Giants

Stat Bonuses

  • Checks and HP: Start with normal race stats and add bonuses below.
  • Strength: 14 + Height = strength
  • Movement: + 50% of Height, +1 for decimals
  • Stamina: start at 16
  • HP: +100
  • Immune to Arcane or Elements: 10% chance that they are immune to both. One roll only per giant for determining which they are immune to.  Arcane (1-3) Elements (4-6), Both (1-10 on 1 d100)
  • Weapons: Any that is custom made for a giant. X 3 normal weapon damage for that weapon. 


Alignment: Any
Size: Three feet tall at birth, reaching 15-20 foot stature when mature.

Half Giants: Height and size Limits are cut in half, as are stat bonuses.

Information

These are giant humanoids. They are anywhere from 15 to 20 feet tall. They not only gained height, but muscular thickness as well. They are named according to the region they came from; Mountain Giant, Planes Giant, Desert Giant, Forest Giant, Cave Giant, Tundra Giant, Arctic Giant, etc. Their appearance also varies, from race to race, some resembling various human races, others elves, goblins, or Mugol. They start with the base stats of the race they developed from, barring any magic. Whatever changed their physiology to make them enormous in size, altered them genetically. Giants can only produce offspring with Giants which evolved from the same subrace, or with their subrace. Giants have also evolved to be immune either to arcane, or elements, and only rarely both. (10% chance of immunity to all magic).

Andor'Crachaen

Stats

  • NPC Levels 10 d6, 7 d6 checks
  • Size: 50-100 feet in height.
  • Strength: Level x 3 +10
  • Height: 20, +5feet per level.
  • Stamina: 50
  • Movement: 16
  • Intelligence: 15
  • Wisdom: 18-30
  • Willpower: 50
  • HP: Vital Force: Level x 30 + 10 per level, Their lava core is the source of their life force.
  • AC: 50, +2 per level Stone Flesh.


Physical Attacks

  • Stomp: Size + Strength = damage
  • Pounding Fist: 50% of Size + Strength = damage
  • Punch: Strength = Damage
  • Arm Sweep: Strength = Damage
  • Crushing Fist: Strength = Damage, + aggravated damage.
  • Flick: 40, flicks target up to +1 d6 per level x 10 feet away
  • Fling: up to 2 d6 per level x 10 feet distance, -1 d6 per 500 pounds of weight.


Power

  • Telepathic: up to +1 miles per success.
  • Fire Ball: aggravated damage in radious of up to +1 foot per success.
  • Flaming Hand: aggravated damage, burns whatever it touches when active
  • Breathe Fire: aggravated damage
  • Storm of Brimstone: +1 fireball per success, each does aggravated damage in a radious of up to +1 foot per success each.
  • Ocean Tempest: violent storms at sea with high winds, lightning, pouring rain, large waves
  • Ocean Swells: calm or cause large swells as called
    Command the Winds: as called
  • Tidal Wave: swamps and sinks ships
  • Whirlpool: sinks ships if strong enough, damages otherwise
    Hurricane Force Wind: level of storm vs. seamanship skill
  • Lightning Bolt: stuns and does aggravated damage
  • Deaden Wind: winds dies altogether
  • Dead Sea: no wind and sweltering heat
  • Graveyard of Ships: these giants will send ships and sailors which abuse its territory via strong winds and a fog bank thick as soup to an undersea otherworld. This otherworld is reached by a powerful whirlpool where dry land lies at the bottom of the ocean at the eye of the great whirlpool far beneath the ocean depths. Shipwrecks are the only shelter there from strange electrical storms, wind, and thunder storms. This island beneath the sea is surrounded by a massive whirlpool's cyclonic wall of ocean water. A small and very dangerous civilization has been established in the graveyard of ships, comprised of all sorts of sea faring people who were sent there throughout the ages. Many riches are hidden among the ship wrecks.

Information

These rare bipedal giants have been mistaken for islands while resting in shallow water. Indeed they will not even wake if people walk on them. They are earth elementals, have jointed stone flesh, and lava cores which make them warm to the touch. Their strength is phenomenal, and they command limited spell knowledge. Though slow thinkers, they are not stupid, they simply take awhile to process information, and are actually very wise. There is little about Morashtar's oceans and large seas that they could not tell of, if they could speak. They communicate telepathically. Andor Crachaens are not normally aggressive or hostile. Unless attacked, or greatly agitated, they are very passive. They stride along ocean deeps and shallows, and cause large swells in their wake when near or above the surface. They like to sleep a lot, and wake in a foul mood if their rest is disturbed. Coral, barnacles, sea weed, and various other sea life clings to their stone flesh, particularly the old ones. They feed on the sea-life which attaches itself to them, soaking their life force gradually. They are slow moving but have very long strides which makes it hard to catch them. These titans are guardians of Morashtar's oceans and seas, and they are never found on land

Earth Titan

Fire Giant

Plant Giant

Shadow Titan

Storm Giant

Water Giant

Take Elemental Path of each type of Giant.