Blood of Giants


Homebrew and House Rules


hi everyone.
i thought that we may add some new 'hybrid' races, how about Giant-blooded people?
by now i designed two of them: Goliath and Trollkin.
these two races can vary a lot thanks to the variety of giants and trolls, so they can easily fit in any setting and appeal players that can further personalize their PCs.

Goliaths:
Also known as Half-Giants, Giant-Blooded or Jotunfolk, goliaths came into existence as the offspring of humans and giants, however nowadays they breed true and can be found everywhere there are humans and giants, living in communities of either parent or on their own. Whatever their heritage, goliaths are clearly gigantic, they appear as humans of great size, ranging from 180 to 250 cm tall, however unlike humans with growth disorders their bodies are proportioned, healthy, and thick with powerful muscles. Their physique may vary in built, from the wiry frames of those that descend from forest giants or taiga giants, to the heroic proportions of those descending from cloud giants or storm giants, to the apelike gait of those descending from hill giants or cave giants. Size and built are not the only hints of a goliath’s heritage: a goliath descending from fire giants may have dark skin feverish to the touch, orange eyes like burning coals and reddish hair that almost looks like fire, while a goliath descending from frost giants may have pale skin cold to the touch, piercing gray or azure eyes, and snow-white or fair blonde hair. Unlike other hybrid races, goliaths do not face much discrimination in human societies, partly because aside from their size their appearance is not as monstrous as that of half-orcs or trollkin(many of them may simply pass as big humans), and partly because their heritage blesses them with monstrous strength and durability that makes them great laborers and this allows them to become functional members of society more easily, many humanoids however(especially dwarves and gnomes) are disturbed by the goliaths, both for their heritage and because they find their imposing size intimidating; goliaths make even greater warriors, and some particularly skilled goliath fighters or barbarians are even capable of wielding large weapon made for giants. Evil humans capture giants to sire goliaths as slaves; evil giants see goliaths as a human mockery of true giants, they either destroy them or breed them as expendable troops. Good giants have good feelings toward goliaths, and some giant communities include golaths as diplomats. Goliaths get along well with other hybrid races, such as half-orcs, ryuren, trollkin, planetouched or half-elves.

Goliath Racial Traits:
* +4 Strength, +2 Constitution, -2 Dexterity, -2 Charisma. Goliaths are incredibly strong, but somewhat clumsy.
* Medium Size
* Base Speed 30 Feet
* Senses: Normal.
* Blood of Giants: Goliaths are Humanoids with the Human and Giant Subtype, they are considered both humans and giants.
* Oversized: Goliaths calculate their carrying capacity as if they were Large, and gain a +2 bonus to CMB and CMD. however, they suffer a -2 penalty to Stealth. a Goliath may use Large weapons with just a -1 penalty.
* Jotun Heritage: at 1st level a Goliath chooses from which type of giant it descends and obtains the related special abilities, this choice cannot be changed:
-Ash: Vermin Empathy, +1 Fortitude. the Goliath has black eyes and thick warty hide.
-Cave: Climb Speed 20 feet or Darvision(60 feet) the goliath has small tusks and wild hair, and looks almost orcish.
-Cloud: Air Subtype, Levitate(self only)2/Day. the goliath is fair skinned, and is always surrounded by a faint breeze.
-Cyclops: Aid(self only) 1/Day, Cyclops as bonus language. the goliath has two eyes, but one of the two is larger and almost seems to spark with eldritch power.
-Desert: Fire Resistance 5, no Dex penalty or Sandwalking. the goliath is dark skinned and lanky, and surprisingly agile for his bulk
-Ettin: Two-Weapon Fighting as bonus Feat or +1 Reflex and Will, Orc or Goblin as bonus language. the goliath has one head, but from its mannerism it seems to have two minds.
-Fire: Fire Subtype, immune to Fire and vulnerable to Cold. the goliath has dark skin feverish to the touch, burning eyes and hair that looks like fire.
-Forest: Speak with Animals and Tree Shape 1/Day. the goliath looks like a muscular, oversized elf.
-Frost: Cold Subtype, immune to Cold and vulnerable to Fire. the goliath has pale skin cold to the touch, snow-white or light blonde hair, and piercing blue or gray eyes.
-Hill: no penalty on Large Weapons, -1 Will. the goliath has a feral gait and look, almost apelike.
-Jungle: +2 Perception and Survival, +1 Natural Armor Bonus. the goliath has a thick barklike skin.
-Marsh: Aquatic Subtype, Swim Speed 20 feet. the goliath has smooth froglike skin, webbed hands and feet, and big black eyes.
-Rune: +2 Charisma but -2 Wisdom, Charme Person 1/Day. the goliath's skin seems to be scarred with rune-like brands.
-Shadow: Shadow Subtype, Blur(self only) 2/Day. the goliath has obsidian black skin and white pupilless eyes, and its figure seems to be blurred.
-Stone: Earth Subtype, +2 Natural Armor Bonus. the goliath has smooth, thick skin that looks like stone.
-Storm: Shocking Grasp and Feather Fall 1/Day. the goliath is intimidating, and its voice sounds like a roaring thunder, its eyes seem to sparkle with electricity.
-Taiga: +2 against Illusions and Mind-affecting powers. the goliath has small fangs and crimson hair.
* Base Languages: Common, Giant.

