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Dragonexx
2014-01-10, 02:32 PM
Frost Giant, Jotun
http://static4.wikia.nocookie.net/__cb20120811002342/marveldatabase/images/f/fc/Thor-Frost-Giants.png
Size/Type: Large Giant (http://www.dnd-wiki.org/wiki/Giant_%283.5e_Type%29) (Cold)
Hit Dice: 14d10+140+14 (250 HP)
Initiative: +2
Speed: 50ft.
Armor Class: 28 (+2 dodge, +17 natural -1 size) Flatfooted: 25 Touch: 11
Base Attack (http://www.dnd-wiki.org/wiki/Races_of_War_%283.5e_Sourcebook%29/Advanced_Combat#Bonus_Attacks_and_BAB)/Grapple: +14/+28
Attack: Large Ice Greatclub +25 (2d8+5d6[cold]+19) or Thrown Object +25 (2d6+5d6(cold)+10, range incr: 50ft.) or Slam +23 (2d6+5d6[cold]+10)
Full Attack: Large Ice Greatclub +25/+20/+20 (2d8+5d6[cold]+19) and Slam +23/+18/+18 (2d6+5d6[cold]+10) or Thrown Object +25/+20/+20 (2d6+5d6(cold)+10)
Space/Reach: 10ft./10ft.
Special Attacks: Ice Make, Sheer Cold, Deep Freeze Spell-Like Abilities
Special Qualities: Immunity to Cold, Vulnerability to Fire, Giant Traits, Monkey Grip, DR5/-, Snowsight
Saves: Fort +19 Reflex +6 Will +9
Abilities: Str 30 Dex 14 Con 30 Int 10 Wis 20 Cha 20
Skills:
Feats: Weapon Focus (http://www.dnd-wiki.org/wiki/Weapon_Focus,_MS_Variant_%283.5e_Feat%29) Toughness (http://www.dnd-wiki.org/wiki/Toughness,_Grimoire_%283.5e_Feat%29) Blood of Stone (http://www.dnd-wiki.org/wiki/Blood_of_Stone_%283.5e_Feat%29) Diehard (http://www.dnd-wiki.org/wiki/Diehard,_Grimoire_%283.5e_Feat%29) Bleeding Strike (http://www.dnd-wiki.org/wiki/Bleeding_Strike_%283.5e_Feat%29) Power Attack (http://www.dnd-wiki.org/wiki/Power_Attack,_Grimoire_%283.5e_Feat%29)B
Environment: Any Cold/Elemental Plane of Ice/Jotunheim
Organization: Solitary, Pair, Party (3-6+1-2 young adult white dragons) or Tribe (20-50+5-10 young adult white dragons)
Challenge Rating: 14
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By Class Level (Favored Classes: Barbarian (http://www.dnd-wiki.org/wiki/Races_of_War_%283.5e_Sourcebook%29/Warriors_with_Class#Barbarian) and Snowscaper (http://www.tgdmb.com/viewtopic.php?t=50012)
Level Adjustment: +0

Jotun's are a more powerful and ancient form of frost giant. They prefer to reside in lands of eternal whiteout blizzards.

Jotun's speak Giant, Auran and Aquan.

Combat:

A Jotun can see through even the thickest, blinding, blizzard, which it uses to it's advantage. It remains hidden in the storm, and attacks unwitting opponents with thrown chunks of ice. If it's opponent learns the giant's location, or the giant has no blizzard to hide in, it moves forwards while throwing rocks until it is close enough to charge.

If it reaches it's opponent, it moves to grapple, and if that is unavailable, then it attacks with melee attacks.

If it successfully freezes an opponent, it then carries them off to be eaten later.

Monkey Grip (Ex): The Jotun may wield a two-handed weapon in one hand, although they are still treated as using both hands for all beneficial effects. If they actually wield the weapon in two hands, they add twice their strength to damage.

Ice Make (Su): The Jotun may create ice as a free action, forming it into any handheld object, or any melee or thrown weapon they are proficient in. (most create greatclubs and throwing stones). This shatters when it leaves the jotun's hands or on impact in the case of something thrown.

Sheer Cold (Ex): A Jotun deals 1d6 extra cold damage per 3 CR (round up) with any melee or thrown attack. This damage is also dealt to any creature it grapples or that strikes it with unarmed strikes or natural weapons.

Deep Freeze (Su): If a Jotun succeeds on a grapple check it may encase the victim in ice, making them helpless. A successful Fortitude save (DC27) negates this. While encased, the victim takes the Jotun's Sheer Cold damage every round and on it's turns it may make a successful DC27 Strength or Escape Artist check to free itself.

Snowsight (Ex): As the spell.


So I got bored and decided to make this. Thoughts?

