Rhun
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Orinar Giantsblood
Neutral Good Half-Giant Male Psychic Warrior 1
XPs: 750
STR 17 (+3)
DEX 10 (+0)
CON 15 (+2)
INT 10 (+0)
WIS 14 (+2)
CHA 08 (-1)
(Built with Elite Array)
Initiative +0
HP 10 (8 + 2 Con)
BAB +0
-Melee +3
--Large Greatsword +3 (3d6+4/19-20)
-Ranged +1
AC 10
-Flat-footed 10
-Touch 10
Saves
Fort +4 (+2 base + 2 Con)
Reflex +0 (+0 base + 0 dex)
Will +2 (+0 base + 2 wis)
Skills
Concentration +5 (3 ranks + 2 Con)
Autohypnosis +5 (3 ranks + 2 wis)
Intimidate +1 (2 ranks - 1 cha)
Feats
Up the Walls
+1 (TBD)
Racial Features
- +2 Strength, +2 Constitution, -2 Dexterity: Half-giants are tough and strong, but not too nimble.
- Giant: Half-giants are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
- Medium: As Medium creatures, half-giants have no special bonuses or penalties due to their size.
- Half-giant base land speed is 30 feet.
- Low-Light Vision: A half-giant can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- Fire Acclimated: Half-giants have a +2 racial bonus on saving throws against all fire spells and effects. Half-giants are accustomed to enduring high temperatures.
- 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 an opposed check (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 improved 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 benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Naturally Psionic: Half-giants gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
- Psi-Like Ability: 1/day—stomp. Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.
- Automatic Language: Common. Bonus Languages: Draconic, Giant, Gnoll, Ignan.
- Favored Class: Psychic warrior.
- Level Adjustment: +1 (ignored)
Languages
Common
Psionics
--Power Points 3 (2 base + 1 wis)
1st level powers: Force Screen
Armor
Banded Mail (6 points lethal to non-lethal) [250gp, 35lb]
Weapons
Greatsword, large [100gp, 16lb]
Greatclub, large [10gp, 16lb]
Equipment
Backpack
--Trail rations, 3 days
--50’ rope (hempen)
--Bedroll
--Blanket
--Sack
--6 torches
Waterskin
Beltpouch
--Flint & Steel
--
Neutral Good Half-Giant Male Psychic Warrior 1
XPs: 750
STR 17 (+3)
DEX 10 (+0)
CON 15 (+2)
INT 10 (+0)
WIS 14 (+2)
CHA 08 (-1)
(Built with Elite Array)
Initiative +0
HP 10 (8 + 2 Con)
BAB +0
-Melee +3
--Large Greatsword +3 (3d6+4/19-20)
-Ranged +1
AC 10
-Flat-footed 10
-Touch 10
Saves
Fort +4 (+2 base + 2 Con)
Reflex +0 (+0 base + 0 dex)
Will +2 (+0 base + 2 wis)
Skills
Concentration +5 (3 ranks + 2 Con)
Autohypnosis +5 (3 ranks + 2 wis)
Intimidate +1 (2 ranks - 1 cha)
Feats
Up the Walls
+1 (TBD)
Racial Features
- +2 Strength, +2 Constitution, -2 Dexterity: Half-giants are tough and strong, but not too nimble.
- Giant: Half-giants are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
- Medium: As Medium creatures, half-giants have no special bonuses or penalties due to their size.
- Half-giant base land speed is 30 feet.
- Low-Light Vision: A half-giant can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- Fire Acclimated: Half-giants have a +2 racial bonus on saving throws against all fire spells and effects. Half-giants are accustomed to enduring high temperatures.
- 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 an opposed check (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 improved 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 benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Naturally Psionic: Half-giants gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
- Psi-Like Ability: 1/day—stomp. Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.
- Automatic Language: Common. Bonus Languages: Draconic, Giant, Gnoll, Ignan.
- Favored Class: Psychic warrior.
- Level Adjustment: +1 (ignored)
Languages
Common
Psionics
--Power Points 3 (2 base + 1 wis)
1st level powers: Force Screen
Armor
Banded Mail (6 points lethal to non-lethal) [250gp, 35lb]
Weapons
Greatsword, large [100gp, 16lb]
Greatclub, large [10gp, 16lb]
Equipment
Backpack
--Trail rations, 3 days
--50’ rope (hempen)
--Bedroll
--Blanket
--Sack
--6 torches
Waterskin
Beltpouch
--Flint & Steel
--
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