Trollkin:
As the name implies, Trollkin are a hybrid race, born from the intermingling of humans and trolls. Trollkin breed true as a race and may breed with trolls(spawning either trolls or trollkin) and humans(offspring Is either human or trollkin) as well. As varied as the many troll subraces, trollkin may vary in height from 6 to 8 feet(180 to 240 cm) tall, with long and muscular arms and legs and a slightly hunched posture, they look mostly human but sport trollish features such as ropy hair, a big nose, large ears and sharp teeth, some have patches of fur, nonhuman skin hue, a long tail ending in a tuft of hair, fangs or tusks, or small stubby horns, they vary wildly in appearance from looking like tall weird humans to looking like miniature trolls, and each trollkin shows features that indicate what kind of troll it descends from, a scrag(aquatic) trollkin may have spotted froglike skin and webbed hands and feet, a cave trollkin may have gray thick skin and feral visage, a hill trollkin may have mottled skin and a superhuman sense of smell. Just like their trollish parents, trollkin are incredibly strong for their size and have regeneration, a trollkin rapidly heals injuries and may even regrow/reattach lost bodyparts, but where a full-blooded troll needs mere minutes a trollkin needs hours if not days, however this still allows trollkin to come back from injuries that may be crippling if not deadly for a normal human. Fire and acid are still a bane for trollkin.
As varied as humans, many trollkin are independent and stubborn, from their trollish parents they inherit a love for the thrill of adventure, they’re eager to enjoy discovery, lust, violence and gluttony(trollkin are famous to be big eaters and fine tasters), not to mention the cruel but cunning pranks typical of trolls(known as ‘Trolling’).
Trollkin mostly lack a culture of their own and live in human communities, since their monstrous ancestry is evident they usually face discrimination, the common stereotype paints them as products of troll brutality just like half-orcs are painted as a result of orc violence(actually close to zero trollkin are born from rape, since no human woman would survive the ravages of a horny troll, and typically trolls are not THAT evil) or as products of vile magic, or simply as not different from their ravenous nonhuman parents, however many trollkin find ways to prove themselves in battle, since their superhuman strength and regeneration makes them very hard to kill and are prized among warlike cultures. Some trollkin form tribal communities that include humans and true trolls as well, raids of these ‘Trollblood’ tribes are dreaded by all since the only thing worse than hungry trolls is hungry trolls given weapons, armor and smarter trollkin/humans leading them in organized tactics.