Crestfallen
2014-01-10, 06:15 PM
This... this whole thing terrifies me.

Its almost offsetting, Maybe I havent played with Giants enough to understand..

BWR
2014-01-11, 05:23 AM
That's not a jotun.
This (http://p3.no/filmpolitiet/2010/10/trolljegeren/)is a jotun.

Debihuman
2014-01-12, 09:19 AM
This is really good but has a few missteps.

This is 3.5 correct? Giants use d8 and advance as clerics. See other revisions. If you want to add class levels to that you could have.

I'll try to explain all my corrections as a I go but if you don't understand something please just ask. I may bounce around a little but I'll try to explain everything.

Where does the dodge bonus to AC come from? It looks like you mean Dex bonus instead.

Which weapon does weapon focus apply to? It looks like it is the ice club so you need to write the feat as Weapon Focus (ice club)

He has the wrong hit dice and hit points. Giant HD are d8 not d10. You add the bonus hit points together in stat block. 14dd8 = 14 x 4.5 = 63 + 154 = 217 hp.

Hit Dice: 14d8+154 (217 hp)

BAB and Grapple are wrong because Giants advance as Clerics not as Fighters.

BAB/Grapple: +10/+24

Also note that the giant no longer has 3 attacks with weapons since his BAB is 10 and not 11.

Armor Class: 28 (+2 Dex, +17 natural -1 size), flat-footed 26, touch 11

A jotun's large ice greatclub does 2d8 plus double strength damage because of Monkey Grip when used as a two-handed weapon. However it does normal damage (1 and 1/2 str damage) when used as one-handed weapon. You need to show both of those attacks in the stat block.

In addition, 5d6 cold damage for a 14 HD creature is too much. You need to keep the damage in synch with CR. Also, you never round up. See basic rules. There is no reason it should do more than 1d6 cold damage on its attacks.

Generally giants can throw rocks. In keeping with the snow and ice theme why not give them the ability to throw snowballs? Also the range belongs in the text not in the stat block. Ranged attacks are Dex based not Strength based. Ranged attacks are BAB + Dex + size modifier + range penalty. More on this will follow after I show you the correct attack lines.

Some of your special abilities need a bit of revision. Sheer cold should only add 1d6 cold damage for example.

Sheer Cold (Ex): A Jotun deals 1d6 points of cold damage with its natural and manufactured weapons. This damage is also dealt to any creature it grapples or that strikes it with unarmed strikes or natural weapons.

Also, a 50-foot range for throwing a snowball is far too short. It should be 150 feet.

Snowball Throwing (Ex): While most giants have the ability to throw rocks, jotuns have the unique ability to throw snowballs. A jotun can throw a snowball at his enemies as a ranged attack at 150 foot increments.

Note: The attacks have been revised since I first posted because the giant had the wrong BAB. This means his melee attacks are BAB 10 + Str 10 + -1 size for 19 basic melee and +2 for feat for ice greatclub. His ranged attacks are BAB 10 + 2 Dex + -1 size plus range penalty. He also only gets 2 attacks since his BAB is 10 and not 11.

Attack: Large ice greatclub +21 melee (2d8+20 plus 1d6 cold) or snowball +11 ranged (2d6+10 plus 1d6 cold) or slam +19 melee (2d6+10 plus 1d6 cold)

Full Attack: Large ice greatclub +21/+16 melee (2d8+20 plus 1dd6 cold), or large ice greatclub + 19/+14 melee (2d8+15 plus 1d6 cold) and slam + 14 melee (2d6+5 plus 1d6 cold), or snowball +11 ranged (2d6+10 plus 1d6 cold), or 2 slams +19 melee (2d6+10 plus 1d6 cold)

When using his greatclub with his slam, his greatclub only does 1 and 1/2 damage and his slam is secondary which is why it takes -5 to hit and only does 1/2 str damage. Natural attacks are never iterative unless the creature has a feat or special ability that grants this. Numbers have been updated as well to reflect change in BAB.

"Ice Make" isn't the best name for this ability. It should never be a free action, it should be a Standard Action. Don't make the weapons so fragile that they can't be used in combat. Ice has 3 hit points per inch and hardness 0. See Hardness table. A Large greatclub would have 4 times as many hit points.

Create Snow and Ice Weapons (Su): As a standard action, a jotun may either create snow and form it into the shape of a snowball or create ice and form it into a weapon. A jotun must be proficient with the weapon in order to make it into an ice weapon. A snowball shatters on impact whether or not the attack was successful. Ice has 3 hit points per inch and hardness 0. A Jotun's Large greatclub has 12 hit points.

