: At 2nd Level you gain Repeat Spell as a Bonus Feat whether or not you meet the qualifications. 

At 5th Level, spells enhanced by the Repeat Spell Feat that have the Electricity Descriptor only use a spell slot two Levels higher than normal.

At 8th Level, spells enhanced by the Repeat Spell Feat that have the Electricity Descriptor only use a spell slot one Level higher than normal.

Stormfriend (Su): At 10th Level you become immune to Electricity and Sonic damage.

PLAYING A THUNDERER
 You are among the last of your kind.  You must not let your traditions or the traditions of your people die out.
 Combat: Thunderers prefer fighting at range with their damaging energy spells.
 Advancement: Thunderers are focused on keeping their traditions alive, and are as a consequence quite conservative.  Most advance along pretty similar lines.
Resources: Thunderers have access to whatever meager resources are available to the Crag Giant community.

THUNDERERS IN THE WORLD
"He has problems enough, I'd leave him well alone if I were you."
 Thunderers tend to be lonely, mysterious figures to the tribe, who may not understand divine magic so well.
 Daily Life: Much of your life is prayer and contemplation.  You do your best to educate the tribe, and try to think upon someway to avert your races inevitable downfall.
 Notables:
 Organizations: Thunderers associate only loosely, and generally only come together in defense of their people.  They are also at the fore front of any effort to gain revenge upon the Mind Lords.

NPC Reaction
 Given the savage nature of the Crag Giants, they tend to make NPC's quite nervous, regardless of their occupation.

THUNDERERS IN THE GAME
 This PrC assumes you are a member of a race restricted in it's movements, which may make it better for NPC's (unless getting rid of the Mind Lords is a campaign focus).
 Adaptation: This is obviously meant for Dark Sun, but could be adapted with some work.
 Encounters: Thunderers are rarely found outside the Lonely Butte, and then only on missions of revenge

Sample Encounter
EL 12: The PC's have been sent to contact an infamous Cleric, who also turns out to be a primitive Giant who views outsiders as easily squishable enemies. 


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC THUNDERER

Hit Die: d8
Skills Points at Each  Level : 2 + int
Bonus Feats: The Epic Thunderer gains a Bonus Feat every 2 levels higher than 20th




Crag Giant Racial Feats

Improved Shocking Rage
Your rage bring the thunder and the lightning.
 Prerequisites: Crag Giant, Shocking Rage
 Benefits: If you successfully do electrical damage to an opponent while Raging you may do an additional 1d5 Sonic damage as well.  If you successfully Stun an opponent while Raging, he is also Deafened for the same duration.


Lightning Thrower
You are well known for your abilities with electricity.
 Prerequisites: Crag Giant, Divine spellcaster
 Benefits: Add the following spells to your spell list: Arc of Lightning, Call Lightning Storm, Chain Lightning, Electric Loop, Lightning Bolt, Stormrage, Stun Ray, and Thunderhead.


Shocking Spell
Your spells doing electrical damage leave foes stunned.
 Prerequisites: Crag Giant
 Benefits: If a spell you cast that does electrical damage successfully damages an opponent, he is Stunned for 1 round.  This Feat may only be applied to spells with the Electricity descriptor, and uses a spell slot one level higher than the spell's actual level.


Shocking Rage
Your rage is quite shocking.
 Prerequisites: Crag Giant, Thundering Rage
 Benefits: If you successfully deal Electricity damage to an Opponent while Raging, he must make a Fortitude Save (DC is 10 plus 1/2 your Hit Dice, plus your Constitution Modifier) or be Stunned 1 round.
« Last Edit: February 15, 2015, 02:12:54 AM by bhu »

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Re: Giants
« Reply #65 on: February 21, 2015, 09:42:29 PM »
SILT HUNTER


   
"The Silt is a place without expectation."

 Silt Hunters are the most dangerous of the Desert Giants: those who know the secret roads through the Silt Sea, and who hunt inside it.  Giants are dangerous enough without the Silt.  Some wear Silters to keep out the dust, and some use psionics to simply supply themselves with air while sealing their orifices.

BECOMING A SILT HUNTER
Any Desert or Plains Giant with the appropriate Feats will do.

 ENTRY REQUIREMENTS
   Race:  Desert Giant or Plains Giant
   Feats:  Silt-Walker, Silt-Fighter
   Skills:  Knowledge (Nature) 4 ranks, Survival 4 ranks
   Class Features:   Must have 6 Levels in either Barbarian, Ranger or Scout.

Class Skills
 The Silt Hunter's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), and Use Rope (Dex).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Silt Fighting
2. +2    +3     +0     +0    Fighting Style
3. +3    +3     +1     +1    Silt Sense
4. +4    +4     +1     +1    Silt Fighting
5. +5    +4     +1     +1    Fighting Style
6. +6    +5     +2     +2    Silt Sense
7. +7    +5     +2     +2    Silt Fighting
8. +8    +6     +2     +2    Fighting Style
9. +9    +6     +3     +3    Silt Sense
10.+10   +7     +3     +3   Silt Master

Weapon Proficiencies: A Silt Hunter gains no new weapon or armor proficiencies.

Silt Fighting (Ex): At 1st Level you learn to use the Silt to your advantage.  You gain a +4 on Hide Checks and do not take a Size Penalty to Hide Checks while within the Silt.

At 4th Level you can throw Silt in the face of an opponent a a Standard Action.  Your opponent must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Wisdom Modifier) or be blinded for 1d6 rounds, plus take 1d6 damage as the Silt digs into his eyes.  If he fails the Save by rolling a Natural 1, he also chokes on the Silt, and is Nauseated for 1 round.  Opponents with the Silt Subtype who fail the Save are only blinded one round.

At 7th Level you can pull someone under the Silt by Pinning them during a Grapple Check.  Opponents who are pulled under take the normal effects of a failed Grapple, as well as the suffocating effects of the Silt (see below).
 
Fighting Style (Ex): At Level 2, 5, and 8 you gain some sort of bonus depending on which class (Barbarian, Rogue or Scout) you took to qualify for Silt Hunter.   Barbarians gain an additional use of Rage per day at each of these Levels.  Rogues gain an additional die of Sneak Attack at each of these Levels.  Scouts gain an additional Skirmish die at Levels 2 and 5, and at Level 8 they can use their Skirmish dice without moving if they make a Full Attack.

Silt Sense (Ex): At Level 3 you gain Tremorsense 20 ft. while standing in Silt that is at least as high as your waist.  This increases by an additional 20 ft. at Levels 6 and 9.

Silt Master (Ex):  At Level 10 you gain the Silt Subtype, and as a Standard Action you can whip up a cloud of Silt.  Opponents within 30 ft. must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Wisdom Modifier) or be blinded for 1d6 rounds, plus take 1d6 damage as the Silt digs into his eyes.  If he fails the Save by rolling a Natural 1, he also chokes on the Silt, and is Nauseated for 1 round.  Opponents with the Silt Subtype who fail the Save are only blinded one round.

PLAYING A SILT HUNTER
 You are the idol of your people.  You alone are brave enough to risk the shallows of the Silt Sea to go raiding.  You alone will confront the various horrors that await within the Silt.
 Combat: You are specialized to fighting within the Sea of Silt.  You can still do well enough fighting in plain old desert, but the Sea is your true home.
 Advancement: Advancement among Silt Hunters who actually live is strikingly similar.  Your mission is dangerous enough that you require certain skills, and you have little time for trial and error.
Resources: Silt Hunters are quite important to the tribes survival, so if you need something that will aid you in stopping danger to them they will give it willingly.

SILT HUNTERS IN THE WORLD
"We'd all be dead if it weren't for him."
 You confront monsters your people people find terrifying.  It takes a lot to frighten a Giant, but the Silt Sea is full of such terrors.  It leaves you a bit shell shocked at times, but you realize if not for you, no one else is there to fill your place until you train the next generation. 
 Daily Life: Much of your time is spent hunting, or learning what you can about survival within the Silt Sea.  In good times you can feel free to relax, and perhaps learn new things not related to your tribes needs from yo as a hunter, but in bad times you will find little rest.
 Notables:
 Organizations: Silt Hunters from the same clan form a loose alliance, but beyond that you have little in the way of organization.

NPC Reaction
 NPC's are not generally pleased to see large Giants armed to the teeth hiding in the sand.

SILT HUNTERS IN THE GAME
 This assumes you are a tribal warrior that your people depend on, making it best for NPC's.
 Adaptation: This is meant for Athasian Giants, but could be adapted with some work.
 Encounters: PC's generally only see Silt Hunters if they are trading with the Giants or accidentally blunder into their territory.  Though if times get rough they may encounter a raiding party.

Sample Encounter
EL 12: The PC's are on the run in the Sea of Silt when they encounter a Giant wrestling with some sort of Horror, who appeals to them for aid.  The Giant, not the Horror.  Horrors don't generally appeal to anyone


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC SILT HUNTER

Hit Die: d8
Skills Points at Each  Level : 4 + int
Fighting Style At Level 22 and every 3 Levels thereafter you gain another use of Rage or die of Sneak Attack/Skirmish depending on which option you took.
Bonus Feats: The Epic Silt Hunter gains a Bonus Feat every 3 levels higher than 20th


Desert Giant or Plains Giant Racial Feats

Silt-Walker
You have learned the many secret roads through the Sea of Silt, and walk it's shallows
 Prerequisites: Desert Giant or Plains Giant
 Benefits: You no longer take movement penalties in deep Silt (see below), and gain a +2 Bonus to Survival Checks in the Sea of Silt.

Silt-Fighter
You have learned to fight while in silt up to your chest.
 Prerequisites: Desert Giant or Plains Giant, Silt-Walker
 Benefits: You no longer take penalties for fighting in deep Silt (see Silt rules below).

Silt-Stalker
Your normally hostile mind blinds those who use psionic powers to find you. 
 Prerequisites: Desert Giant or Plains Giant, Silt-Walker, Hostile Mind
 Benefits: The benefits of your Hostile Mind Feat now apply to powers of the Clairsentience discipline instead.

Silt-Caster
Certain spells work better for you when cast in the Silt.
 Prerequisites: Desert Giant or Plains Giant, must have levels in any spellcasting class
 Benefits: When within the area of the Silt Sea you may cast the following spells as a Free Action if you know them:  Awaken Sand, Blast of Sand, Choking Sands, Control Sand, Flaywind Burst, Freedom of Breath, Haboob, Sandform, Sand Storm, Storm Mote. Wall of Sand, and Waste Strider.


Sea of Silt rules

The Sea of Silt is effectively composed of Slipsand  (see Sandstorm page 25).  In addition it is prone to Dust Storms when winds are high (Sandstorm Page 16)  This dust is very clingy, and has effects similar to Moondust (Sandstorm page 23).  Giants and other being who are large enough to stand on the bottom take the same penalties for fighting underwater if the Silt is more than waist high (they do not get a Swim Check to lessen these penalties like they would in water) along with stirring up clouds of dust.  They also take a -10 ft. penalty to Land Speed.

Silt Subtype
Creatures with the Silt Subtype ignore the suffocation hazards of Silt, take no penalties while fighting in it, and take no penalty to their movement speed.
« Last Edit: May 08, 2015, 12:52:26 AM by bhu »

Offline bhu

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Re: Giants
« Reply #66 on: August 01, 2015, 08:16:36 PM »
MAULER


   
"ROOOOAAAARRR!"

 Maulers are animalistic Beasthead Giants who have somehow tapped into the powers and abilities of the animal whose head they have.

BECOMING A MAULER
A Beasthead Giant with any Racial Feat will do.

