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- - - Giants

【Giants】

Giants, the great voyagers. Paradoxically chaotic in action yet rigorous in ritual, they have a trend towards the neutral column of alignments, with a strong pull towards true neutrality. From the moment they are born a giant's life is constant motion. A constant churn of improvement, or at least - of change. They do not form very large communities for long, a serious detriment to their scholarship and, beyond those things all know as a matter of survival, prevents the forming of a true "giant culture."

Because of their size, giants gain a +2 bonus to strength, but they suffer a -2 penalty to their charisma due to the fact that their formative years lack many opportunities to make long-term friends or socialize beyond a surface level.

Despite being so big, giants are still medium-size creatures. They have a base speed of 30 feet, and gain a +2 bonus to saves against petrification and slow effects.

Giants learn all sorts of odd information in their travels. Once per day a giant can make a Legend Lore check (a blind will save modified by intelligence), similar to the bard ability of the same name. A giant bard instead gains the ability to, once per day and before rolling, elect for the DM to roll the legend lore check twice and use the higher result.

Giants speak Common and Giant, and thanks to their broad travels, giants can pick any languages at creation, plus two additional languages for free.

Giants may multiclass as Fighter/Monks, Barbarian/Monks, Fighter/Druids, or Monk/Druids.

【Giant Rituals】

Giants start between 6ft 6in tall and 7ft 4in tall.

As a giant adventures, they perform ritualistic exercise and consume special mixes of plant and mineral matter, knowledge passed down through generations. These processes require a giant to spend an extra hour each day after resting, without which the giant is treated as if he or she has not slept, due to the anxienty and disquiet such a disruption causes. Giants also pay double for rations and food, because of additional esoteric ingredients and sheer volume their large size requires.

All of this process is important, and keeping to it means that as a giant gains levels, they increase in capability.

Each level, a giant adds a number of inches to to his or her height equal to the number rolled on their new hit die, but not more than 4.

At 4th, 10th, and 15th level, a giant gains a +1 bonus to an ability score of their choice, due to their regimen.

At 8th level, a giant has become large enough that they can use any weapon to attack from the second rank, and gains a +1 bonus to grapple.

At 12th level, a giant has grown and trained enough to be considered as Large-sized for the purposes of determining whether an attacking creature gains tactical advantage. A giant of 12th level or higher may also one-hand weapons that normally require two, and can use weapons designed for larger creatures without penalty. Having large weapons specialy made for their size costs double, and a giant can spend a week and 1000gp per level "training" a magic weapon to irreversably match his or her size. This effect is not a spell, and if the weapon becomes nonmagical it remains larger than normal. Selling enlarged weapons may be difficult.


If a giant is kept from performing their rituals for a week, they start to petrify. Their skin starts to crinkle, their movements slow, and they begin to desire to sleep all the time which only further exacerbates the process. After the 7th day, and every three days they continue to avoid (or are prevented from performing) their rituals, they lose 5ft of movement speed, take a -2 penalty to initiative and -1 to their dexterity, and take a -1 penalty to their AC. Once their speed drops to 0, they do not wake up the next time they sleep, curling up into a fetal position and fully turning to stone, effectively suffering the effects of a flesh-to-stone spell without the actual magical component. The process can be reversed by taking an entire week to do nothing but perform their ritual and travel, but it's mentally scarring the further along it became. The only way to bring a stone-turned giant back to life is with a true ressurection, wish, or similarly powerful magic. A simple stone-to-flesh spell will not register the giant as "stone" until the process has already rendered them petrified. Casting at that point does not register the giant's stone-remains as ever having been "a person", instead acting as if a random boulder were turned to flesh. Giants which are petrified by other effects can still be returned to normal in the usual manners.

There are meagre, but workable varations that giants who are prisoners or similar can perform, but these simply stave off the petrification, not the exhaustion.


Nobody alive knows why this happens.


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