Feats should be alphabetized. I'm not sure these even qualify foro the feats that you gave them. Furthermore, many of these are homebrewed feats from the D&D wiki which is notoriously overpowered. I recommend giving the jotuns standard feats instead.

That toughness feat is awful. Toughness should be Improved Toughness feat from Monster Manual 3.

I recommend losing Bleeding Strike especially since it doesn't qualify for it and the 1 point of bleed isn't going to make a difference to an adventuring party.

It doesn't qualify for Diehard unless it has Endurance.

Feats in order attained: Power Attack, Improved Toughness, Weapon Focus (greatclub), Endurance, Diehard.

Feats: Diehard, Endurance, Improved Toughness, Power Attack, Weapon Focus (greatclub).

Why is power attack listed as a bonus feat? It has the right number of feats. 1, 3, 6, 9, 12...

Monkey Grip is a feat from Complete Warrior. You need to rename your special ability to avoid confusion. Also it needs to be reworded to be clearer. I recommend you name it Jotun Grip. This should be listed as a special attack not a special quality.

Jotun Grip (Ex): Jotuns may wield a two-handed weapon in one hand. If they actually wield the weapon in two hands, they add twice their strength to damage.

List special qualities in alphabetical order. If you give a spell-like ability a name that name belongs in the stat block. The only giant trait is low-light vision so list that in the SQ line normally. Also some of these abilities need work.

Special Attacks: Create snow and ice weapons, deep freeze, jotun grip, sheer cold.

Deep Freeze needs some more mechanics. Being covered in an inch of ice should cause problems for creatures that need to breathe. See suffocation rules. Since we already know the hardness of ice, cracking it and releasing the victim should be easy.

Deep Freeze (Su): If a Jotun succeeds on a grapple check, it may encase the victim in ice, making the victim helpless. A successful Fortitude save (DC 27) negates this. A victim encased in ice may suffocate unless the victim can be released. Any successful attack that does at least 3 points of damage releases the victim. The save is Constitution-based.

Special Qualities: Damage reduction 5/-, immunity to cold, low-light vision, snowsight, vulnerability to fire

Since snowsight is a spell from Frostburn, you should cite to it. Not everyone has that supplement.

Snowsight (Sp): A jotun can see normally in whiteout conditions and ignores all penalties due to snow glare and snow blindness as a permanent snowsight spell from Spell Compendium.

Your skill section is still blank. Giants have skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die. Your jotun has 8 skill points for first HD and 26 additional (13x2) for a grand total of 34 skill points to use

Jotun's have the same Int as standard 3.5 frost giants so you could just give them the exact same skills. A jotun can have a maximum of 17 ranks in one skill. However, I recommend giving them skills to help deal with snow and ice. I'd give them max ranks in balance (17), 10 in survival and 7 and in Knowledge (nature). The high survival skill gives them a synergy bonus to knowledge nature as well.

Skills: Balance + 19, Knowledge (Nature) +7, Survival +15 (+17 in in aboveground natural environments (aquatic, desert, forest, hill, marsh, mountains, or plains)

I would put this creature in Cold Plains. Instead of having dragons they'd have arctic owlbears (See here: http://www.dlnexus.com/fan/rules/13173.aspx )

Debby

Dragonexx
2014-01-13, 05:08 PM
And the reason it's statblock is as it is is due that I am using some homebrew variant rules to make this. All the alternative rules should be linked.

The reason for the white dragons is to ride upon so flying isn't an auto-win, although they can still knock the giant of it's mount.

The cold damage doesn't really matter, when a simple resist energy spell negates it completely.

Blood of stone has no effect on touch attacks. and all those feats are simply to reinforce not meleeing it. In addition to that, it has crap for reflex and more importantly will, so it's incredibly likely to fall for enchantment and illusion spells, taking it out of the fight and completely bypassing it's hit points, strength, and defense.

Edit: Thanks for the skills though. And the Ice Make is a reference to Gray Fullbuster from the Fairy Tail anime/manga. I don't want to limit it to just weapons because I also want them to make tools with it, giving them something interesting outside of battle.

Debihuman
2014-01-14, 08:27 PM
Well, you did ask for feedback. I'm not enthused with the alternate rules but if you are using them, then you should mention it up front rather than link it.

I'm not sure if you understand how throwing objects and natural attacks work. You can't throw a snowball at +25 and then throw it again at +20 since it has left your hand.

Creatures don't make iterative attacks with natural weapons. You can't hit more than once with each limb so if you have two arms you make 2 slam attacks as a full attack.

Otherwise,not bad.

Dragonexx
2014-01-17, 02:23 AM
It can make iterative attacks with it's thrown weapons because it is capable of creating snowball/throwing stone/whatever, as a free action, and then throwing it as an attack action.

The alternate giant rules allow for ieterative attacks with natural weapons.