 ENTRY REQUIREMENTS
   Race:  Beasthead Giant
   Feats:  Any 1 Racial Feat, Psionic Fist
   Skills:  Any 2 Racial skills 8 ranks or higher


Class Skills
 The Mauler's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Listen (Wis) and Spot (Wis).
Skills Points at Each  Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Psychic Combat
2. +1    +3     +0     +3    Hardened Body
3. +2    +3     +1     +3    Beast Totem
4. +3    +4     +1     +4    Psychic Combat
5. +3    +4     +1     +4    Hardened Body
6. +4    +5     +2     +5    Beast Totem
7. +5    +5     +2     +5    Psychic Combat
8. +6    +6     +2     +6    Hardened Body
9. +6    +6     +3     +6    Beast Totem
10.+7    +7     +3     +7   Veteran Mauler

Weapon Proficiencies: A Mauler gains no new weapon or armor proficiencies.

Psychic Combat: At Levels 1, 4 and 7 you gain a cumulative +1 Bonus to Autohypnosis and Concentration Checks.  You also add any one Psionic Power whose Range is Personal to your List of powers available.  The power must be of a Level you can Manifest, and can come from any list.  This does not count toward your maximum number of powers known.

Hardened Body (Ex): At 2nd Level you do not die until you have reached negative (10 plus your Con Modifer) hit points, and you may fight and move normally when at or below 0 hit points.  For example, if you have a Con Modifier of +4, you may fight to -14 hit points.  At 5th Level you gain a +2 Morale Bonus to attack and damage rolls when at less than 50% of your maximum hit points.  At 8th Level your Natural Armor Bonus improves by an amount equal to your Con Modifier.

Beast Totem: At 3rd Level you may communicate telepathically with any member of the species whose head you have out to a range of 120 ft., and they automatically regard you as Friendly.  At 6th Level you may use Psionic Dominate on them as a Psi-Like Ability 3/day.  At 9th Level you may Summon one or more members of their species 1/day as a Supernatural Ability (this otherwise works like the Summon Monster spell).  If the creatures CR is 11 or higher you Summon 1.  If it's CR 10 or lower you get 1s4+1.

Veteran Mauler: You gain a special ability that varies with what species head you have (these are exceptional abilities unless noted otherwise):

Aprig get immunity to disease and ingested poisons, and the Save DC for their diseased bite increases by +4.

Bears get Improved Grapple as a Bonus Feat, and do their Bite damage with a successful Grapple Check.

Boneclaws can make a full attack on a Charge.  Opponents they successfully Bull Rush, Grapple, Overrun or Trip take an additional 1d6 slashing damage.

Braxat gain DR 10/-.

Carru increase their Str scores by +4.

Cha'Thrangs increase their Natural Armor Bonus to AC by an amount equal to their Con Modifier.  The secondary damage of their poison increases to 2d6 Str.

Driks see their Charge attack damage increase from 4d4 to 6d6.

Eagles can Manifest Psionic Fly 3/day as a Psilike Ability.

Erdland gain +1 power point per Hit Die when eating esperweed, and do not suffer ill effects from consuming esperweed.

Fordorran gain a mild poison with their bite attack.  Injury, Fortitude Negates (Save DC is based on Con Modifier), Initial and Secondary damage 1d3 Dexterity.

Goats Stun opponents for 1 round with a successful Headbutt (Fortitude Save negates, Save DC is Str based).

Gorak can Manifest Psionic Charm at will as a Psilike ability.

Hatori gain a +8 Racial Bonus on Hide Checks.

Id Fiends increase the Save DC of their Fear ability by +4, and gains Intimidating Strike as a Bonus Feat.

Jaguars gain a +8 Racial Bonus to Move Silently Checks.

Jankx see the Initial and Secondary damage of their poison increase to 2d6 dex.

Kirre can now use their Psilike abilities gained from their racial feat up to 3/day.

Klar can now use their Psilike abilities gained from their Racial Feat up to 3/day.

Lizards may cast Spiderclimb at will as a Spell-Like Ability.

Mekillot increase their Natural Armor Bonus to AC by an amount equal to their Con Modifier.  They also gain a +4 Racial Bonus on Grapple Checks.

Pterrax Manifest the Psionic Powers gained via their Racial Feat at +2 Manifester Level.

Rasclinn can now use Greater Rage (see Barbarian in PHB) instead of Rage, and may do so 3/day.

Razorwings can now make a DC 25 Willpower Check in a Null Psionics Field.  If they succeed their Flight speed is halved instead of negated.

Ruve can now use the Psilike Abilities gained via their Racial Feat 3/day.

Sand Howlers see the Save DC of their Gaze attack increase by +2, and they may always Take 10 on Spot Checks.

Silk Wyrms gain a mild poison with their bite attack.  Injury, Fortitude Negates (Save DC is based on Con Modifier), Initial and Secondary damage 1d3 Str.

Silt Eels gain a Swim Move equal to their base land speed in Silt only.

Sitak can Manifest Thieving Mindlink 3/day as a Psilike Ability.

Sloths gain 2 Secondary Claw attacks doing 2d6 plus 1/2 Str Modifier.

Snakes increase the Save DC fo their poison by +2, and gain Improved Initiative as a Bonus Feat.

Tembo gain Evasion (this is identical to the Rogue ability in the PHB).

Tigone may now Manifest the Psilike Abilities gained via their Racial Feat 3/day.

Wolves automatically threaten a Critical when biting Prone opponents. 

Zhakal can Manifest Power Leech 3/day as a Psilike Ability.

Z'Tal now Deafen and Daze opponents for 1d6 rounds if they fail a Save versus their Scream attack.

PLAYING A MAULER
 Maulers have some sort of odd psychic connection to the beast whose head they have,  Or they're raving lunatics whose bestial nature reinforces their psionic power.  No one's really determined to find out.
 Combat: Maulers are generally melee brutes who use their psionic powers to boost their combat abilities.  They more animal than anything else, and rarely make good tacticians.
 Advancement: Maulers are pretty much on their own with no experieenced hands to guide them most of the time.  So while no one places limits on their development, they tend to be remarkably similar due to the demands of survival.
Resources: Maulers are pretty much on their own, unless they have family willing to aid them.

MAULERS IN THE WORLD
"Is he eating that Spinewyrm?"
 Maulers interact with the world by violently murdering parts of it.  Approaching them is not remotely safe at all.
 Daily Life: Pretty much the same as any other stone age primitive, you spend your days clawing for survival.
 Notables:
 Organizations: Maulers have no organization.  Unless they're part of a family or extended clan, they're on their own.

NPC Reaction
 PC's regard you pretty much the way they regard any giant monster.

MAULERS IN THE GAME
 This kind of requires you to be a member of a race most other races are terrified of.  This will cause problems depending on what the rest of the party is, and where it goes.
 Adaptation: This is obviously meant for Dark Sun only, and would require some adaptation for other campaigns.
 Encounters: Maulers don't travel much.  If you want to find them you go to them, and they aren't known for welcoming visitors.

Sample Encounter
EL 12: The PC's have been hired by a group of merchants desperate to know who has been attacking their routes in the Sea of Silt.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC MAULER

Hit Die: d8
Skills Points at Each  Level : 2 + int
Psychic Combat You do not gain additional power points per Level, but your Manifester Level continues to increase.  You learn one new power at Level 21 and every 3 Levels thereafter.  This must be a power with a Range of Personal, but can come from any list.  It must be of a Level you can Manifest.
Bonus Feats: The Epic Mauler gains a Bonus Feat every 3 levels higher than 20th


Beasthead Giant Racial Feats


Aprig Head
 Prerequisites: Beasthead Giant, 3+ HD
 Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack.  Bitten opponents must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Con Modifier) or contract the Red Ache (see diseases in the DMG).


Bear Head
 Prerequisites: Beasthead Giant, 3+ HD
 Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack.  It also gains Improved Grab.  If it succeeds with it's Bite Attack it can automatically attempt a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If successful it does it's Bite damage with a Grapple Check.


Boneclaw Head
 Prerequisites: Beasthead Giant, 9+ HD
 Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack.  Additionally it can Manifest Inflict Pain 3/day as a Psilike Ability.


Braxat Head
 Prerequisites: Beasthead Giant, 6+ HD
 Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack.  Once every 1d4 rounds it can breathe Acid in a 30 ft. cone of acid doing 6d6 damage.


Carru Head
 Prerequisites: Beasthead Giant, 3+ HD
 Benefits: The Beastheads secondary natural attack now becomes a Primary Gore Attack. They also gain a Trample Attack doing 2d8 plus one and a half times Str damage (Reflex Save for half damage, Save DC is Str based).


Cha'Thrang Head
 Prerequisites: Beasthead Giant, 6+ HD
 Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack.  Its bite is also now poisonous.  Injury, Fortitude Save (Save DC is Constitution based), Initial and Secondary damage is 2d4 Str.


Drik Head
 Prerequisites: Beasthead Giant, 3+ HD
 Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack.  Additionally it does 4d4 plus one and a half times Str damage with a successful Charge attack.


Eagle Head
 Prerequisites: Beasthead Giant, 3+ HD
 Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack.  Additionally it gains a +8 Racial Bonus on Spot Checks.


Erdland Head
 Prerequisites: Beasthead Giant, 9+ HD
 Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack.  Additionally the Erdland can cast the following as a Psilike Ability 3/day: Psionic Dominate.


Fordorran Head
 Prerequisites: Beasthead Giant, 6+ HD
 Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack.  Additionally is can Manifest Concussion Blast at will as a Psilike Ability.


Goat Head
 Prerequisites: Beasthead Giant, 3+ HD
 Benefits: The Beastheads secondary natural attack now becomes a Primary Headbutt Attack.  Additionally it gains a +4 Racial Bonus to Jump Checks and Fortitude Saves to avoid harm from things it has eaten (such as ingested poisons).


Gorak Head
 Prerequisites: Beasthead Giant, 3+ HD
 Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack.  Additionally it can cast the Hypnotism at will as a Spell-Like Ability.


Hatori Head
 Prerequisites: Beasthead Giant, 3+ HD
 Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack.  It also gains a Burrow speed of 30 ft.


Id Fiend Head
 Prerequisites: Beasthead Giant, 6+ HD
 Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack.  Additionally once every 1d4 rounds it can emanate Fear (as per the spell) in a 60 ft. Cone.  Save DC is Charisma based.


Jaguar Head
 Prerequisites: Beasthead Giant, 3+ HD
 Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack.  In addition, the Beasthead can make a Full Attack on a Charge.


Jankx Head
 Prerequisites: Beasthead Giant, 6+ HD
 Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Its bite is also now poisonous.  Injury, Fortitude Save (Save DC is Constitution based), Initial and Secondary damage is 2d4 Dex.
 

Kirre Head
 Prerequisites: Beasthead Giant, 12+ HD
 Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack.  Additionally it can Manifest the following 1/day as a Psilike Ability: Id Insinuation, Psychic Crush, Thought Shield.


Klar Head
 Prerequisites: Beasthead Giant, 12+
 Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack.  Additionally it can Manifest the following 1/day as Psilike Abilities: Control Body, Control Sound, Telekinetic Force.


Lizard Head
 Prerequisites: Beasthead Giant, 3+ HD
 Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack.  Additionally it gains a +4 Racial Bonus on Balance and Climb Checks.


Mekillot Head
 Prerequisites: Beasthead Giant, 3+ HD
 Benefits: The Beastheads secondary natural attack now becomes a Primary Tongue Attack.  It's reach with it's tongue is 20 ft.  Additionally if it makes a successful Tongue attack against a Medium or smaller opponent, it can make a Grapple attempt as a Free Action without provoking an Attack of Opportunity.  It does it's Tongue damage with a successful Grapple Check.


