Author Topic: Giants  (Read 24797 times)

Offline bhu

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Re: Giants
« Reply #80 on: December 27, 2016, 12:54:30 AM »
                      Fachan
                      Large Giant
Hit Dice:             6d8+18 (45 hp)
Initiative:           +6
Speed:                30 ft. (6 squares)
Armor Class:          17 (-1 Size, +2 Dex, +6 Natural), touch 11, flat-footed 15
Base Attack/Grapple:  +4/+12
Attack:               Kick +8 melee (2d6+4) or Mace +7 melee (2d6+4) or Rock +5 ranged (2d8+4)
Full Attack:          Kick +8 melee (2d6+4) or Mace +7 melee (2d6+4) or Rock +5 ranged (2d8+4)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Rock Throwing
Special Qualities:    Low-Light Vision, Regain Footing
Saves:                Fort +8, Ref +4, Will +2
Abilities:            Str 18, Dex 14, Con 16, Int 6, Wis 10, Cha 8
Skills:               Jump +14, Listen +10, Spot +5
Feats:                Improved Initiative, Power Attack, Weapon Focus (Kick)
Environment:          Any Hills
Organization:         Single, Pair or Group (3-6)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Usually Chaotic Evil
Advancement:          By Character Class
Level Adjustment:     +3

Fachan look like Ogres with one eye, arm and leg.  Indeed they are a genetic offshoot of the Ogre species, and about 1 in 400 births result in a Fachan.  They are overly muscled with dark gray brown skin, and their eye is purple with a white pupil.

Rock Throwing (Ex): The range increment is 60 feet for a Fachan’s thrown rocks.

Regain Footing (Ex): Fachan may stand up from a Prone position as a Swift Action.

Skills: Fachan gain a +8 Racial Bonus on Jump and Listen Checks.

Combat: Fachan prefer to soften opponents with rocks before moving in to melee.



FACHAN


   
"HALT!"

 Fachan look like Ogres with one eye, arm and leg.  Indeed they are a genetic offshoot of the Ogre species, and about 1 in 400 births result in a Fachan.  They are overly muscled with dark gray brown skin, and their eye is purple with a white pupil.

FACHAN RACIAL TRAITS
·   +8 Strength, +4 Dexterity, +6 Constitution, -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.
·   Giant, giving them Low Light Vision
·   Base land speed 30 ft.
·   +6 Natural Armor Bonus.
·   Rock Throwing (Ex): The range increment is 60 feet for a Fachan’s thrown rocks.
·   Regain Footing (Ex): Fachan may stand up from a Prone position as a Swift Action.
·   Racial Hit Dice: A Fachan 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 Fachans Giant levels give it skill points equal to 9 × (2 + Int modifier, minimum 1) and 2 Feats. Its class skills are Jump, Listen, and  Spot. Fachan gain a +8 Racial Bonus on Jump and Listen Checks.
·   Fachans have a Primary Kick attack doing 2d6 plus Strength Bonus.
·   Automatic Languages: Giant. Bonus Languages: Common, any nearby race
·   Level Adjustment: +3
·   Favored Class: Barbarian


STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 32
 Old: 49
 Venerable: 65
 Maximum Age: +2d20 years

HEIGHT AND WEIGHT
 Base Height: Male: 9'6" Female: 8'10"
 Height Modifier: +2d6"
 Base Weight: Male: 500 lbs.   Female: 430 lbs.
 Weight Modifier: x (2d6) lbs.

FACHAN CHARACTERS
 Much like other Ogres you're predisposed to being a beatstick.
 Adventuring Race: Fachan adventure under orders or because they're cast out.
 Character Development: Given your single arm you'll probably want too specialize in some form of fighting (probably not ranged).
 Character Names:

ROLEPLAYING A FACHAN
 You delight in slaughter and pain.  Yours or someone else's makes little difference..
 Personality: You have been raised as the tribes pet murderer.  There is nothing of humanity left in you.  No mercy or empathy.  Even the other Orcs fear you.
 Behaviors: When not on watch you generally torture and eat any captives (or some times just anything within reach).
 Language: Fachan speak the Giant language.

FACHAN SOCIETY
 Fachan are basically variant Ogres.  They don't really have a society of their own.
 Alignment : Virtually all Fachan are Chaotic Evil.
 Lands : Fachan generally live with the Ogre tribe that spawned them.
 Settlements : Fachan generally don't leave their tribal home, other than as mercs..
 Beliefs : Fachan usually worship Vaprak.
 Relations: Fachan generally eat other races.

FACHAN ADVENTURES
· The Orc leader wants you to kill the local Gnome King.  The Kings thousands of subjects disagree.
· You have woken up in the middle of dozens of dead bodies.  You haven't been drinking or killing that you remember, nor do you know why you were unconscious.  And the bodies are Orcs.  Even you generally don't slaughter the hand that feeds you.
· The Ogre tribe has a new religion, and suddenly you are only allowed to squish 'the wrong' people.  You're also not allowed to eat them.  What the hell?

Fachan Racial Substitution Levels

Ranger
 Level 1: Lose Wild Empathy.
 Level 2: You have different options with Combat Mastery
  Combat Mastery:  Smasher gains you the following Feats: Power Attack (1st), Improved Sunder (6th), and Combat Brute (11th).
 Level 4: Replace Animal Companion with Cruelty.
  Cruelty: Your Critical threat range increases by +1, and you receive a +4 Bonus on Critical Confirmation rolls.


Barbarian
 Level 1: Replace Rage with Whirling Frenzy (see here  http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm  )
« Last Edit: November 19, 2019, 09:25:22 PM by bhu »

Offline bhu

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Re: Giants
« Reply #81 on: December 27, 2016, 01:10:43 AM »
                      Fachan (Forgotten Realms)
                      Small Giant
Hit Dice:             4d8+8 (26 hp)
Initiative:           +6
Speed:                30 ft. (6 squares), Swim 40 ft.
Armor Class:          19 (+1 Size, +3 Dex, +5 Natural), touch 14, flat-footed 16
Base Attack/Grapple:  +3/+1
Attack:               Bite +7 melee (1d4+2 plus Poison) or Flail +6 melee (1d6+2)
Full Attack:          Bite +7 melee (1d4+2 plus Poison) or Flail +6 melee (1d6+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Headbutt, Poison
Special Qualities:    Low Light Vision, Darkvision 30 ft.
Saves:                Fort +6, Ref +4, Will +2
Abilities:            Str 14, Dex 16, Con 14, Int 6, Wis 12, Cha 8
Skills:               Hide +7, Jump +11, Listen +12, Spot +4, Swim +10
Feats:                Improved Initiative, Weapon Focus (Bite)
Environment:          Any Swamp
Organization:         Solitary, pair, gang (3-4), or band (5-8)
Challenge Rating:     3
Treasure:             Standard
Alignment:            Usually Neutral Evil
Advancement:          By Character Class
Level Adjustment:     +2

Fachan superficially resemble Orcs and Ogres, but with one arm, one leg and one eye.  Skin varies from gray-brown to mottled green, and hair is blue-black.  It's lone foot has 3 toes on both sides.  They are shunned by most races due to their savage cruelty, though they do figure in some Orc religions as blessed by Gruumsh.

Headbutt (Ex): As a Full Round Action, the Fachan may substitute the results of a Jump Check for an Attack roll.  If successful, it headbutts it's opponent for 1d6+3 damage and the opponent must make a DC 14 Fortitude Save or be Stunned 1 Round (Save DC is Str based).

Poison (Ex): Injury, DC 14 Fortitude Save (Save DC is Con based), Initial and Secondary damage Paralyzed for 1d4 rounds.

Skills: Fachan gain a +8 Racial Bonus on Jump, Listen and Swim Checks.  They may always take 10 on a Swim Check.

Combat: Fachan prefer to lay in ambush for their foes.


FACHAN


   
"The swamp belongs to us."

 Fachan superficially resemble Orcs and Ogres, but with one arm, one leg and one eye.  Skin varies from gray-brown to mottled green, and hair is blue-black.  It's lone foot has 3 toes on both sides.  They are shunned by most races due to their savage cruelty, though they do figure in some Orc religions as blessed by Gruumsh.  Despite being Ogrish in nature they are usually turned over to Orc tribes as the Ogres have no interest in them.

FACHAN RACIAL TRAITS
·   +4 Strength, +6 Dexterity, +4 Constitution, -+2 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.
·   Giant, giving them Low Light Vision
·   Base land speed 30 ft.
·   Base swim speed 40 ft.
·   +5 Natural Armor Bonus.
·   Headbutt (Ex): As a Full Round Action, the Fachan may substitute the results of a Jump Check for an Attack roll.  If successful, it headbutts it's opponent for 1d6+3 damage and the opponent must make a DC 14 Fortitude Save or be Stunned 1 Round (Save DC is Str based).
·   Poison (Ex): Victims bitten by the Fachan can be poisoned.   Injury, Fortitude Save (Save DC is Con based), Initial and Secondary damage Paralyzed for 1d4 rounds.
·   Racial Hit Dice: A Fachan begins with four levels of Giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.  A Fachans Giant levels give it skill points equal to 7 × (2 + Int modifier, minimum 1) and 2 Feats. Its class skills are Hide, Jump, Listen, Spot and Swim. Fachan gain a +8 Racial Bonus on Jump, Listen and Swim Checks.  They may always take 10 on a Swim Check.
·   Fachans have a Primary Bite attack doing 1d4 plus Strength Bonus.
·   Automatic Languages: Orc. Bonus Languages: Common, any nearby race
·   Level Adjustment: +2
·   Favored Class: Barbarian

STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 32
 Old: 49
 Venerable: 65
 Maximum Age: +2d20 years

HEIGHT AND WEIGHT
 Base Height: Male: 3'10"  Female: 2'10"
 Height Modifier: +2d4"
 Base Weight: Male: 50 lbs.   Female: 40 lbs.
 Weight Modifier: x1 lb.

FACHAN CHARACTERS
 Given your eaces average mental stats, you're better off going with being some sort of melee class.
 Adventuring Race: Fachan usually adventure due to their religion, or because they have been exiled.
 Character Development: Building your combat style around your poison attack is a good option, but you'll want a backup for immune foes if your DM likes to toss them at you.
 Character Names: Most Fachan use Orc names.

ROLEPLAYING A FACHAN
 You were chosen by Gruumsh.  You know this because everyone tells you so.  Granted, sometimes you wonder if you're doing Gruumsh's bidding or theirs...
 Personality: Fachan are pretty much the boogey men of most civilized races.  Even other Giant races and Orcs sometimes find the Fachan disturbing.
 Behaviors: You spend a lot of time stalking, torturing and eating victims.
 Language: Fachan speak Orc.

FACHAN SOCIETY
 Fachan are swamp dwelling primitives that live in what look like over-sized beaver lodges.
 Alignment : The Fachan are horribly cruel, and are almost universally Neutral Evil.
 Lands : Fachan normally live in swamps, marshes and wetlands. 
 Settlements : Some Fachan have spread to the jungles of Chult.
 Beliefs : Most Fachan worship Gruumsh or Vaprak.
 Relations: With the exception of  Orcs and Ogres, other races are considered food..

FACHAN ADVENTURES
· You are chosen to escort a caravan of Orcs trading goods with Ogres for Fachan children.  As the travel continues your disquiet grows.  Why do the Ogres have children of your kind?  And the Orcs are hardly charitable so why trade goods for your people?
· You see Vaprak in a dream and he tells you that you are not the chosen of Gruumsh.  He insists you are now his chosen.  You aren't exactly eager to have this known and are skipping town.
· You wake up to discover you are now well over seven feet tall.  And no one local can tell you why, so it's off to the swamp witch.

Fachan Racial Substitution Levels

Ranger
 Level 1: Lose Wild Empathy.
 Level 2: You have different options with Combat Mastery
  Combat Mastery:  Smasher gains you the following Feats: Power Attack (1st), Improved Sunder (6th), and Combat Brute (11th).
 Level 4: Replace Animal Companion with Cruelty.
  Cruelty: Your Critical threat range increases by +1 with a specific weapon, and you receive a +4 Bonus on Critical Confirmation rolls.


Barbarian
 Level 1: Replace Rage with Whirling Frenzy (see here  http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm  )
« Last Edit: March 18, 2020, 10:00:58 PM by bhu »

Offline bhu

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Re: Giants
« Reply #82 on: January 17, 2017, 09:00:44 PM »
RAIDER


   
"Death! Death to all who oppose us!"

 Raiders are the bulk of the Fhoimorien military.  Professional killers, they deliberately sow fear and chaos before once again retreating to their remote homes to plan their next raid.

BECOMING A RAIDER
Most Fhoimorien qualify for this class with minimal trouble.

 ENTRY REQUIREMENTS
   Race:  Fhoimorien
   Spellcasting:  Must be able to cast a 2nd Level spell from the Sorcerer spell list, either as a Spell or Spell-Like Ability.
   Feats:  Raider, Warclub
   Skills:   Knowledge (Arcana) 4 ranks, Spellcraft 4 ranks


Class Skills
 The Raider's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Arcana, Nature) (Int), Profession (Wis), and Spellcraft (Int).
Skills Points at Each  Level : 2 + int

Hit Dice: d4

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    War Magic
2. +1    +0     +0     +3    Earth Magic, +1 Level of Arcane Casting Class
3. +1    +1     +1     +3    Air Magic, +1 Level of Arcane Casting Class
4. +2    +1     +1     +4    War Magic
5. +2    +1     +1     +4    Earth Magic, +1 Level of Arcane Casting Class
6. +3    +2     +2     +5    Air Magic, +1 Level of Arcane Casting Class
7. +3    +2     +2     +5    War Magic
8. +4    +2     +2     +6    Earth Magic, +1 Level of Arcane Casting Class
9. +4    +3     +3     +6    Air Magic, +1 Level of Arcane Casting Class
10.+5    +3     +3     +7    Veteran Raider, +1 Level of Arcane Casting Class

Weapon Proficiencies: A Raider gains proficiency with the Greatclub.

War Magic (Su): At 1st level, when using your Warclub Feat, the enchanted weapons critical threat range increases by 1 (i.e. if it normally threatened a crit on a 20, it now does so on a 19-20), and does +1d6 damage on a successful critical.  At 4th level the critical threat range increases by 2, and it does 2d6 on a successful critical.  At 7th Level your opponent must make a Fortitude Save (10 plus 1/2 HD plus Str Modifier) or be Stunned 1 Round.