Debihuman
2014-01-17, 06:26 AM
Since it uses it hands to throw snowballs, it doesn't get iterative attacks unless it has a feat or special ability that allows for this OR you state somewhere that it can make iterative attacks. See as an example the javelin in the Ogre Barbarian entry.

A diminutive snowball would be 1 foot in diameter.

Note: nowhere does it even state that the giant can make and throw a snowball with EACH hand. I'm being generous with this and allowing it to do so with each hand. If that is not the case, then I will revise this.


Attack: Large ice greatclub +25 melee (2d8+10 plus 5d6 cold) or diminutive thrown object +25 melee (2d6+10 plus 5d6 cold) or slam +23 melee (2d6+10 plus 5d6 cold)

Full Attack: Large ice greatclub +25/+20/+15 melee (2d8+20* plus 5d6 cold) OR 2 Diminutive thrown objects +25 ranged (2d6+10 plus 5d6 cold) OR 2 slams +23 melee (2d6+10 plus 5d6 cold) OR Large ice greatclub +19/+14/+9 melee (2d8+10 plus 5d6 cold) AND slam +9 melee (2d6+5 plus 5d6 cold) OR Large ice greatclub +19/+14/+9 melee (2d8+10 plus 5d6 cold) AND Diminutive thrown object +9 ranged (2d6+5 plus 5d6 cold) OR Diminutive thrown object +19 melee (2d6+10 plus 5d6 cold) AND slam +9 melee (2d6+5 plus 5d6 cold).

*This assumes the giant it using its greatclub in both hands. If it is only using it in one hand its damage is 2d8+10.

This is the full breakdown on all its full attacks, including if it uses an off-hand attack. Off-hand weapons only use 1/2 Str and natural attacks are always secondary (unless the entry says otherwise) to weapons. Using its weapons off hand means it takes a -6/-10 penalty.

If the giant can only throw 1 snowball using both its hands this would be the full attack line:

Full Attack: Large ice greatclub +25/+20/+15 melee (2d8+20* plus 5d6 cold) OR Diminutive thrown object +25 ranged (2d6+10 plus 5d6 cold) OR 2 slams +23 melee (2d6+10 plus 5d6 cold) OR Large ice greatclub +19/+14/+9 melee (2d8+10 plus 5d6 cold) AND slam +9 melee (2d6+5 plus 5d6 cold)

*This again assumes the giant is using both hands to wield his greatclub.

Debby

Dragonexx
2014-01-31, 02:10 PM
Fire Giant, Muspel
http://wallpoper.com/images/00/40/29/32/fire-giant_00402932.jpg
Size/Type: Large Giant (http://www.dnd-wiki.org/wiki/Giant_%283.5e_Type%29) (Fire)
Hit Dice: 14d10+126+14 (230 HP)
Initiative: +3
Speed: 50ft
Armor Class: 25 (+3 dodge, +7 half-plate armor, -1 size, +6 natural)
Base Attack (http://www.dnd-wiki.org/wiki/Races_of_War_%283.5e_Sourcebook%29/Advanced_Combat#Bonus_Attacks_and_BAB)/Grapple: +14/+28
Attack: +3 Greatsword +26 (3d6+5d6+5[fire]+18) or Slam +23 (2d6+5d6+5[fire]+10) or Thrown Object +20 (2d6+5d6+5[fire]+10, range incr: 150ft.)
Full Attack: +3 Greatsword +26/+21/+21 (3d6+5d6+5[fire]+18) and Slam +23/+18/+18 (2d6+5d6+5[fire]+10) or Thrown Object +20/+15/+15 (2d6+5d6+5[fire]+10, range incr: 150ft.)
Space/Reach: 10ft./10ft.
Special Attacks: Meteor Throw, Inferno, Incinerate, Spell-Like Abilities
Special Qualities: Immune to Fire, Vulnerable to Cold
Saves: Fort +18 Reflex +7 Will +9
Abilities: Str 30 Dex 16 Con 28 Int 14 Wis 20 Cha 22
Skills: Spot +22 Listen +22 Climb +27 Intimidate +23 Craft (Blacksmith) +19 Jump +27
Feats: Toughness (http://www.dnd-wiki.org/wiki/Toughness,_Grimoire_%283.5e_Feat%29) Blood of Stone (http://www.dnd-wiki.org/wiki/Blood_of_Stone_%283.5e_Feat%29) Diehard (http://www.dnd-wiki.org/wiki/Diehard,_Grimoire_%283.5e_Feat%29) Brutal Thrower (http://www.dnd-wiki.org/wiki/Brutal_Thrower_%283.5e_Feat%29) Power Attack (http://www.dnd-wiki.org/wiki/Power_Attack,_Grimoire_%283.5e_Feat%29)Pyrokinisis (http://www.dnd-wiki.org/wiki/Pyrokinesis_%283.5e_Feat%29)B
Environment: Any Warm, Elemental Plane of Fire, Muspelheim
Organization: Solitary, Pair, Party (3-6 plus 1-2 Juvenile Red Dragons) or Tribe 30-80 plus 5-10 Juvenile Red Dragons)
Challenge Rating: 14
Treasure: Standard
Alignment: Usually Lawful Evil
Advancement: By class level. (Favored Classes: Fighter (http://dnd-wiki.org/wiki/Races_of_War_%283.5e_Sourcebook%29/Warriors_with_Class#Fighter) or Fire Mage (http://www.dandwiki.com/wiki/Fire_Mage_%283.5e_Class%29))
Level Adjustment: +0