Trollkin Racial Traits:
* +4 Strength, +2 Constitution/Dexterity/Wisdom, -2 Intelligence, -2 Charisma. Trollkin inherit monstrous strength and durability from their trollish parents, but also their beastly demeanor.
* Medium Size
* Base Speed 30 feet
* Senses: Low-Light Vision
* Trollborn: Trollkin are Humanoids with the Human and Giant Subtypes, they are considered both humans and trolls.
* Trollish Regeneration: a trollkin heals a number of Hit Points per round equal to their Constitution modifier +1(minimum 2), even when it is dying, however a trollkin that reaches -Con Hit Points is dead. Fire and Acid halt a trollkin regeneration for 1d3 rounds. if a trollkin loses a bodypart, that bodypart regrows in a number of hours equal to 2d12+the damage dealt by the maiming, it may reattach the lost bodypart by holding it to the stump for 1d10-Con minutes and succeeding a DC 20 Fortitude or Heal Check, success means the bodypart is reattached, failure that it is lost and must be regrown. a trollkin that loses a vital bodypart such as the head dies.
* Blood of Trolls: at 1st level a trollkin chooses from which type of troll it descends and obtains the related special abilities, this choice cannot be changed:
-Troll: Scent, +2 Survival.
-Ice Troll: only +2 Strength but no Intelligence penalty, Cold Subtype. the trollkin has bluish skin cold to the touch and its eyes gleam with intelligence.
-Moss Troll: only +2 Strength but +2 Dexterity, Climb Speed 20 feet, Tree Shape 1/Day, Regeneration halted by Fire and Cold, Fire Vulnerability. the trollkin has mottled skin and patches of fur that adorn its body, greenish with symbiotic algae.
-Mountain Troll: +2 Will, Climb Speed 20 feet or Oversized(see Goliath). the trollkin is even bulkier than the norm, patches of fur adorn its body.
-Rock Troll: +2 Natural Armor, Light Sensitivity, Regeneration halted by Acid or Sonic. the trollkin has smooth stony skin studded with small gems.
-Scrag: Aquatic Subtype, Swim Speed 20 feet. the trolllkin has webbed hands and feet.
-Two-Headed Troll: Two-Weapon Fighting as bonus Feat or +1 Reflex and Will. the trollkin has one head, but from its mannerism it seems to have two minds.
* Languages: Common, Giant.

Spoiler:
Fun fact: trolls get their name from how they laugh after a particularly cruel prank or when an enemy is shocked by their regeneration: “TROLOLOLOLOL!”

about the trollkin, i thought that it could work to make them hybrids of troll and any medium humanoid rather than just human(just change the human subtype with something else), but not sure, i like to think of them as equivalent to half-elves and half-orcs.

so, what do you think?

RPG Superstar 2010 Top 32

All variations of these seem a bit strong in my opinion. The advantages are large while the disadvantages are minimal. Judge these against the Core races.

Goliath's should be large with the stats that go with large creatures. Or if you want them to be medium with +4 strength, +2 Con, -4 dex and -2 charisma or something similarly balanced. Dumping on 2 good stats should be counterbalanced by a decent penalty to a good stat. This is before you even get to the subtype that allows for SLA's and other benefits.

A good philosophy to design by is that if the option is the obvious best choice among all the choices then it's probably too good. Humans and dwarves already border on this in many cases.

The Trollkin is just too strong and it gets a crazy regeneration ability off the start. A trollkin barbarian would be incredibly strong versus a normal 1st level group, so would a Goliath.

But I'm old-school, I'm certain there are other people that would allow these races in their games.


Nice races. Not fitting races for PCs playing alongside normal races.


riatin wrote:

All variations of these seem a bit strong in my opinion. The advantages are large while the disadvantages are minimal. Judge these against the Core races.

Goliath's should be large with the stats that go with large creatures. Or if you want them to be medium with +4 strength, +2 Con, -4 dex and -2 charisma or something similarly balanced. Dumping on 2 good stats should be counterbalanced by a decent penalty to a good stat. This is before you even get to the subtype that allows for SLA's and other benefits.

A good philosophy to design by is that if the option is the obvious best choice among all the choices then it's probably too good. Humans and dwarves already border on this in many cases.

The Trollkin is just too strong and it gets a crazy regeneration ability off the start. A trollkin barbarian would be incredibly strong versus a normal 1st level group, so would a Goliath.

But I'm old-school, I'm certain there are other people that would allow these races in their games.

i was afraid that they were too strong. perhaps i can remove the +2 Con from the Goliath, but a -4 Dexterity is crippling.

with the Trollkin, i think i can nerf a bit the regeneration, how about the variants?


give them a large racial bonus for resting hit point tests. Something like a plus six. Its pretty powerful if you are low on healing. Its also far more situational while still giving a nod to some of their racial heritage.


Interesting. Might be picking these up.


My Trollkyn are very loosely based on Runequest (or rather, my weak and imperfect memories there of). Since I have a Troll Type in my game, this may not be really useful to you...