Earth Magic (Su): At 2nd Level, whenever you cast a spell with the Earth descriptor, you gain DR 5/- for a number of rounds equal to the Spell's level.  This does not stack.

At 5th Level, whenever you cast a spell with the Earth descriptor, you may choose one target it effects to make a Reflex Save (Save DC is 10 plus 1/2 HD plus Cha modifier).  If it fails it falls prone.  At 8th Level it falls prone, and is Dazed 1 Round.
 
Air Magic (Su):  At 3rd Level, whenever you cast a spell with the Air descriptor, you may immediately make a 5 foot step as a free action.

At 6th Level, whenever you cast a spell with the Air descriptor, you gain a +4 Insight Bonus to AC for a number of rounds equal to the Spell's level.  This does not stack.

At 9th Level, you may take a 10 foot step instead of 5 feet (you still don't provoke attacks of opportunity).

Veteran Raider (Su): Your Gaseous Cloud ability may now be used at will as a Supernatural ability.  The Damage Reduction is now DR 15/- instead of DR 15/Magic.

PLAYING A RAIDER
 Adventurers think they know what being a murderhobo is.  Psh.  You were killing people and taking their stuff long before most adventurers were born.
 Combat: Generally you use your Gaseous Form to get to a high point, or somewhere there are obstacles between you and your opponent before pelting him with rocks (and possibly spells).  You then activate your Warclub Feat before using Gaseous Form to close the gap and pummel your opponent.
 Advancement: Most Raiders are pretty similar, they specialize in whatever better enabled them to kill people and take their stuff.
Resources: You are a professional raider, so pretty much whatever you can forcibly take.

RAIDERS IN THE WORLD
"Never look away on watch duty.  The Giants are always there hidden somewhere, waiting for their moment."
 Raiders are vile beings.  No act of cruelty or torture is too much for them, and they like taking slaves over wealth.   The true purpose of their raids is extermination and tyranny.
 Daily Life: Your life is spent planning and recovering from raids.  And counting your loot with a little luck.
 Notables:
 Organizations: Technically you are the Fhoimorien military.

NPC Reaction
 Raiders are archetypal evil giant monsters.  No one likes them (including some other Evil Giants).

RAIDERS IN THE GAME
 This is best for an all Evil campaign, as no other group will accept them.
 Adaptation: This is meant for Birthright, but with enough changes could be adapted elsewhere.
 Encounters: PC's will generally encounter you during raids or war.  You tend to isolate yourself otherwise.

Sample Encounter
EL x: The PC's are escorting a caravan through a mountain pass infamous for Fhoimorien raids.  The inevitable boulder landing on one of the guards lets them know it's on.


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 RAIDER

Hit Die: d4
Skills Points at Each  Level : 2 + int
Bonus Feats: The Epic Raider gains a Bonus Feat every 2 levels higher than 20th


Fhoimorien Giant Racial Feats

Warclub
You can enchant melee weapons that do bludgeoning damage.
 Prerequisites: Fhoimorien Giant, Must be able to cast 1st Level spells, Cha 18+
 Benefits: As a Full Round Action you can expend a spell slot to enchant one melee weapon for 1 hour.  This is a Supernatural ability and can be used once per day.  The weapon gains a Bonus to attack rolls equal to the expended spell slots level.  It also gains bonus damage based on the spell slots level: Level 1-3 (+1d6), 4-5 (+2d6) or 6-9 (+3d6).


Air Sorcerer
You are better at casting spells with the Air descriptor than others.
 Prerequisites: Fhoimorien Giant, Must be able to cast 1st Level spells, Cha 18+
 Benefits: The caster Level for spells you cast with the Air descriptor is equal to your Effective Character Level.


Earth Sorcerer
You are better at casting spells with the Earth descriptor than others.
 Prerequisites: Fhoimorien Giant, Must be able to cast 1st Level spells, Cha 18+
 Benefits: The caster Level for spells you cast with the Earth descriptor is equal to your Effective Character Level.


Raider
You specialize in offensive magic.
 Prerequisites: Fhoimorien Giant, Must be able to cast 1st Level spells, Cha 18+
 Benefits: You gain several spells you can cast once per day.  These do not count against your spells known or spell slots per day, and cannot be expended for other abilities like normal spells.  Caster Level is equal to your Effective Character Level.  Spells available depend on your Hit Dice:
1-3: Shocking Grasp
4-5: Gust of Wind
6-7: Stinking Cloud
8-9: Stoneskin
10-11: Wall of Stone
12-13: Acid Fog
14-15: Wind Walk
16-17: Earthquake
18+: Elemental Swarm (Earth or Air only)
« Last Edit: March 25, 2017, 04:55:24 PM by bhu »

Offline bhu

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Re: Giants
« Reply #83 on: January 21, 2017, 03:35:45 AM »
note to self Sea Giant in Dragon 101, undead giants 354
« Last Edit: January 21, 2017, 03:46:55 AM by bhu »

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Re: Giants
« Reply #84 on: March 20, 2017, 07:08:52 PM »
PREDATOR


   
"I hungry..."

 Predators are the professional hunters and humanoid killers of their species.  They started out as just really good hunters, but eventually segued into being paid to ferret out infestations of lesser species by hunting them down one by one if necessary.

BECOMING A PREDATOR
Any sufficiently motivated Biclops will qualify.

 ENTRY REQUIREMENTS
   Race:  Biclops
   Feats:  Predators Senses, Improved Predators Senses
   Skills:  Listen 4 ranks, Spot 4 ranks, Survival 4 ranks
   Class Abilities:  Combat Style


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

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Favored Enemy (Humanoid) +2
2. +2    +3     +0     +0    Improved Favored Enemy
3. +3    +3     +1     +1    Rend
4. +4    +4     +1     +1    Favored Enemy (Humanoid) +4
5. +5    +4     +1     +1    Improved Favored Enemy
6. +6    +5     +2     +2    Rend
7. +7    +5     +2     +2    Favored Enemy (Humanoid) +6
8. +8    +6     +2     +2    Improved Favored Enemy
9. +9    +6     +3     +3    Rend
10.+10   +7     +3     +3   Apex Predator

Weapon Proficiencies: A Predator is proficient with Martial Weapons, and Light and Medium Armor.
 
Favored Enemy (Ex): This is identical to the Ranger Ability listed in the PHB, and stacks with it.  Unlike normal, this bonus applies to all Humanoids, not just one Subtype. 

Improved Favored Enemy (Ex): At 2nd Level your Favored Enemy Bonus also applies to Intimidate Checks.

At 5th Level you may also add it to attack rolls.

At 8th Level you may also add it to Hide or Move Silently Checks.

Rend (Ex): At 3rd Level you do an additional 2d6 damage if both weapon attacks hit on a Full Attack.

At 6th Level, if both attacks hit and one was a successful Critical, you do an additional +2d6 damage.

At 9th Level you do an additional 2d6 damage if the target is a Favored Enemy.

Apex Predator (Ex): So long as you are aware of your attacker, you can always Take 10 on Fortitude and Reflex Saves.

PLAYING A PREDATOR
 The world is your buffet, and you prefer the two legged bits that run from you screaming.  You like it when they run, chases are fun.
 Combat: You prefer your prey Humanoid.  You'll charge into melee with anything as long as it has no obvious magic.  Spellcasters can give you a fight when they have their meat shields running interference.
 Advancement: Predators are pretty similar, training (if you can call it that) exclusively in skills thar help them bring down prey.
Resources: Predators generally have whatever they can steal, or whatever they're "paid" for killing off people.

PREDATORS IN THE WORLD
"Ah'll give yer three goats ta get rid of them damn halflins' down ta the holler."
 Everything but you is food.  It cannot be stressed enough how much this shapes your outlook on life.  Unless it's too powerful to fight, you are literally incapable of considering other beings as anything but something to kill.
 Daily Life: If you aren't stalking or eating prey, you're making (or stealing) the equipment to do so.
 Notables:
 Organizations: Predators are loners.  They sometimes hire out to mercenaries, but not often.

NPC Reaction
 You have a tendency to eat anyone smaller than you.  Needless to say, this doesn't endear you to people.

PREDATORS IN THE GAME
 This assumes the PC is a murderer who eats people.  May be best off for NPC's or Evil parties.
 Adaptation: This is decent for any all Evil campaign.
 Encounters: Predators are usually encountered because they're hungry, and they like munching people.

Sample Encounter
EL x: The PC's are breaking camp, when a freakish, greasy two headed giant stumbles out of the woods and asks "You seen any damn halflins'?"


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 PREDATOR

Hit Die: d10
Skills Points at Each  Level : 2 + int
Bonus Feats: The Epic Predator gains a Bonus Feat every 2 levels higher than 20th


Biclops Giant Racial Feats

Double Hit
You can really mess a guy up.
 Prerequisites: Biclops or Ettin, Power Atack
 Benefits: IF both of your melee attacks hit the same target, he must make a Fortitude Save (DC is 10 plus 1/2 HD plus Str Modifier) or be Dazed 1 Round.

Pet Bear
You have a pet Cave Bear.  Seriously.
 Prerequisites: Biclops or Ettin, must be 10 HD
 Benefits:  This is identical to the Wild Cohort, but you can only choose a Cave Bear (use Polar Bear stats).

Predators Senses
You can see at night.
 Prerequisites: Biclops or Ettin, Wis 15+
 Benefits: You gain Darkvision with a range of 90 ft.

Improved Predators Senses
You can sniff out food.
 Prerequisites: Biclops or Ettin
 Benefits: You gain the Scent ability listed in the MM.
« Last Edit: April 15, 2017, 05:48:05 PM by bhu »

Offline bhu

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Re: Giants
« Reply #85 on: March 24, 2017, 11:59:30 PM »
Barrowe

Barrowe is an Acquired Template that can be applied to any Giant without any Subtypes.  They are stooped, naked and filthy, covered in matted hair.  Lurking in hillside caves or other underground lairs, they do not associate even with one another.  If a Barrowe creates spawn, they vie for territory and the loser moves on.  They often go out of their way to annihilate the Giant community they once belonged to, beginning with those they knew closest. 

Size and Type: Size increases 1 Category, Type becomes Undead.

Hit Dice: All current and future Hit Dice become d12's.  Additionally the Barrowe gains 1 Hit Die.

Speed: Land speed is reduced by -5 feet.

Armor Class: Increase Natural AC Bonus by +3 (plus whatever is gained from Size increase).

Attacks: Recalculate BAB due to extra Hit Dice.

Damage: Slam attack now does 1d8 plus Str Modifier.

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

Energy Drain (Su): Living creatures hit by a Barrowe's slam attack gain one negative level. The save DC is Charisma-based. For each such negative level bestowed, the Barrowe gains 5 temporary hit points.

Create Spawn (Su): Any applicable Giant slain by a Barrowe becomes a Barrowe in 1d4 rounds.  It is not under the control of it's creator.

Special Qualities: Retains all Special Qualities of the Base Creature with the exception of Rock Catching, plus gains the following:

Damage Reduction (Ex): DR 5/Silver

Blight (Su): Vegetation around the Barrowes lair dies of at the rate of 1 foot per day, eventually leaving a mile of barren rock around it's lair.

Immunity to Cold damage

Saves: Recalculate due to extra Hit Dice.

Abilities: +4 Cha.  As an Undead, the Barrowe has no Con Score.  Remember to change Ability Scores due to Size increase.

Skills: Recalculate due to extra Hit Dice.

Feats: Recalculate due to extra Hit Dice.

Environment: Mountains or Hills

Organization: Solitary or Pack (2-3)

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Always Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: ---



Cairn

Cairn is an Acquired Template that can be applied to any Giant with the Earth Subtype.  But for their glowing eyes and stiff movements they cannot be distinguished from living Giants.  Undeath brings with it a need for isolation, so as long as the Cairns lair is avoided it will not be too troublesome.

Size and Type: Size increases 1 Category, Type becomes Undead.

Hit Dice: All current and future Hit Dice become d12's.  Additionally the Cairn gains 1 Hit Die.

Speed: Land speed is reduced by -5 feet.

Armor Class: Increase Natural AC Bonus by +2 (plus whatever is gained from Size increase).

Attacks: Recalculate BAB due to extra Hit Dice.

Damage: Slam attack now does 1d10 plus Str Modifier.

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

Improved Rock Throwing (Ex): The damage of the Cairns thrown rocks improves by one step, and the range increment increases by 1.5 times previous range.

Special Qualities: Retains all Special Qualities of the Base Creature with the exception of Rock Catching, plus gains the following:

Damage Reduction (Ex): DR 10/-

Immunities (Ex): Cairn are immune to Cold damage and spells or effects with the Earth Descriptor.

Blight (Su): Vegetation around the Cairns lair dies of at the rate of 1 foot per day, eventually leaving a mile of barren rock around it's lair.

Saves: Recalculate due to extra Hit Dice.

Abilities: +4 Cha.  As an Undead, the Cairn has no Con Score.  Remember to change Ability Scores due to Size increase.

Skills: Recalculate due to extra Hit Dice.

Feats: Recalculate due to extra Hit Dice.

Environment: Mountains

Organization: Solitary or Pair

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Always Neutral Evil.

Advancement: Unchanged.

Level Adjustment: ---



Frostmourn

Frostmourn is an Acquired Template that can be applied to any Giant with the Cold Subtype.  They resembled withered corpses covered in a light frost, but can turn into small roving blizzards.  Like the Barrowes, they hate their former communities and work to destroy them.  The nature of their often arctic habitats disguise signs of their presence and activities.

Size and Type: Size increases 1 Category, Type becomes Undead.

Hit Dice: All current and future Hit Dice become d12's.  Additionally the Frostmourn gains 1 Hit Die.

Speed: Unchanged.

Armor Class: Increase Natural AC Bonus by +5 (plus whatever is gained from Size increase).

Attacks: Recalculate BAB due to extra Hit Dice.

Damage: Slam attack now does 1d10 plus Str Modifier.

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

Freezing Touch (Su):  When the Frostmourn makes a successful touch attack, Slam or Grapple it's opponent takes an additional +2d6 cold damage.  If it's opponent is wearing metal armor, or the Frostmourn touches a metal item, it is affected by a Chill Metal spell.