"Some men just want to watch the world burn."

Fire giants embody the power of fire, and stand for burning things down with extreme burnination. When they're not burning things, they're practicing how to better burn things, or forging weapons and armor so as to be better protected when they burn things.

Combat:

Fire Giants burn things.

Meteor Throw (Su): Any object the giant throws is filled with destructive energies. On impact it explodes, dealing the giants thrown object damage in a 5 foot radius. There is a reflex save (DC27) for half damage, although the initial target doesn't get one. If the projectile misses, it still explodes, but the initial target also gets a save.

Inferno (Su): A Fire Giant deals 1d6 extra fire damage per 3 CR (round up) with any melee or thrown attack. This damage is also dealt to any creature it grapples or that strikes it with unarmed strikes or natural weapons.

Monkey Grip (Ex): The Fire Giant may wield a two-handed weapon in one hand, although they are still treated as using both hands for all beneficial effects. If they actually wield the weapon in two hands, they add twice their strength to damage.

Incinerate (Su): If the giant succeeds on a grapple check, it can burn it's victim to ashes, killing them. The victim takes 100 points of fire damage and must succeed on a fort save (DC26) or be burnt to ashes. Success halves the damage. For every ten points of fire resistance the victim has, they gain a +1 bonus to this save. Immunity to fire makes one immune to this ability.

Spell Like Abilities: At Will: Wall of Fire 1/day: Incendiary Cloud

Dragonexx
2014-01-31, 02:20 PM
Sun Giant
http://fc09.deviantart.net/fs38/i/2008/339/c/8/Hyperion__The_Sun_Titan_by_fafnir300.jpg
Size/Type: Large Giant
Hit Dice: 12d10+96+12 (200HP)
Initiative: +2
Speed: 60ft.
Armor Class: 24 (+2 dodge, +12 natural)
Base Attack (http://www.dnd-wiki.org/wiki/Races_of_War_%283.5e_Sourcebook%29/Advanced_Combat#Bonus_Attacks_and_BAB)/Grapple: +12/+24
Attack: +3 Sun Greataxe +22 (3d6+15 plus Blind) or Slam +19 (2d6+8) or Thrown Object +19 (2d6+8)
Full Attack: +3 Sun Greataxe +22/+17/+17 (3d6+15 plus Blind) or Slam +19/+14/+14 (2d6+8) or Thrown Object +19/+14/+14 (2d6+8)
Space/Reach: 10ft./10ft.
Special Attacks: Pew Pew Pew!, Solar Flare, Spell-Like Abilities
Special Qualities: Immune to Blindness, Immunity to Fire, Healed by Light Damage, Absorb Sunlight, Aura of the Sun
Saves: Fort +15 Reflex +6 Will +11
Abilities: Str 26 Dex 14 Con 24 Int 14 Wis 24 Cha 24
Skills: Spot +22 Survival +22 Diplomacy +22 Knowledge(Religion) +22 Intimidate +22 Sense Motive +22
Feats: Toughness (http://www.dnd-wiki.org/wiki/Toughness,_Grimoire_%283.5e_Feat%29) Power Attack (http://www.dnd-wiki.org/wiki/Power_Attack,_Grimoire_%283.5e_Feat%29) Blood of Stone (http://www.dnd-wiki.org/wiki/Blood_of_Stone_%283.5e_Feat%29) Diehard (http://www.dnd-wiki.org/wiki/Diehard,_Grimoire_%283.5e_Feat%29) Burst of Speed (http://www.dnd-wiki.org/wiki/Burst_of_Speed_%283.5e_Feat%29) Dash (http://www.dnd-wiki.org/wiki/Dash_%283.5e_Feat%29)B
Environment: Deserts or Mountains
Organization: Solitary, Pair, Party (3-6) or Monastery (20-50)
Challenge Rating: 12
Treasure: Standard
Alignment: Usually Neutral Good
Advancement: By Character Class (Favored Classes: Cleric or Fighter)
Level Adjustment: +0

"FEEL THE WRATH OF THE SUN!"

