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Merk
2013-08-25, 06:38 PM
Change Log:

8/25/2013:

Changed the Aquatic Adaptation, Magnetism, and Sea Legs abilities.
Added the Gift of Athleticism ability.
Added a clarification to the Capsize ability.

8/26/2013:

Slight edit to Aquatic Adaptation.
Added natural attack limitation to Lightning-Hand Assassination.

8/27/2013:

Added a saving throw to Eye of the Storm.




Storm Giant

http://fc09.deviantart.net/fs10/i/2006/136/2/0/Storm_Giant_by_faile35.jpg
Storm Giant, by faile35 on Deviant Art.

Hit Die: d8.

Alignment: Any.

Starting Gold: 6d4 x 10 gp.

Class Skills: The storm giant's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Geography, History, Local, Nature) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skill Points at 1st Level: (4 + Intelligence modifier) x 4
Skill Points at Each Additional Level: 4 + Intelligence modifier


{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+0|
Storm giant body, create water, powerful build

2nd|
+1|
+3|
+3|
+0|
Endurance, sea legs

3rd|
+2|
+3|
+3|
+1|
Gift of athleticism, tempest edge

4th|
+3|
+4|
+4|
+1|
Growth, catch

5th|
+3|
+4|
+4|
+1|
Eye of the storm

6th|
+4|
+5|
+5|
+2|
Aquatic adaptation, hurricane magic

7th|
+5|
+5|
+5|
+2|
Lightning rod, magnetism

8th|
+6/+1|
+6|
+6|
+2|
Mjollnir

9th|
+6/+1|
+6|
+6|
+3|
Ruggedness, capsize

10th|
+7/+2|
+7|
+7|
+3|
Tide's alacrity

11th|
+8/+3|
+7|
+7|
+3|
Rending the sky, viking funeral[/table]

Class Features

All of the following are class features of the storm giant.

Weapon and Armor Proficiency

Storm giants are proficient with all simple and martial weapons, plus all ranged exotic weapons. Storm giants are proficient with light and medium armor, and no shields.

Storm Giant Body

A storm giant loses all other racial bonuses, and becomes a Giant. She gains low-light vision, a base speed of 30 feet, and two natural slam attacks dealing 1d4 + strength modifier each. She also gains natural armor equal to her constitution modifier.

Create Water (Sp)

Beginning at 1st level, a storm giant may cast create water as a spell-like ability at-will, as a cleric of level equal to her hit dice.

Powerful Build (Ex)

The physical stature of storm giants lets them function in many ways as if they were one size category larger.

Whenever a storm giant 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 storm giant is treated as one size larger if doing so is advantageous to him.

A storm giant 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 storm giant 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.

Endurance

At second level, a storm giant gains Endurance (http://www.d20srd.org/srd/feats.htm#endurance) as a bonus feat if she does not already have it. If she does already have Endurance, she may instead gain a different bonus feat that she qualifies for.

Sea Legs (Ex)

At second level, a storm giant acclimates to life on the raging seas. She may add her strength modifier to all dexterity-based skill checks and ability checks. She also receives a competence bonus to Swim checks equal to her hit dice multiplied by 5. A storm giant loses this ability if she wears heavier than medium armour or carries a heavy load.

Gift of Athleticism (Ex)

A storm giant of third level ignores all armor check penalties to strength and dexterity-based skill checks and ability checks.

Tempest Edge (Su)

At third level, a storm giant learns to channel the power of raging winds and violent tides into his weapon attacks. He gains access to the three following maneuvers. The difficulty class for any saving throw granted by any of the storm giant's maneuvers is 10 + half the storm giant's hit dice + half the storm giant's strength modifier.

Drowning Glacial Torrent: Channeling the volatility of the mother sea, the storm giant salts his enemy's wounds with a blow, crushes them with water pressure and the weight of a glacier, and fills their lungs with frigid seawater with each strike. As a swift action, he imbues his weapons with the energy of the sea. All of his attacks this round deal extra cold damage equal to his hit dice, and an enemy struck by one of these imbued attacks must make a fortitude save or be sickened. At seven hit dice, each attack deals extra cold damage equal to twice his hit dice. At fifteen hit dice, a struck enemy who fails his save is instead nauseated.