Blizzard Form (Su): As a Standard Action the Frostmourn can become Incorporeal, gaining a Fly speed equal to it's land speed with Perfect Maneuverability.  It cannot make physical attacks during this time, but may switch back as a Move Action.

Special Qualities: Retains all Special Qualities of the Base Creature with the exception of Rock Catching, plus gains the following:

Damage Reduction (Ex): DR 10/Magic

Saves: Recalculate due to extra Hit Dice.

Abilities: +2 Wis, +4 Cha, -4 Int.  As an Undead, the Frostmourn has no Con Score.  Remember to change Ability Scores due to Size increase.

Skills: Recalculate due to extra Hit Dice.

Feats: Recalculate due to extra Hit Dice.

Environment: Any Arctic

Organization: Solitary or Pair

Challenge Rating:
+2

Treasure: Unchanged.

Alignment: Always Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: ---



Firegaunt

Firegaunt is an Acquired Template that can be applied to any Giant with the Fire Subtype.  They have deteriorated to the point that their internal fires leak from their bodies wherever there is an opening.  Their jaws are slightly extended and muzzle-like, and clouds of smoke often hang above them.  Subject to frequent rages, they often try to burn everything in sight.

Size and Type: Size increases 1 Category, Type becomes Undead.

Hit Dice: All current and future Hit Dice become d12's.  Additionally the Firegaunt gains 1 Hit Die.

Speed: Unchanged.

Armor Class: Increase Natural AC Bonus by +6 (plus whatever is gained from Size increase).

Attacks: Recalculate BAB due to extra Hit Dice.

Damage: Slam attack now does 1d10 plus Str Modifier.

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

Burning Touch (Su): When the Firegaunt makes a successful touch attack, Slam or Grapple it's opponent takes an additional +2d6 fire damage.  If it's opponent is wearing metal armor, or the Firegaunt touches a metal item, it is affected by a Heat Metal spell.

Ashes to Ashes (Su): Only Resurrection or a more powerful spell will return a being slain by a Firegaunt.

Special Qualities: Retains all Special Qualities of the Base Creature with the exception of Rock Catching, plus gains the following:

Damage Reduction (Ex):DR 10/Magic

Saves: Recalculate due to extra Hit Dice.

Abilities: +4 Cha, -4 Int.  As an Undead, the Frostmourn has no Con Score.  Remember to change Ability Scores due to Size increase.

Skills: Recalculate due to extra Hit Dice.

Feats: Recalculate due to extra Hit Dice.

Environment: Unchanged.

Organization: Solitary or Pair

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Always Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: ---



Spectral Cloud

Spectral Cloud is an Acquired Template that can be applied to any Giant with the Air Subtype.  They often appear as swirling clouds of vapor before coalescing into a gaseous resemblance of their former living self.  They hate the living, but rarely encounter them as they lair at the tops of high mountain peaks.

Size and Type: Size is unchanged, Type becomes Undead with the Incorporeal Subtype.

Hit Dice: All current and future Hit Dice become d12's.  Additionally the Spectral Cloud gains 2 Hit Dice.

Speed: Movement speeds are replaced with Fly 120 ft. (Good)

Armor Class: Natural AC Bonus to Armor Class is replaced with a Deflection Bonus.

Attacks: Gains a Melee Touch Attack.

Damage: Touch attack does 2d6 negative energy damage.

Special Attacks: Retains all Special Attacks of the Base Creature except Rock Throwing (see below), plus gains the following:

Energy Drain (Su): Living creatures hit by a Spectral Cloud's slam attack gain one negative level. The save DC is Charisma-based. For each such negative level bestowed, the Spectral Cloud gains 5 temporary hit points.

Create Spawn (Su): Any applicable Giant slain by a Spectral Cloud becomes a Spectral Cloud in 1d4 rounds.  It is not under the control of it's creator.

Boulder Telekinesis (Su): The Spectral Cloud maintains some telekinetic pwoer associated with rock, allowing it to still throw rocks as it did in life.  It is limited to Medium or smaller rocks within 50 feet of itself, and the range is 1.5 times normal.  Instead of Str, the Cha modifier is added to attack and damage rolls.

Special Qualities: Retains all Special Qualities of the Base Creature with the exception of Rock Catching, plus gains the following:

Damage Reduction (Ex): DR 15/Magic

Immune to Cold damage

+2 Turn Resistance

Saves: Recalculate due to extra Hit Dice.

Abilities: +4 Cha.  As an Undead, the Spectral Cloud has no Con Score.  Being Incorporeal it now has no Str Score as well.

Skills: Recalculate due to extra Hit Dice.

Feats: Recalculate due to extra Hit Dice.

Environment: Unchanged.

Organization: Solitary, though it may have Spawn

Challenge Rating:
+2

Treasure: Unchanged.

Alignment: Always Neutral Evil.

Advancement: Unchanged.

Level Adjustment: ---




Temperament

Temperament is an Acquired Template that can be applied to any Giant that can cast Spell-Like abilities doing electrical damage.  THeir skin has blackened, and electricity arcs across their skin, and emanates from their eyes and mouth.  They often summon their own personal storm cloud to hover over them, or become one themselves.

Size and Type: Size increases 1 Category, Type becomes Undead.

Hit Dice: All current and future Hit Dice become d12's.  Additionally the Temperament gains 3 Hit Dice.

Speed: Land and Swim speeds are -10 feet, but it gains Fly 40 ft. (Good)

Armor Class: Increase Natural AC Bonus by +6 (plus whatever is gained from Size increase).

Attacks: Recalculate BAB due to extra Hit Dice.

Damage: Slam attack now does 1d10 plus Str Modifier.

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

Electric Touch (Su): When the Temperament makes a successful touch attack, Slam or Grapple it's opponent takes an additional +2d6 electricity damage.

Draining Bolt (Su): The Temperament may cast Lightning Bolt at will as an 8th Level Sorcerer.  Opponents who are successfully damaged by this lightning gain one negative level. The save DC is Charisma-based. For each such negative level bestowed, the Temperament gains 5 temporary hit points.

Create Spawn (Su): Any applicable Giant slain by a Temperament becomes a Temperament in 1d4 rounds.  It is not under the control of it's creator.

Storm Cloud Form As a Standard Action the Temperament can become Incorporeal, increasing the Maneuverability of it's Flight to Perfect.  It cannot make physical attacks during this time (with the exception of Draining Bolt), but may switch back as a Move Action.

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

Damage Reduction (Ex): DR 15/Magic

Immunities (Ex): Temperaments are immune to Cold and Electricity damage.

+2 Turn Resistance

Saves: Recalculate due to extra Hit Dice.

Abilities: +4 Cha.  As an Undead, the Temperament has no Con Score.  Remember to change Ability Scores due to Size increase.

Skills: Recalculate due to extra Hit Dice.  Temperaments gain a +6 Racial Bonus to Intimidate Checks.

Feats: Recalculate due to extra Hit Dice.

Environment: Mountains

Organization: Solitary, though it may have Spawn

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Always Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: ---
« Last Edit: April 15, 2017, 06:37:39 PM by bhu »

Offline bhu

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Re: Giants
« Reply #86 on: June 01, 2017, 11:10:23 PM »
TRUTHSEEKER


   
"Be truthful, Nature only ever favors the truth."

 Despite being Clerics of a despised minority, Truthseekers are much sought after for disputes in which the truthful party cannot be ascertained.  While they have no legal power, the caliphs who frequently seek their advice do.  Having a reputation as someone who cannot lie, or be lied too, gives them something of an uneven rep.  Everyone wants to know the truth as long as it isn't about themselves.

BECOMING A TRUTHSEEKER
Almost all Truthseekers are Desert Cyclops Clerics.

 ENTRY REQUIREMENTS
   Race:  Desert Cyclops
   Class Abilities:  Access to the Truth Domain
   Feats:  Truthseeker, Domain Spontaneity
   Skills:  Knowledge (Religion) 4 ranks, Sense Motive 4 ranks


Class Skills
 The Truthseeker's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Search (Int), Sense Motive (Wis), Spellcraft (Int) and Spot (Wis).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    See The Truth, +1 Level of Divine Casting Class
2. +1    +3     +0     +3    Dispel Falsehood, +1 Level of Divine Casting Class
3. +1    +3     +1     +3    Castigate, +1 Level of Divine Casting Class
4. +2    +4     +1     +4    See The Truth, +1 Level of Divine Casting Class
5. +2    +4     +1     +4    Dispel Falsehood, +1 Level of Divine Casting Class
6. +3    +5     +2     +5    Castigate, +1 Level of Divine Casting Class
7. +3    +5     +2     +5    See The Truth, +1 Level of Divine Casting Class
8. +4    +6     +2     +6    Dispel Falsehood, +1 Level of Divine Casting Class
9. +4    +6     +3     +6    Castigate, +1 Level of Divine Casting Class
10.+5    +7     +3     +7   Speak the Truth, +1 Level of Divine Casting Class

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

See The Truth (Su): At 1st Level you may Take 20 on Sense Motive Checks.

At 4th Level when you cast Discern Lies it no longer requires Concentration, and now lasts 1 Minute per Level.

At 7th Level when you cast True Seeing it can be further enhanced by magic, i.e. it can be used with a Crystal Ball or Clairvoyance/Cleairaudience.

Dispel Falsehood (Sp): At 2nd Level when you cast Zone of Truth are also compelled to answer your questions if they fail a Save.

At 5th Level you get a +4 on Caster Level Checks when using Dispel Magic against spells that conceal the truth (most Illusions, some Transmutation).

At 8th Level when you cast Illusion Purge, the area increases to a 15 foot emanation.

Castigate (Su): At 3rd Level whenever you succeed on a Sense Motive vs Bluff Check, the opponent takes damage equal to your Truthseeker Level.

At 6th Level anyone making a Bluff Check within 15 feet of you takes damage equal to your Truthseeker Level.

At 9th Level anyone using a skill, power, spell or effect to conceal their true nature (Disguise skill or Disguise Self for example) within 15 feet of you takes damage equal to your Truthseeker Level.

Speak the Truth (Sp): At 10th Level you can cast Holy Word 3/day as a Spell-Like ability.
 
PLAYING A TRUTHSEEKER
 Anytime there is a political or judicial dispute that has stalled, you are brought in to compel all sides to tell the truth.  This inevitably leads to one or both sides discreetly trying to have you assassinated.  Or someone publicly rying to destroy your credibility.
 Combat: As capable of combat as most Clerics, you generally refrain from it.  You tend more towards the 'healer and purveyor of wisdom' archetype.
 Advancement: Advancement will depend on whether or not you have a patron.  If not you will need survival skills.  If so, your patron will likely pressure you to adapt to his needs.
Resources: You will either have a wealthy patron, or be a despised outcast.  There's rarely any middle ground with your kind.

TRUTHSEEKERS IN THE WORLD
"Honesty is overrated."
 You occupy an odd lace where you're spat on by society as a minority, yet the first in line to be called upon in times of trouble and unrest.  Were you more vengeful, society might rue it's choices...
 Daily Life: Much of your time is spent tending to your congregation, and trying ti avoid notice.  Inevitably though, you will be pulled back into the limelight and controversy.
 Notables:
 Organizations: Some organization or powerful individual almost always has temporary need of your services.

NPC Reaction
 NPC's tend to be nervous around you.  Even if they've done nothing wrong, they still seem to feel guilty.

TRUTHSEEKERS IN THE GAME
 Truthseekers will make running a mystery damn difficult.
 Adaptation: This is meant for fairly serious campaigns set in Al-Qadim, but can be adapted.
 Encounters: PC's tens to encounter Truthseekers at trials, political counsels, or any meeting in which there are arguments.

Sample Encounter
EL 12: The PC's are involved in a brutal incident at the market bazaar, and are hauled before the local noble's court.   Setting at their soon-to-be judge's side is a giant of a man with a single eye as clear and blue as the desert sky.  His calm is unnerving, as is his beatific smile.


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 TRUTHSEEKER

Hit Die: d8
Skills Points at Each  Level : 4 + int
Class Ability
Class Ability
Bonus Feats: The Epic Truthseeker gains a Bonus Feat every x levels higher than 20th


Desert Cyclops Racial Feats

Truthseeker
You are adept at sniffing out Falsehoods.
 Prerequisites: Desert Cyclops, Cleric Level 1
 Benefits: Spells you cast from the Truth Domain are cast at +1 Caster Level.

Sandstone
You're tougher than usual.
 Prerequisites: Desert Cyclops, Con 19+
 Benefits: Your Natural Armor Bonus to AC improves to +9.

Desert Sight
You are well acquainted with desert travel.
 Prerequisites: Desert Cyclops
 Benefits: You cannot be Dazzled by sun glare or similar effects (see Sandstorm), nor do you take visibility penalties in duststorms or sandstorms.

Improved Desert Sight
You need never worry about mirages again.
 Prerequisites: Desert Sight
 Benefits: You are immune to Mirages and gain a +2 Racial Bonus on Willpower Saves against Illusions.
« Last Edit: August 08, 2017, 09:41:16 PM by bhu »

Offline bhu

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Re: Giants
« Reply #87 on: August 08, 2017, 10:21:51 PM »
SWAMP FIGHTER


   
“There is peace in the swamp, though the quiet is Death.”

 Swamp Fighters are specialists in guerilla fighting.  They protect their tribes (or go out on raids in the case of the more evil ones).

BECOMING A SWAMP FIGHTER
Most Bosk or Swamp Giants qualify.

 ENTRY REQUIREMENTS
   Race:  Bosk Giant or Swamp Giant
   Class Abilities:  Ferocity
   Feats:  Extend Rage, Instantaneous Rage
   Skills:  Survival 4 ranks, Swim 4 ranks


Class Skills
 The Swamp Fighter's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Swamp Movement
2. +2    +3     +0     +0    Swamp Stealth
3. +3    +3     +1     +1    Ferocity +1/day
4. +4    +4     +1     +1    Swamp Movement
5. +5    +4     +1     +1    Swamp Stealth
6. +6    +5     +2     +2    Ferocity
7. +7    +5     +2     +2    Swamp Movement
8. +8    +6     +2     +2    Swamp Stealth
9. +9    +6     +3     +3    Ferocity
10.+10   +7     +3     +3   Swamp Rage

Weapon Proficiencies: A Swamp Fighter gains no new weapon or armor proficiencies.
 
