Wyvernblooded
2017-08-24, 11:13 AM
So I'm trying to redesign Half-Giant for a non-psionic Pathfinder game. Any thoughts and suggestions are welcome.
Half-Giant (Non-psionic) 16 RP
+4 Strength, -2 Dexterity, -2 Intelligence (2RP): Half-Giants inherit the physical might of their giant heritage, but also inherit their clumsiness and slow-wit.
Giant Blood: Half-giants count as both human and humanoid (giant) for any effect related to race.
Medium: Half-giants are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-giants have a base speed of 30 feet.
Low-Light Vision (1 RP): Half-giants can see twice as far as humans in conditions of dim light.
Rock Throwing (3 RP): Half-giants are accomplished rock throwers and gain a +1 racial bonus on attack rolls with thrown rocks. A member of this race can hurl rocks up to two categories smaller than its size. A "rock" is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. A thrown rock has a range increment of 120 feet. The creature can hurl the rock up to five range increments. Damage from a thrown rock is 2d6 plus 1-1/2 times the throwing creature's Strength bonus.
Rock Catching (2 RP): Members of this race can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a member of this race that would normally be hit by a rock can make a Reflex saving throw to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium rock, and 25 for a Large rock (if the projectile provides a magical bonus on attack rolls, the DC increases by that amount). The member of this race must be aware of the attack in order to make a rock catching attempt.
Powerful Build (8 RP): The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. A half-giant is considered one size larger for abilities requiring Large size, such rock throwing and catching, as well as for abilities pertaining to the size of their body such as unarmed damage. 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.
Languages: Half-giants begin play speaking Common. Half-giants with high Intelligence scores can choose from the following: Draconic, Giant, Gnoll, and Ignan.
Half-Giant (Non-psionic) 16 RP
+4 Strength, -2 Dexterity, -2 Intelligence (2RP): Half-Giants inherit the physical might of their giant heritage, but also inherit their clumsiness and slow-wit.
Giant Blood: Half-giants count as both human and humanoid (giant) for any effect related to race.
Medium: Half-giants are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-giants have a base speed of 30 feet.
Low-Light Vision (1 RP): Half-giants can see twice as far as humans in conditions of dim light.
Rock Throwing (3 RP): Half-giants are accomplished rock throwers and gain a +1 racial bonus on attack rolls with thrown rocks. A member of this race can hurl rocks up to two categories smaller than its size. A "rock" is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. A thrown rock has a range increment of 120 feet. The creature can hurl the rock up to five range increments. Damage from a thrown rock is 2d6 plus 1-1/2 times the throwing creature's Strength bonus.
Rock Catching (2 RP): Members of this race can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a member of this race that would normally be hit by a rock can make a Reflex saving throw to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium rock, and 25 for a Large rock (if the projectile provides a magical bonus on attack rolls, the DC increases by that amount). The member of this race must be aware of the attack in order to make a rock catching attempt.
Powerful Build (8 RP): The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. A half-giant is considered one size larger for abilities requiring Large size, such rock throwing and catching, as well as for abilities pertaining to the size of their body such as unarmed damage. 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.
Languages: Half-giants begin play speaking Common. Half-giants with high Intelligence scores can choose from the following: Draconic, Giant, Gnoll, and Ignan.