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Thread: Orc/Goblinoid Resources

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    Bhu's Avatar

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    Mar 2008
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    Default Re: Orc/Goblinoid Resources

    Reef Giant (Al-Qadim)
    Huge Giant
    Hit Dice: 18d8+108 (189 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares), Swim 30 ft.
    Armor Class: 24 (-2 Size, +12 Natural, +4 Hide), touch 8, flat-footed 24
    Base Attack/Grapple: +13/+31
    Attack: Slam +25 melee (1d6+10) or Trident +25 melee (3d6+10) or Rock +25 ranged (2d8+10)
    Full Attack: 2 Slams +25 melee (1d6+10) or Trident +25/+20/+15 melee (3d6+10) or Rock +25 ranged (2d8+10)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Rock Throwing, Whirlpool
    Special Qualities: Low Light Vision, Water Immunity, Hold Breath
    Saves: Fort +17, Ref +6, Will +9
    Abilities: Str 30, Dex 10, Con 22, Int 12, Wis 16, Cha 15
    Skills: Climb +10, Concentration +16, Craft (any one) +11, Diplomacy +12, Handle Animal +5, Intimidate +12, Listen +13, Spot +13, Swim +18
    Feats: Ability Focus (Whirlpool), Awesome Blow, Brutal Throw, Improved Bull Rush, Large and in Charge, Power Attack, Power Throw
    Environment: Warm or Temperate Aquatic
    Organization: Solitary or Family (2-5)
    Challenge Rating: 12
    Treasure: Standard
    Alignment: Usually Neutral Good
    Advancement: By Character Class
    Level Adjustment: +7

    Reef Giants are barrel-chested loners with coppery skin and manes of long white hair. They spend most of their lives alone until marriage, and live in mansions built on lonely island mountains. Eldest daughters live with the parents until death, at which time they inherit the mansion and other males vie for their attention.

    Rock Throwing (Ex): The range increment is 140 feet for a Reef Giantís thrown rocks.

    Whirlpool (Sp): Reef Giants can cast Maelstrom (see Stormwrack) 1/day.

    Water Immunity (Ex):
    Reef Giants have Spell Resistance equal to 15 plus their CR against any Spell with the Water, Cold, or Ice descriptors. If the spell allows for a Saving Throw instead of Spell Resistance they are completely immune to it's effects.

    Hold Breath (Ex): A Reef Giant may stay hold it's breath for a number of hours equal to it's Con Modifier before it risks drowning or suffocation.

    Combat: Reef Giants usually only throw rocks at ships, preferring their tridents or Whirlpool against others.



    REEF GIANT



    "So what can you give me for this pearl the size of a sharks head?"

    Reef Giants are barrel-chested loners with coppery skin and manes of long white hair. They spend most of their lives alone until marriage, and live in mansions built on lonely island mountains. Eldest daughters live with the parents until death, at which time they inherit the mansion and other males vie for their attention.

    REEF GIANT RACIAL TRAITS
    ∑ +20 Strength, +12 Constitution, +2 Intelligence, +6 Wisdom, +4 Charisma
    ∑ Size Class: Huge size. -2 penalty to Armor Class, -2 penalty on attack rolls, -8 penalty on Hide checks, +8 bonus on grapple checks, lifting and carrying limits quadruple those of Medium characters. Space is 15', Reach is 15'.
    ∑ Giant, giving them Low Light Vision
    ∑ Base land speed 40 ft.
    ∑ Base swim speed 30 ft.
    ∑ +12 Natural Armor Bonus.
    ∑ Rock Throwing (Ex): The range increment is 140 feet for a Reef Giantís thrown rocks.
    ∑ Whirlpool (Sp): Reef Giants can cast Maelstrom (see Stormwrack) 1/day.
    ∑ Water Immunity (Ex): Reef Giants have Spell Resistance equal to 15 plus their CR against any Spell with the Water, Cold, or Ice descriptors. If the spell allows for a Saving Throw instead of Spell Resistance they are completely immune to it's effects.
    ∑ Hold Breath (Ex): A Reef Giant may stay hold it's breath for a number of hours equal to it's Con Modifier before it risks drowning or suffocation.
    ∑ Racial Hit Dice: A Jungle Giant begins with eleven levels of Giant, which provide 18d8 Hit Dice, a base attack bonus of +13, and base saving throw bonuses of Fort +11, Ref +6, and Will +6. A Desert Giants Giant levels give it skill points equal to 21 ◊ (2 + Int modifier, minimum 1) and 7 Feats. Its class skills are Climb, Concentrate, Craft, Diplomacy, Handle Animal, Intimidate, Listen, Move Silently, Spot, and Swim. They also have a +8 Racial Ability to Swim Checks, and may always Take 10 on a Swim Check, even if rushed or threatened.
    ∑ Jungle Giants have a Primary Slam attack doing 1d6 plus Strength Bonus. They get 2 Slam attacks with a Full Attack.
    ∑ Automatic Languages: Giant. Bonus Languages: Aquan, any nearby humanoid race.
    ∑ Level Adjustment: +7
    ∑ Favored Class: Scout