Swamp Movement (Ex): At 1st Level you gain Swamp Walker as a Bonus Feat.

At 4th Level you gain a Swim speed equal to your land speed. 

At 7th Level you can breathe both air and water.

Swamp Stealth (Ex): At 2nd Level you gain Improved Swamp Walker as a Bonus Feat.

At 5th Level you gain Swamp Camouflage as a Bonus Feat.

At 8th Level you gain the Camouflage ability (this is the same as the Ranger ability listed in the PHB).

Ferocity (Ex): At Levels 3, 6, and 9 you gain an additional daily use of Ferocity.

Swamp Rage (Su): As long as you are in Marsh terrain and under the effects of Ferocity you are immune to Death Effects and Paralysis.

PLAYING A SWAMP FIGHTER
 You kick ass, lots of ass.  Mostly from hiding, which gets you a lot of flack.  Indirect flack mind you, given as you're still, ya know, big.
 Combat: You prefer to ambush opponents despite your advantage in size.
 Advancement: Swamp Fighters tend to advance remarkably similarly, given the needs of their job.
Resources: You get first pick of the spoils, meager as they may be.

SWAMP FIGHTERS IN THE WORLD
"Never underestimate a backwoods Giant in a fight."
 There is no problem in life that can't be solved via a damn good bashing or a spear in the back. 
 Daily Life: You spend most of your time hunting, fighting, or bragging about one of the former. 
 Notables:
 Organizations: Swamp Fighters never really organize above the tribal level.

NPC Reaction
 If you're doing your job, NPC's should die quickly enough there is no encounter.

SWAMP FIGHTERS IN THE GAME
 This PrC isn't much help outside of it's niche terrain.
 Adaptation: This is primarily meant for swamp-centric campaigns.
 Encounters: You are generally (un)seen in whatever swamp your tribe calls home.

Sample Encounter
EL x: The PC's are in the middle of a godforsaken swamp looking at a map, when a giant stumbles out of the bushes and faceplants in front of them while saying "I meant to do that."


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 SWAMP FIGHTER

Hit Die: d10
Skills Points at Each  Level : 4 + int
Ferocity At Level 23 and every 3 Levels thereafter you gain an additional use of Ferocity.
Bonus Feats: The Epic Swamp Fighter gains a Bonus Feat every 2 levels higher than 20th



Bosk and Swamp Giant Racial Feats

Swamp Walker
You're used to traveling in the swamps.
 Prerequisites: Bosk or Swamp Giant
 Benefits: Marsh Terrain no longer slows your Movement


Improved Swamp Walker
Against all odds you have learned to be stealthy.
 Prerequisites: Swamp Walker
 Benefits: You no longer take Move Silently penalties in Marsh terrain.


Swamp Camouflage
You're sneaky for a big guy.
 Prerequisites: Bosk or Swamp Giant
 Benefits: You take no Size Penalties to Hide Checks when in Marsh terrain.


The Power of the Marsh
You are attuned to the power inherent in nature.
 Prerequisites: Bosk or Swamp Giant, Wis 16+
 Benefits: 1/day, whenever you fail a roll you may announce you are re-rolling it as a Free Action.  You must be in Marsh Terrain to use this ability, and must keep the result of the re-roll. 
« Last Edit: September 25, 2017, 07:48:43 PM by bhu »

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Re: Giants
« Reply #88 on: October 09, 2017, 09:50:54 PM »
BLACKWATER GUARD


   
"Gods, I love the smell of burning towns in the morning."

 The original Blackwater guards were a mercenary group led by an exceptional Ogre named Blackwater  Baromeg.  Hic company enjoyed such success they founded their own nomadic kingdom.  After Baromeg's death the kingdom splintered, and now many mercenary groups use variationson the Blackwater name to drum up business.

BECOMING A BLACKWATER GUARD
How you would normally become a member of this prestige class.

 ENTRY REQUIREMENTS
   Race:  Stonecrown Ogre
   Feats:  Any 2 Fighter Feats or Improved Battle Frenzy and Iron Discipline
   Skills:  Climb 4 ranks, Profession (Mercenary) 4 ranks


Class Skills
 The Blackwater Guard's class skills (and the key ability for each skill) are Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis) and Swim (Str).
Skills Points at Each  Level : 2 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Military Occupational Specialty
2. +2    +3     +0     +0    Bonus Feat
3. +3    +3     +1     +1    Warcraft
4. +4    +4     +1     +1    Military Occupational Specialty
5. +5    +4     +1     +1    Bonus Feat
6. +6    +5     +2     +2    Warcraft
7. +7    +5     +2     +2    Military Occupational Specialty
8. +8    +6     +2     +2    Bonus Feat
9. +9    +6     +3     +3    Warcraft
10.+10   +7     +3     +3   Veteran

Weapon Proficiencies: A Blackwater Guard gains Exotic Weapon Proficiency (Stonecrown Arbalest).
 
Military Occupational Specialty (Ex): Beginning at 1st Level you may choose Halberdier, Arbalist, or Cavalier.  You gain a Bonus Feat at Levels 1, 4, and 7 (which Feat depends on the specialty to your choose): Arbalist (Point Blank Shot, Rapid Reload, Penetrating Shot.), Cavalier (Mounted Combat, Ride-By Attack, Spirited Charge.), Halberdier (Weapon Focus, Shield and Pike Style, Formation Expert.  Despite the name you can wield any polearm.).

Bonus Feat: At Levels 2, 5, and 8 the Guard can choose any Fighter Feat or Racial Feat as a Bonus Feat.

Warcraft (Ex): At Levels 3,6, and 9 you get an ability dependent on what you chose for your 1st Level specialty.

  Arbalist: At 3rd Level reloading the Arbalest is the same as a Heavy Crossbow for purposes of the Rapid Reload Feat.  At 6th Level the Arbalest does x3 damage on a successful critical.  At 9th Level when using the Arbalest you may ignore non-magical miss chances due to concealment.

  Cavalier: At 3rd Level when you fight mounted, your mount also gains the benefits of your Racial Frenzy ability.  At 6th Level your mount also gains the benefits of any Feats that modify your Frenzy ability.  At 9th Level your mount can make a Full Attack as part of a charge.

  Halberdier: At 3rd Level you can change your reach as a Move Action.  For example if you have a Reach weapon you may decide to attack adjacent opponents with it as a Move Action.  At 6th Level this becomes a Swift Action.  At 9th Level you threatend a critical with a natural 19-20.

Veteran (Ex): At 10th Level you do double your Str damage on applicable weapon attacks (triple for two handed weapons).

PLAYING A BLACKWATER GUARD
 You are among the best of the best, or at least your public relations firm makes that claim.  You still try your best to live up to the Blackwater name.
 Combat: Guards specialize in one form of combat, usually either arbalests or polearms being the stereotype.  The companies keep several of each on hand to attend to the needs of their clients.
 Advancement: Once a guard chooses a combat specialization they tend to continue to improve on that.
Resources: Resources available will depend on how well your company does as mercs.  You could be either poor or fabulously wealthy.

BLACKWATER GUARDS IN THE WORLD
"TAKE A F______ BATH!  Is that so hard!"
 You mostly interact with the world by setting it on fire (or blowing it up if you got some mages on your side).  Many of you also try to refine your own personal stench to it's most devastating. 
 Daily Life: Your job is your life, and everything pretty much revolves around it.
 Notables:
 Organizations: Most Guards don't belong to any groups other than their own mercenary company.

NPC Reaction
 NPC's generally like mercs if they're hiring them, and fear them if they aren't.  Add to that you're being a stinky giant, and you can pretty much guarantee social interaction.

BLACKWATER GUARDS IN THE GAME
 The party could get a lot of side eye if they contain a small giant that smells like a dead skunk and has piercings all over it's body.
 Adaptation: This is obviously meant for Birthright campaigns, but it should be easily adaptable.
 Encounters: Blackwater Guards can be encountered anywhere you normally see mercenaries.

Sample Encounter
EL x: The PC's have been sent to rob a ware house guarded by what appear to be disturbingly competent Ogres.


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 BLACKWATER GUARD

Hit Die: d10
Skills Points at Each  Level : 2 + int
Bonus Feats: The Epic Blackwater Guard gains a Bonus Feat every 2 levels higher than 20th


Stonecrown Ogre Racial Feats

Unbathed Foulness
Some Stonecrown Ogres refuse to bath.  Some of them do their best to enhance their own personal foulness.
 Prerequisites: Stonecrown Ogre, Con 15+
 Benefits: All living creatures (except Stonecrown Ogres) within 30 feet of a Stonecrown Ogre must succeed on a Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same Stonecrown Ogre’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.


Improved Unbathed Foulness
Your personal scent can turn the stomach of a Skunk.
 Prerequisites: Unbathed Foulness
 Benefits: If an opponent fails their save against your stench, they are now Nauseated for 2 rounds and then Sickened for 8 more.


Iron Discipline
You are remarkably well disciplined, even in the throes of intense anger.
 Prerequisites: Stonecrown Ogre, Improved Battle Frenzy
 Benefits: When using your Racial Frenzy ability you are no longer limited in what skills, feats, abilities or items you can use.


Improved Battle Frenzy
Your training has made your rage controllable.
 Prerequisites: Stonecrown Ogre, Wisdom 15+
 Benefits: You may now use your Racial Frenzy at will instead of when first damaged.


Stonecrown Arbalest
100 GP, 2d6 Bludgeoning Damage, Critical 19-20/x2, Range 120 feet, 52 lbs. 
10 Stones is 2 GP, 100 lbs.
You draw an Arbalest back by turning a small winch. Loading an Arbalest is a full-round action that provokes attacks of opportunity.
« Last Edit: April 23, 2018, 10:58:32 PM by bhu »

Offline bhu

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Re: Giants
« Reply #89 on: April 23, 2018, 11:09:20 PM »
NZUNTA FOOTSOLDIER


   
"Is that a tentacle?  IS THAT A TENTACLE?"

 You have been a taught to serve and worship the Nzuntas as have all your kind.  You are the army of the Nzunta empire, as well as it's only visible face.  You keep the outside world from knowing of the Nzunta until they return to rule the world as they claim prophecy has foretold.

BECOMING A NZUNTA FOOTSOLDIER
Any Orughi proficient with weapons will do.

 ENTRY REQUIREMENTS
   Race: Orughi 
   Feats: Exotic Weapon Proficiency (Tonnk), and any 1 other combat related Feat
   Skills: Climb (4 ranks), Intimidate (4 ranks)


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

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Aquatic Warrior
2. +2    +3     +0     +0    Tohkk Warfare
3. +3    +3     +1     +1    Blessings of Zeboim
4. +4    +4     +1     +1    Aquatic Warrior
5. +5    +4     +1     +1    Tohkk Warfare
6. +6    +5     +2     +2    Blessings of Zeboim
7. +7    +5     +2     +2    Aquatic Warrior
8. +8    +6     +2     +2    Tohkk Warfare
9. +9    +6     +3     +3    Blessings of Zeboim
10.+10   +7     +3     +3   Veteran

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

Aquatic Warrior (Ex): At 1st Level you gain the Aquatic Subtype, but remain capable of breathing air.  At 4th Level you gain Blindsense with a 30 foot radius when under water.  At 7th Level your attacks no longer take the -2 penalty for being used underwater.

Tonkk Warfare (Ex): At Levels 2, 5 and 8 you may choose one of the following Bonus Feats: Able Sniper, Brutal Throw, Far Shot, Greater Weapon Focus (Tonkk), Point Blank Shot, Precise Shot, Ranged Disarm, Weapon Focus (Tonkk).

Blessings of Zeboim: At Levels 3, 6 and 9 you gain one of the Blessings of Zeboim from the following list:

Aboleth's Tentacles (Ex): (Prerequisite: 9th Level) The Footsoldier gains two additional tentacle attacks with a Full Attack that do 1d6 plus half Str damage.  Opponent who are successfully struck by these tentacles must make a Fortitude Save (Save DC is Con based) or be unable to breathe for 1d6 rounds (see drowning rules in DMG).

Amphi-Dragon's Breath (Su): Once every 1d4 rounds the Footsoldier can breathe a 60 foot line of Acid doing 5d6 damage (Reflex save for half damage, Save DC is Con based).

Dragon's Fear (Ex): When the Footsoldier attacks or charges all living creatures within 30 ft. must wake a Willpower Save  (Save DC is Cha based), or become Shaken for 2d4 rounds.  If the Save is successful, that opponent is immune to this Footsoldier's Frightful Presence for 24 hours.

Imp's Cold (Ex): A Footsoldier’s body generates intense cold, causing opponents to take an extra 1d4 points of
cold damage every time it succeeds with an Unarmed strike, grapple or natural attack. Creatures attacking a Footsoldier unarmed or with natural weapons take this same cold damage each time one of their attacks hits.

Kalothagh Spines (Ex): Any creatures within 5 feet of a Footsoldier must succeed at a Reflex save each round or take 1d6 piercing damage. The save DC is Dexterity-based.  Any creature hurt by a Footsoldier’s spines through this method or its attack must succeed at a Reflex save, or the barbed spines will hook in the creature’s flesh, causing the spine to detach from the Footsoldier.  Removing the spines results in another 1d4 points of damage. A Footsoldier is assumed to have 2d8+16 spines at any given time. It takes one week for its spines to grow back.

Magori's Blood (Ex): Whenever an opponent within 5 feet of the Footsoldier deals damage to it with a slashing or piercing
weapon, he must make a DC Reflex save or take 2d4 points of acid damage as the Footsoldier’s blood splatters him. Success
negates all damage. The save DC is Constitution-based.

Veteran: So long  as you are touching the sea you are immune to critical hits.

PLAYING A NZUNTA FOOTSOLDIER
 The Nzunta are Gods, the true rulers of the world.  You were born to serve them, and they will reward you when the world is theirs again.
 Combat: You try to lure opponents into the water where they are more vulnerable.  You're also fond of ambushing ships, pulling sailors off the decks.
 Advancement: How you advance depends entirely on your masters.
Resources: You have what you can steal or what the Nzunta give you.

