Advice for giant blooded race


Homebrew and House Rules


Hi,

I am a DM looking to create a generic half-giant race for use in one of my campaigns.

Here is what I currently have in mind. Any advice or constructive feedback is greatly appreciated!

Jotunbrud Racial Traits
+2 Strength, +2 Constitution a Half-giant posses incredible strength and amazing physical resistance.
Large Jotunbruds are large creatures and receive the appropriate modifiers due to their sizes
Reach As large tall creatures jotunbruds have a reach of 10 ft.
Normal Speed Jotunbruds have a base speed of 30 ft.
Low-Light Vision Half-giants can see twice as far as humans in conditions of dim light.
Clumsy Half-giants are clumsy and receive a -4 penalty on acrobatics checks.
Giant blood Half-giants count as both humans and giants for any effect related to race. They are considered humanoids with the giant subtype.
Bonus Feat Jotunbruds select an extra feat at 1st level.
Languages Half-giants begin play speaking Common and Giant. Half-giants with high intelligence can choose from the following languages: Draconic, Dwarven, Auran, Ignan, Terran or Aquan.

Jotunbrud
TYPE
Humanoid (giant) (0 RP)
SIZE
Large (7 RP)
BASE SPEED
Normal (0 RP)
ABILITY SCORE MODIFIERS
Paragon (1 RP) +2 Strength, +2 Constitution
RACIAL TRAITS
feat and skills racial traits
Clumsy (-1 RP) -4 penalty on Acrobatics checks
Flexible Bonus Feat (4 RP)
offense racial traits
reach (1 RP)
senses racial traits
low-light vision (1 RP)
Total 13 RP


If its for npc it is fine. The only real issue is large size is both a pain for pc races and a boon. Expect a lot of lead bladed huge sized bastard swords.

But anyhow the bigger weapons is the only issue I see.


Mojorat wrote:

If its for npc it is fine. The only real issue is large size is both a pain for pc races and a boon. Expect a lot of lead bladed huge sized bastard swords.

But anyhow the bigger weapons is the only issue I see.

Good point!

IS this version better?

Jotunbrud Racial Traits
+2 Strength, +2 Constitution a Half-giant posses incredible strength and amazing physical resistance.
Giant blood Half-giants count as both human and humanoid (giant) for any effect related to race.
Normal Speed Jotunbruds have a base speed of 30 ft.
Low-Light Vision Half-giants can see twice as far as humans in conditions of dim light.
Tough as Nails Jotunbruds have a +1 natural armor bonus from their naturally tough skin.
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.
Clumsy Half-giants are clumsy and receive a -4 penalty on acrobatics checks.
Bonus Feat Jotunbruds select an extra feat at 1st level.
Languages Half-giants begin play speaking Common and Giant. Half-giants with high intelligence can choose from the following languages: Draconic, Dwarven, Auran, Ignan, Terran or Aquan.

Jotunbrud
TYPE
Humanoid (giant) (0 RP)
SIZE
Medium (0 RP)
BASE SPEED
Normal (0 RP)
ABILITY SCORE MODIFIERS
Paragon (1 RP) +2 Strength, +2 Constitution
RACIAL TRAITS
feat and skills racial traits
Clumsy (-1 RP) -4 penalty on Acrobatics checks
Flexible Bonus Feat (4 RP)
offense racial traits
Powerful Build (4 RP)
Defensive racial traits
Natural Armor +1 (2 RP)
senses racial traits
low-light vision (1 RP)
Total 11 RP


Paragon ability score modifiers won't give you +2 STR and +2 CON. Paragon is +4 to a single ability score, and -2 to all physical or mental scores (whichever is not the +4). So paragon could give you +4 STR, -2 INT, -2 WIS, -2 CHA.

What you are looking for is the 'Flexible (2 RP)' modifiers, which allows +2 on any two ability scores.

Psionics Unleashed (no idea why) already contains a half-giant race - worth taking a look: Half-giant


CraziFuzzy wrote:
Psionics Unleashed (no idea why) already contains a half-giant race - worth taking a look: Half-giant

Pretty sure its because of Dark Sun had them.


CraziFuzzy wrote:

Paragon ability score modifiers won't give you +2 STR and +2 CON. Paragon is +4 to a single ability score, and -2 to all physical or mental scores (whichever is not the +4). So paragon could give you +4 STR, -2 INT, -2 WIS, -2 CHA.

What you are looking for is the 'Flexible (2 RP)' modifiers, which allows +2 on any two ability scores.

Psionics Unleashed (no idea why) already contains a half-giant race - worth taking a look: Half-giant

You are absolutely right! I meant to use Flexible.

Jotunbrud Racial Traits
+2 Strength, +2 Constitution a Half-giant posses incredible strength and amazing physical resistance.
Giant blood Half-giants count as both human and humanoid (giant) for any effect related to race.
Normal Speed Jotunbruds have a base speed of 30 ft.
Low-Light Vision Half-giants can see twice as far as humans in conditions of dim light.
Tough as Nails Jotunbruds have a +1 natural armor bonus from their naturally tough skin.
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.
Clumsy Half-giants are clumsy and receive a -4 penalty on acrobatics checks.
Bonus Feat Jotunbruds select an extra feat at 1st level.
Languages Half-giants begin play speaking Common and Giant. Half-giants with high intelligence can choose from the following languages: Draconic, Dwarven, Auran, Ignan, Terran or Aquan.

Jotunbrud
TYPE
Humanoid (giant) (0 RP)
SIZE
Medium (0 RP)
BASE SPEED
Normal (0 RP)
ABILITY SCORE MODIFIERS
Flexible (2 RP) +2 Strength, +2 Constitution
RACIAL TRAITS
feat and skills racial traits
Clumsy (-1 RP) -4 penalty on Acrobatics checks
Flexible Bonus Feat (4 RP)
offense racial traits
Powerful Build (4 RP)
Defensive racial traits
Natural Armor +1 (2 RP)
senses racial traits
low-light vision (1 RP)
Total 12 RP

Also I am aware of the psionics unleashed half-giant, but thats pretty much a remake from 3.x half-giant, which was in turn inspired by the very specific half-giants of Athas.

I am looking for a more neutral and less psionic version.


My problem with any half-race build (including the cores), is they all assume Half-whatever, Half-human. Why not go different and build a half-giant, half-dwarf or something completely different.

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It's pretty much a straight warrior race with everything a warrior would want, and no meaningful drawbacks (-4 Acrobatics can be largely ignored, why not -2 Dex). Obsoletes all other races for meleers.

Not a race I would allow or be interested in playing as.

For improvement, I would give it a more normal stat array (+2 phys, +2 mental, -2 something), ditch the bonus feat and clumsy (which can be -2 Dex), and give some racial skill bonuses etc. I'd kill Powerful Build too because it really is that strong.


Petty Alchemy wrote:

It's pretty much a straight warrior race with everything a warrior would want, and no meaningful drawbacks (-4 Acrobatics can be largely ignored, why not -2 Dex). Obsoletes all other races for meleers.

Not a race I would allow or be interested in playing as.

For improvement, I would give it a more normal stat array (+2 phys, +2 mental, -2 something), ditch the bonus feat and clumsy (which can be -2 Dex), and give some racial skill bonuses etc. I'd kill Powerful Build too because it really is that strong.

Just to be clear, this race is meant to be more powerful than the standard core races. It is supposed to be closer in power to aasimars, tieflings and drows.

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