Sun Giants embody the sun from which they take their name. They typically live in deserts, where one can feel the full power of the sun. The revere the sun and with it any sun deities (Pelor, or whatever sun deity exists in your setting).

Sun Giants are typically calm and live a monastic life. They make a living by creating everburning torches, which they sell to nearby towns.

Combat:

Sun Giants would prefer to talk things out rather than fight. But if diplomacy fails, they don't hesitate to put down evildoers.

Pew! Pew! Pew! (https://www.youtube.com/watch?v=0pM78AGNOCc) (Su): As a standard action the Sun Giant may fire lasers from it's eyes as a ranged touch attack. These deal 1d8 damage per 2 CR (6d8 for those of you to lazy to do math) and go out to medium range. A target hit by this ability must make a Fort save (DC25) or be blinded for 1 round. Success merely renders one dazzled for the same duration.

Solar Flare (Su): As a standard action, the sun giant may unleash a blinding burst of light in all directions. All creatures within 40 feet must make a fort save (DC25) or be blinded for 5 rounds. Success leaves one dazzled for the same duration. Creatures out to 80 feet must save or be dazzled for 5 rounds. Once used, this ability cannot be used again for 1d4 rounds.

Monkey Grip (Ex): The Sun Giant may wield a two-handed weapon in one hand, although they are still treated as using both hands for all beneficial effects. If they actually wield the weapon in two hands, they add twice their strength to damage.

Healed by Light Damage (Ex): A Sun Giant is healed by light damage on a point for point basis.

Aura of the Sun (Su): A sun giant radiates bright light out to 100 feet, and dim light out to another 100 feet. This counts as actual sunlight for anything triggered by that (except the Sun Giants Absorb Sunlight ability). They can turn this off if they want to sneak around, or, you know, sleep.

Absorb Sunlight (Ex): A Sun Giant has Fast Healing 5 as long as it's in natural sunlight. It's Aura of the Sun sadly doesn't count.

Sun Weapon: From Complete Tome Items and Wish Economy (http://www.tgdmb.com/viewtopic.php?t=53704&start=0). A sun weapon sheds tremendous amounts of light. A victim struck must make a Reflex Save or become Blind for 1 round. Such a weapon sheds more light than normal, and is surrounded by a Daylight effect when in use.

Spell-Like Abilities: At Will: Sunburst, Sunbeam, Silent Image, Dimension Door, Color Spray, Continual Flame. 1/day: Prismatic Spray

Dragonexx
2014-01-31, 02:36 PM
Stone Giant (http://www.dnd-wiki.org/wiki/Giant_%283.5e_Type%29)
http://subidaipfblog.files.wordpress.com/2012/02/stone-giant.jpg
Size/Type: Large Giant (Earth)
Hit Dice: 11d10+110+11 (190 hp)
Initiative: +2
Speed: 50ft. Burrow 40ft.
Armor Class: 26 (+2 dodge +14 natural)
Base Attack (http://www.dnd-wiki.org/wiki/Races_of_War_%283.5e_Sourcebook%29/Advanced_Combat#Bonus_Attacks_and_BAB)/Grapple: +11/+25
Attack: Greatclub +22 (2d8+19+daze) or Slam +20 (2d6+10) or Thrown Object +22 (2d6+14+daze, range incr: 150ft.)
Full Attack: Greatclub +22/+17/+17 (2d8+19+daze) and Slam +20/+15/+15 (2d6+10) or Thrown Object +22/+17/+17 (2d6+14+daze, range incr: 150ft.)
Space/Reach: 10ft./10ft.
Special Attacks: Rock to the Head!, Stomp the Yard, BATTER UP!, Spell-Like Abilities
Special Qualities: DR10/Adamantium, DR5/-, Giant Traits, Monkey Grip, Blendin' in Like a Ninja!, Rock to the Hand! Ground Pound, Rock Movement
Saves: Fort +17 Reflex +5 Will +8
Abilities: Str 30 Dex 15 Con 30 Int 12 Wis 20 Cha 20
Skills: Hide +12 Intimidate +19 Craft(Stoneworking)+15 Spot +19 Climb +24 Jump +17 Survival +12
Feats: Weapon Focus (http://www.dnd-wiki.org/wiki/Weapon_Focus,_MS_Variant_%283.5e_Feat%29) Toughness (http://www.dnd-wiki.org/wiki/Toughness,_Grimoire_%283.5e_Feat%29) Blood of Stone (http://www.dnd-wiki.org/wiki/Blood_of_Stone_%283.5e_Feat%29) Power Attack (http://www.dnd-wiki.org/wiki/Power_Attack,_Grimoire_%283.5e_Feat%29) Diehard (http://www.dnd-wiki.org/wiki/Diehard,_Grimoire_%283.5e_Feat%29)B Brutal Thrower (http://www.dnd-wiki.org/wiki/Brutal_Thrower_%283.5e_Feat%29)B
Environment: Mountains
Organization: Solitary, Pair, Party (3-6), or Tribe (20-60)
Challenge Rating: 11
Treasure: Standard
Alignment: Usually Neutral
Advancement: By Character Class (Favored Classes: Fighter and Barbarian)

"In Soviet Faerun, rock throws you!"


