Author Topic: Homebrewing a Half-Jotun race for a future project. Input?  (Read 2654 times)

Offline ksbsnowowl

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Homebrewing a Half-Jotun race for a future project. Input?
« on: October 21, 2012, 04:41:19 PM »
I'm running a viking-themed game right now, and I never liked the Half-Giant in the PsiHB as a half-giant for my game, which doesn't use psionics.  What I've done for my game is use Goliath as half-giants, merely changing their type from Monstrous Humanoid to Giant.  The straight-up goliath represents a half-stone-giant.

I've also made use of the Cold Endurance, Improved Cold Endurance, Heat Endurance, and Improved Heat Endurance feats to make Half-Frost-Giants and Half-Fire-Giants.  The problem with this is that I'm forced to go something like Barb 1/Ranger 1/Fighter 1 in order to qualify for Improved X Endurance by 3rd level, and prior to that they have no resistance to the appropriate element.

I'm giving thought to writing an adventure and trying to publish it.  Obviously, I cannot use the Goliath race in such a product.  However, because Half-Giants are in the SRD, I could make use of Powerful Build and make something similar.  So, here is my attempt at the Half-Jotun race.

The basic race will be a Half-Stone-Giant.  I will then have Racial feats that can only be taken at first level (much like Warforged Body feats) that alter the Half-Jotun into a Half-Frost-Giant or Half-Fire-Giant.

More than anything, I'm looking for input as to if this race is still balanced as a +1 LA race.  Aside from the racial stat adjustments and powerful build (and having Giant Blood and knowing the giant language), the only other racial ability will be +2 Natural Armor.  If you chose either the Fire Jotun or Frost Jotun feat, you lose the natural armor, and instead gain Fire or Cold resistance 5, as appropriate.

Half-Jotun Racial Traits:
  • +4 Strength, -2 Dexterity, +2 Constitution
  • Half-Jotun base land speed is 30 feet.
  • Medium:  As Medium creatures, half-jotun have no special bonuses or penalties due to their size.  However, see the powerful build ability description below for more details.
  • Giant:  As giants, half-jotun are proficient with all simple and martial weapons, but they have no proficiency with any armor or shield.
  • Low-Light Vision:  Half-Jotuns can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • Powerful Build:  The physical stature of half-jotuns lets them function in many ways as if they were one size category larger.
    Whenever a half-jotun is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-jotun is treated as one size larger if doing so is advantageous to him.
    A half-jotun is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-jotun can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
  • +2 Natural Armor:  A half-jotun's stone giant heritage makes his skin tough and better able to deflect blows.
  • Automatic Languages:  Common and Giant.  Bonus Languages: Dwarven, Terran.
  • Favored Class: Barbarian.
  • Level adjustment +1.

Fire Jotun [Racial]
You are descended from fire giants instead of stone giants.
Prerequisites:  Half-jotun, character level 1st.
Benefit:  Your fire giant heritage makes you resistant to fire, but your skin is not as tough as those descended from stone giants.  You lose your racial +2 natural armor bonus, but gain resistance to fire 5.
Add Ignan to your Bonus Languages list.
Special:  Unlike most feats, this feat must be taken at 1st level, during character creation.

Frost Jotun [Racial]
You are descended from frost giants instead of stone giants.
Prerequisites:  Half-jotun, character level 1st.
Benefit:  Your frost giant heritage makes you resistant to cold, but your skin is not as tough as those descended from stone giants.  You lose your racial +2 natural armor bonus, but gain resistance to cold 5.
Special:  Unlike most feats, this feat must be taken at 1st level, during character creation.


If the Natural Armor isn't enough to justify the full +1 LA (Goliath have three additional abilities: Mountain Movement, Acclimated, and +2 to Sense Motive), I could see upping it to +3 natural armor, and taking the fire or frost jotun feats would drop it down to +1 natural armor.  However, Natural Armor is a fairly good ability relevant to combat, while the extra abilities of the goliath are not really relevant to combat (though mountain movement could be relevant to a Leap Attack build).

Thoughts or advice?

Offline Garryl

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Re: Homebrewing a Half-Jotun race for a future project. Input?
« Reply #1 on: October 21, 2012, 04:53:21 PM »
Natural armor, Powerful Build, and the stat boosts make it a reasonable LA +1. Those feats, however, are too weak for feats. Make them alternate racial traits or something.

For reference, decent stat boosts and minor resistances are fine for LA +0 (according to Lesser Aasimar/Tieflings), as is +2 natural armor (according to Neraphim). Sticking them all together and adding in powerful build (and losing the extraneous racial traits that the aforementioned comparison races had) makes it a reasonable LA +1. You could probably have those resistances on top of the natural armor (and at no feat cost) without making it too much for LA +1.

Offline ksbsnowowl

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Re: Homebrewing a Half-Jotun race for a future project. Input?
« Reply #2 on: October 21, 2012, 05:01:18 PM »
What if I made them Resistance 10?

So, I could either go:
Keep Natural Armor +2 and gain Resistance 5 via feat
Lose Natural Armor and gain Resistance 10 via feat
Keep Natural Armor +2 and gain Resistance 10 via feat

Or, if I treated the base half-stone-giant as +3 natural armor:
Keep Natural Armor (+2 or +3) and gain Resistance 5 via feat
Keep Natural Armor +1 and gain Resistance 10 via feat
Keep Natural Armor (+2 or +3) and gain Resistance 10 via feat

Which would you suggest?

For comparison, I was using Improved Cold/Heat Endurance, which took two feats to gain resistance 5.  After that you could take Inured to Energy (Savage Species?) to increase existing resistance by 10.

Offline ksbsnowowl

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Re: Homebrewing a Half-Jotun race for a future project. Input?
« Reply #3 on: November 03, 2012, 07:12:45 PM »
Any additional critiques?

Offline RobbyPants

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Re: Homebrewing a Half-Jotun race for a future project. Input?
« Reply #4 on: November 09, 2012, 03:22:44 PM »
If it costs a feat, you shouldn't have to give up your natural AC bonus to get it. If you drop the AC boost, it should be a sort of trait (alternate racial feature?).

Regardless of how you do it, the resistance should scale with Hit Dice. A flat natural AC bonus works because the rest of your AC is assumed to scale with level, as does your opponent's hit chance. A +2 AC boost always (until you hit the ends of the RNG) represents a 10-percentage point decrease in your opponent's ability to hit you. Damage increases quickly with levels, so resistance has to keep up. Figure a lot of damages could be increases by about 3.5 points per HD (figure 1d6 per level for a lot of energy sources).

That being said, if you do this as a trait, you should be getting at least 2 points of resistance per Hit Die. If you blow a feat on it, I might increase it further, and also grant full-out immunity at somewhere around level five to ten. Energy immunity to a single energy type isn't as big of a deal as it seems like, and you deserve it if you're blowing a feat on this.
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