    STARTING AGE
    Adulthood: 110
    Barbarian, Rogue, Sorcerer: +4d6
    Bard, Fighter, Paladin, Ranger: +6d6
    Cleric, Druid, Monk, Wizard: +10d6

    AGING EFFECTS
    Middle Age: 175
    Old: 263
    Venerable: 350
    Maximum Age: +4d%

    HEIGHT AND WEIGHT
    Base Height: Male: 10 ft. Female: 8 ft.
    Height Modifier: +2d6 ft.
    Base Weight: Male: 3000 lbs. Female: 2500 lbs.
    Weight Modifier: x100 lbs.

    REEF GIANT CHARACTERS
    As always you have issues with LA if you wanna be a caster. But on the plus side you're amphibious and have a nasty SLA.
    Adventuring Race: Reef Giants are solitary, but easy to anger. if one is going adventuring something has made him mad or interfered with his life.
    Character Development: Your Whirlpool ability makes you quite nasty in the water, but once it's done you're pretty much like any other giant. But if you're in an aquatic campaign this guy is prolly one of the best ways to go.
    Character Names:

    ROLEPLAYING A REEF GIANT
    The island life is the life for you. No people nearby to interfere with your day, just peace and quiet. Which considering that you tend to run about naked is probably good for all concerned...
    Personality: Much like the Jungle Giants you strive to be self sufficient, both to increase your odds of survival and to attract a mate.
    Behaviors: Diving, surfing and fishing are common past times. Raiding the nearby sea for trade goods is also common, and has sometimes given them a bad reputation.
    Language: Giant. Bonus Languages: Common, Aquan, any nearby humanoid race.

    REEF GIANT SOCIETY
    Reef Giants are largely solitary, and other than trading they avoid company. They tend to concentrate on family life as opposed to anything else, along with the protection and development of their reefs. Some also have a side business as goat farmers.
    Alignment : Reef Giants are largely Neutral and Good. Their neutrality puts them in good stead with most races, which is useful since their living relies on trade.
    Lands : Reef giants live in the tropics or sub-tropics, usually on islands or land masses with coral reefs nearby.
    Settlements : The Reef Giants have no interest in moving, and no predators or population problems requiring them to do so.
    Beliefs : Reef Giants are fairly individualistic, and may or may not worship gods.
    Relations: The Reef Giants are avid traders, and are well liked by most races (though they have little tolerance for Evil). Most races do, however, find their tendencies to walk about naked disconcerting.

    REEF GIANT ADVENTURES
    ∑ A strange, foreign giant has joined the suitors competing for your sister hand in marriage. Your parents don't trust him, and have tasked you to find out who he is and what he wants.
    ∑ Evil ray-like creatures have begun infesting the local waters, much to your displeasure. If they keep eating all the fish you'll starve, but you can't kill all of them by yourself.
    ∑ Your goats have revolted and suddenly appear capable of speech. They intend to chase you off your island, and you can't help but feel the old Druid in the mountains is responsible. Mostly because you keep seeing him nearby laughing his ass off.

    Reef Giant Racial Substitution Levels

    Ranger
    Level 1: Replace the Track Feat with Track in Water (see Stormwrack pg. 51).
    Level 2: You have new options with Combat Style:
    Combat Style (Ex):
    Level 4: You have new options with Animal Companion (see Stormwrack page 50).
    Level 7: Replace Woodland Stride with the version on page 51 of Stormwrack.
    Improved Favored Enemy (Ex): Choose one Favored Enemy. Your Bonus increases by +4 for that particular Enemy.

    Scout
    Reef Giant Druids gain the alternative Class Features on page 51 of Stormwrack.

    Druid
    Reef Giant Druids gain the alternative Class Features on page 50 of Stormwrack.
    Last edited by Bhu; 2016-06-30 at 06:30 PM.
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