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Converting the Goliath


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15RP is the standard max for PC races to be fair.

Most Core Races are 9-11 RP.

Dark Archive

CKorfmann wrote:

Aren't the ability score modifiers and Ability score racial traits a little redundant in this build?

I'm not familiar with this system, but it looks effective. What is the RP range of a standard race like Dwarf and Human? At what point is a level adjustment warranted?

Human is 9 Dwarf is 11, so the Basic races are in the 8 - 11 points maximum, other additional playable races go up to 15pts (aasimar).

I don't agree with the Monstrous Humoind and you should keep it as Humanoid, like it was done for other races (catfolk).

One thing that gets me is the massive amount of Humanoid Subtypes. I have Twin Rangers both level 20 and are Bounty Hunters(not the archetype they were made before the archetype) and they don't even have all the Humanoid Subtypes for their Favored Enemy Class Feature.

Hey just found this particular forum page, but after reading over several of the discussions, I'd say this, if you're wanting to convert a Goliath from 3.5 to Pathfinder, simply take the Half Giant

Racial Traits

+2 Wisdom, +2 Strength, –2 Dexterity: Half-giants are tough and intuitive, but not too nimble.

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: Half-giants can see twice as far as humans in conditions of dim light. See Vision and Light.

Fire Acclimated: Half-giants receive a +2 racial bonus on saving throws against all fire spells and effects.

Powerful Build: 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. However, his space and reach remain those of a creature of his actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Naturally Psionic: Half-giants receive Wild Talent as a bonus feat at 1st level. If a half-giant takes levels in a psionic class, he instead gains the Psionic Talent feat.

Half-giant Psionics: Half-giants gain the following spell-like ability: 1/day—stomp. The manifester level for this effect is equal to 1/2 the half-giant's level (minimum 1st). The DC for this power is equal to 10 + the power's level + the half-giant's Charisma modifier.

Psionic Aptitude: When a half-giant takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.

Survivor: Half-giants gain a +4 racial bonus to Survival checks.
Languages: Half-giants begin play speaking Common. Half-giants with high Intelligence scores can choose from the following: Draconic, Giant, Gnoll, and Ignan.

and modify as needed, IE getting rid of the naturally psionic, getting rid of the half giant psionics, and psionic aptitude. in order to replace those abilities with those that are more Goliathish, and this breakdown is directly from Paizo's Psionics handbook from my understanding. thus, Half Giant is a race in their games already pre-built.

Oh and modifying the +'s to statistics to fit a bit better as well.

Elghinn Lightbringer wrote:
I did a pathfinder conversion that can be found at

Not sure if it's due to the age of the post but this link seems dead... :(

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