(Dreamscarred Press) Half Giants and the new Giant-Subtype feats.


Advice and Rules Questions


Hello friends,

I am set to play a Half-Giant War Hulk Aegis in my next campaign, and the new feats from the April AP came to eye. Are any of them that good? I am still new to Pathfinder so I am hoping someone else can chime in.

Longshanks
Will of Giants
Fortitude of Giants
Giant's Smash
Giant's Whallop
Giant's Crush

I am especially looking to know how well Giant's Crush and Giant's Whallop scale, but insight on any of these feats is helpful. I am already intending to be a vital striker so Crush and Whallop have the potential to shuffle my build - I want to know that they are useful before I commit (take Power Attack over Psionic Fist at first level).

The class in question is a full BAB class that can also make itself large at 8th level and huge at 16th level permanently/at will.

Is being able to Daze a single opponent potentially every round excessively OP, or will the save be easy to make? What about knocking something prone?

For what it's worth, the character in question is made to be a tank-ish person more than he is to compete in the DPR olympics.

Thank you for your time.


These aren't really tank-ish feats and they don't really do anything to addo to your DPR. What they do allow you to do is add some crowd control into your DRP.

I don't know how it stacks up with a trip build, but these feats combined with some reach and lots off attacks of opportunity could probably manage some serious battlefield control.


The only downside I can think of is how likely you are to fight stuff smaller than you. Dazing Assualt may be a good choice if you're only doing one attack a round.


Insain Dragoon wrote:
The only downside I can think of is how likely you are to fight stuff smaller than you. Dazing Assualt may be a good choice if you're only doing one attack a round.

Half-giant counts as one size larger any time it's convenient. So for this purpose you're considered Large all the time, and it works for every Medium opponent you face. Then there's expansion so you can smack around (actual) giants.


Anguish wrote:
Insain Dragoon wrote:
The only downside I can think of is how likely you are to fight stuff smaller than you. Dazing Assualt may be a good choice if you're only doing one attack a round.
Half-giant counts as one size larger any time it's convenient. So for this purpose you're considered Large all the time, and it works for every Medium opponent you face. Then there's expansion so you can smack around (actual) giants.

I'm 100% sure Powerful Build doesn't do everything you think it does. Because it definitely doesn't make you considered large all the time.

Powerful Build wrote:
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.

You are considered large for CMB/CMD, and if other creatures can affect you with their special abilities. There is nothing in there that makes you large for the purposes of the feats the OP listed.


Good point. I'd forgotten it was isolated to defensive reaction to monster abilities.


An Aegis can permanently make himself large at level eight, and huge at level sixteen - ninth level is the earliest I could take one of these feats.

With a 1d8/2d8/3d8/4d8 (1/6/11/16) primary natural weapon, the War Hulk archetype just screamed to make him a vital striker rather than pick up a large / huge / colossal greatsword and give up the potential mobility. He can also pick up reach in addition to this, but lacks the dex for combat reflexes.

The DM's campaign is homebrew overall, but what I really wanted to know is how reliably most monsters can make the BAB+10 save that either feat and/or dazing assault requires. Vital Strike affords exceptional mobility to my character, and the alternative is to use my unused move action for Psionic Meditation paired with the Psionic Fist feats.

Which doesn't do anything but add 2d6-4d6 damage; better than power attack at the levels I take it (1 and 9) but scaling out to be ~equal or weaker in terms of pure damage. With every attack at Full BAB Vital Strike, it feels like power attacks - to hit is less punishing than it is to someone using iteratives.


I just went onto d20pfsrd and went through a couple of CR 11-12 monsters and their Fort saves were +12 to +14. Fort saves tend to be "good" for most monsters you will be facing, reflex is often less than that.

One of the bad things about those abilities is they are based off BAB, which is not real something you can "buff" unlike other abilities that are based off attributes.


StygianRose wrote:
He can also pick up reach in addition to this, but lacks the dex for combat reflexes.

That's where you dip Warder. Or dip Warder four times because Hulking Smash stops scaling at 16.

Community / Forums / Pathfinder / Pathfinder First Edition / Third-Party Pathfinder RPG Products / Advice and Rules Questions / (Dreamscarred Press) Half Giants and the new Giant-Subtype feats. All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice and Rules Questions