NZUNTA FOOTSOLDIERS IN THE WORLD
"If you see tall stone towers on an island, give it a wide berth."
 As far as the world knows the Orughi are marauding brutes, much like any other.  No one suspects your hidden masters.
 Daily Life: Much of your day is spent hunting and fishing unless your masters need you.  Or a ship sails too close.
 Notables:
 Organizations: Being servants of the Nzunta, you pretty much aren't allowed to have other ties.

NPC Reaction
 You're a monster, NPC's treat you much like any other monster.

NZUNTA FOOTSOLDIERS IN THE GAME
 This assumes the PC is the servant of an evil empire hellbent on world domination (or at least they consider themselves that).  Might be best as an NPC class.
 Adaptation: This is meant for Evil Campaigns set in the oceans of the Forgotten Realms.
 Encounters: The Orughi and their masters only exist on remote islands north of Ansalon.

Sample Encounter
EL x: The PC's run aground in a horrible storm.  The superstitious crew is terrified of the stone towers on the island.  Turns out they have reason to be.


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 NZUNTA FOOTSOLDIER

Hit Die: d10
Skills Points at Each  Level : 2 + int
Bonus Feats: The Epic Nzunta Footsoldier gains a Bonus Feat every 2 levels higher than 20th



Orughi Racial Feats

Further Blessings of Zeboim
You have been especially blessed by the Sea Goddess.
 Prerequisites: Orughi, Blessings of Zeboim
 Benefits: This Feat can be chosen multiple times, and must be chosen for a different blessing each time:

Aboleth's Tentacles (Ex): (Prerequisite: 9th Level) Opponents who fail a Save vs your tentacle attack now permanently lose the ability to breathe air, becoming able to breathe water instead.  Remove Disease, Heal or Mass Heal will cure this.

Amphi-Dragon's Breath (Su): Your Breath Weapon does 8d6 damage.

Dragon's Fear (Ex): Opponents who fail their Save vs your Frightful Presence they are Frightened instead of Shaken.

Imp's Cold (Ex): Your cold damage increases to2d4.

Kalothagh Spines (Ex): Your spines now regrow instantly, effectively giving you unlimited spines.

Magori's Blood (Ex): A successful Save now only halves damage instead of negating it.

« Last Edit: March 04, 2019, 08:22:54 PM by bhu »

Offline bhu

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Re: Giants
« Reply #90 on: December 03, 2018, 04:25:41 AM »
TLATOANI


   
"Obedience leads to true freedom."

 The Tlatoani are the leaders of the Jagre, and often lead gangs of Orcs, Ogres and Trolls on raids for slaves.

BECOMING A TLATOANI
Any Jagre that has undergone the Ritual of Merging will do.

 ENTRY REQUIREMENTS
   Race: Jagre
   Skills:  Climb 4 ranks, Intimidate 4 ranks
   Feats:  Ritual of Merging, Improved Bond


Class Skills
 The Tlatoani's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int),  Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (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    +2     +0     +2    The Ritual of Merging
2. +1    +3     +0     +3    Hishna Magic
3. +2    +3     +1     +3    Leadership
4. +3    +4     +1     +4    The Ritual of Merging
5. +3    +4     +1     +4    Hishna Magic
6. +4    +5     +2     +5    Leadership
7. +5    +5     +2     +5    The Ritual of Merging
8. +6    +6     +2     +6    Hishna Magic
9. +6    +6     +3     +6    Leadership
10.+7    +7     +3     +7    Beast Lord

Weapon Proficiencies: A Tlatoani gains no new weapon or armor proficiencies

The Ritual of Merging (Su): At 1st Level you gain a +2 Deflection Bonus to AC in Displacer Beast Form.

At 4th Level you also now gain your Resistance to Ranged Attacks Bonus when not in Displacer Beast Form.

At 7th Level may instead turn into a Displacer Beast Pack Lord once you also have at least 18 HD.

Hishna Magic (Sp): At Levels 2, 5 and 8 you can choose one spell from the Hishna Magic spell list.  You may cast that spell 1/day as a Spell-Like Ability.  At 2nd Level you can choose any spell of 3rd Level or less.  At 5th Level you can choose any spell of 4th Level or less, and at 8th Level you can choose any spell of 5th Level or less.

Leadership: At third Level your Leadership Score is your ECL plus your Charisma modifier.  All your Cohorts/followers must be Orcs.  At 6th Level your Cohort can be an Ogre if your leadership Score is 9 or higher.  At 9th Level your Cohort can be a Troll if your leadership Score is 14 or higher. 

Beast Lord: At 10th Level you get a +10 Bonus on your leadership Score.

PLAYING A TLATOANI
 You are a born leader of monsters.  Cruelty is like a drug to you.
 Combat: You prefer mixing it up in melee combat despite your ranged defenses.  You like the feel of blood on your hands.
 Advancement: Your advancement is determined solely by the Viperhand.
Resources: You have whatever gifts Zaltec bestows on you, and whatever you can take as plunder.

TLATOANI IN THE WORLD
"Any excuse will serve a tyrant."
 The world lives in horror of you cult and it's anthropophagus tendencies.
 Daily Life: You manage much of the Viperhand's daily affairs, especially raids and warfare.
 Notables:
 Organizations: All Tlatoani belong to Zaltec's cult.

NPC Reaction
 You are regarded with the fear usually shown to monsters.

TLATOANI IN THE GAME
 This assumes the PC is a leader of sorts in an evil cult, and might be best left for npc's.
 Adaptation: This is meant for an all Evil campaign set in Maztica, but shouldn't be hard to adapt.
 Encounters: The Tlatoani are rarely found outside the Valley on Nexal.

Sample Encounter
EL 15: The PC's are hired by a sketchy looking Orc to guard his Lords property, which turns out to be human.  Can they rescue the slaves without being found out?


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 TLATOANI

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



Jagre Racial Feats

Ritual of Merging
You have undergone an unholy ceremony to bond your magical armor to you.
 Prerequisites: Jagre, Con 20+
 Benefits: Your +1 Hide Armor bonds with your skin making it impossible to remove.  Additionally you no longer take a Movement Penalty and an Arcane Spell Failure Chance.


Improved Bond
Your armors bond is strengthened through further rituals.
 Prerequisites: Jagre, Ritual of Merging
 Benefits: You no longer have a maximum Dex Bonus to AC or an Armor Check Penalty.


Greater Bond
You are remarkably well disciplined, even in the throes of intense anger.
 Prerequisites: Jagre, Improved Bond
 Benefits: You may now use the Displacer Beasts Displacement ability in Jagre form as well.


Improved Hishna Magic
You have received further magical training.
 Prerequisites: Jagre, Hishna Magic
 Benefits: You may choose an additional spell from the Hishna Magic spell list to cast 1/day as a Spell-like Ability.  This must be a spell of a Level you would have access to via your Hishna Magic Class Ability.


Maca
12 GP, 1d8 Slashing Damage, Critical 19-20/x2, 6 lbs. 

HISHNA MAGIC

1st: Animate Fire, Charm Animal, Deathwatch, Detect Animals or Plants, Disguise Self, Hypnotism, Mage Armor, Magic Weapon, Summon Natures Ally I

2nd: Alter Self, Combust, Darkness, Dessicate, Hunter's Eye, Invisibility, Produce Flame, Summon Natures Ally II, Tojanida Sight

3rd: Invisibility Sphere, Know Opponent, Lesser Shadow Tentacle, Serpent Arrow, Summon Natures Ally III

4th: Bestow Curse, Evard's Black Tentacles, Know Vulnerabilities, Polymorph, Summon Natures Ally IV

5th: Dispel Water, Fleshshiver, Insect Plague, Shroud of Flame, Summon Natures Ally V
« Last Edit: November 13, 2019, 10:35:07 PM by bhu »

Offline bhu

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Re: Giants
« Reply #91 on: May 14, 2019, 11:53:50 PM »
ASKAR


   
"I will not hear you speak about my home in this manner!"

 Askars are the default civilized warrior in Al-Qadim.  They serve as city and caravan guards and the personal guard of the nobility.  They are urbane, literate and in a good position to become rulers themselves someday.  Their one flaw is a tendency towards chauvinism and nationalism.  Even in their country of origin they tend to believe their particular city is the best the country has to offer.

BECOMING AN ASKAR
Just about any Fighter qualifies easily.

 ENTRY REQUIREMENTS
   Special:  Cannot be illiterate
   Feats:  Weapon Focus (Scimitar or Spear), Weapon Specialization (Scimitar or Spear), any other Fighter Feat
   Skills:  Craft (armor, weapons) 4 ranks


Class Skills
 The Askar's class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex) and Spot (Wis).
Skills Points at Each  Level : 2 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Local Celebrity
2. +2    +3     +0     +0    Guardsman
3. +3    +3     +1     +1    Military Training
4. +4    +4     +1     +1    Local Celebrity
5. +5    +4     +1     +1    Guardsman
6. +6    +5     +2     +2    Military Training
7. +7    +5     +2     +2    Local Celebrity
8. +8    +6     +2     +2    Guardsman
9. +9    +6     +3     +3    Military Training
10.+10   +7     +3     +3    Veteran

Weapon Proficiencies: An Askar gains no new weapon or armor proficiencies.

Local Celebrity (Ex): At 1st Level you gain a +2 Circumstance Bonus on Diplomacy and Gather Information Checks made against members of your home city.  At 4th Level you gain a +2 Circumstance Bonus on Intimidation and Sense Motive Checks made against targets who are not natives of your city.  At 7th Level you gain a +2 Circumstance Bonus on Knowledge (Local, Nobility) Checks.

Guardsman (Ex): At 2nd Level you gain a +1 Bonus on Listen and Spot Checks, as well as Saving Throws meant to avoid Fatigue or Exhaustion.  This Bonus increases to +2 at Level 5 and +3 at Level 8.

Military Training (Ex):  At 3rd Level you gain a +1 Bonus to Attack  and Initiative rolls while defending your city, it's inhabitants, or an Ally.  This increases to +2 at Level 6, and +3 at Level 9.

Veteran (Ex): At 10th Level you are immune to Mind-Affecting Effects.
 
PLAYING AN ASKAR
 Your town is the best town.  You know it's the best town because it's yours.  And everyone else is nothing by way of comparison.  Sure, your town might be a dirt farm, but it's a very moral, upstanding dirt farm.
 Combat: You tend to be a bog standard guardsman.  Combat tends to be infrequent, but quite desperate when it does.  Staying alert is your friend.
 Advancement: Your advancement depends on the needs of your city.
Resources: Most Askars enjoy the patronage of the city, so depending on how stingy the locals are you can usually enjoy things like discounts from the local merchants.

ASKAR IN THE WORLD
"Do not discuss politics with the guards..."
 Askars can sometimes be local celebrities, and even the ones who aren't are still 'local boys'.  At least to the locals.  The worst Askar can be violent bigots who bring shame to the profession.
 Daily Life: Generally you spend your days guarding something or someone.  With luck there are no raids on your shift.
 Notables:
 Organizations: All Askar belong to their local army or militia, and many belong to Merchants Guilds or other civic associations.

NPC Reaction
 Locals love you.  Outsiders...not so much.

ASKAR IN THE GAME
 This assumes you're a local guard, which may be difficult to craft adventures in which you aren't traveling on behalf of the town or it's inhabitants.
 Adaptation: This is meant for Al-Qadim, but can be used as a generic local militia PrC.
 Encounters: PC's will generally see Askar when entering their city or any important location within it.  They might also be guarding merchants or nobles who are traveling.

Sample Encounter
EL 12: The PC's are entering a town for supplies, and are halted by the local guards

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 ASKAR

Hit Die: d10
Skills Points at Each  Level : 2 + int
Guardsman At Level 22 and every 4 Levels thereafter your Guardsman Bonus increases +1.
Military Training At Level 23 and every 4 Levels thereafter your Military Training Bonus increases +1.
Bonus Feats: The Epic Askar gains a Bonus Feat every 3 levels higher than 20th




Zakharan Ogre Racial Feats

Social Butterfly
You adopt well to new societies due to your need to fit in.
 Prerequisites: Zakharan Ogre
 Benefits: This is effectively the same as Wanderer's Diplomacy (see PHB 2), but you need to be an Ogre instead of a halfling.


Ogrima Heritage
You have Ogrima blood, which causes you considerable societal prejudice.
 Prerequisites: Zakharan Ogre, Cha 13+
 Benefits: You may cast one of the following at will as a Sorcerer whose Caster Level is equal to half your Hit Dice: Alter Self, Blur.  Attitudes of Zakharan Ogres towards you can never be better than Unfriendly.


Oni-Killer
You are well used to combating Ogre Magi.
 Prerequisites: Zakharan Ogre, Wis 13+
 Benefits: You gain a +1 Resistance Bonus on Willpower Saves.


Improved Oni-Killer
You have received further combat training.
 Prerequisites: Oni-Killer
 Benefits: You gain a +1 Resistance Bonus on Reflex Saves.
« Last Edit: June 10, 2019, 09:02:51 PM by bhu »

Offline bhu

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Re: Giants
« Reply #92 on: August 13, 2019, 10:53:29 PM »
WATCHER


   
"My hearing is better than the average dogs you know."

 A Watcher is a Fachan employed as a watchman for a local Lord or tribe.  Their job is to warn the tribe of danger, stall or sabotage interlopers, and scout for raiding parties.

BECOMING A WATCHER
Any Fachan with the appropriate skills will do.

 ENTRY REQUIREMENTS
   Race:  Fachan
   Skills:  Hide 4 ranks, Listen 4 ranks, Move Silently 4 ranks, Spot 4 ranks
   Feats: Greater Hearing, Improved Hearing


Class Skills
 The Watcher's class skills (and the key ability for each skill) are Climb (Str), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (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     +0     +0    Ambush +1d6
2. +2    +3     +0     +0    Stealthy
3. +3    +3     +1     +1    Track
4. +4    +4     +1     +1    Ambush +2d6
5. +5    +4     +1     +1    Camouflage
6. +6    +5     +2     +2    Woodland Stride
7. +7    +5     +2     +2    Ambush +3d6
8. +8    +6     +2     +2    Hide in Plain Sight
9. +9    +6     +3     +3    Swift Tracker
10.+10   +7     +3     +3   Veteran Watcher

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

Ambush (Ex): In any round in which the Watcher makes an attack against an opponent who is Flat-Footed or unaware of his presence he does +1d6 damage. He also gets this bonus to ranged attacks performed on any round in which he does not move. This extra damage increases by 1d6 at Levels 4 and 7.