Pterrax Head
 Prerequisites: Beasthead Giant, 9+ HD
 Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack.  Additionally it can Manifest the following powers 3/day as a Psilike Ability: Animal Affinity, Mindlink, Thicken Skin.


Raclinn Head
 Prerequisites: Beasthead Giant, 3+ HD
 Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack.  Additionally it may enter Rage (as per the Barbarian ability) 1/day.  This stacks with daily uses of Rage you gain from Barbarian Levels.


Razorwing Head
 Prerequisites: Beasthead Giant, 6+ HD
 Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack.  Additionally it gains a Flight speed (Average) equal to 60 ft., but loses this ability in an Antimagic or Null Psionics Field.


Ruve Head
 Prerequisites: Beasthead Giant, 15+ HD
 Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack.  Additionally it can Manifest the following 1/day as Psilike Abilities: Psionic Dimensional Anchor, Psionic Dimension Door, Psionic Teleport.


Sand Howler Head
 Prerequisites: Beasthead Giant, 12+
 Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack.  Additionally it gains a Gaze Attack: Paralysis 2d4 rounds, Fortitude Save negates (Save DC is Charisma based), 30 feet.


Silk Wyrm Head
 Prerequisites: Beasthead Giant, 6+ HD
 Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack.  Additionally it can drain it's opponents blood, doing 1 point of temporary Constitution damage with a successful Grapple Check.


Silt Eel Head
 Prerequisites: Beasthead Giant, 3+ HD
 Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack.  Additionally it becomes immune to the effects of Silt, and may make Swim Checks to move through it.


Sitak Head
 Prerequisites: Beasthead Giant, 3+ HD
 Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack.  Additionally it may communicate Telepathically with a range of 60 ft.


Sloth Head
 Prerequisites: Beasthead Giant, 3+ ND
 Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack.  Additionally it gains a Climb speed equal to it's base Land Speed.


Snake Head
 Prerequisites: Beasthead Giant, 6+ HD
 Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack. Its bite is also now poisonous.  Injury, Fortitude Save (Save DC is Constitution based), Initial and Secondary damage is 2d4 Con.


Tembo Head
 Prerequisites: Beasthead Giant, 9+ HD
 Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack.  Additionally it's Bite bestows 1 negative Level (Fortitude Save to remove, Save DC is Charisma based).


Tigone Head
 Prerequisites: Beasthead Giant, 12+ HD
 Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack.  Additionally it can Manifest the following 1/day as Psilike Abilities: Clairvoyant Sense, Danger Sense, and Ubiquitous Vision


Wolf Head
 Prerequisites: Beasthead Giant, 3+ HD
 Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack.  Additionally it gains the Scent ability.


Zhakal Head
 Prerequisites: Beasthead Giant, 9+ HD
 Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack.  It may also Manifest the following Powers as Psilike Abilities 3/day: Cloud Mind, Ego Whip, Mindlink.


Z'tal Head
 Prerequisites: Beasthead Giant, 3+ HD
 Benefits: The Beastheads secondary natural attack now becomes a Primary Bite Attack.  Additionally once every 1d4 rounds the Beasthead may scream.  All living creatures within 60 ft. that can hear him must make a Fortitude Save (Save DC is Charisma based) or be Deafened and Dazed for 1d3 rounds.
« Last Edit: November 30, 2015, 02:22:35 AM by bhu »

Offline bhu

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Re: Giants
« Reply #67 on: November 30, 2015, 02:27:51 AM »
SAND-SHIFTER


   
"Too much good fortune can make you smug and unaware. Happiness should be like an oasis, the greener for the desert that surrounds it."

 Sand-Shifters are roughly one in 10 Desert Giants, blessed with the ability to create and control mounts for the tribe, as well as call up it's fallen to defend it once again.

BECOMING A SAND-SHIFTER
Just about any Desert Giant with the Sand Shifter Feat qualifies.

 ENTRY REQUIREMENTS
   Race:  Desert Giant
   Feats: Sand Shifter, Mounted Combat
   Skills: Handle Animal (8 ranks), Knowledge (Nature) 8 ranks


Class Skills
 The Sand-Shifter's class skills (and the key ability for each skill) are Craft (Int), Handle Animal (Cha), Hide (Dex), Knowledge (Any)(Wis), Listen (Wis), Move Silently (Dex), Ride (Dex), Spellcraft (Int), Spot (Wis) and Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Desert Lore
2. +1    +0     +0     +3    Create Mount
3. +2    +1     +1     +3    Call Ancestors
4. +3    +1     +1     +4    Desert Lore
5. +3    +1     +1     +4    Create Mount
6. +4    +2     +2     +5    Call Ancestors
7. +5    +2     +2     +5    Desert Lore
8. +6    +2     +2     +6    Create Mount
9. +6    +3     +3     +6    Call Ancestors
10.+7    +3     +3     +7    Desert Secrets

Weapon Proficiencies: A Sand-Shifter gains no new weapon or armor proficiencies.

Desert Lore (Su): At 1st Level you can use Handle Animal to direct any Animal or Vermin created using your (or an others) Create Mount ability, and they always see you and other Desert Giants as Friendly.

At 4th Level you can do the same for any Elemental created using your (or an others) Create Mount ability.

At 7th Level you can doe the same for any Undead created using your (or an others) Create Mount abilty.

Create Mount (Su): At 2nd Level you can Create Mount 1/week, and gain an additional weekly use at Levels 5 and 8.  You can create a number of Mounts equal to your Charisma Modifier at 2nd Level, This increases to (Cha Mod times 2) at 5th Level, and (Cha Mod times 3 at 8th Level).  At 2nd Level you may Create Mounts by expanding a number of Animals or Vermin to Gargantuan size by applying the Titanic Template (see Fiend Folio).  At 5th Level you may use it to create Earth Steeds (see Earth Steed Template).  At 8th Level you may use it to create Pale Horses (see Pale Horse Template).  The Steeds serve yourself and other Desert Giants for a number of days equal to your Cha Modifier).  Note they serve as steeds only.  They will fight only to defend themselves, unless you can order them via your Desert Lore ability.  Desert Giants without this ability must make do.

Call Ancestors (Su): At Level 3 when you Summon 1d3 Ancestors instead of 1.  This increases to 1d4+1 at Level 6, and 1d4 plus your Cha Modifier (minimum of +1) at Level 9.

Desert Secrets (Ex): Mounts or Ancestors you summon gain a +2 to attack and damage rolls, and saving throws while within 120 ft. of you.
 
PLAYING A SAND-SHIFTER
 You provided a necessary service for the tribe, in both mobility and defense.  Mounts are hard to come by, and the ones you summon are quite needed to fill the gaps sometimes.
 Combat: Usually you will summon up several Ancestors and fight with them.
 Advancement: How you advance generally depends upon the needs of the tribe.
Resources: Whatever meager resources the tribe has to offer are yours if it helps their survival.

SAND-SHIFTERS IN THE WORLD
"He speaks for the Ancestors, therefore he speaks for us."
 Without you the tribe would feel some loss, without Sand-Shifters at all they would be bereft.  Your survival is put at a premium, because their survival depends on you.
 Daily Life: Much of your time is spent tending to the needs of the tribe.
 Notables:
 Organizations: Sand-Shifters always look out for their fellow Desert Giants, but they have no real organization.

NPC Reaction
 NPC's who don't know better tend to think of you as a horrifying necromancer, those who do still feel afraid of you (you are a Giant after all).

SAND-SHIFTERS IN THE GAME
 Foes of the Desert Giants will prioritize making you a target.
 Adaptation: This is meant solely for the Al-Qadim setting (or at least one using the Desert Giants).
 Encounters: Sand-Shifters are encountered wherever Desert Giants may be found..

Sample Encounter
EL 12: The caravan leader whose goods the PC's are guarding flips off a giant, who raises a hand, bringing up 3 more giants from the sand.  You just knew this assignment would suck.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC SAND-SHIFTER

Hit Die: d8
Skills Points at Each  Level : 4 + int
Call Ancestors When using this Ability you now summon 2d4 plus Cha Modifier Ancestors.
Bonus Feats: The Epic Sand-Shifter gains a Bonus Feat every 3 levels higher than 20th


Desert Giant Racial Feats

Sand Shifter
You talk to dead people, and amazingly they listen.
 Prerequisites: Desert Giant, Cha 15+
 Benefits: Once per day you can summon an Ancestor from the desert sands for 1 round per Hit Die you possess.  An Ancestor is a CR 7 Desert Giant with the Ancestor Template.  The Ancestor will obey any of your commands, with the exception of harming other Desert Giants whom it will defend if you do not order otherwise.

Improved Desert Camouflage
You are not here.  Truly.
 Prerequisites: Desert Giant, Hide 4 ranks
 Benefits: You can use the Hide skill in any natural desert terrain, even if the terrain doesn’t grant cover or concealment.

Sand-Sense
You can sense other creatures moving through the sand. 
 Prerequisites: Desert Giant, Sand Shifter, Wis 15+
 Benefits: While standing in the desert Sands you effectively have Blindsight with a 60 ft. range (this is a Supernatural ability).

Power of the Desert
You can call upon the powers of the desert.
 Prerequisites: Desert Giant, Sand-Sense
 Benefits: You have a +2 Bonus on attack and damage rolls and Fortitude Save as long as you maintain contact with the desert sands.  This is a Supernatural Ability.
« Last Edit: February 26, 2016, 03:20:20 AM by bhu »

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Re: Giants
« Reply #68 on: December 12, 2015, 02:24:38 AM »
Earth Steed

Earth Steed is an Acquired Template that can be applied to any Huge or larger Elemental with the Earth Subtype, and no other Elemental Subtypes.  It changes the Elemental into a quadrupedal, vaguely camel-like shape.

Size and Type: Unchanged. 

Hit Dice: Unchanged. 

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:

Brownout (Ex): At will as a Standard action, the Earth Steed can create brownout conditions in a 20 ft area surrounding it.  Any character in brownout conditions caused by a sandstorm takes a –4 penalty on Dexterity-based skill checks, as well as Search checks, Spot checks, and any other checks that rely on vision (including attack rolls).

Trample (Ex): The Earth Steed gains a Trample attack doing 2d12 plus one and a half times Str Modifier damage.  Opponents can make a Reflex Save for half damage (Save DC is Str Based).

Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:

Friend of the Desert (Ex): The Earth Steed will willingly serve as a mount or beast of burden to any Desert Giant, but unless they have 4+ Levels in the Sand-Shifter class they cannot convince it to do anything else.

Saves: Unchanged. 

Abilities: Int is reduced to 2.  +2 Str

Skills: Adjust Skills due to Int Penalty.

Feats: Unchanged.

Environment: Unchanged. 

Organization: Unchanged. 

Challenge Rating: +1

Treasure: Unchanged. 

Alignment: Unchanged. 

Advancement: Unchanged. 

Level Adjustment: ---
« Last Edit: January 05, 2016, 09:48:58 PM by bhu »

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Re: Giants
« Reply #69 on: January 05, 2016, 10:03:38 PM »
                    Pale Horse
                      Huge Undead
Hit Dice:             19d12 (193 hp)
Initiative:           +1
Speed:                50 ft. (10 squares)
Armor Class:          20 (-2 Size, +1 Dex, +11 Natural), touch 9, flat-footed 19
Base Attack/Grapple:  +9/+27
Attack:               Hoof +17 melee (2d4+10)
Full Attack:          2 Hooves +17 melee (2d4+10) and 1 Bite +17 melee (2d4+5 plus 1d8 Con Drain)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Deadly Bite, Fear Aura
Special Qualities:    Undead traits, Darkvision 60 ft., DR 5/Adamantine and Bludgeoning, Immune to Cold damage
Saves:                Fort +6, Ref +7, Will +13
Abilities:            Str 30, Dex 12, Con -, Int 2, Wis 14, Cha 20
Skills:               Listen +13, Spot +13
Feats:                Improved Multiattack, Multiattack, Run, 4 more
Environment:          Warm Desert
Organization:         Solitary (see text)
Challenge Rating:     9
Treasure:             None
Alignment:            Neutral Evil
Advancement:          20-28 HD (Huge), 29-57 HD (Gargantuan
Level Adjustment:     ---

Pale Horses are vaguely horse shaped juggernauts of bone called up from the desert by the Sand-Shifters.  Normally they serve for a time and crumble back into the sand, but rumors whisper of Pale Horses roaming the night sands alone.  Such sightings are considered a very ill omen or premonition of death.

