Author Topic: Feral Gargun  (Read 4917 times)

Offline Nanshork

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Feral Gargun
« on: June 16, 2016, 06:24:03 PM »
Feral Gargun


HD: d8

Level BAB Fort Ref Will Special
1 +1 +2 +0 +0 Gargun Body, Feral Athlete, +1 Str, +1 Con
2 +2 +3 +0 +0 Mountain Adaptation, Rend, +1 Str, +1 Con
3 +3 +3 +1 +1 Mountain Hunter, Mountain Movement, +1 Str, +1 Con
4 +4 +4 +1 +1 Feral Tactics, Pounce, +1 Str, +1 Con


Skills Points at Each Level: (2 + Int Modifier)
Class Skills: The Feral Gargun's class skills (and the key ability for each skill) are: Climb (Str), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), and Survival (Wis).

Proficiencies: The Feral Gargun gains proficiency with: all Simple Weapons.

Feral Gargun Class Features:

Gargun Body (Ex): Feral gargun lose all other racial bonuses and become Monstrous Humanoids gaining all racial traits of that type (primarily Darkvision 60 feet).  They are Medium sized with a base speed of 30 feet and a natural armor bonus equal to their Con modifier.  In addition, for all effects related to race a feral gargun is considered a goliath.

Feral Athlete (Ex): The Feral Gagun gains Powerful Build and has two natural claw attacks, each dealing 1d6 damage.

Ability Increase (Ex): Feral gargun gain +1 Str and +1 Con at each level for a total of +4 Str, +4 Con.

Mountain Adaptation (Ex):  Feral gargun gain cold resistance equal to their total hit dice.  In addition, Feral gargun are automatically acclimated to life at high altitude. They don't take the penalties for altitude described in the Mountain Travel section on page 90 of the Dungeon Master's Guide. Unlike other denizens of the mountains, feral gargun don't lose their acclimation to high altitude even if they spend a long time at a lower elevation.

Rend (Ex):  If a feral gargun hits an enemy with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals additional damage equal to twice base claw damage plus 1.5 times the strength modifier (base 2d6 + 1.5 Str mod).

Mountain Hunter (Ex): Feral gargun can execute a charge by simply dropping from a height of at least 5 feet above their opponent, this takes the same action as a normal charge.  (For example, a ledge 10 feet above the floor of a cavern would suffice for jumping on a Medium-sized creature, while a ledge 15 feet high is required for a jumping on a Large creature.) They can't charge from more than 30 feet above their opponent, nor can they use this ability while under the influence of a fly or levitate spell or effect (or similar) as they have to hurl themselves down on their foe.

If they hit they can choose either to deal double damage with their claw attacks, or to attempt a grapple. The feral gargun is treated as one size category larger than normal if they try to grapple their opponent (this stacks with the powerful build trait but only applies for the initial grapple attempt).  If the grapple is successful the opponent starts the grapple pinned.

If the attack hits (or grapple is successful) the feral gargun takes no falling damage.  Otherwise they are entitled to a Jump check (DC 15) to take less damage, as if they had fallen 10 feet less than they actually did. If they fail this Jump check, they fall prone 5 feet from their opponent.

Mountain Movement (Ex): Feral gargun can make standing long jumps and high jumps as if they were running long jumps and high jumps. Furthermore, a feral gargun can engage in accelerated climbing (climbing half his speed as a move action) without taking the -5 penalty on the Climb check.

Feral Tactics (Ex): The feral gargun can make a jump check as part of a charge, this is a part of the same action as the charge itself.  The jump check roll must be high enough to allow jumping for the entire distance of the charge, and can be made from a maximum for 30 feet away from the target.  If the jump check is successful, treat the charge as if it had been made using the Mountain Hunter ability in all ways (except that the jump is performed horizontally instead of vertically).

Pounce (Ex): A feral gargun can make a full attack action at the end of a charge  If using the Mountain Hunter ability (or related Feral Tactics ability), the extra damage applies to all qualifying attacks made during the full attack.

Offline Nanshork

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Re: Feral Gargun
« Reply #1 on: June 16, 2016, 06:26:31 PM »
Okay, ready for review. 

I tried to take the goliath and differentiate it slightly for the first level and then expand on the existing feral gargun racial abilities.  I'm pretty happy with what I came up with, I tried to restrict Mountain Hunter to stop it from being abusable. 

And yes, it's pretty much the Battle Jump feat with some tweaking if it looks familiar.

Offline oslecamo

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Re: Feral Gargun
« Reply #2 on: June 17, 2016, 01:30:33 AM »
Pretty good at first glance, a couple critiques:
-Why average Bab and not full?
-The main problem with Mountain Hammer (and Battle Jump) is that it does not list a starting action. Move? Free? What's stopping you from dropping over somebody and then plummet them with a regular full attack after the boosted pounding?

Offline Nanshork

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Re: Feral Gargun
« Reply #3 on: June 17, 2016, 10:34:47 AM »
Pretty good at first glance, a couple critiques:
-Why average Bab and not full?
Because the Goliath was average BAB.  I can bump it up to full if it's not too much.

Quote
-The main problem with Mountain Hammer (and Battle Jump) is that it does not list a starting action. Move? Free? What's stopping you from dropping over somebody and then plummet them with a regular full attack after the boosted pounding?

It's a charge action, it takes the same action as a regular charge (as does Battle Jump from my reading).

Edit: Explicitly stated the action for Mountain Hunter and Feral Tactics.

Offline oslecamo

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Re: Feral Gargun
« Reply #4 on: June 20, 2016, 11:02:09 PM »
I would support bumping Bab to full since the Goliath gets martial weapon proficiency plus armor and shields.

Offline Nanshork

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Re: Feral Gargun
« Reply #5 on: June 20, 2016, 11:38:35 PM »
I would support bumping Bab to full since the Goliath gets martial weapon proficiency plus armor and shields.

Done.  Any other changes?

Offline oslecamo

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Re: Feral Gargun
« Reply #6 on: June 21, 2016, 01:11:04 AM »
Hmmm, I would suggest switching Rend with Mountain Movement, so that the damage boost progression is more even instead of 2nd level no damage boost and then suddenly 3rd level being super charge plus rend.

Offline Nanshork

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Re: Feral Gargun
« Reply #7 on: June 21, 2016, 10:40:38 AM »
Makes sense to put all the jumpy things in the same level. 

Done.

How's it look now?

Offline oslecamo

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Re: Feral Gargun
« Reply #8 on: June 23, 2016, 03:50:23 AM »
Pretty good, added to the index!