The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The Watcher must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Watchers can apply this extra damage to ranged attacks made while ambushing, but only if the target is within 30 feet.

At 3rd level, the applicable range for your Ambush attack increases by +20', and it increases by another +20 ft. at Level 7.

A Watcher loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the Ambush ability from another class, the bonuses stack.

Stealthy: At 2nd Level you gain Stealthy as a Bonus Feat.

Track: At 3rd Level you gain Track as a Bonus Feat.

Camouflage (Ex): Identical to the Ranger Ability of the same name listed in the PHB.

Woodland Stride (Ex): Identical to the Ranger Ability of the same name listed in the PHB.

Hide in Plain Sight (Ex): Identical to the Ranger Ability of the same name listed in the PHB.

Swift Tracker (Ex):
Identical to the Ranger Ability of the same name listed in the PHB.

Veteran Watcher: At 10th Level the range of your Greater Hearing Feat increases 20 ft., and you no longer take Size Penalties to Hide Checks.  Any Penalties you gain to Listen or Spot Checks due to range are lowered by 2.
 
PLAYING A WATCHER
 People (well monsters usually) hire you as guards.  Your entire purpose is to make sure outsiders don't get close to your charge.
 Combat: You're the watchman who acts as an early warning system to the tribe/person who hired you.  Speed and perception are at least as important as martial skill for you, as you prefer to attack from ambush.
 Advancement: Most Watchers progress similarly.  They have a pretty limited skillset.
Resources: You usually have a patron Orc or Ogre tribe.  The lucky among you get jobs with less discriminating would be tyrants with money.

WATCHERS IN THE WORLD

'Keep yer eyes open, the local Giants are surprisingly good at hiding."

 On duty you don't interact with the world at all, unless there are intruders or war is declared.  Even off duty your personality drives others off.
 Daily Life: Much of your day is spent on some lonely mountain in the middle of nowhere listening intently for trouble.  In less boring times you scout for some rich guys army.
 Notables:
 Organizations: Most of you are hired by Orc or Ogre tribes.  Some of the luckier Watchers become mercs for armies.

NPC Reaction
 NPC's treat you like any other bloodthirsty monster.  Which is what you are.

WATCHERS IN THE GAME
 This assumes the PC is both a member of an Evil anthropophagous race, and hired to guard someone or something.  Might get the PC's in a bit of a situation when they enter town...
 Adaptation: This is a probably best for all Evil campaigns, but could be adapted to races of similar build and abilities.
 Encounters: Watchers are generally found guarding Orc, Ogre or Fachan encampments, though on rare occasion other Evil beings will hire them.

Sample Encounter
EL x: The PC's have been hired to help destroy a local Orc Warren.  Something is killing of the Lords men en route to it, and he wants you to eliminate that something.


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 WATCHER

Hit Die: d8
Skills Points at Each  Level : 6 + int
Ambush You gain an additional die of Ambush at Level 21 and every 4 Levels thereafter.
Bonus Feats: The Epic Watcher gains a Bonus Feat every 3 levels higher than 20th



Fachan Racial Feats

Improved Hearing
You can hear better than the average bat.
 Prerequisites: Fachan
 Benefits: The Check DC of your Listen Checks extends from +1 per 10 feet to +1 per 100 feet.


Greater Hearing
You even do well against invisible opponents.
 Prerequisites: Fachan, Improved Hearing
 Benefits:  You can sense all foes within 40 feet as a sighted creature would. Beyond that range, you treat all targets as having total concealment.

You are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating your sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, you are effectively blinded.


Hard Hitting
You are good with melee weapons.
 Prerequisites: Fachan, Power Attack
 Benefits: When using your Power Attack Feat you do +2 damage, and have a +2 Bonus on Critical Confirmation rolls.


Harder Hitting
You have received further combat training.
 Prerequisites: Fachan, Hard Hitting
 Benefits: Your bonus to damage and Critical Confirmation rolls increases to +4.
« Last Edit: September 10, 2019, 08:42:19 PM by bhu »

Offline bhu

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Re: Giants
« Reply #93 on: September 10, 2019, 08:38:26 PM »
SENTRY


   
"Feckin' Gnomes..."

  A Sentry is a Fachan employed as a watchman/exterminator for a local Lord or tribe.  Their job is to warn the tribe of danger, kill interlopers, and wipe out traditional tribal enemies.

BECOMING A SENTRY
Any Fachan with the appropriate skills will do.

 ENTRY REQUIREMENTS
   Race:  Fachan
   Skills:  Jump 4 ranks, Listen 4 ranks, Spot 4 ranks, Tumble 4 ranks
   Feats:  Greater Hearing, Improved Hearing


Class Skills
 The Sentry's class skills (and the key ability for each skill) are Climb (Str), Jump (Str), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str) and Tumble (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    Good Ole Fashioned Racism
2. +2    +3     +0     +0    Evasion
3. +3    +3     +1     +1    YAR!
4. +4    +4     +1     +1    Good Ole Fashioned Racism
5. +5    +4     +1     +1    Uncanny Dodge
6. +6    +5     +2     +2    YAR!
7. +7    +5     +2     +2    Good Ole Fashioned Racism
8. +8    +6     +2     +2    Improved Uncanny Dodge
9. +9    +6     +3     +3    YAR!
10.+10   +7     +3     +3    Exterminator

Weapon Proficiencies: A Sentry gains proficiency with all one handed Martial melee weapons.

Good Ole Fashioned Racism (Ex): This is identical to the Favored Enemy ability listed under the Ranger Class in the PHB, with the exception that the Sentry can only choose Humanoids.  Preferably Gnomes or Dwarves.

Evasion (Ex): Identical to the Rogue Ability of the same name listed in the PHB.

Uncanny Dodge (Ex): Identical to the Rogue Ability of the same name listed in the PHB.

Improved Uncanny Dodge (Ex):
Identical to the Rogue Ability of the same name listed in the PHB.

YAR! (Ex): Every 1d4 rounds you can spring into the air and attack your foe from an unexpected direction.   As part of this maneuver, you attempt a Jump check to leap into the air and make a melee attack that targets your foe’s upper body, face, and neck. The Jump check’s DC is equal to your target’s AC. If this check succeeds, your attack deals an extra 2d6 points of damage. If this attack threatens a critical hit, you gain a +4 bonus on your roll to confirm the critical hit.  If your check fails, you can still attack, but you do not deal extra damage or gain a bonus on a  roll to confirm a critical hit. 

At 6th Level the extra damage increases to +4d6.

At 8th Level the extra damage increases to +6d6.

Exterminator (Ex): At 10th Level you may use Yar every other round.
 
PLAYING A SENTRY
 People (well monsters usually) hire you as guards.  Your entire purpose is to make sure outsiders don't find, or assault, you patron.
 Combat: You're the watchman who acts as an early warning system to the tribe/person who hired you.  Hit and Run is the style you prefer, taking advantage of your agility.
 Advancement: Most Sentries progress similarly.  You're all about the fighting.
Resources: You usually have a patron Orc or Ogre tribe.  The lucky among you get jobs with less discriminating would be tyrants with money.


SENTRIES IN THE WORLD
'Freaks..."
 On duty you don't interact with the world at all, unless there are intruders or war is declared.  Even off duty your personality drives others off.
 Daily Life: Much of your day is spent on some lonely mountain in the middle of nowhere listening intently for trouble.  In less boring times you kill Dwarves and Gnomes for paying customers.
 Notables:
 Organizations: Most of you are hired by Orc or Ogre tribes.  Some of the luckier Watchers become mercs for armies.

NPC Reaction
  NPC's treat you like any other bloodthirsty monster.  Which is what you are.

SENTRIES IN THE GAME
 This assumes the PC is both a member of an Evil anthropophagous race, and hired to guard someone or something.  Might get the PC's in a bit of a situation when they enter town...
 Adaptation: This is a probably best for all Evil campaigns, but could be adapted to races of similar build and abilities.
 Encounters: Sentries are generally found guarding Orc, Ogre or Fachan encampments, though on rare occasion other Evil beings will hire them.


Sample Encounter
EL x: The PC's are visiting friends in a Gnome village, when a bunch of weird Giants jump the wall and start kicking ass.


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 SENTRY

Hit Die: d8
Skills Points at Each  Level : 6 + int
Good Ole Fashioned Racism Beginning at Level 21 and every 3 Levels thereafter you receive an additional +2 against one specific Humanoid Subtype.
Bonus Feats: The Epic Sentry gains a Bonus Feat every 3 levels higher than 20th.



Fachan Racial Feats

Improved Hearing
You can hear better than the average bat.
 Prerequisites: Fachan
 Benefits: The Check DC of your Listen Checks extends from +1 per 10 feet to +1 per 100 feet.


Greater Hearing
You even do well against invisible opponents.
 Prerequisites: Fachan, Improved Hearing
 Benefits:  You can sense all foes within 40 feet as a sighted creature would. Beyond that range, you treat all targets as having total concealment.

You are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating your sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, you are effectively blinded.


Oddly Bodied
You are good with melee weapons.
 Prerequisites: Fachan, Dex 15+
 Benefits: Your opponents do not gain the use of AC Bonuses that specifically target Giants (such as the Dwarf and Gnomes Racial abilities) against you.


Powerful Blow
You have received further combat training.
 Prerequisites: Fachan, Power Attack
 Benefits: You gain one and a half times your Str Modifier as a Bonus to melee damage rolls.
« Last Edit: November 23, 2019, 02:44:26 AM by bhu »

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Re: Giants
« Reply #94 on: April 27, 2020, 02:53:09 AM »
GRUUMSH-KIN


   
"If I'm so blessed by the God, why are you giving me orders?"

 A Gruumsh-Kin is a Fachan raised by fanatical Orc cultists as a living weapon.  Something they excel at so long as they don't realize they're being duped into participating in the religion of another species when by rights they should have Vaprak as a God.

BECOMING A GRUUMSH-KIN
Any Fachan accepted by the Cult of Gruumsh will do.

 ENTRY REQUIREMENTS
   Race:  Fachan
   Class Ability:  Favored Enemy (Humanoid), Improved Combat Style.
   Skills:  Hide (4 ranks), Move Silently (4 ranks)
   Feats:   Coiled Spring, Improved Hearing


Class Skills
 The Gruumsh-Kin's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (religion) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), 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    Favored Enemy, +1 Level of existing Divine casting class
2. +2    +3     +3     +0    Eye of Gruumsh, +1 Level of existing Divine casting class
3. +3    +3     +3     +1    Gruumsh's Favor
4. +4    +4     +4     +1    Favored Enemy, +1 Level of existing Divine casting class
5. +5    +4     +4     +1    Eye of Gruumsh, +1 Level of existing Divine casting class
6. +6    +5     +5     +2    Gruumsh's Favor
7. +7    +5     +5     +2    Favored Enemy, +1 Level of existing Divine casting class
8. +8    +6     +6     +2    Eye of Gruumsh, +1 Level of existing Divine casting class
9. +9    +6     +6     +3    Gruumsh's Favor
10.+10   +7     +7     +3   A Giant's Strength, +1 Level of existing Divine casting class

Weapon Proficiencies: A Gruumsh-Kin gains no new weapon or armor proficiencies.

Favored Enemy (Ex): This is identical to the Ranger Ability  of the same name and stacks with it.

Eye of Gruumsh: At Levels 2, 5 and 8 you gain one spell to add to your spell list.  At Level 2 you add True Strike.  At Level 5 you add Locate Object, and at Level 8 you gain Clairvoyance/Clairaudience.  You may only cast these spells if your Ranger Caster Level is sufficient to cast a spell of that Level.  For example if you wish to cast True Strike you must be capable of casting 1st Level Ranger spells.

Gruumsh's Favor: At Level 3 you may choose one Domain of Gruumsh, and add it's spells yo your Ranger spell list.  You may choose an additional Domain at Levels 6 and 9.

A Giant's Strength (Su):  Your physical stature lets you function in many ways as if you were two size categories larger. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as two sizes larger if doing so is advantageous to you. However, your space and reach remain those of a creature of your actual size.  You also gain a +2 Inherent Bonus to Strength and Constitution.
 
PLAYING A GRUUMSH-KIN
 Your existence depends on not leaving any witnesses.  So long as the world thinks of you as some semi-mythical orc assassin they won't come looking for the real thing.  It helps that no one believes Orcs have the level of sophistication to pull off the things you do.
 Combat: Gruumsh-Kin are ambush artists and assassins who rely on stealth.  You have a few magical talents to back that up, but mostly you leap from the darkness and whack people upside the head.
 Advancement: You develop whichever skills your masters direct you to.
Resources: You have whichever resources the Church chooses to give you.

GRUUMSH-KIN IN THE WORLD
"Lets hope he never realizes the truth."
 Gruumsh-Kin are kept hidden from the world.  Their handlers don't want them to have contact with the outside.  If they realize they're cast 0ffs unwanted by their actual people and tricked into being the pet killers of zealots there may be hell to pay.
 Daily Life: You are kept in a constant state of religious indoctrination and fear until you are set to murder people for the glory of Gruumsh.
 Notables:
 Organizations: With the exception of exiles or Gruumsh-Kin who flee after realizing the truth, only the Church of Gruumsh employs you.

NPC Reaction
 You're an assassin, a violent religious zealot and a monster.  Three things people want kept far from them.

GRUUMSH-KIN IN THE GAME
 This assumes you are the catspaw of violent religious fanatics.  Might not be comfortable for some players.
 Adaptation: This is meant for all Evil Campaigns, but could be adapted for other God/Race combos.
 Encounters: Gruumsh-Kin will be found wherever their Church sends them, usually as assassins.

Sample Encounter
EL 12: The PC's are stuck in a swamp when a 3 foot tall whatsit jumps out of the bushes and demands they surrender.  They are in no mood for these shenanigans.


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 GRUUMSH-KIN

Hit Die: d8
Skills Points at Each  Level : 6 + int
Class Ability
Class Ability
Bonus Feats: The Epic Gruumsh-Kin gains a Bonus Feat every x levels higher than 20th



Fachan Racial Feats

Improved Hearing
You can hear better than the average bat.
 Prerequisites: Fachan
 Benefits: The Check DC of your Listen Checks extends from +1 per 10 feet to +1 per 100 feet.