Deadly Bite (Su): Living creatures hit by a Horses bite attack must succeed on a DC 24 Fortitude save or take 1d8 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the wraith gains 5 temporary hit points.

Fear Aura (Su): Pale Horses are shrouded in a dreadful aura of death and evil. Creatures of less than 9 HD in a 60-foot radius that look at the Horse must succeed on a Will save or be affected as though by a Fear Spell from a sorcerer whose Level is equal to the Horses Hit Dice. A creature that successfully saves cannot be affected again by the same Horses aura for 24 hours.

Combat: Pale Horses left to their own devices will attack any living thing not a Desert Giant, and so must be restrained or guided by a Sand-Shifter,  They tend to charge straight into opponents, teeth gnashing all the way.
« Last Edit: February 10, 2016, 02:39:37 AM by bhu »

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Re: Giants
« Reply #70 on: January 20, 2016, 03:28:24 AM »
Ancestor

Ancestor is an Acquired Template temporarily applied to any Desert Giant.  They are the Undead forms of Desert Giants who have turned to stone from their Curse temporarily brought back to a semblance of life.

Size and Type: Size is unchanged, Type changes to Undead. 

Hit Dice: All current Hit Dice become d12's, and hit points are recalculated.

Speed: Unchanged.

Armor Class: Natural Armor Bonus increases by +4.

Attacks: Unchanged.

Damage: Slam attack damage increases to 2d6 plus Str modifier.

Special Attacks: Retains all Special Attacks.

Special Qualities: Retains all Special Qualities except it's Curse, plus gains the following:

Damage Reduction 5/- (Ex)

Saves: Unchanged.

Abilities: +2 Str, -2 Dex, -4 Wis, -2 Cha.  Int drops to 2.  As an Undead being the Ancestor has no Con score.

Skills: Recalculate skills due to Int Penalty.

Feats: Unchanged.

Environment: Unchanged.

Organization: Varies (see Sand-Shifter above).

Challenge Rating: +0

Treasure: None

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment: ---
« Last Edit: January 26, 2016, 09:00:03 PM by bhu »

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Re: Giants
« Reply #71 on: March 30, 2016, 09:41:19 PM »
KURU


   
"You should not have come here.  I posted warnings.  You should not have come here."

 Sometimes the Jungle Giants time alone drives them mad, and this madness sometimes turn into a horrifying sickness that causes them to go cannibal.  In fact they'll eat anything intelligent, and are often compelled to do so.

BECOMING A KURU
Going insane due to isolation while worshiping Evil gods helps.

 ENTRY REQUIREMENTS
   Race:  Jungle Giant
   Feats: Willing Deformity, Deformity (Madness)
   Class Abilities:  Ambush
   Skills:  Hide 8 ranks, Move Silently 8 ranks


Class Skills
 The Kuru's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +2     +0    Ambusher, Trapmaker
2. +2    +3     +3     +0    Born to Kill
3. +3    +3     +3     +1    Brutal Critical
4. +4    +4     +4     +1    Trapmaker
5. +5    +4     +4     +1    Born to Kill
6. +6    +5     +5     +2    Brutal Critical
7. +7    +5     +5     +2    Trapmaker
8. +8    +6     +6     +2    Born to Kill
9. +9    +6     +6     +3    Brutal Critical
10.+10   +7     +7     +3   Implacable

Weapon Proficiencies: A Kuru gains no new weapon or armor proficiencies.
 
Ambusher: Your Kuru and Scout Levels stack for determining the damage you do when using your Ambush ability, as well as it's range.

Trapmaker (Ex): At 1st Level you can build a simple trap with just natural materials.  The Trap CR cannot be higher than your Kuru Level.  Available Traps are Basic Arrow Trap, Camouflaged Pit Trap, Deeper Pit Trap, Poison Dart Trap, Rolling Rock Trap, Spear Trap, Swinging Block Trap (CR 1), Box of Brown Mold, Camouflaged Pit Trap, Javelin Trap, Large Net Trap, Pit Trap, Spiked Pit Trap, Well-Camouflaged Pit Trap (CR 2), Camouflaged Pit Trap, Pit Trap, Poisoned Arrow Trap, Spiked Pit Trap (CR 3), Camouflaged Pit Trap, Pit Trap, Poisoned Dart Trap, Spiked Pit Trap, Wide-Mouth Spiked Pit Trap (CR 4), Camouflage Pit Trap, Doorknob Smeared with Contact Poison, Pit Trap, Spiked Pit Trap (CR 5), Fusillade of Spears, Spiked Pit Trap, Wide-Mouthed Pit Trap, Wyvern Arrow Trap (CR 6), Well-Camouflaged Pit Trap (CR 7), Well-Camouflaged Pit Trap (CR 8), Drawer Handle Smeared with Contact Poison, Wide-Mouth Pit Trap, Wide-Mouthed Spiked Pit with Poisoned Spikes (CR 9), Poisoned Spiked Pit Trap (CR 10).  Traps require an Hour to set up.

At 4th Level Traps require 5 Minutes to set up.

At 7th Level they only take a Minute.

Born to Kill (Ex): At 2nd Level you may reroll any result of "1" on attack or damage rolls.

At 5th Level you may reroll an attack roll if it misses by 3 or less.

At 8th Level, if your opponent is Flat-footed or unaware of you, make a damage roll including Ambush Dice.  Use the result in place of your atack roll (you do not re-roll damage if this is successful).

Brutal Critical (Ex): At Levels 3, 6, and 9 the critical threat range of all attacks you make increases by 1.

Implacable (Su): You enter a murderous rage for a number of rounds equal to (10 plus Con modifier) when you drop to -10 hp.  Once the Kuru enters the Implacable state they are immune to all further harm and cannot be damaged or subjected to any effect that allows a Saving Throw.  They temporarily gain the Undead Type for this period, and cannot be healed.  They died at -10 hp, they just didn't realize it.  While Implacable, a Kuru cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.  He automatically confirms all threatened criticals.

PLAYING A KURU
 No one understands you.  Your madness drives you to ask for help, but the random fits of rage prevent it from happening.  No one wants to aid a feral cannibal.
 Combat: Kuru are serial killers with a dash of ambush predator.  They don't do toe to toe fighting unless they have to, weakening or immobilizing opponents with traps before gutting them for cooking.
 Advancement: Despite being fairly individualistic most Kuru are remarkably similar skill wise.  They just keep refining their ability to murder.
Resources: The Kuru have whatever resources they can take by force.

KURU IN THE WORLD
"Al-Shabab was a hero.  The important word being "was".  Do not seek him out."
 The Kuru don't much interact with the world.  Their general viewpoint can be summed up as "Can I eat it, or will it eat me?".
 Daily Life: The Gods alone know what you do in the forest, as no one who meets you generally survives.
 Notables:
 Organizations: Kuru are paranoid loners who will even murder one another.  They are not members of groups, though in brief moments of regret over what they have becoem they wiill attempt redemption by helping someone they feel an attachment to.

NPC Reaction
 Anyone with common sense and a self preservation instinct finds a Kuru terrifying.

KURU IN THE GAME
 Given it's nature this is probably best for NPC's or evil campaigns, though if you wish to play a redeemable member of this class wath the Dead Lands for inspiration. http://www.imdb.com/title/tt3399916/
 Adaptation: Meant for Al-Qadim but is adaptable.
 Encounters: Kuru are encountered far away in the jungle, away from even their brethren..

Sample Encounter
EL 12: The PC's are attempting to save a village from a band of marauding Giants, but defeating them all is beyond the groups power.  There is a legendary Giant deep in the jungles who kept them at bay before, but he has succumbed to madness, and it is dangerous to ask for his help.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC KURU

Hit Die: d8
Skills Points at Each  Level : 6 + int
Bonus Feats: The Epic Kuru gains a Bonus Feat every 2 levels higher than 20th


Jungle Giant Racial Feats

Ritual Tattoos
You gain a magical tattoo that alters itself daily.
 Prerequisites: Jungle Giant, must spend 100 GP on a tattoo artist
 Benefits: At the beginning of each day you can choose any one skill you have ranks in to receive a +4 Enhancement Bonus.  This Bonus lasts until it is changed the next day.

Tattoo of Shame
Your tattoo marks you as a law breaker, madman, headhunter, cannibal or similar degenerate.
 Prerequisites: Jungle Giant, any Vile Feat
 Benefits: Choose one Vile Feat that gives you a Bonus of any sort.  That Bonus is increased by +1.

Warrior's Tattoo
You gain new options via your Ritual Tattoos.
 Prerequisites: Jungle Giant, Ritual Tattoos
 Benefits: The Bonus from your Ritual Tattoo Feat may now be used as a +2 Enhancement Bonus to attack and damage rolls or as a +2 Deflection Bonus to AC.

Death Tattoo
Your new tattoos symbolize the pact you have made with the Gods of Death.
 Prerequisites: Jungle Giant, Warrior's Tattoo
 Benefits: You become immune to Poison, and the Save DC of Poisons you use increases by +1.
« Last Edit: September 21, 2016, 08:07:45 PM by bhu »

Offline bhu

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Re: Giants
« Reply #72 on: May 28, 2016, 04:41:44 PM »
                     Bosk Giant (Spelljammer) krynnspace
                      Huge Giant
Hit Dice:             14d8+42(105 hp)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          17 (-2 Size, +6 Natural, +3 Hide Armor), touch 7, flat-footed 17
Base Attack/Grapple:  +10/+26
Attack:               Slam +16 melee (1d6+8) or Club +16 melee (2d6+8)
Full Attack:          2 Slams +16 melee (1d6+8) or Club +16/+11 melee (2d6+8)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Spit
Special Qualities:    Low-Light Vision
Saves:                Fort +12, Ref +4, Will +5
Abilities:            Str 26, Dex 10, Con 17, Int 6, Wis 13, Cha 10
Skills:               Climb +8, Hide +6 (+10 in native swamps), Jump +8, Listen +5, Spot +5, Survival +8, Swim +8
Feats:                Alertness, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (Club)
Environment:          Warm or Temperate Marsh
Organization:         Solitary, gang (2-5), band (6-9 plus 35% noncombatants), hunting/raiding party (6-9), or tribe (21-30 plus 35% noncombatants plus 12-22 human slaves)
Challenge Rating:     
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          By Character Class
Level Adjustment:     +4

Bosk Giants are 19 ft. tall, broad-chested giants with skin color ranging from olive green to a greenish black.  Their hair looks like grass, and their clothing (what there is of it) is composed of sewn together animal hides.  Despite their disheveled appearance, most have very attractive, chiseled features.

Spit (Ex): 2/Day Bosk Giants can exhale a stinking mass of fetid swamp water and stomach juices in a 10 ft. Line.  This is a Full Round Action and does 1d8 acid damage.  Opponents struck by it must make a DC 20 Fortitude Save, or be Sickened for 1d6 rounds.

Skills: Due to skin coloration, Bosk Giants gain a +4 Racial Bonus to Hide Checks when in their native environment.

