combat rules for giants


Rise of the Runelords


So I DM for RotR anniversary edition, great AP so far. We're having some fun at Magnimar right now and I started to work on chapter 4, though the topic is present in the end of chapter three : fighting giants.

I can say I have some experience with combat rules in pathfinder, and I'm wondering if I can personalize the fighting system to outlight the mightyness (and size) of these beings while allowing my players for bold moves (like climbing on their back to strike the head for the team rogue).

So first : has anyone (successfully) implemented new rules specifically for fighting giants in their campaign ?

I dont really know what I'm looking for, yet. But I've seen some things I like and will give a few example. It really has to make giants shine. In my campaign, I will expend a lot the lore of some stone and rune giants (we had goblins with names in the first chapter than we have for giants in the chapter 3, come on !). I want them to be complex and not just a bunch your other big monsters. I'm not that interested in rules for huge monsters in general like the black Magga of dragons, as they are few and already perfectly identifiable. I'm also thinking about treating them like I would treat NPCs, giving them various adventurers class levels (and related roleplay) but I fear this could turn out too challenging for my team.

few exemples :

Climb a giant : Make a grapple attempt, with size penalties reversed for the defender (so that the larger they are, the easier they are to grapple). If successful, you move into their space. They are not considered grappled, although you are. You have cover against the enemy you are currently climbing. To remove you the enemy can take a standard action to shake you off with a Strength check, and you may make Climb checks instead of Strength checks when opposing.

Huge size for tiny spells : by a move action, a giant can decide he will protect his body against spells and siege weapons this round. AoE Spells of weapons not big enough to entirely envelop it always deal half damage, regardless of the save throw.

dealing area of effect damage with each strike ?

a specific effect when throwing humans as improvised throw waepons ?

(sorry for bad english, I'm french)

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