Howling Wind Pierce: With a thrust of his mighty trident, the storm giant assaults his foe with a screaming gale. As a standard action, he chooses targets in a cone of length 5 feet per 2 hit dice. Enemies in the cone take 2 points of sonic damage per hit die and are blown away. Enemies that make a successful fortitude save take half of the damage and are not blown away. At seven hit dice, enemies that fail their save are also deafened. At fifteen hit dice, the damage increases to 3 sonic damage per hit die.

Lightning-Hand Assassination: As swift as a bolt of lightning and equally as terrifying, the storm giant strikes his target with a mighty electrified fist. As an immediate action, he makes an attack against one creature or object that automatically overcomes all damage reduction or hardness it may possess if the attack connects. This maneuver may only be used with the storm giant's natural slam attack gained from this class.

A storm giant may ready all maneuvers learned from this class. Once used, each maneuver is expended and may not be used again in any particular combat until the Storm giant recovers his maneuvers. The storm giant may recover any maneuvers using a swift action, followed immediately by standard action to make a regular attack or to do nothing (harmlessly flourishing his blade).

Levels in the storm giant class count as full initiator levels when multiclassing into martial adept classes.

Growth

At fourth level, the storm giant finishes growing to large size but loses Powerful Build. His AC, bonus to hit, slam damage, grapple and skills change accordingly, but he doesn't get any ability score bonus or penalties. His base movement speed increases by 10' (This movement boost occurs again at 12HD and 20HD, as the giant increases in size again).

The giant continues to grow throughout his life:
At 8HD, the storm giant reacquires Powerful Build, granting partial benefits of Huge size.
At 12HD, the storm giant grows to Huge size and loses Powerful Build.
At 16HD, the storm giant reacquires Powerful Build, granting partial benefits of Gargantuan size.
At 20HD, the storm giant grows to Gargantuan size and loses Powerful Build.

Catch (Ex)

At fourth level, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.

Eye of the Storm (Su)

At fifth level, a storm giant learns to assume the Eye of the Storm stance. While in the Eye of the Storm stance, she suffers a -4 penalty to armor class, but also gains 2 temporary hit points per hit die. Enemies within her threatened area suffer a -4 penalty on attack rolls on targets other than the storm giant, and cannot make 5 foot steps, use the Withdraw action, or use any spell, power, or other ability with the [Teleport] descriptor. Enemies are entitled to a Fortitude save to ignore the effects of the stance; if an enemy successfully saves, she is immune to the effects of the stance for 24 hours.

Aquatic Adaptation (Ex)

Beginning at sixth level, the storm giant becomes one with the raging sea. He gains a swim speed equal to double his base land speed, the ability to take the Run action underwater, and the abilities to breathe underwater and to breathe water and air equally well, and a permanent +8 racial bonus to Swim checks (this stacks with the bonus to Swim checks granted by the Sea Legs class feature). A storm giant may always take 10 on a Swim check.

A storm giant fighting in or under water never suffers any penalties to his attacks or his spells; he can do anything equally well on land or in water.

A storm giant gains the ability to nourish himself from the sea; he can drink sea water as if it were fresh water.

Hurricane Magic (Sp)

Beginning at sixth level, the storm giant learns to use a limited number of spell like abilities. She has a caster level equal to her hit dice, and the difficulty class for a saving throw granted by any of her spells is 10 + the spell level + her Wisdom modifier.

At sixth level, she learns to cast call lightning, levitate, and wind wall each once per day per 2 hit dice.

At twelve hit dice, she learns to cast air walk, chain lightning, control water, and control weather each once per day per 6 hit dice.

At eighteen hit dice, she learns to cast storm of vengeance, tsunami, and whirlwind each once per day per 10 hit dice.

Lightning Rod (Ex)

At seventh level, the storm giant gains resistance to electricity. She gains electricity resistance 10, and she may choose to take any electricity damage that a creature or object adjacent to her would suffer. Making this choice does not require any action, but she must be conscious. In addition, if struck by any electricity effect, she gains a +1 bonus to attack rolls and armor class and a +10 feet bonus to speed for one round. These bonuses do not stack with each other. Any electricity damage that she produces does not trigger this ability.