Trollkyn Racial Traits:
*+4 Str, -2 Dex, +2 Con, -2 Wis, -2 Int, -2 Cha.
*Medium Size, Powerful Build.
*Base Speed 30 feet.
*Senses: Low-Light Vision, Scent.
*Type: Trollkyn are Monstrous Humanoids with the Troll Blooded Subtype. Upon taking any Troll feat, this changes to the Troll Type.
*Stench 1.
*Regeneration: Trollkyn heal one quarter their combine Character level and Con modifier per round in Hit Points (min 1), unless it is 'dying'. Trollkyn automatically stabilize, but their Regeneration drops to once per minute. Trollkyn die as normal. Bane weaponry, Fire and Acid stop Regeneration for 1d6 rounds.
*Languages: Common, Troll.

It costs 5 Ability points to play a Trollkyn.

1) Stench is a campaign thing, a modifier to Scent rolls and a measure of DC for things like Troglodytes.

2)There are several Troll feats that grant Str at the expense of Dex or a mental stat, plus Claws, etc, all turning the Character into a monster.

3)There are Troll feats that reduce the fractal to 1/2.


Using the ARG Race Creator, trying to keep it under 20 points (a powerful race, but probably not unbalanced to play with Core races).

Goliath

Spoiler:
Also known as Half-Giants, Giant-Blooded or Jotunfolk, goliaths came into existence as the offspring of humans and hill giants. However nowadays they breed true and can be found everywhere there are humans and giants, living in communities of either parent or on their own. Whatever their heritage, goliaths are clearly gigantic, they appear as humans of great size. There have been examples of goliaths being born to pairings of humans and giants beside hill giants, though they are rarer.

Type Humanoid 0 RP Humanoid (Human, Giant)
Size Medium 0 RP
Attributes 2 RP Greater Paragon +4 Str, -2 Dex, -2 Cha
Language 0 RP Standard (Common, Giant)
Speed 0 RP 30'

Stability 1 RP
Lowlight vision 1 RP
Natural Armor 2 RP Natural Armor 1
Skilled 4 RP
Jotun Heritage (varies) Pick one.

Jotun Heritages:
*Ettin- Dual Minded (+2 on Will saves) 1 RP
*Fire- Energy Resistance 5 Fire 1 RP
*Frost- Energy Resistance 5 Cold 1 RP
*Cloud- Levitate 1/day 1 RP
*Storm- Swim 30' 2 RP
*Stone- Darkvision 60' and Natural Armor 3 7 RP- Replaces Skilled and regular Natural Armor
*Cyplops- Orc Ferocity 2 RP
*Athach- Toxic, weakening poison saliva 1 RP
*Marsh- Swim 30' 2 RP
*Rune- Speed 40' 1 RP
*Taiga- +2 on saves vs. Illusion and Enchantment spells 2 RP
*Wood- Speak w/ Animal 1/day 1 RP
*Ash- Plagueborn (+2 vs disease, ingested poison, nauseated, and sickened) and Vermin Empathy (+4 Handle Animal w/vermin) 2 RP
*Cave- Darkvision 60' and Weapon Familiarity (Battle ax, great ax) 3 RP- replaces Lowlight vision
*Sand- Terrain Stride-Desert 1 RP
*Jungle- Healthy (+4 vs poison and disease) 2 RP

They all come out to RP 11-12.


Trollkin

Spoiler:
As the name implies, Trollkin are a hybrid race, born from the intermingling of humans and trolls. Trollkin breed true as a race and may breed with trolls(spawning either trolls or trollkin) and humans(offspring Is either human or trollkin) as well. As varied as the many troll subraces, trollkin may vary in height from 6 to 8 feet(180 to 240 cm) tall, with long and muscular arms and legs and a slightly hunched posture, they look mostly human but sport trollish features such as ropy hair, a big nose, large ears and sharp teeth, some have patches of fur, nonhuman skin hue, a long tail ending in a tuft of hair, fangs or tusks, or small stubby horns, they vary wildly in appearance from looking like tall weird humans to looking like miniature trolls, and each trollkin shows features that indicate what kind of troll from which it descends.