Combat: Bosk Giants have absolutely no technical ability.  They simply charge into melee and begin swinging.



BOSK GIANT


   
"Meat..."

 Bosk Giants are 19 ft. tall, broad-chested giants with skin color ranging from olive green to a greenish black.  Their hair looks like grass, and their clothing (what there is of it) is composed of sewn together animal hides.  Despite their disheveled appearance, most have very attractive, chiseled features.

BOSK GIANT RACIAL TRAITS
· +16 Strength, +6 Constitution, +2 Wisdom, -4 Int
· Size Class: Huge size. -2 penalty to Armor Class, -2 penalty on attack rolls, -8 penalty on Hide checks, +8 bonus on grapple checks, lifting and carrying limits quadruple those of Medium characters.
· Giant, giving them Low Light Vision
· Base land speed 40 ft.
· Spit (Ex): 2/Day Bosk Giants can exhale a stinking mass of fetid swamp water and stomach juices in a 10 ft. Line.  This is a Full Round Action and does 1d8 acid damage.  Opponents struck by it must make a DC 20 Fortitude Save, or be Sickened for 1d6 rounds.
· +6 Natural Armor Bonus.
· Racial Hit Dice: A Bosk Giant begins with fourteen levels of Giant, which provide 14d8 Hit Dice, a base attack bonus of +10, and base saving throw bonuses of Fort +9, Ref +4, and Will +4. A Bosk Giants Giant levels give it skill points equal to 17 × (2 + Int modifier, minimum 1) and 5 Feats. Its class skills are Climb, Hide, Jump, Listen, Spot, Survival and Swim. Spacesea Giants are proficient with all Simple Weapons, and Light or Medium Armor. Due to skin coloration, Bosk Giants gain a +4 Racial Bonus to Hide Checks when in their native environment.
· Automatic Languages: Giant. Bonus Languages: Common.
· Level Adjustment: +4
· Favored Class: Barbarian

STARTING AGE
 Adulthood: 20
 Barbarian, Rogue, Sorcerer: +2d4
 Bard, Fighter, Paladin, Ranger: +3d6
 Cleric, Druid, Monk, Wizard: +4d6

AGING EFFECTS
 Middle Age: 50
 Old: 75
 Venerable: 200
 Maximum Age: +5d20 years

HEIGHT AND WEIGHT
 Base Height: Male: 18 ft. Female: 16 ft.
 Height Modifier: +2d4 ft.
 Base Weight: Male: 6000 lbs.    Female: 4500 lbs.
 Weight Modifier: x100 lbs.

BOSK GIANT CHARACTERS
 Given the Bosk Giant prejudice against thoughtfulness and education, most casters are out.  They make pretty good stealth types for Giants though.
 Adventuring Race: Bosk Giants would only go on adventures for the promise or riches or power.  They are spectacularly vengeful, however, and this can be motivation as well.
 Character Development: You don't stamd out much from other Evil Giants.  Most of your kind are remarkably similar in their skill set.
 Character Names:

ROLEPLAYING A BOSK GIANT
 Action is better that thought.  Thinking too much gets you killed.  So don't think.  Kill first, and then everything else wil work it's way out.
 Personality: Bosk Giants have a low cunning, and are very cruel. They make quick decision, believing deliberate thought to be for the weak. 
 Behaviors: Bosk Giants  like to raid nearby races for slaves or just to have fun wreaking havoc.
 Language: Bosk Giants speak Giant, and the language of one other nearby race (usually Common).

BOSK GIANT SOCIETY
 Bosk Giants have little in the way of civilization, often living in crude villages where everyone does as he pleases (unless it pisses off the leader, who is usually the biggest, toughest giant). 
 Alignment : Almost all Bosk Giants are Neutral Evil.  Their sadistic reputation is legend.
 Lands : Bosk Giants live in the rotting swamps of Chislev.
 Settlements : Bosk Giants will take whatever nearby races can't defend, but they heavily prefer swamps or lands with plenty of fruit and nut trees.
 Beliefs : The Bosk Giant religious stance is unknown, as no one has survived long enough to do any research.
 Relations: Bosk Giants attack anything in their territory that isn't another Bosk Giant, even if it's larger and more powerful.  The one exception being nut traders.  Nuts are a delicacy to the vegetarian giants, and they will go to great lengths to get some.

BOSK GIANT ADVENTURES
· One of the tribes members raided a freakish aberration's nest somehow, and smashed the eggs.  So now the local fleshy, gibbering horrors would like a moment of your time, as you have been elected the tribal spokesman...
· Beholders have been raiding the caravans that trade you nuts.  This will not stand.
·The human slaves have somehow acquired arms ad taken the village children hostage in their demands to be let free.


Bosk Giant Racial Substitution Levels

Ranger
 Level 1: You do not get Wild Empathy.
 Level 2: You have different options with Combat Mastery
  Combat Mastery:  In addition to the usual options you can choose Clubber for Combat Mastery:  You gain Weapon Focus (Club) at Level 2, Brutal Strike at Level 6, and Crushing Strike at Level 11.
 Level 4: You do not get an Animal Companion.  Instead you get Swamp Regeneration
  Swamp Regeneration (Ex): So long as you are in Marsh terrain, you have Fast Healing 3.


Barbarian
 Level 1: Replace Rage with Ferocity.
  Ferocity: Once per day, the barbarian can enter a state of adrenaline-fueled fury, increasing both his physical might and his reaction time. He temporarily gains a +4 bonus to Strength and a +4 bonus to Dexterity, but he takes a -2 penalty on ranged attack rolls beyond short range (30 feet).

He can enter this state as an immediate action, even when flat-footed at the start of combat, so he may apply the enhanced Dexterity modifier to his initiative check.

While in a state of ferocity, the barbarian cannot use any Charisma- or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except item creation feats and metamagic feats. Ferocity lasts for a number of rounds equal to 4 + his Constitution modifier (if positive). The barbarian may prematurely end his state of ferocity. At the end of ferocity, he loses the ferocity modifiers and restrictions and become sickened (-2 on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies). Abilities that normally render him immune to being sickened (such as the Strong Stomach feat, Cityscape 64) reduce the penalties to -1, but do not remove them entirely.

The barbarian can invoke ferocity only once per encounter. At 1st level he can use this ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level).

 Level 11: Replace Greater Rage with Greater Ferocity.
  Greater Ferocity: At 11th level, his bonuses to Strength and Dexterity during ferocity each increase to +6. In addition, the duration of his ferocity increases to 5 + your Constitution modifier (if positive).

 Level 14: Replace Indomitable Will with Shifting Stance.
  Shifting Stance:  At 14th level, while in a state of ferocity, he gains a +1 dodge bonus to Armor Class and Reflex saves.

In addition, while in a state of ferocity, the barbarian can stand from prone as a swift action that does not provoke attacks of opportunity. If a foe that threatens him has a base attack bonus that is 4 points or more higher than his barbarian level, however, she gains an attack of opportunity as normal.

 Level 14: Replace Tireless Rage with Relentless Ferocity.
  Relentless Ferocity: At 17th level, the duration of his ferocity increases to 6 + his Constitution modifier (if positive), and he no longer become sickened at the end of his ferocity. In addition, the dodge bonus granted by his shifting stance ability becomes +2.

 Level 20: Replace Mighty Rage with Unstoppable Ferocity.
  Unstoppable Ferocity: At 20th level, the barbarian's bonuses to Strength and Dexterity during ferocity each increase to +8.

Fighter
 Level 4: Replace Level 4 Feat with Swamp Walk.
  Swamp Walk: You take no movement penalties in Marsh Terrain.
« Last Edit: June 01, 2017, 10:33:50 PM by bhu »

Offline bhu

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Re: Giants
« Reply #73 on: May 28, 2016, 04:44:56 PM »
                     Swamp Giant (Spelljammer) Krynnspace
                      Huge Giant
Hit Dice:             15d8+75 (142 hp)
Initiative:           -1
Speed:                30 ft. (6 squares)
Armor Class:          17 (-2 Size, -1 Dex, +6 Natural, +4 Hide Armor), touch 7, flat-footed 17
Base Attack/Grapple:  +11/+28
Attack:               Slam +18 melee () or Club +18 melee () or Spear +18 ranged ()
Full Attack:          2 Slams +18 melee () or Club +18/+13 melee () or Spear +18 ranged ()
Space/Reach:          15 ft./15 ft.
Special Attacks:      Spell-Like Abilities
Special Qualities:    Low-Light Vision, Regeneration 5
Saves:                Fort +14, Ref +4, Will +7
Abilities:            Str 28, Dex 8, Con 20, Int 8, Wis 15, Cha 8
Skills:               Climb +9, Hide +5 (+9 in native swamps), Jump +9, Listen +7, Spot +7, Survival +8, Swim +9
Feats:                Alertness, Cleave, Improved Bull Rush, Point Blank Shot, Power Attack, Weapon Focus (Club)
Environment:          Warm Forest or Marsh
Organization:         Solitary, gang (2-5), band (6-9 plus 35% noncombatants), hunting/raiding party (6-9), or tribe (21-30 plus 35% noncombatants plus 12-22 human slaves)
Challenge Rating:     
Treasure:             Standard
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:     +5

Swamp Giants are 16 ft. tall green giants related to the Bosk Giants, whom they resemble.  Unlike the Bosk Giants, they have learned the basics of civilization.

Spell-Like Abilities (Sp): Entangle 3/Day, Plant Growth 1/Day.  Save DC's are based off Wisdom instead of Charisma.

Regeneration: Regeneration doesn't work against Acid and Fire damage.

Skills: Due to skin coloration, Swamp Giants gain a +4 Racial Bonus to Hide Checks when in their native environment.

Combat: Swamp Giants prefer to immobilize opponents via Spell-Like Abilities before peppering them with spears.



SWAMP GIANT


   
"We can do this the easy way or the hard way."

 Swamp Giants are 16 ft. tall green giants related to the Bosk Giants, whom they resemble.  Unlike the Bosk Giants, they have learned the basics of civilization.

SWAMP GIANT RACIAL TRAITS
· +18 Strength, +10 Constitution, +4 Wisdom, -2 Dexterity, -2 Intelligence, -2 Charisma.
· Size Class: Huge size. -2 penalty to Armor Class, -2 penalty on attack rolls, -8 penalty on Hide checks, +8 bonus on grapple checks, lifting and carrying limits quadruple those of Medium characters.  Space is 15', Reach is 15'.
· Giant, giving them Low Light Vision
· Base land speed 30 ft.
· Spell-Like Abilities (Sp): Entangle 3/Day, Plant Growth 1/Day.  Save DC's are based off Wisdom instead of Charisma.
· Regeneration 5 (Ex): Regeneration doesn't work against Acid and Fire damage.
· +6 Natural Armor Bonus.
· Racial Hit Dice: A Swamp Giant begins with sixteen levels of Giant, which provide 16d8 Hit Dice, a base attack bonus of +11, and base saving throw bonuses of Fort +9, Ref +5, and Will +5.  A Swamp Giants Giant levels give it skill points equal to 18 × (2 + Int modifier, minimum 1) and 6 Feats. Its class skills are Climb, Hide, Jump, Listen, Spot, Survival and Swim. Swamp Giants are proficient with all Simple Weapons, and Light or Medium Armor.
·   Swamp Giants have a Primary Slam attack doing 1d6 plus Strength Bonus.  They get 2 Slam attacks with a Full Attack.
· Automatic Languages: Giant. Bonus Languages: Common.
· Level Adjustment: +5
· Favored Class: Ranger


STARTING AGE
 Adulthood: 20
 Barbarian, Rogue, Sorcerer: +2d4
 Bard, Fighter, Paladin, Ranger: +3d6
 Cleric, Druid, Monk, Wizard: +4d6

AGING EFFECTS
 Middle Age: 50
 Old: 75
 Venerable: 200
 Maximum Age: +5d20 years

HEIGHT AND WEIGHT
 Base Height: Male: 15 ft. Female: 13 ft.
 Height Modifier: +2d4 ft
 Base Weight: Male: 2500 lbs.   Female: 2000 lbs.
 Weight Modifier: x100 lbs.