At eleven hit dice, her electricity resistance improves to 20.

At fifteen hit dice, when struck by an electricity effect, she gains the effects of haste for one round, if she is not already hasted. She also gains full immunity to electricity damage.

Magnetism (Ex)

You may use magnetism (http://dndtools.eu/spells/oriental-adventures--96/magnetism--2114/) at-will as an extraordinary ability.

Mjollnir (Su)

At eigth level, a storm giant commands supreme power over sky and storm. All held weapons (including all natural, melee, and ranged weapons) gain the shocking property while he holds them, but they lose these properties as soon as he releases them.

At twelve hit dice, all held weapons gain the shocking burst property instead.

At sixteen hit dice, all held weapons gain the shocking burst and thundering properties instead.

Ruggedness (Ex)

Beginning at ninth level, the storm giant is incredibly physically gifted. Whenever she succeeds on the Fortitude or Reflex saving throw against an effect that offers a Fortitude or Reflex saving throw for half damage or partial effect, the storm giant instead suffers no ill effect. A storm giant loses this ability if she wears heavier than medium armour or carries a heavy load.

At seventeen hit dice, the storm giant only suffers half damage or the partial effect even on a failed saving throw.

Capsize (Ex)

At ninth level, as a full-round action, a storm giant can capsize any vessel within his reach of a size no more than one size category larger than himself. A storm giant's powerful build ability counts towards determining the maximum size of a vessel than she can capsize. Somewhat less impressively, a storm giant can also use this ability to effortlessly flip tables.

Tide's Alacrity (Su)

At tenth level, a storm giant learns to assume the Tide's Alacrity stance. While in the Tide's Alacrity stance, the storm giant gains the benefits of a freedom of movement effect, as the spell, with a caster level equal to her hit dice.

Rending the Sky (Ex)

At eleventh level, a storm giant is the fury of storm and sea incarnate, and learns the Breaking Sky maneuver. Merely by grasping at air, he can literally tear the sky asunder. Doing so sets off a chain reaction of chaotic, violent energy that ravages all around the giant. As a full-round action, you pull apart the sky in front of you, and everything within a radius of 100 feet (including you) takes 6 damage per hit dice; half of which is electricity damage, and half of which is untyped damage from the sheer violence of the act. Targets in the area of effect may make a reflex save for half damage. Unlike other maneuvers, this has two special restrictions. First of all, regardless of whether the maneuver is readied or not, it may only be used once every ten minutes. Second, it may only be used in environments where call lightning may be used.

As an additional benefit, you automatically crack the sky a little each time you swing your weapons, giving you the ability to harm enemies from a distance. Your natural reach improves by 10 feet.

Viking Funeral (Ex)

At eleventh level, the ocean soul of the storm giant cannot be quenched. Even if he is slain, the storm and the seas infuse him with new life.

When a storm giant of at least eleventh level dies, he may be resurrected by willing companions -- or other entities with less benevolent intentions -- if they follow these steps in order:


They must find his body, or any remains of his body.
They must acquire or build a ship large enough to support the storm giant's entire frame, even if all that's left of him is a pile of ash. The vessel usually costs 100 gold pieces per the storm giant's hit dice.
They must move him onto the vessel.
They must set the vessel on fire and let it drift away out to sea. The body of water must be a major ocean.

If all of the above steps have been completed, then a mysterious process of rebirth occurs. The vessel must be left alone and undisturbed for one full week -- if pirates or other ill-intentioned creatures get near the storm giant's ship, the process may be ruined and his allies may have to start from scratch. In isolation, a floating vessel has a 10% chance to be disturbed on any given day.

After a full week passes, the sky above and sea below rumble with intense, primal energy. Sea creatures slowly flock to the flaming ship to watch the spectacle about to unfold. Countless bolts of brilliant lightning shoot down from the sky into the dead storm giant, and a short but violent hurricane whips up around him. Elemental energy suffuses his body and invigorates his spirit, and the storm giant awakens, fully restored, and with no level loss. Immediately following his resurrection, the storm giant is infused with incredible energy. He gains a +8 divine bonus to strength, dexterity, and constitution for one minute, and then is exhausted for 24 hours afterwards.