Metastachydium
2023-04-23, 11:44 AM
Okay, so this thread (https://forums.giantitp.com/showthread.php?655890-3-5-Giant-character-help-rules-items) reminded me of these poor fellers and that the previous fix circulating here downsized them to Gargantuan (with Powerful Build (https://forums.giantitp.com/showthread.php?649410-Mountain-Giant-revised-PEACH), but still). So I made a Colossal fix myself. Like kinem before, I tried to stick close to the original's abilities, which includes sticking with the thing using a "mountain giant club", which I elected to turn into an actual exotic weapon (one-handed, if anyone wondered), however. The one major change (besides giving the giant a DR which it should have, frankly, had to begin with) is that I ditched the odd Summon Giants thing and slotted in… Well, something more unusual, but also, I believe, more fitting. Now, here we go:
Mountain Giant
A mountain giant resembles a titanic hill giant, standing more than 80 feet tall and weighing as much as 170 tons. Thick, jet-black hair frames a face with bulbous features and a skin tone that can be any shade from tan to reddish brown. The typical mountain giant wears only minimal clothing apart from its armour —often just a breechcloth and a shirt made of rough animal hide that barely covers a large
pot belly.
Mountain giants speak Giant and sometimes Common, Dwarven or Orc.
Size/Type: Colossal Giant [Earth]
Hit Dice: 30d8+360 (495 hp)
Initiative: +4
Speed: 80 feet (8 squares), climb 40 feet
Armor Class: 36 (-8 size, +6 stone plate, +3 hide shield, +25 natural), touch 5, flat-footed 36
Base Attack/Grapple: +22/+57
Attack: +1 mountain giant club +34 melee (4d10+20, 19–20/×3) or slam +33 melee (2d6+19) or +1 warsling +34 ranged (6d6+20, ×4) or rock +34 ranged (18d6+19)
Full Attack: +1 mountain giant club +34/+29/+24/+19 melee (4d10+20, 19–20/×3) or 2 slams +33 melee (2d6+19) or +1 warsling +34 ranged (6d6+20, ×4) or rock +34 ranged (18d6+19)
Space/Reach: 30 ft./30 ft.
Special Attacks: Crush, fling, maneuvers, rock throwing, trample 4d8+19
Special Qualities: DR 20/–, darkvision 60 ft., low-light vision, rock catching, scent
Saves: Fort +29, Ref +16, Will +22
Abilities: Str 49, Dex 10, Con 35, Int 6, Wis 11, Cha 14
Skills: Climb +27, Jump +44, Listen +8, Spot +8, Survival +8
Feats: Brutal Throw, Cleave, EnduranceB, Great Cleave, Improved Critical (mountain giant club), Improved GrappleB, Improved Initiative, Lightning Reflexes, Parrying Shield, Power Attack, Steadfast Determination
Epic Feats: Epic Reflexes, Legendary Leaper
Environment: Temperate or cold mountains
Organization: Solitary or family (2 plus 1-3 noncombatants)
Challenge Rating: 17
Alignment: Usually chaotic (any)
Advancement: By character class
Level Adjustment: –
Combat
Mountain giants attack in a straight-forward manner, stepping forth to overrun opponents whenever possible. They also enjoy picking up foes and hurling them against a mountainside. Many an armed foe has foiled a mountain giant's initial grab attempt only to be scooped up by the monster's other hand.
In melee, mountain giants use their height to smash their clubs down on the heads of their foes. Against groups of smaller foes, mountain giants prefer their trample or crush attacks.
Crush (Ex)
A mountain giant that jumps at least 20 feet into the air (or jumps down from a height of at least 20 feet) can land on opponents two or more size categories smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the giant's body. Each creature in the affected area must succeed at a Reflex save (DC 44) or be pinned, automatically taking 20d6+28 points of bludgeoning damage. Thereafter, if the giant chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes half the indicated crush damage each round.
Fling (Ex)
A mountain giant that successfully grapples a foe two or more size categories smaller than itself can hurl the creature as a standard action. A flung creature travels up to 120 feet and takes 12d6 points of damage. A creature that is flung off a mountain take this amount of damage or the appropriate falling damage, whichever is greater. The giant also can throw the flung creature as though it were a boulder. In this case, the flung creature takes 12d6+19 points of damage, and any opponent it strikes takes 4d8+19 points of damage.
Maneuvers (Ex)
A mountain giant can use the Ancient Mountain Hammer, Colossus Strike, Earthstrike Quake and Irresistible Mountain Strike maneuvers as a 20th level warblade. The effect of these maneuvers applies to all thrown weapon attacks made by a mountain giant.
Rock Catching (Ex)
A giant of at least Huge size can catch Small, Medium-size, Large, or Huge rocks (or projectiles of similar shape). A Colossal giant can catch rocks of up to Colossal size. Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC to catch a rock is based on the rock's size (see table below). If the projectile has a bonus on attack rolls because of magic, the DC increases by that amount. The giant must be ready for and aware of the attack.
Rock Size DC
Small 10
Medium15
Large 20
Huge 25
Gargantuan 30
Colossal 35
Rock Throwing (Ex)
An adult giant is an accomplished rock thrower, so it receives a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Huge size can hurl rocks weighing 60 to 80 pounds each (Medium-size objects) up to five range increments. A Colossal giant can hurl rocks weighing 160 to 200 pounds (Huge objects).
Trample (Ex)
A succesful DC 44 Reflex save halves damage.
Skills
Mountain giants have a +8 racial bonus on Spot and Survival checks. They also have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Due to its immense strength, a mountain giant suffers no armour check penalty on skill checks it makes.