SWAMP GIANT CHARACTERS
 Like most Giants, you're stuck in the role of melee brute. 
 Adventuring Race: Swamp Giants have some enmity with evil Dragons (particularly Green Dragons, as they consider the young to be delicacies), and could likely be convinced to accompany a party fighting them. 
 Character Development: Youe ability scores coupled with your LA and Racial Hit Dice severely limit your options.  Work on finding ways around that.
 Character Names:

ROLEPLAYING A SWAMP GIANT
 Reason is always better than violence, with the possible exception of dragons.  No point in fighting when you don't have to.
 Personality: Swamp Giants are pretty mellow for their species.  As long as you don't bother them, they don't bother you.
 Behaviors: Your race is generally known for it's artistry in wood carving.  You're pretty decent carpenters too.
 Language: Swamp Giants speak Giant, with no written alphabet.

SWAMP GIANT SOCIETY
 Swamp Giants are a tribal society living in small extended clans. 
 Alignment : Virtually all Swamp Giants are Neutral.  They're a live and let live sort of people.
 Lands : Swamp Giants live on massive trees within the swamps of Chislev. 
 Settlements : Swamp Giants rarely relocate.
 Beliefs : The Swamp Giants position on religion is unknown.
 Relations: Swamp Giants are fairly uncaring about other races, except ones they think pose a threat to their territory.  Green Dragons are an exception, as the Swamp Giants like eating their young.

SWAMP GIANT ADVENTURES
· One of the tribes members raided a Green Dragon's nest somehow, and ate the eggs.  So now the local dragons would like a moment of your time, as you have been elected the tribal spokesman...
· You have been chosen as the tribe's battle leader.  A position you considered a great honor, until you learned your first task is to get rid of a Mindflayer invasion.
·The King has demanded you rid the Swamp of dragon's, and he will grant you his daughters hand in marriage...

Swamp Giant Racial Substitution Levels

Ranger
 Level 1: You do not get Wild Empathy.
 Level 2: You have different options with Combat Mastery
  Combat Mastery:  In addition to the usual options you can choose Spearfighter for Combat Mastery:  You gain Long Strike at Level 2, Short Haft at Level 6, and Large and in Charge at Level 11.
 Level 4: You do not get an Animal Companion.  Instead you get Swamp Regeneration
  Swamp Regeneration (Ex): So long as you are in Marsh terrain, you have Fast Healing 3.


Barbarian
 Level 1: Replace Rage with Ferocity.
  Ferocity: Once per day, the barbarian can enter a state of adrenaline-fueled fury, increasing both his physical might and his reaction time. He temporarily gains a +4 bonus to Strength and a +4 bonus to Dexterity, but he takes a -2 penalty on ranged attack rolls beyond short range (30 feet).

He can enter this state as an immediate action, even when flat-footed at the start of combat, so he may apply the enhanced Dexterity modifier to his initiative check.

While in a state of ferocity, the barbarian cannot use any Charisma- or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except item creation feats and metamagic feats. Ferocity lasts for a number of rounds equal to 4 + his Constitution modifier (if positive). The barbarian may prematurely end his state of ferocity. At the end of ferocity, he loses the ferocity modifiers and restrictions and become sickened (-2 on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies). Abilities that normally render him immune to being sickened (such as the Strong Stomach feat, Cityscape 64) reduce the penalties to -1, but do not remove them entirely.

The barbarian can invoke ferocity only once per encounter. At 1st level he can use this ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level).

 Level 11: Replace Greater Rage with Greater Ferocity.
  Greater Ferocity: At 11th level, his bonuses to Strength and Dexterity during ferocity each increase to +6. In addition, the duration of his ferocity increases to 5 + your Constitution modifier (if positive).

 Level 14: Replace Indomitable Will with Shifting Stance.
  Shifting Stance:  At 14th level, while in a state of ferocity, he gains a +1 dodge bonus to Armor Class and Reflex saves.

In addition, while in a state of ferocity, the barbarian can stand from prone as a swift action that does not provoke attacks of opportunity. If a foe that threatens him has a base attack bonus that is 4 points or more higher than his barbarian level, however, she gains an attack of opportunity as normal.

 Level 14: Replace Tireless Rage with Relentless Ferocity.
  Relentless Ferocity: At 17th level, the duration of his ferocity increases to 6 + his Constitution modifier (if positive), and he no longer become sickened at the end of his ferocity. In addition, the dodge bonus granted by his shifting stance ability becomes +2.

 Level 20: Replace Mighty Rage with Unstoppable Ferocity.
  Unstoppable Ferocity: At 20th level, the barbarian's bonuses to Strength and Dexterity during ferocity each increase to +8.


Druid
 Level 1: Swamp Giant Druids can choose from the following as Animal Companions at 1st Level: Dire Rat, Lizard, Viper (Small).  At 4th Level you may choose Constrictor Snake, Crocodile, Monitor Lizard, Sailsnake, Viper (Large).  At 7th Level you may choose Deinonychus, Dire Toad, or Giant Crocodile.  At 10th Level you can choose Dire Snake or Snake (Giant Constrictor).  At 13th Level you may choose an Allosaurus or Ankylosaurus.  At 16th Level you can choose a Fhorge or Indricothere.
« Last Edit: May 10, 2017, 10:57:37 PM by bhu »

Offline bhu

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Re: Giants
« Reply #74 on: May 28, 2016, 05:20:13 PM »
                     Desert Cyclops (Al-Qadim)
                      Large Giant
Hit Dice:             6d8+18 (45 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          16 (-1 Size, +7 Natural), touch 9, flat-footed 16
Base Attack/Grapple:  +4/+13
Attack:               Slam +9 melee (1d4+6) or Greatclub +10 melee (2d8+9)
Full Attack:          2 Slams +9 melee (1d4+6) or Greatclub +10 melee (2d8+9)
Space/Reach:          10 ft./10 ft.
Special Attacks:      ---
Special Qualities:    Low-Light Vision, See Truth
Saves:                Fort +8, Ref +2, Will +3
Abilities:            Str 22, Dex 10, Con 16, Int 8, Wis 12, Cha 8
Skills:               Intimidate +3, Sense Motive +13, Spot +3, Survival +3
Feats:                Power Attack, Cleave, Weapon Focus (Greatclub)
Environment:          Warm Desert
Organization:         Solitary, Family (2-6)
Challenge Rating:     3
Treasure:             Standard
Alignment:            Neutral
Advancement:          By Character Class
Level Adjustment:     +2

The Desert Cyclops are 8 ft. tall Giants with rough, sand colored skin and one unblinking sky-blue eye.

See Truth (Su): The Desert Cyclops has a +10 Enhancement Bonus to Sense Motive Checks.

Combat: Desert Cyclops aren't much different than the average Ogre really.



DESERT CYCLOPS


   
"Remorse for what? You people have done everything in the world to me. Doesn't that give me equal right?"
 
The Desert Cyclops are 8 ft. tall Giants with rough, sand colored skin and one unblinking sky-blue eye.

DESERT CYCLOPS RACIAL TRAITS
·   +12 Strength, +6 Constitution,+2 Wisdom, -2 Intelligence, -2 Charisma.
·   Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
·   Giant, giving them Low Light Vision
·   Base land speed 30 ft.
·   +6 Natural Armor Bonus.
·   See Truth (Su): The Desert Cyclops has a +10 Enhancement Bonus to Sense Motive Checks.
·   Racial Hit Dice: A Desert Cyclops begins with six levels of Giant, which provide 6d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +5, Ref +2, and Will +2.  A Desert Cyclops' Giant levels give it skill points equal to 9 × (2 + Int modifier, minimum 1) and 3 Feats. Its class skills are Intimidate, Sense Motive, Spot, and Survival.  Desert Cyclops are proficient with all Simple Weapons, and the Greatclub.
·   Automatic Languages: Giant. Bonus Languages: Common
·   Level Adjustment: +2
·   Favored Class: Ranger

STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +1d10

AGING EFFECTS
 Middle Age: 32
 Old: 49
 Venerable: 65
 Maximum Age: +1d20 years

HEIGHT AND WEIGHT
 Base Height: Male: 8' Female: 7'9"
 Height Modifier: +2d12"
 Base Weight: Male: 320 lbs.   Female: 280 lbs.
 Weight Modifier: x3d20 lbs.

DESERT CYCLOPS CHARACTERS
 You have the same Racial HD/LA problem most Giants do, though you aren't as bad off as most.
 Adventuring Race: Desert Cyclops generally go on adventures to save members of their own race, revenge for persecution, and sometimes just plain un-guessable purposes.
 Character Development: Your race faces quite a bit of prejudice.  You'll need to find a way to deal with that.
 Character Names:

ROLEPLAYING A DESERT CYCLOPS
 The humans have a longstanding history of bigotry towards your race, and their persecution has left you with quite the chip on your shoulder.
 Personality: Desert Cyclops are as variable as humans in their personality.
 Behaviors: Given the animosity shown towards them, most are pretty reclusive.  Some Cyclops murder anyone who sees them in order to keep their existence a secret.
 Language: Most Desert Cyclops speak Common.

DESERT CYCLOPS SOCIETY
 Most Desert Cyclops are hermits or wandering small clans of nomads.  They don't have a society larger than family units, or they adopt the culture of whatever civilization will accept them.
 Alignment : Most Desert Cyclops are Chaotic, and given their penchant for self interest are also likely Neutral as well.
 Lands : Desert Cyclops tend to live in barren desert wastelands.  Since they consider sand a condiment with their food, this comes as little surprise.
 Settlements : The rare Desert Cyclops enters society as a professional, usually a job their ability to see the truth comes in handy for.  They usually face much bigotry and false criminal accusations for pursuing this path though.
 Beliefs : Desert Cyclops are fairly individualistic in regards to religion.
 Relations: Humans generally despise the Desert Cyclops, and many atrocities are committed by both sides due to this.

DESERT CYCLOPS ADVENTURES
· A local noble has asked for your aid in determining which of his advisors is being truthful to him.  Unfortunately, that answer is "none". 
· You take the chance on chatting with a stranger to assuage your loneliness, and discover he's on a quest to retrieve his wife from slavers.  Sounds like fun.
·A Djinn approaches you making tons of false promises in exchange for your aid.  You know it's all lies, but you also don't have the raw power needed to tell him to sod off...


Bosk Racial Substitution Levels

Ranger
 Level 2: You have different options with Combat Mastery
  Combat Mastery:  In addition to the usual options you can choose Clubber for Combat Mastery:  You gain Weapon Focus (Greatclub) at Level 2, Brutal Strike at Level 6, and Crushing Strike at Level 11.
 Level 7: Replace Woodland Stride with the Sandskimmer Feat.

Barbarian
 Level 1: Replace Woodland Stride with the Sandskimmer Feat.
 Level 14: The Bonus from Indomitable Will applies to Illusion spells instead of Enchantment.