Combat:

Stomp the Yard (Su): As a standard action, a stone giant may stomp the ground, shaking and shattering it. All creatures within 40ft. except those with the earth subtype take 1d6 damage per CR of the giant (11d6 by default) and fall prone. A reflex save (DC25) halves the damage and negates falling prone. All squares within this area become difficult terrain.

Rock Movement (Ex): The stone giant suffers no penalties from difficult terrain provided it is stone or dirt. The stone giant may also burrow through solid stone, and may choose whether or not to leave a tunnel behind.

Rock to the Head! (Ex): When ever the stone giant hits a creature with a something made out of rock, that creature must make a fort save (DC25) or be dazed. Success renders one immune to any further Rock to the Head! uses until the stone giant's next turn.

Rock to the Hand! (Su): While standing on a stone surface, as Not An Action, the stone giant may call a nearby boulder of sufficent size to throw to it's hand. If no such boulder is present, one rips itself out of the ground.

BATTER UP! (Ex): As a standard action, the stone giant may strike a creature, dealing damage and sending it flying 5ft. per CR it possesses (55ft. by default if you can't add). The distance is doubled for every size category smaller than the giant the creature is. The victim must make a reflex save (DC25) or land prone.

Monkey Grip (Ex): The Stone Giant may wield a two-handed weapon in one hand, although they are still treated as using both hands for all beneficial effects. If they actually wield the weapon in two hands, they add twice their strength to damage.

Blendin' in Like a Ninja! (Ex): The stone giant gets a +11 racial bonus to hide checks when in a rocky environment.

Ground Pound (Ex): The stone giant suffers no falling damage if it lands on a stone or dirt surface. Additionally, it immediately use it's Stomp the Yard ability as Not An Action, adding the falling damage it would have taken to the damage dealt, and increasing the area to 50ft.

Spell-Like Abilties (Ex): Wall of Stone, Spike Stones, Transmute Rock to Mud, Transmute Mud to Rock. 1/day: Earthquake

Dragonexx
2014-01-31, 02:44 PM
Storm Giant
http://blackmarches.wdfiles.com/local--files/jorvarkin-the-storm-giant/Jorvarkin.jpg
Size/Type: Huge Giant (Air)
Hit Dice: 16d10+208+16 (350hp)
Initiative: +6
Speed: 60ft. Fly 100ft. (Perfect)
Armor Class: 35 (+6 dodge, 21 natural, -2 size)
Base Attack (http://www.dnd-wiki.org/wiki/Races_of_War_%283.5e_Sourcebook%29/Advanced_Combat#Bonus_Attacks_and_BAB)/Grapple: +16/+39
Attack: +3 Greatsword +32 (4d6+6d6[electricity]+22+stagger) or Slam +29 (3d6+6d6[electricity]+15+stagger) or Mwk Javelin (3d6+6d6 [electricity]+15+stagger)
Full Attack: +3 Greatsword +32/+27/+27/+27 (4d6+6d6[electricity]+22+stagger) and Slam +29/+24/+24/+24 (3d6+6d6[electricity]+15+stagger) or Mwk. Javelin +32/+27/+27/+27 (3d6+6d6[electricity]+19+stagger)
Space/Reach: 15ft./15ft.
Special Attacks: Electrical Aura, Electrical Pulse, Lord of Storms, Spell-Like Abilities, Overload, Storm Force
Special Qualities: Lightning Rod, Cold and Fire Resistance 30, Giant Traits,
Saves: Fort +28 Reflex +16 Will +20
Abilities: Str 40 Dex 22 Con 36 Int 22 Wis 30 Cha 30
Skills:
Feats: Toughness (http://www.dnd-wiki.org/wiki/Toughness,_Grimoire_%283.5e_Feat%29) Blood of Stone (http://www.dnd-wiki.org/wiki/Blood_of_Stone_%283.5e_Feat%29) Power Attack (http://www.dnd-wiki.org/wiki/Power_Attack,_Grimoire_%283.5e_Feat%29) Diehard (http://www.dnd-wiki.org/wiki/Diehard,_Grimoire_%283.5e_Feat%29)
Stone Power (http://www.dnd-wiki.org/wiki/Stone_Power,_Grimoire_%283.5e_Feat%29) Weapon Focus (http://www.dnd-wiki.org/wiki/Weapon_Focus,_MS_Variant_%283.5e_Feat%29) Throwing Lightning (http://www.dnd-wiki.org/wiki/Throwing_Lightning_%283.5e_Feat%29)B Lightning Fury (http://www.dnd-wiki.org/wiki/Lightning_Fury_%283.5e_Feat%29)B
Environment: Any
Organization: Solitary or Pair or CAPTAIN PLANET! (1 storm giant plus 1 frost giant plus 1 fire giant plus 1 stone giant plus 1 cloud giant plus something to represent heart... )
Challenge Rating: 16
Treasure: Ring of Resistance +5 and Double Standard
Alignment: Often Any
Advancement: By Character Class
Level Adjustment: +0