Greater Hearing
You even do well against invisible opponents.
 Prerequisites: Fachan, Improved Hearing
 Benefits:  You can sense all foes within 40 feet as a sighted creature would. Beyond that range, you treat all targets as having total concealment.

You are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating your sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, you are effectively blinded.


Coiled Spring
You are very agile.
 Prerequisites: Fachan, Jump (4 ranks)
 Benefits: You do not take Penalties for Jump Checks for not having a moving start.  You may stand up from a Prone position as a Swift Action.


Swamp Native
You are adept at moving in your home terrain.
 Prerequisites: Fachan, Knowledge (Nature) 4 ranks
 Benefits: You do not take Movement or Tumble Penalties from Marsh Terrain.
« Last Edit: April 28, 2020, 11:45:12 PM by bhu »

Offline bhu

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Re: Giants
« Reply #95 on: August 12, 2020, 06:51:27 PM »
MAGE KILLER


   
"You aren't welcome here."

 You help defend your tribe from the Ogre Magi.  And just about everything else.

BECOMING A MAGE KILLER
A lot of Ogrima become Mage Killers.  They need to if they want to remain free.

 ENTRY REQUIREMENTS
   Race:  Ogrima
   BAB:  +9
   Skills:  4 ranks in any 2 of the following: Climb, Intimidate or Jump
   Feats:   Any 2 Racial Feats


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

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Combat Style
2. +2    +3     +0     +0    Resistance
3. +3    +3     +1     +1    Improved Spell-Like Ability
4. +4    +4     +1     +1    Combat Style
5. +5    +4     +1     +1    Mettle
6. +6    +5     +2     +2    Improved Spell-Like Ability
7. +7    +5     +2     +2    Combat Style
8. +8    +6     +2     +2    Displacement
9. +9    +6     +3     +3    Improved Spell-Like Ability
10.+10   +7     +3     +3    Veteran

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

Combat Style (Ex): At Levels 1, 4 and 7 the Mage Killer gains a Bonus Feat.  The exact Feat depends on which Combat Style the Mage Killer chooses:  Greatsword: 1st (Power Attack). 4th (Combat Reflexes), 7th (Large and in Charge).  Longbow: 1st (Point Blank Shot). 4th (Far Shot), 7th (Penetrating Shot).  Magus: 1st (Spectral Warrior), 4th (Spectral Skirmisher), 7th (Sky Warrior).

Resistance (Su): At 2nd level, a Mage Killer gains a bonus equal to his Charisma bonus (minimum +1) on saving throws against spells and spell-like effects.

Improved Spell-Like Ability (Sp): At Levels 2, 5 and 8 you may choose one Bonus Feat from the following list: Boost Spell-Like Ability, Heighten Spell-Like Ability, or Quicken Spell-Like Ability.
 
Mettle (Ex): At 5th level and higher, a Mage Killer can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Mage Killer does not gain the benefit of mettle.

Displacement (Sp): You may now use your Racial Blur Ability 3/day, and it has an enhanced effect.  The miss chance is 50% instead of 20%.  While using this ability the Mage Killer gains a +8 Circumstance Bonus to Hide Checks.

Veteran: At 10th Level,  you learn to cast one of the following 1/day as a Spell-Like Ability: Veil, Otiluke's Freezing Sphere, Stone Body.

PLAYING A MAGE KILLER
 Without you the tribe dies, or worse.  You need to be ever vigilant.  Especially of outsiders.
 Combat: Combat is your entire life.  Your specialty may vary, but you always try to be the best you are at what you do.
 Advancement: You focus purely on combat, and sniffing out danger.  There's no time for anything else.
Resources: You have the entire tribe to back you up.

MAGE KILLERS IN THE WORLD
"Give him some space.  He pays a price for defending us."
 You keep the world at sword point.  If you don't, then your family ends up in chains.
 Daily Life: Your time is spent on guard, or in practice.
 Notables:
 Organizations: Unless exiled or captured you focus solely on the tribe..

NPC Reaction
 NPC's think of you as a dangerous monster.  You're generally too busy killing them to tell them they're the real monsters.

MAGE KILLERS IN THE GAME
 This class limits the player geographically, unless he can serve his tribe by traveling, or he is no longer with them.
 Adaptation: This is mean for Al-Qadim, but can be adapted to other worlds or races.
 Encounters: Mage Killers are generally found as slaves, tribal defenders or outlaws.

Sample Encounter
EL x: The PC's have been caught by a press gang, but a battle scarred Ogrima tells them an escape is planned for that night.  The group would feel more relieved if he weren't drunk and insane. 


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 MAGE KILLER

Hit Die: d10
Skills Points at Each  Level : 2 + int
Bonus Feats: The Epic Mage Killer gains a Bonus Feat every 2 levels higher than 20th



Ogrima Racial Feats

Spectral Warrior
You have learned to fight invisibly.
 Prerequisites: Ogrima
 Benefits: You can now cast Invisibility 3/day.  If taken a second time, you may cast Improved Invisibility instead.


Polar Warrior
You have learned to fight with cold magic.
 Prerequisites: Ogrima
 Benefits:   You may now cast Corona of Cold 1/day as a Spell-Like Ability.


Sky Warrior
You can Fly.
 Prerequisites: Ogrima
 Benefits: You lose your Levitate Spell-Like Ability, and instead gain a Fly speed of 40 ft. (Good)


Magi Killer
You are trained in fighting the Ogre Magi.
 Prerequisites: Ogrima
 Benefits: You may cast Flame Blade 3/day as a Spell-Like Ability.
« Last Edit: August 12, 2020, 09:26:39 PM by bhu »

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Re: Giants
« Reply #96 on: October 13, 2020, 10:30:24 PM »
                 Dark Dweller (aka Subterranean Troll) 
                      Large Giant
Hit Dice:             9d8+54 (92 hp)
Initiative:           +2
Speed:                30 ft. (6 squares), 20 feet when armored
Armor Class:          26 (-1 Size, +2 Dex, +5 Natural, +10 Armor), touch 11, flat-footed 24
Base Attack/Grapple:  +6/+18
Attack:               Claw +12 melee (1d6+7) or Greatsword +12 melee (3d6+10/19-20)
Full Attack:          2 Claws +12 melee (1d6+7) and 1 Bite +7 melee (1d6+3) or Greatsword +12/+7 melee (3d6+10/19-20)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Rend
Special Qualities:    Darkvision 150 ft., Low-Light Vision, Regeneration 5, Light Vulnerability, Stonecunning
Saves:                Fort +12, Ref +5, Will +5
Abilities:            Str 24, Dex 15, Con 23, Int 12, Wis 10, Cha 10
Skills:               Appraise +6, Craft (any 2) +4, Handle Animal +6, Listen +6, Ride +6, Search +6, Spot +6
Feats:                Alertness, Iron Will, Mounted Combat, Power Attack
Environment:          Underdark
Organization:         Solitary, pair, gang (3-4), band (5-8), or squad (11-20 plus 2 Sergeants with 2 Levels of Fighter, and 1 Leader with 3-6 Levels).
Challenge Rating:     9
Treasure:             Standard
Alignment:            Lawful Evil
Advancement:          By Character Class
Level Adjustment:     +6

Deep Dwellers are subterranean Trolls with far more intelligence than their brethren.  They are bigger and stronger than most Trolls, and miners and smiths on par with the Dwarves.  They have domesticated an Allosaurus species, which they have trained for warfare.  Despite being blinded by the Sun, they show no fear of it.

Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+10 points of damage.

Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Light Vulnerability (Ex): Dark Dwellers are blind in full sunlight or within the effects of a Dayligght spell.

Stonecunning (Ex): This ability grants a Dweller a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A Dweller who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a Dweller can use the Search skill to find stonework traps as a rogue can. A Dweller can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

Skills: Deep Dwellers have a +2 Racial Bonus on Appraise or Craft Checks on items of stone or metal.

Combat:  Deep Dwellers use their Allosaur mounts to extend the range of night raids.  They prefer ambushes with traps in their lair, but are more typical soldiers on raids.





DARK DWELLER


   
"Down Hissy!  Down!"

 Dark Dwellers are subterranean Trolls with far more intelligence than their brethren.  They are bigger and stronger than most Trolls, and miners and smiths on par with the Dwarves.  They have domesticated an Allosaurus species, which they have trained for warfare.  Despite being blinded by the Sun, they show no fear of it.

DARK DWELLER RACIAL TRAITS
·   +14 Strength, +4  Dexterity, +12 Constitution, +2 Intelligence.
·   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.
·   Darkvision 150 ft.
·   +5 Natural Armor Bonus.
·   Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6 plus one and a half times Str Modifier points of damage.
·   Regeneration (Ex): Acid and Fire deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump
·   Stonecunning (Ex): This ability grants a Dweller a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A Dweller who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a Dweller can use the Search skill to find stonework traps as a rogue can. A Dweller can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
·  Light Vulnerability (Ex): Dark Dwellers are blind in full sunlight or within the effects of a Dayligght spell.
·   Racial Hit Dice: A Dark Dweller begins with nine levels of Giant, which provide 9d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +6, Ref +3, and Will +3.  A Dark Dwellers Giant levels give it skill points equal to 12 × (2 + Int modifier, minimum 1) and 4 Feats. Its class skills are Appraise, Craft, Handle Animal, Listen, Ride, Search and  Spot.  Deep Dwellers have a +2 Racial Bonus on Appraise or Craft Checks on items of stone or metal.
·   Dark Dwellers have a Primary Claw attack doing 1d6 plus Strength Bonus, and a Secondary Bite attack doing 1d6 plus 1/2 Str Modifier.  They get 2 Claws, and 1 Bite with a Full Attack.
·   Automatic Languages: Giant. Bonus Languages: Undercommon.
·   Level Adjustment: +6
·   Favored Class: Fighter

STARTING AGE
 Adulthood: 10
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 50
 Old: 75
 Venerable: 100
 Maximum Age: +5d20 years

HEIGHT AND WEIGHT
 Base Height: Male: 8'6" Female: 7'10"
 Height Modifier: +2d6"
 Base Weight: Male: 500 lbs.   Female: 430 lbs.
 Weight Modifier: x (2d6) lbs.

DARK DWELLER CHARACTERS
 Despite having no mental ability score penalties, you still aren't really meant to be a caster.
 Adventuring Race: Dark Dwellers adventure to acquire wealth, glory and power.
 Character Development: Find some way to offset your Light Blindness.
 Character Names: Dark Dwellers use Troll names.

ROLEPLAYING A DARK DWELLER
 People are always stunned to see you.  They're used to Trolls being feral.
 Personality:You are quite greedy.  If money is on the table, you'll do just about anything.
 Behaviors: You spend a lot of time with the Dinosaurs, perhaps the only beings you have any affection for.
 Language: Dark Dwellers speak Giant.

DARK DWELLER SOCIETY
 Dark Dwellers are miners and craftsmen by trade, and warriors as well.  Most can make and maintain their own weapons and armor.
 Alignment : The majority of Deep Dwellers are Lawful Evil.
 Lands : Dark Dwellers prefer areas of the Underdark with easy surface access.
 Settlements : Dark Dwellers rarely leave home.
 Beliefs : Dark Dwellers prefer to worship Mammon.
 Relations: Other races are slaves or are to be plundered for resources.

DARK DWELLER ADVENTURES
· Something is making the Alllosaurs "fussy", and you need to put a stop to it.
· Someone has robbed your lair, and there will be hell to pay!
· The Mindflayers wish to acquire your services, but are being darn vague about details.  Time to do some investigating.


Dark Dweller Racial Substitution Levels

Fighter
 Level 4+: At Level 4 you can opt for a Racial Feat instead of a Fighter Feat.


Knight
 Level 5: When choosing a Bonus Feat at Level 5, you may opt instead for a Racial Feat.

Paladin of Tyranny
 Level 5: Replace Special Mount with the Allosaurus Companion Feat.
« Last Edit: April 09, 2022, 10:06:15 PM by bhu »

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Re: Giants
« Reply #97 on: November 19, 2020, 07:49:16 PM »
DESPOILER


   
"I assure you, the water may be black but it's perfectly drinkable."

 Despoilers ruin desert oases, and blight nature in general.  Initially they begin wanting to get rid of water, but most end up going psycho and becoming anti-life.

BECOMING A DESPOILER
A sufficiently devoted Desert Troll will usually find a way.

 ENTRY REQUIREMENTS
   Race:  Desert Troll
   Spellcasting:  Must have 1 Level in any Divine spellcasting class.
   Skills:  Knowledge (Nature) 4 ranks, Spellcraft 4 ranks
   Feats:  Combat Casting, Improved Initiative


Class Skills
 The Despoiler's class skills (and the key ability for each skill) are Concentration (Con), Hide (Dex), Intimidate (Cha), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis)
Skills Points at Each  Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +0    Despoiler Magic
2. +1    +3     +0     +0    Bonus Feat, +1 Caster Level of Divine Casting Class
3. +2    +3     +1     +1    Hungry Aura, +1 Caster Level of Divine Casting Class
4. +3    +4     +1     +1    Despoiler Magic
5. +3    +4     +1     +1    Bonus Feat, +1 Caster Level of Divine Casting Class
6. +4    +5     +2     +2    Hungry Aura, +1 Caster Level of Divine Casting Class
7. +5    +5     +2     +2    Despoiler Magic
8. +6    +6     +2     +2    Bonus Feat, +1 Caster Level of Divine Casting Class
9. +6    +6     +3     +3    Hungry Aura, +1 Caster Level of Divine Casting Class
10.+7    +7     +3     +3   Holocaust

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

Despoiler Magic (Sp): Beginning at 1st Level you gain a limited number of Spell-Like Abilities.  Caster Level is equal to Hit Dice.  At Will: Locate Water  3/Day: Circle of Nausea, Desiccate 1/Day: Dire Hunger, Dispel Water

At 4th Level you gain the following:1/Day: Mass Desiccate  3/Day: Dispel Water

At 7th Level you gain the following: 1/Day:  Befoul

Bonus Feat: At Levels 2, 5 and 8 you gain one of the following as a Bonus Feat: Boost Spell-Like Ability, Empower Spell-Like Ability, Heighten Spell-Like Ability, Maximize Spell-Like Ability or Quicken Spell-Like Ability.