Cleric
 Level 1: Regardless of which deity they worship, Desert Cyclops always have access to choose the Truth Domain.
« Last Edit: June 01, 2017, 10:56:37 PM by bhu »

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Re: Giants
« Reply #75 on: May 28, 2016, 05:47:20 PM »
                     Sea Titan dragon 116
                      Huge Giant (Water)
Hit Dice:             28d8+420 (546 hp)
Initiative:           +0
Speed:                Swim 50 ft. (10 squares)
Armor Class:          27 (-2 Size, +19 Natural), touch 8, flat-footed 27
Base Attack/Grapple:  +21/+46
Attack:               Slam +36 melee (1d8+17)
Full Attack:          2 Slams +36 melee (1d8+17)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Improved Grab, Constrict, Spell-Like Abilities
Special Qualities:    Low-Light Vision, Darkvision 60 ft., SR 32, DR 15/Magic
Saves:                Fort +31, Ref +9, Will +16
Abilities:            Str 44, Dex 10, Con 40, Int 20, Wis 24, Cha 24
Skills:               Concentration +25, Craft (any 1) +15, Intimidate +27, Knowledge (Arcana, Geography, Nature) +25, Listen +27, Search +22, Sense Motive +17, Spellcraft +25, Spot +27, Survival +27, Swim +23
Feats:                Swim-By Attack, Awesome Blow, Power Attack, Improved Bull Rush, Quicken Spell-Like Ability (Stormwalk), Multigrab, Fling Enemy
Environment:          Any Aquatic
Organization:         Solitary
Challenge Rating:     20
Treasure:             Double Standard
Alignment:            Usually Neutral (with a substantial Neutral Evil Minority)
Advancement:          By Character Class
Level Adjustment:     ----

Sea Titans resemble Tritons with a pair of fish tails as opposed to legs.  Their scales are blue-green, except for the upper body which are silvery.  A row of small fins run down the back.  Despite the name they are Giants and not Titans.

Improved Grab (Ex): If the Sea Titan hits an opponent with it's Slam attack, it can immediately attempt a Grapple as a Free Action without provoking an Attack of Opportunity.

Constrict (Ex): The Sea Titan does 2d8+25 damage with a successful Grapple Check.

Spell-Like Abilities (Sp): At will: Stormwalk, Charm Monster, Flowsight, Depth Surge, Greater Dispel Magic, Hold Monster, Invisibility, Invisibility Purge, Wake Trailing

3/Day: Doom of the Seas, Waterspout, Summon Nature's Ally IX

1/Day: Tsunami, Maelstrom, Mass Drown

Neutral Sea Titans also get Holy Storm, Rushing Waters and Raise from the Deeps at will, and Submerge Ship 1/day

Evil Sea Titans also get Unholy Storm, Rushing Waters and Raise from the Deeps at will, and Mass Drown 1/day

Skills: Sea Titans get a +8 Natural Bonus on Swim Checks, and may always Take 10 on a Swim Check.

Combat: Sea Titans are usually straight forward brawlers, though they won't hesitate to break out the SLA's if they have to.
« Last Edit: March 25, 2017, 04:16:49 PM by bhu »

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Re: Giants
« Reply #76 on: June 30, 2016, 07:58:50 PM »
REEF PIRATE


   
"No I don't have a pet bird, why the hell does everyone ask that?"

 Reef Pirates are those Reef Giants who have gone from plundering the ocean for tradeable goods, to just straight up plundering.

BECOMING A REEF PIRATE
Any non-Good Reef Giant might do.

 ENTRY REQUIREMENTS
   Race:  Reef Giant
   Alignment:  Can't be Good
   Feats:  Reef Guardian, Reef Pirate
   Skills:  Hide 8 ranks, Move Silently 8 ranks


Class Skills
 The Reef Pirate's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Geography, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str) and Use Rope (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Pirate Magic
2. +1    +0     +0     +3    Giant to Ship Combat
3. +2    +1     +1     +3    Cannon
4. +3    +1     +1     +4    Pirate Magic
5. +3    +1     +1     +4    Giant to Ship Combat
6. +4    +2     +2     +5    Cannon
7. +5    +2     +2     +5    Pirate Magic
8. +6    +2     +2     +6    Giant to Ship Combat
9. +6    +3     +3     +6    Cannon
10.+7    +3     +3     +7   Veteran Raider

Weapon Proficiencies: Reef Pirates gain no new weapon or armor proficiencies.

Pirate Magic (Sp): You gain new Spell-Like Abilities you can cast 1/day:

1st Level: Waterspout
4th Level: Depthsurge
7th Level: Doom of the Seas

Giant to Ship Combat (Ex): At 2nd Level your ranged and melee attacks do +2d6 damage to ships.

At 5th Level, the Hardness of ships you attack is halved (rounded down).

At 8th Level each time you successfully damage a ship it's Seaworthiness and Shiphandling Ratings are reduced by 1 (see Stormwrack).  Maximum total Penalty is -4.

Cannon (Su): At 3rd Level, when using your Rock Throwing ability, successful rock hits do an additional die of damage (for example if they normally do 2d8 damage they now deal 3d8).  You gain one more additional die at Levels 6 and 9.

Veteran Raider (Sp): Choose any two Spell-Like Abilities you have.  You may now cast them 3/day.
 
PLAYING A REEF PIRATE
 You aren't the jolly, singing pirate of myth.  You sink ships, and their crews for a living.  You are a monster in every sense of the word.
 Combat: You generally soften up ships with your rock throwing and SLA's, and then plunder them for goodies once they have sank.
 Advancement: Most Reef Pirates focus on becoming more efficient killers.
Resources: Reef Pirates are generally loners or small groups.  They have what resources they can take by force.

REEF PIRATES IN THE WORLD
Seriously, DO NOT ask him about parrots..."
 You got tired of raiding the reefs for stuff to trade, and being screamed at by the Merfolk and others for despoiling the sea.  Now they scream at you for polluting the sea because you bring down ships.  Some people are never satisfied.
 Daily Life: Most of your time is spent looking for ships to plunder, or enjoying the fruits of your labor...and occasionally fleeing for your life.
 Notables:
 Organizations: Most Reef Pirates don't operate in groups larger than three, though some join maritime Thieve's Guilds as muscle.

NPC Reaction
 Being that you're a criminal, people generally aren't happy to see you.

REEF PIRATES IN THE GAME
 This PrC assumes you are a wanted criminal, so it might be best for Evil only campaigns.
 Adaptation: Reef Giants are generally Al-Qadim, but this can be adapted for aquatic Giants for other campaigns.
 Encounters: PC's usually encounter Reef Giants while guarding merchant ships.

Sample Encounter

EL 22: "Hey look guys, there some wingnut on the beach throwing rocks at us..."


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC REEF PIRATE

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Reef Pirate gains a Bonus Feat every 2 levels higher than 20th


Reef Giant Racial Feats

Sea Witch
You may control the ocean to a small extent.
 Prerequisites: Reef Giant, Cha 15, any 1 other Racial Feat
 Benefits: You may cast Control Currents 1/day as a Spell-Like Ability.

Reef Pirate
You have turned to plundering nearby ships instead of relying on trade.
 Prerequisites: Reef Giant, Wis 18, any 1 other Racial Feat
 Benefits: You may cast Detect Ship and Wake Trail 1/day as a Spell-Like Ability.

Reef Guardian
You are hard to surprise.
 Prerequisites: Reef Giant, Wis 18
 Benefits: You may cast Tojanida Sight 1/day

Water Witch
You're harder to hit in water.
 Prerequisites: Reef Giant, Cha 15
 Benefits: You may cast Turbidity 1/day as a Spell-Like Ability.
« Last Edit: December 29, 2016, 08:14:08 PM by bhu »

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Re: Giants
« Reply #77 on: September 23, 2016, 08:10:12 PM »
GUARDIAN


   
"Sure he's crazy, and he randomly tears down a hill or two.  But Ghawl is a damn fine bodyguard otherwise.

 Guardians are Ogre Giants who are the bodyguards/watchmen for Ogre Magi or powerful casters.  In exchange for money and goods they smite anything that isn't their benefactor.

BECOMING A GUARDIAN
Generally being a willing Ogre Giant is all thats needed.

 ENTRY REQUIREMENTS
   Race: Ogre Giant
   Feats:  Confident Anger, Angry Critical
   Skills:  Intimidate and Listen 4 ranks
   Class Abilities:  Frenzy


Class Skills
 The Guardian's class skills (and the key ability for each skill) are Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Spot (Wis) and Survival (Wis).
Skills Points at Each  Level : 2 + int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Frenzy 1/day
2. +2    +3     +0     +0    Mental Defenses
3. +3    +3     +1     +1    Improved Frenzy
4. +4    +4     +1     +1    Frenzy 2/day
5. +5    +4     +1     +1    Mental Defenses
6. +6    +5     +2     +2    Improved Frenzy
7. +7    +5     +2     +2    Frenzy 3/day
8. +8    +6     +2     +2    Mental Defenses
9. +9    +6     +3     +3    Improved Frenzy
10.+10   +7     +3     +3   Greater Frenzy

Weapon Proficiencies: A Guardian gains no new weapon or armor proficiencies.

Frenzy (Ex): At 1st Level a Guardian can willingly Frenzy 1/day (see Complete Warrior).  He gains an additional daily use of Frenzy at Levels 4 and 7.

Mental Defenses (Ex): At 2nd Level the Guardian gains a +1 Resistance Bonus on Willpower Saves.  This increases to +2 at Level 5, and +3 at Level 8.

Improved Frenzy (Ex): At 3rd Level you take 1 point less non-lethal damage when in a Frenzy (this includes Frenzy due to you racial Temperamental quality).  At 6th Level you take no non-lethal damage when in a Frenzy.  At 9th Level you may re-roll one attack roll and one damage roll per encounter, but must keep the new result.  You must be in Frenzy while using this ability.
 
Greater Frenzy (Ex): At 10th Level you gain the Greater Frenzy ability (see Complete Warrior).

PLAYING A GUARDIAN
 Your clans welfare depends on you doing your job to the best of your ability.  Without the Master you have to go back to raiding for food or makeshift, stumbling attempts to cultivate it your self.  You are not a farmer on the best of days.
 Combat: Combat more than likely begins with you asking "Who goes there?", and then going insane when someone or something gives you the wrong answer.  It ends with you regaining consciousness and wandering who all these dead people are.
 Advancement: Advancement for you means "smash stuff better".  Guardians aren't renowned for their intellectual prowess.
Resources: You have the resources your benefactor allows, or what you can scrounge on your own.

GUARDIANS IN THE WORLD
"Yeah Mohammed the Sorcerer lives up on the mountain, but you won't get past the doorman..."
 Ogre Giants don't interact with the world.  They only meet visitors trying to see their master, and there are few enough of those.
 Daily Life: Aside from teachings or interviews by the master you just stand guard.  You don't even really need to raise alarm, your frenzy makes more than enough noise as it is.
 Notables:
 Organizations: You have your family, and whatever organization your Master may belong to, but Ogre Giants aren't meant for company.

NPC Reaction
 Given your species reputation for instability, NPC's generally leave you well enough alone..

GUARDIANS IN THE GAME
 This PrC ties the PC to a Master of some sort, so unless the Master is another PC he won't be moving around much..
 Adaptation: Obviously this is meant for Al-Qadim, but it can be used for Giants in other settings.
 Encounters: Guardians will only be encountered within the vicinity of their employers.

Sample Encounter
EL x: The PC's have been asked to contact a mysterious Saha'ir who resides on a lonely mountain, as no one has been able to reach him.  Seeing the huge monstrosity sitting at the foot pf the gateway you can see why.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC GUARDIAN

Hit Die: d12
Skills Points at Each  Level : 2 + int
Frenzy The Epic Guardian gains an additional daily use of Frenzy at Level 24, and every 4 Levels thereafter.
Bonus Feats: The Epic Guardian gains a Bonus Feat every 3 levels higher than 20th


Ogre Giant Racial Feats

Confident Anger
Your blows are surer when angry.
 Prerequisites: Ogre Giant
 Benefits:When using Rage or Frenzy (including your Temperamental ability) you may re-roll any natural 1 when making an attack roll.