♣
Changelog:
–Added warsling to available weapons;
–default gear includes magical manufactured weapons by default;
–maneuvers apply to thrown weapon attacks;
–Rock Catching DCs are lowered by 5 points;
–added Endurance (for Steadfast D.) and Improved Grapple (for ease of Flinging) as bonus feats;
–slotted Parrying Shield in as a regular feat;
–removed all ACP ever.
–Increased Crush damage, because seriously: by RAW, it could deal more by accidentally faceplanting on someone.
More might follow. Stay tuned.
Mountain Giant
A mountain giant resembles a titanic hill giant, standing more than 80 feet tall and weighing as much as 170 tons. Thick, jet-black hair frames a face with bulbous features and a skin tone that can be any shade from tan to reddish brown. The typical mountain giant wears only minimal clothing apart from its armour —often just a breechcloth and a shirt made of rough animal hide that barely covers a large
pot belly.
Mountain giants speak Giant and sometimes Common, Dwarven or Orc.
Size/Type: Colossal Giant [Earth]
Hit Dice: 30d8+360 (495 hp)
Initiative: +4
Speed: 80 feet (8 squares), climb 40 feet
Armor Class: 36 (-8 size, +6 stone plate, +3 hide shield, +25 natural), touch 5, flat-footed 36
Base Attack/Grapple: +22/+57
Attack: +1 mountain giant club +34 melee (4d10+20, 19–20/×3) or slam +33 melee (2d6+19) or +1 warsling +34 ranged (6d6+20, ×4) or rock +34 ranged (18d6+19)
Full Attack: +1 mountain giant club +34/+29/+24/+19 melee (4d10+20, 19–20/×3) or 2 slams +33 melee (2d6+19) or +1 warsling +34 ranged (6d6+20, ×4) or rock +34 ranged (18d6+19)
Space/Reach: 30 ft./30 ft.
Special Attacks: Crush, fling, maneuvers, rock throwing, trample 4d8+19
Special Qualities: DR 20/–, darkvision 60 ft., low-light vision, rock catching, scent
Saves: Fort +29, Ref +16, Will +22
Abilities: Str 49, Dex 10, Con 35, Int 6, Wis 11, Cha 14
Skills: Climb +27, Jump +44, Listen +8, Spot +8, Survival +8
Feats: Brutal Throw, Cleave, EnduranceB, Great Cleave, Improved Critical (mountain giant club), Improved GrappleB, Improved Initiative, Lightning Reflexes, Parrying Shield, Power Attack, Steadfast Determination
Epic Feats: Epic Reflexes, Legendary Leaper
Environment: Temperate or cold mountains
Organization: Solitary or family (2 plus 1-3 noncombatants)
Challenge Rating: 17
Alignment: Usually chaotic (any)
Advancement: By character class
Level Adjustment: –
Combat
Mountain giants attack in a straight-forward manner, stepping forth to overrun opponents whenever possible. They also enjoy picking up foes and hurling them against a mountainside. Many an armed foe has foiled a mountain giant's initial grab attempt only to be scooped up by the monster's other hand.
In melee, mountain giants use their height to smash their clubs down on the heads of their foes. Against groups of smaller foes, mountain giants prefer their trample or crush attacks.
Crush (Ex)
A mountain giant that jumps at least 20 feet into the air (or jumps down from a height of at least 20 feet) can land on opponents two or more size categories smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the giant's body. Each creature in the affected area must succeed at a Reflex save (DC 44) or be pinned, automatically taking 20d6+28 points of bludgeoning damage. Thereafter, if the giant chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes half the indicated crush damage each round.
Fling (Ex)
A mountain giant that successfully grapples a foe two or more size categories smaller than itself can hurl the creature as a standard action. A flung creature travels up to 120 feet and takes 12d6 points of damage. A creature that is flung off a mountain take this amount of damage or the appropriate falling damage, whichever is greater. The giant also can throw the flung creature as though it were a boulder. In this case, the flung creature takes 12d6+19 points of damage, and any opponent it strikes takes 4d8+19 points of damage.
Maneuvers (Ex)
A mountain giant can use the Ancient Mountain Hammer, Colossus Strike, Earthstrike Quake and Irresistible Mountain Strike maneuvers as a 20th level warblade. The effect of these maneuvers applies to all thrown weapon attacks made by a mountain giant.
Rock Catching (Ex)
A giant of at least Huge size can catch Small, Medium-size, Large, or Huge rocks (or projectiles of similar shape). A Colossal giant can catch rocks of up to Colossal size. Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC to catch a rock is based on the rock's size (see table below). If the projectile has a bonus on attack rolls because of magic, the DC increases by that amount. The giant must be ready for and aware of the attack.
Rock Size DC
Small 10
Medium15
Large 20
Huge 25
Gargantuan 30
Colossal 35
Rock Throwing (Ex)
An adult giant is an accomplished rock thrower, so it receives a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Huge size can hurl rocks weighing 60 to 80 pounds each (Medium-size objects) up to five range increments. A Colossal giant can hurl rocks weighing 160 to 200 pounds (Huge objects).
Trample (Ex)
A succesful DC 44 Reflex save halves damage.
Skills
Mountain giants have a +8 racial bonus on Spot and Survival checks. They also have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Due to its immense strength, a mountain giant suffers no armour check penalty on skill checks it makes.
♣
Changelog:
–Added warsling to available weapons;
–default gear includes magical manufactured weapons by default;
–maneuvers apply to thrown weapon attacks;
–Rock Catching DCs are lowered by 5 points;
–added Endurance (for Steadfast D.) and Improved Grapple (for ease of Flinging) as bonus feats;
–slotted Parrying Shield in as a regular feat;
–removed all ACP ever.
–Increased Crush damage, because seriously: by RAW, it could deal more by accidentally faceplanting on someone.
More might follow. Stay tuned.