Hungry Aura (Su): Beginning at 3rd Level you permanently gain the benefits of the Reaving Aura spell.  At 6th Level the range extends to 20 ft.  At 9th Level the range extends to 30 ft.

Holocaust(Sp): At 10th Level you may cast Despoil 1/Day as a Spell-Like Ability.  Caster Level is equal to Hit Dice.

PLAYING A DESPOILER
 Water is a significant weakness for you, and you intend to make sure as little as possible exists anywhere near you.  Plus you kind of get your jollies by ruining nature.
 Combat: You aren't all that different from the average Troll as most of your powers aren't helpful in combat.
 Advancement: Despoilers are neither very bright or imaginative.  Most of them advance along fairly predictable lines.
Resources: Whatever you can scrounge up.

DESPOILERS IN THE WORLD
"Them Desert Trolls are bad news son.  Kill 'em all says I."
 The world is mostly interested in killing you.  Needless to say, you spend much of your time avoiding it.
 Daily Life: You pretty much spend your days like any other Troll, with the exception of wiping out oases.
 Notables:
 Organizations: There are some Evil beings who have use for your talents, but even most of them find you skeevy..

NPC Reaction
 You're more hated than regular Trolls, if such a thing is possible.

DESPOILERS IN THE GAME
 This is probably best for all Evil campaigns.
 Adaptation: This is probably modifiable for something less awful.  Maybe.
 Encounters: Despoilers are generally found making the desert a worse place to live.

Sample Encounter
EL 12: The PC's pull up to the only oasis within miles to find a troll peeing in the water.  The troll doesn't acknowledge them, which is generally a bad sign.


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 DESPOILER

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




Desert Troll Racial Feats

Improved Despoiler Magic
You can use your powers more often.
 Prerequisites: Desert Troll, Despoiler Magic
 Benefits: Choose 1 spell-like ability you gain from the Despoiler Class.  You may use that ability 1 additional time per day.  This Feat may be taken multiple times.

Desert Magic
You're more powerful in the desert.
 Prerequisites: Desert Troll, Divine Spellcaster Level 3+
 Benefits: The Caster Level of your spell-like abilities increases by +1 when you are in Desert Terrain.

Desert Sight
You are well acquainted with desert travel.
 Prerequisites: Desert Troll
 Benefits: You cannot be Dazzled by sun glare or similar effects (see Sandstorm), nor do you take visibility penalties in duststorms or sandstorms.

Improved Desert Sight
You need never worry about mirages again.
 Prerequisites: Desert Sight
 Benefits: You are immune to Mirages and gain a +2 Racial Bonus on Willpower Saves against Illusions.
« Last Edit: January 23, 2021, 08:46:19 PM by bhu »

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Re: Giants
« Reply #98 on: January 23, 2021, 08:51:58 PM »
FROST WARRIOR


   
"They aren't like us."

 Frost Trolls are generally loners, but occasionally they must band together to fight common foes, typically the Ice Trolls.  You decided to make it a profession.  You kill the bad guys so the other bad guys don't have to.  And incidentally you can get some kewl lewt in the process.

BECOMING A FROST WARRIOR
Any particularly militant Snow Troll will do.

 ENTRY REQUIREMENTS
   Race:  Snow Troll
   BAB:  +8
   Skills:  Hide 4 ranks, Move Silently 4 ranks
   Feats:   Snowy Ambush, Snowsense


Class Skills
 The Frost Warrior's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis),  Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +0    Ambush (+1d6)
2. +1    +0     +3     +0    Hidden Warfare (+1)
3. +2    +1     +3     +1    Arctic Stealth
4. +3    +1     +4     +1    Ambush (+2d6)
5. +3    +1     +4     +1    Hidden Warfare (+2)
6. +4    +2     +5     +2    Arctic Stealth
7. +5    +2     +5     +2    Ambush (+3d6)
8. +6    +2     +6     +2    Hidden Warfare (+3)
9. +6    +3     +6     +3    Arctic Stealth
10.+7    +3     +7     +3   Veteran Warrior

Weapon Proficiencies: A Frost Warrior gains Proficiency with Simple Weapons and Light and Medium Armor.

Ambush (Ex):  You gain an additional Ambush die at Levels 1, 4 and 7 identical to your Race's ability listed under Scout Substitution Levels.  This stacks with Ambush dice gained from other Class Levels.

Hidden Warfare (Ex): At 2nd Level you gain a +1 Competence Bonus on Attack rolls with attacks that would let you qualify for using Ambush.  This increases to +2 at Level 5 and +3 at Level 8.

Arctic Stealth (Ex): At 3rd Level you no longer take Size penalties to Hide Checks in ice and snow.  At 6th  Level you gain a +4 Racial Bonus on Hide Checks in ice and snow.  At 9th Level you gain Camouflage, as per the Ranger ability in the PHB, in ice and snow.
 
Veteran Warrior At 10th Level, in any round in which an opponent is Flat-footed or unaware of your presence, you gain an additional attack at your highest BAB.  The first successful attack that round automatically threatens a critical if it hits.

PLAYING A FROST WARRIOR
 There's always a need for someone to kill invaders.  And unfortunately you make your living being that someone.
 Combat: You rely on Stealth to ambush opponents, particularly more dangerous ones like White Dragons..
 Advancement: Your training tends to be determined by whatever foes you face most commonly..
Resources: Pretty much whatever you can steal or loot off the dead..

FROST WARRIORS IN THE WORLD
"Ferd is a worthless gober, but you can count on him when the Dragons rain down out of the sky."
 You don't interact with the world until it invades your territory..
 Daily Life: Until times of trouble you live like any other Snow Troll.  When called on you take up arms as long as necessary.
 Notables:
 Organizations: Frost Warriors are a pretty loose organization.  You're really only organized in times of need.

NPC Reaction
 NPC's treat you like any other monster.

FROST WARRIORS IN THE GAME
 This assumes you are an on again off again militiaman defending your home territory.  You'll want a good reason for leaving it to adventure.
 Adaptation: This is adaptable to other races given enough work..
 Encounters: Frost Warriors are only encountered during war, or if you stumble onto their home.

Sample Encounter
EL 12: The PC's are discussing how best to confront the local White Dragon, when a bunch of furry Trolls jump from nowhere and begin clubbing the hell out of it  Maybe they should just back away slowly...


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 FROST WARRIOR

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



Frost Troll Racial Feats

Fearless
You don't scare easily seeing as it's damn hard to kill you.
 Prerequisites: Troll
 Benefits: You get a +2 Racial Bonus against Fear Effects.

Absolutely Fearless
You don't scare at all.
 Prerequisites: Troll, Wisdom 12+
 Benefits:  You are immune to Fear Effects.

Snowy Ambush
You're hard to see in your native terrain.
 Prerequisites: Frost Troll, Hide 4 ranks
 Benefits:  You no longer take Size Penalties to Hide Checks in ice and snow.

Snowsense
You're hard to surprise.
 Prerequisites: Frost Troll, Alertness, Wis 12+
 Benefits: You don't need to make Saving Throws against Snowblindness (see Frostburn), or penalties to Search and Spot Checks in the snow.
« Last Edit: March 04, 2021, 07:31:28 PM by bhu »

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Re: Giants
« Reply #99 on: January 28, 2021, 09:25:00 PM »
LEGACY SHAMAN


   
“When life places stones in your path, be the water. A persistent drop of water will wear away even the hardest stone.”

 Legacy Shamans are the spellcasters and wise people of their species.  Wise compared to some Trolls anyway.

BECOMING A LEGACY SHAMAN
The rare spellcasting Legacy Troll usually follows this path..

 ENTRY REQUIREMENTS
   Race:  Legacy Troll
   Spellcasting:  Must be able to cast a spell with the Water Subtype.
   Skills:  Knowledge (Arcana) 4 ranks, Spellcraft 4 ranks
   Feats:  Any 2 Racial Feats


Class Skills
 The Legacy Shaman's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Bonus Feat, +1 Level of current casting Class
2. +1    +3     +0     +3    Meta Legacy, +1 Level of current casting Class
3. +1    +3     +1     +3    Eel Companion, +1 Level of current casting Class
4. +2    +4     +1     +4    Bonus Feat, +1 Level of current casting Class
5. +2    +4     +1     +4    Meta Legacy, +1 Level of current casting Class
6. +3    +5     +2     +5    Water Magic, +1 Level of current casting Class
7. +3    +5     +2     +5    Bonus Feat, +1 Level of current casting Class
8. +4    +6     +2     +6    Meta Legacy, +1 Level of current casting Class
9. +4    +6     +3     +6    Improved Water Magic, +1 Level of current casting Class
10.+5    +7     +3     +7   Legacy Master, +1 Level of current casting Class

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

Bonus Feat: At Levels 1, 4 and 7 you can choose a Bonus Feat from the following list that you qualify for: Arcane Defense, Augment Summoning, Extend Legacy, Extra Legacy, Swift Legacy, Water Focus (Dragon 314).
 
Meta Legacy (Su): At Levels 2, 5 and 8 you can choose one of the following effects to apply to a single Legacy you have (only one of these may be applied to any one Legacy):

Empower:  All variable, numeric effects of an empowered Legacy are increased by one-half.  Saving throws and opposed rolls are not affected, nor are Legaciess without random variables.

Enlarge: This may only be taken with Legacies that have a range. That range is now doubled.

Maximize: All variable, numeric effects of a Legacy modified by this ability are maximized. Saving throws and opposed rolls are not affected, nor are Legacies without random variables.

Eel Companion (Ex): At 3rd Level you gain an Animal Companion.  This is identical t the Druid ability of the same name, but you can only choose a Dire Eel as your companion. Your effective Druid Level is equal to your casting Level, and Druid and Legacy Shaman Levels stack for purposes of determining your Druid Level for this ability.

Water Magic: The Save DC's of spells you cast increase by +1 while you are in the water.

Improved Water Magic:  The Save DC's of spells you cast while in the water increase by an additional +1.

Legacy Master (Su):  At 10th Level you may choose 1 Legacy you have.  You may now use that Legacy at will.

PLAYING A LEGACY SHAMAN
 You have ambitions to be more than just a mere raider.  You want others to see you aas more than a beast.
 Combat: You prefer your natural abilities or Legacies in combat.  Your spells are saved for particularly hard targets.
 Advancement: You prefer to master the use of your Legacies.  Controlling them sets you apart from the others.
Resources: You have whatever you, or the tribe, can seize by force.

LEGACY SHAMANS IN THE WORLD
"Jiggly Bob is...unusual for a troll."
 You don't raid as much as the other trolls, and seem reasonable for a monster.  It makes you the default contact point if someone wishes to speak to the tribe.
 Daily Life: Much of your day is spent refining your abilities and seeking out new ones.
 Notables:
 Organizations: You work for yourself, and occasionally the tribe.  Everyone else can sod off.

NPC Reaction
 NPC's think of you as a monster still.  You're just a monster they can deal with because you can control your appetites.

LEGACY SHAMANS IN THE GAME
 This assumes one of the PC's is a spellcasting Troll, which is awkward at best.
 Adaptation: This is meant for troll-centric campaigns, but it could be redesigned as a more general Legacy based caster.
 Encounters: Legacy Shamans are generally found in their lairs, or on raids.

Sample Encounter
EL x: "Hi, I'm Jiggly Bob.  And  this is my boon companion, Jiggly Bill."


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 LEGACY SHAMAN

Hit Die: d8
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Legacy Shaman gains a Bonus Feat every 3 levels higher than 20th


Legacy Troll Racial Feats

Extra Legacy
You gain one additional Legacy.
 Prerequisites: Legacy Troll, must have at least 1 Caster Level.
 Benefits: You may choose one additional Legacy.

Swift Legacy
You may use your legacy quicker than normal.
 Prerequisites: Legacy Troll
 Benefits: Choose 1 Legacy.  You may now activate it as a Swift Action.

Extend Legacy
you can use your Legacy more often.
 Prerequisites: Legacy Troll
 Benefits: Choose 1 Legacy.  You now gain 3 additional daily uses of that Legacy.

Epic Legacy (Epic)
Your Legacy is more powerful.
 Prerequisites: Legacy Troll,
 Benefits: Choose one Legacy.  That Legacy is now more powerful.

Acid Touch: Your acidic drool expands to include your blood and sweat as well.  Creatures you grapple or use a natural attack on (or who grapple or make a melee attack without Reach against you) takes Acid damage equal to twice the Troll's Hit Dice +2.

All-Around Vision: For the duration of this ability you gain the benefits of the Prying Eyes Spell (Caster Level is equal to Hit Dice) as a Spell-Like Ability.

Animal Form: You may now change into any Animal or Magical Beast of any Size.

Armor: When using this ability you now also gain DR 10/Epic.  The Natural Armor Bonus to AC increases by +1 per 2 HD (maximum +10).

Ball of Fire: You now cast Inferno (Spell Compendium) as a Spell-Like Ability.

Burn: You now cast Heart of Fire (Complete Mage) as a Spell-Like Ability.

Crimson Fire: You now cast Blistering Radiance (Spell Compendium) as a Spell-Like Ability.

Duplicate: You now cast Mislead as a Spell-Like Ability.

Farsight: You may now cast Scrying as a Spell-Like Ability.

Grow: You now cast Giant Size (Complete Arcane) as a Spell-Like Ability.

Meld: You may now cast Xorn Movement (Spell Compendium) as a Spell-Like Ability.

Poison: Poison damage is now 1d10 Constitution.

Senses: Instead of Tremorsense you gain Truesight for the duration of the ability.

Separation: You are now immune to Ability damage and critical hits.

Shock: You may now cast Storm Touch (Magic of Eberron) as a Spell-Like Ability.

Shrink: You may now cast Minute Form (Complete Arcane) as a Spell-Like Ability.  Unlike normal, you may only cast it on opponents within close range (25 ft. + 5 ft./2 levels).

Sleep: Duration is now 1 hour per hit die, and the Troll doesn't need to maintain Concentration.

Spell Shield: You may now cast Wall of Dispel Magic (Spell Compendium) as a Spell-Like Ability.

Spikes: Your spikes are now consiered both Epic and Adamantine for purposes of bypassing Damage Reduction.

Weaken: You may now cast  Slay Living as a Spell-Like Ability.
« Last Edit: May 30, 2021, 10:17:04 PM by bhu »