Type Humanoid 0 RP Humanoid (Human, Giant)
Size Medium 0 RP
Attributes 2 RP Greater Paragon +4 Con, -2 Dex, -2 Int
Language 0 RP Standard (Common, Giant)
Speed 0 RP 30'

Stability 1 RP
Darkvision 2 RP
Natural Armor 2 RP Natural Armor 1
Fast Healing 6 RP Fast Healing 1
Claws 2 RP 1d4 damage
Troll Heritage (varies) Pick one
Elemental Vul. -2 RP Acid vulnerability

Troll Heritages:
*Jotund/Two Headed- Dual Minded (+2 vs Will saves) 1 RP
*Scrag- Swim 30' 2 RP
*Moss- Camoflage (+4 Stealth in forests) 1 RP
*Ice- Resistance 5 Cold 1 RP
*Rock- Elemental Vulnerability Sonic, replaces Elemental Vulnerability Acid
*Mountain- Elemental Affinity (Earth) 1 RP
*Troll- Carrion Sense 1 RP (Scent but only for dead or badly injure (25% max hp or less) creatures

13-15 RP


Samasboy1 wrote:

Trollkin

** spoiler omitted **

13-15 RP

not sure about Fast Healing 1, i mean it's good at 1st level but when you meet high level monsters it's close to useless, at least Fast Healing equal to Con modifier(Minimum 1), counterbalanced with Elemental Vulnerability to both Fire and Acid(both halt regeneration for 1d6 round).

also, i'd rather have +4 Str, -2 Int, -2 Cha(trolls are described as being surprisingly agile for their size, plus a high bonus in Constitution would make too easy to have high regeneration).


Unfortunately, the ARG doesn't have Regeneration as an ability listed (or at least I overlooked it if it's there).

So Fast Healing is the closest you can get. Fast Healing 1 is 6 racial points. To go to Fast Healing 2 would be a total of 13! So having it equal your Con mod isn't realistic from the vantage point of building it with the ARG's system.

While it might not do much for in combat healing at higher levels, outside of combats you heal amazingly quickly. At 20th level a Barbarian has 145 hp on average without Con, favored class, or feat bonuses. This Barbarian would go from 0 to full hp in less than 15 minutes. Think about that for a sec, it certainly seems to match the trollish idea of rapid self healing. Just not necessarily combat healing.

And since Regeneration isn't an option, I felt I needed to balance it out. Acid and Fire get past most trolls' regen, so I paired the Fast Healing with Vulnerability.

Since I couldn't give them Regen. I gave them a Con boost to represent out amazingly tough Trolls are to kill. Trolls are strong, no doubt, but their toughness is (to me) their defining trait.

There isn't an option in the ARG for +4 to physical, -2 to to mental. The closest you have is +4 physical, -2 all three mentals. Which could work for the Trollkin if you wanted.

So, since I was working with what is presented in the ARG, I think I would keep the Fast Healing 1/Elemental Vulnerability, but you could definitely change the ability scores to +4 Str, -2 Int, -2 Wis, -2 Cha if you wanted (would also reduce the RP by 1).


Khshar'naja wrote:
Samasboy1 wrote:

Trollkin

** spoiler omitted **

13-15 RP

not sure about Fast Healing 1, i mean it's good at 1st level but when you meet high level monsters it's close to useless, at least Fast Healing equal to Con modifier(Minimum 1), counterbalanced with Elemental Vulnerability to both Fire and Acid(both halt regeneration for 1d6 round).

also, i'd rather have +4 Str, -2 Int, -2 Cha(trolls are described as being surprisingly agile for their size, plus a high bonus in Constitution would make too easy to have high regeneration).

Neither is Gnome Magic very useful at high levels. Not all abilities have to be powerful - right now your suggested race is a power games dream. Only abilities useful to a fighter, nothing close to weighing up for the benefits.

If it's only an NPC race then it doesn't matter, but if this is going to be a PC race you need to look at different character types, and think "how does this race stand in relation to other races with this class in mind?"

Say a two-handed weapon fighter - would any of those, from a power perspective, NOT be a trollkin? What other races can get close?

Samasboy's race is strong, but still a tradeoff compared to say a half-orc; you get -1 reflex/init/ranged attacks, but gain +1 melee attack and +1.5 melee damage as well as fast healing 1 and two natural attacks.

With your suggested change, it'd be a trade of... basically nothing for the above benefits as well as fast healing ~2-3 at level one and 5-6 at higher levels and +1 AC.

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