Angry Critical
Your attacks made when lost in anger are more likely to injure opponents.
 Prerequisites: Ogre Giant, Confident Anger
 Benefits: The critical threat range of attacks you make when using Rage or Frenzy (including your Temperamental ability), increases by 1.  In other words if it normally threatens a critical hit on a 20, it now threatens one on a 19-20.  You may choose this Feat twice, increasing your critical threat range by 2.

Unstoppable Fury
It's best not to make you angry.
 Prerequisites: Ogre Giant, Angry Critical x2
 Benefits: Once per Frenzy you may re-roll any failed critical confirmation roll.

The Power of Rage
You're quite destructive when you're angry.
 Prerequisites: Ogre Giant
 Benefits:  You do an additional die of damage when using Rage or Frenzy (including your Temperamental ability).  For example if you attack with a Slam doing 1d6 plus Str, it now does 2d6 plus Str.
« Last Edit: October 31, 2016, 08:31:24 PM by bhu »

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Re: Giants
« Reply #78 on: November 19, 2016, 12:06:36 AM »
WRECKER


   
"Nothing makes me happier than the screams of the drowning."

 Island Giants are well known for wrecking ships that sail near their islands.  In fact some of them specialize in it.

BECOMING A WRECKER
Most Island Giants will probably qualify for this.

 ENTRY REQUIREMENTS
   Race:  Island Giant
   Class Abilities:  Rage
   Feats:  Point Blank Shot, Power Attack


Class Skills
 The Wrecker's class skills (and the key ability for each skill) are are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 2 + int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Clubmaker
2. +2    +3     +0     +0    Stonethrower
3. +3    +3     +1     +1    Shipwrecker
4. +4    +4     +1     +1    Clubmaker
5. +5    +4     +1     +1    Stonethrower
6. +6    +5     +2     +2    Shipwrecker
7. +7    +5     +2     +2    Clubmaker
8. +8    +6     +2     +2    Stonethrower
9. +9    +6     +3     +3    Shipwrecker
10.+10   +7     +3     +3    Master of Violence

Weapon Proficiencies: A Wrecker gains no new weapon or armor proficiencies.

Clubmaker (Ex): Your ability to uproot trees from the ground means you are rarely without a weapon on your island home.  If necessary the Wrecker can uproot a tree as a Full Round Action.  It must make a Str Check whose DC depends on the size of the tree: 20 for Medium, 25 for Large, 30 for Huge.  They may wield these trees as clubs, with damage varying based on size: Medium is 2d6 plus Str (one handed), Large is 3d6 plus Str (one handed), Huge is 4d6 plus one and a half times Str (two handed).  They may also throw theses trees, with a Range Increment of 30'.

At 4th Level they do one additional die of damage with these improvised clubs.

At 7th Level they do another additional die of damage with their clubs.
 
Stonethrower (Ex): You have excelled in your rock throwing abilities, especially distance.  At 2nd Level you do one additional die of damage, and the range of your thrown rocks increases by +20 ft.

At 5th Level your thrown rocks do one more additional die of damage, and their range increases an additional +20 ft.

At 8th Level your thrown rocks do one more additional die of damage, and their range increases an additional +30 ft.

Shipwrecker (Ex): At 3rd Level your thrown rocks ignore the Hardness rating of target vehicles.

At 6th Level a submerged Wrecker that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long.

At 9th Level the chances of capsizing a vessel increase to 100% if it's 20 ft. or less, 60% for a vessel from 20 to 60 ft. long, and 30% for vessels over 60 ft. long.

Master of Violence (Ex): At 10th Level you may reroll any damage dice that roll a 2 or less.

PLAYING A WRECKER
 You love wrecking ships.  Just love it.  You actually get super depressed if you go any length of time without killing people.  Yeah technically you're the islands main defense, but you're a very...proactive defense.
 Combat: Combat for you generally consists of shrinking ships with boulders, waiting for the crew to swim to shore, and then beating them to death. 
 Advancement: Most Wreckers are staggeringly similar.  They are creatures with simple passions.
Resources: You only have the resources you can steal pretty much.

WRECKERS IN THE WORLD
"There's a reason no one visits the archipelago..."
 You live on a deserted island in the middle of nowhere.  You don't interact much with anything.
 Daily Life: You're pretty much a sadistic whacko who scans the horizon for the opportunity to torture and kill people.
 Notables:
 Organizations: Island Giants aren't the organizing type.

NPC Reaction
 No one likes Wreckers.  Even their own kind.

WRECKERS IN THE GAME
 This class is probably best for all Evil campaigns, considering as it's predicated on those taking it being a sadistic monster.
 Adaptation: This is meant for Al-Qadim, but could easily be adopted to other settings.
 Encounters: Wreckers occasionally hire out as mercs, but mostly they're only found on their island homes.

Sample Encounter
EL x:The PC's are on the lookout, guarding the merchant vessel they're on from pirates, when a huge boulder crashes through the hull.  Gonna be one of them days.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC WRECKER

Hit Die: d12
Skills Points at Each  Level : 2 + int
Bonus Feats: The Epic Wrecker gains a Bonus Feat every 3 levels higher than 20th



Island Giant Racial Feats

Cyclopean Anger
You have but one eye and some rage issues.
 Prerequisites: Island Giant
 Benefits: Once per day you can do maximum damage with an attack.

Crabskin
Your skin is covered in small spines.
 Prerequisites: Island Giant, Con 25+
 Benefits: Opponents who attack you with natural attacks, unarmed strikes or grapples takes it's own Str modifier in piercing damage.

Body of Stone
Your wounds do not bleed.
 Prerequisites: Island Giant, Con 25+
 Benefits: You don't take bleeding damage.

Hooves
Your hooves allow you to stomp smaller opponents.
 Prerequisites: Island Giant
 Benefits:  You gain a Trample attack doing 2d6 plus one and a half times Str modifier damage.
« Last Edit: November 25, 2016, 09:52:18 PM by bhu »

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Re: Giants
« Reply #79 on: December 05, 2016, 08:55:01 PM »
B'ROHG GLADIATOR


   
"Tor percolate!"

"WRONG!  Try again dumbass."

"Tor...smash?"

 The B'rohg are often kidnapped for gladiatorial slaves, and are prized possessions of the arenas.  Unable to return to their tribe, they take to learning the skills of their new profession well.

BECOMING A B'ROHG GLADIATOR
Most B'rohg qualify for this class considering how often they're kidnapped for the arenas.

 ENTRY REQUIREMENTS
   Race:  B'rohg
   Class Abilities:  Whirling Frenzy 1/day (see B'rohg Alternate Class Features)
   Feats:  Multiweapon Fighting
   Skills:   Intimidate or Perform 4 ranks


Class Skills
 The B'rohg Gladiator's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Perform (Cha), Sense Motive (Wis),and Spot (Cha).
Skills Points at Each  Level : 2 + int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Whirling Frenzy
2. +2    +3     +0     +0    Improved Whirling Frenzy
3. +3    +3     +1     +1    Multiweapon Defense
4. +4    +4     +1     +1    Whirling Frenzy
5. +5    +4     +1     +1    Improved Whirling Frenzy
6. +6    +5     +2     +2    Multiweapon Defense
7. +7    +5     +2     +2    Whirling Frenzy
8. +8    +6     +2     +2    Improved Whirling Frenzy
9. +9    +6     +3     +3    Multiweapon Defense
10.+10   +7     +3     +3   Maelstrom

Weapon Proficiencies: A B'rohg Gladiator gains proficiency with all Simple and Martial Weapons, and any 2 Exotic Weapons.  They also gain proficiency with Light and Medium Armor, and Light Shields.
 
Whirling Frenzy (Ex): At Levels 1, 4 and 7 you gain an additional daily use of Whirling Frenzy.

Improved Whirling Frenzy (Ex): While using the Multiweapon Fighting feat during a Whirling Frenzy, you can make additional attacks during a Full Attack.  At 2nd level you can make an extra attack with your second weapon using your highest base attack bonus for that weapon.  At 5th level you can make an additional attack with your third weapon using your highest base attack bonus for that weapon.  At 7th level you can make an additional attack with your fourth weapon using your highest base attack bonus for that weapon.

Multiweapon Defense: At Level 3 you can choose two forego attacks with two of your four arms and use them for a +2 Shield Bonus.  This Bonus increases to +4 at Level 6, and +6 at Level 9.

Maelstrom (Ex): At Level 10, when making a Full Attack during a Whirling Frenzy you get 2 attacks each against all opponents within your Reach at your Highest BAB.  You may do this once per Frenzy.

PLAYING A B'ROHG GLADIATOR
 Look angry.  Looking angry keeps people at bay.  Keeping people away keeps you alive longer, giving you the opportunity to flee.  Also, don't act too bright.  If people think you're an animal, encourage them to underestimate you.
 Combat: Combat is all you know.  It's all you're allowed to exist for.  Kind of a bummer if you don't like fighting.
 Advancement: Unless you escape, you're training is dictated by your owner.
Resources: Whatever your owner decides to give you, or that you can steal.

B'ROHG GLADIATORS IN THE WORLD
"Don't worry bout him none ma'am.  We got him perfectly under control."
 Gladiators rarely interact with anyone but their owners or fellow slaves.
 Daily Life: Your days are either training to fight, fighting, or recovering.  Occasionally you get the opportunity to go outside the arena as a guard/kneebreaker.
 Notables:
 Organizations: All gladiators are members of their owners household, which can be fairly humble to part of an empire spanning organization.

NPC Reaction
 You're considered more animal than human.  Most citizens find you terrifying.

B'ROHG GLADIATORS IN THE GAME
 This class assumes the PC is a slave, or escaped slave.  Could be troublesome for the group as  a whole.
 Adaptation: This is meant for Dark Sun, but could be adapted.
 Encounters: Gladiators are only encountered in the ring, or as guards/muscle.  Escaped slaves are generally found hiding alone in the wilds.

Sample Encounter
EL x: The PrC's stumble upon an escaped gladiatorial slave while exploring some ruins.  They aren't sure who is more surprised.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
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AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
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Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
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Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC B'ROHG GLADIATOR

Hit Die: d12
Skills Points at Each  Level : 2 + int
Whirling Frenzy You gain an additional daily use of Whirling Frenzy at Level 21 and every three levels thereafter.
Multiweapon Defense Your Shield Bonus increases an additional +2 at Level 23 and every 3 Levels thereafter.
Bonus Feats: The Epic B'rohg Gladiator gains a Bonus Feat every 4 levels higher than 20th


B'rohg Racial Feats

B'rohg Opportunist
It's not wise to give you an opening.
 Prerequisites: B'rohg, BAB +6, Combat Reflexes, Multiweapon Fighting
 Benefits: When making an Attack of Opportunity, you may attack with up to all 4 weapons, taking the usual Penalties.

B'rohg Charge
It's also not wise to stand in front of you.
 Prerequisites: B'rohg, BAB +6, Multiweapon Fighting
 Benefits: When making a charge you may attack with up to all 4 weapons, taking the usual Penalties.

B'rohg Rend
In fact you're best opposed from a distance.
 Prerequisites: B'rohg, BAB +11, Multiweapon Fighting
 Benefits: If you successfully hit with two or more weapons in a round, your opponent takes an additional 1d6 damage per successful hit.

B'rohg Rock Thrower
Unless you have rocks...
 Prerequisites: B'rohg, Multiweapon Fighting, Point Blank Shot
 Benefits: You may throw multiple rocks per round, taking the same penalties for using multiple weapons in melee.
« Last Edit: January 05, 2017, 05:06:37 PM by bhu »