The sky above you rumbles as it fills with black clouds, even though it was clear only a moment ago. The sky lights up with lightning, and a massive bolt streaks down to strike right in front of you. When your vision returns, where the bolt struck now stands a massive creature, electricity crackling across is muscular body. It steps forwards, drawing a greatsword, and speaks in a voice like thunder. "I wield the unparalled might of the sky. Who are YOU to challenge me?"

Storm Giants are one of the most powerful forms of giants, possessing great control over the weather and the skies. These beings are so mighty, that some are even worshiped as gods. Storm giants can have a wide variety of alignments and outlooks. Some are benevolent, placing themselves as guardians of a region and ensuring good weather and harvests. Others are violent, terrorizing innocent people with dangerous weather and bolts of lighting. Yet others are recluses, tending to their gardens in distant mountains, far away from civilization.

Some storm giants have green skin, while others have violet. Skin color is no indication of behavior or alignment. Don't be a racist jerk.

Combat:

Electrical Aura (Su): The storm giant does an additional 1d6 electricity damage per 3 CR (round up) with each melee or thrown attack. Any creature hitting the giant with unarmed attacks, or natural or metal weapons takes this damage as well. The giant also deals this damage to any creature it grapples with.

Electrical Pulse (Su): Any time the storm giant deals electricity damage, the enemy must make a fort save (DC28) or be staggered for one round. No matter how many times they are hit, the target need only make one save per round.

Lord of Storms (Su): The storm giant is under a constant control weather effect. It may change the type of weather as a swift action, and it takes effect immediately. The type of weather it can create is not limited by the season and the range of this effect is 10 miles. The storm giant also suffers none of the negative effects of weather or wind effects.

Overload (Su): If the Storm Giant succeeds on a grapple check, it unleashes a vast amount of electricity into it's victim. The target takes 100 electricity damage, and must make a fort save (DC28) or die. Immunity to electricity grants one a +5 bonus on this save.

Thunderbolt (Su): The storm giant may create masterwork javelins in it's hand as a free action. Thrown javelins vanish after impact.

Monkey Grip (Ex): The Jotun may wield a two-handed weapon in one hand, although they are still treated as using both hands for all beneficial effects. If they actually wield the weapon in two hands, they add twice their strength to damage.

Storm Force (Su): The storm giant ignores any electrical or sonic resistance, and deals half damage to any creature with immunity.

Lightning Rod (Ex): The storm giant is healed by electrical and sonic damage on a point for point basis.

Spell-Like Abilities: Constant: Freedom of Movement, Water Breathing. At Will: Call Lightning Storm, Chain Lightning, Ur Lightning Bolt (http://www.dnd-wiki.org/wiki/Ur_Lightning_Bolt_%283.5e_Spell%29) Self Bolt (http://www.dnd-wiki.org/wiki/Self_Bolt_%283.5e_Spell%29), Control Winds, Lightning Strikes Twice (http://www.dnd-wiki.org/wiki/Lightning_Strikes_Twice_%283.5e_Spell%29), Gust of Wind 3/day: Bolt of Indra (http://www.dnd-wiki.org/wiki/Bolt_of_Indra_%283.5e_Spell%29) Lightning Strikes Twice (http://www.dnd-wiki.org/wiki/Lightning_Strikes_Twice_%283.5e_Spell%29) (usable as swift action), Wall of Thunderbolts (http://www.dnd-wiki.org/wiki/Wall_of_Thunderbolts_%283.5e_Spell%29) 1/day: Greater Shout Stasis Energy Field (http://www.dnd-wiki.org/wiki/Stasis_Energy_Field_%283.5e_Spell%29) Delilah's Dispersal Current (http://www.dnd-wiki.org/wiki/Delilah%27s_Dispersal_Current_%283.5e_Spell%29)