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How to make half-giants for 4th ed, as no ECL?
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<blockquote data-quote="monboesen" data-source="post: 4304940" data-attributes="member: 4647"><p>Based on your proposal my take would be the following:</p><p></p><p>HALF GIANT</p><p>Racial Traits</p><p>Average Height: 9 ft. – 11 ft.</p><p>Average Weight: 1000–1200 lb.</p><p>Ability Scores: +4 Strength, +4 Constitution</p><p>Size: Large</p><p>Reach: 2</p><p>Speed: 6 squares</p><p>Vision: Normal</p><p>Languages: Common</p><p>Sweeping Strike: You can use sweeping strike as an encounter power</p><p>Tough: Half Giants gain the Toughness feat as a bonus feat</p><p>Slow-witted: Half Giants gain only one class at will power and lose access to their highest level encounter and utility power.</p><p>Gullible: Half Giants suffer a -5 penalty on saving throws vs. mind control effects and powers.</p><p></p><p></p><p>Sweeping Strike (standard; encounter) Weapon</p><p>The half giant makes an attack against two Medium or smaller targets; on a hit, the target is pushed 2 squares and knocked prone.</p><p></p><p></p><p></p><p>And here is an example Half giant 1st level fighter. Tough and hard hitting. But vulnerable to magical attacks, especially ongoing mind control.</p><p></p><p></p><p>Half Giant Fighter 1</p><p></p><p>Str 20 (+5), Con 20 (+5), Dex 12 (+1), Int 8 (-1), Wis 12 (+1), Cha 10 (+0)</p><p>HP: 40, Bloodied 20, Healing surge 10, Surges 14</p><p>AC: 17, Fort: 17, Refl: 11, Will: 11</p><p></p><p>Skills</p><p>Athletics +10</p><p>Endurance +10</p><p>Intimidate +5</p><p></p><p>Feats</p><p>Potent challenge (+5 damage on attacks granted by combat challenge)</p><p></p><p>Basic Melee Attack: Maul +8, Damage 2d8+5, Reach 2. </p><p>Basic Ranged Attack: Javelin +8, Damage 1d8+5 </p><p></p><p>At-Will powers (*Note that this power can be retrained once the half giant gets the Hammer Rythm feat)</p><p>Reaping Strike: Maul +8, Damage 2d8+5, 5 damage on a miss. Reach 2.</p><p></p><p>Encounter Powers</p><p>Flattening Smash: Maul +8, Damage 2d8+5, two attacks, if hit target is pushed 2 squares and knocked prone. Reach 2.</p><p></p><p>Daily Power</p><p>Brute Strike: Maul +8, Damage 6d8+5, Miss: Power not used. Reach 2.</p><p></p><p></p><p></p><p>If the changing alignment thingie is important I would use the following.</p><p></p><p>Moody: Half giants are prone to unpredictable mood swings. After each extended rest roll 1d6, on a 1 the giants alignment moves one step towards Chaotic Evil, on a 2-5 it stays unchanged and on a 6 it moves one step towards Lawful Good (scale: Chaotic Evil Evil Unaligned Good Lawful Good).</p></blockquote><p></p>
[QUOTE="monboesen, post: 4304940, member: 4647"] Based on your proposal my take would be the following: HALF GIANT Racial Traits Average Height: 9 ft. – 11 ft. Average Weight: 1000–1200 lb. Ability Scores: +4 Strength, +4 Constitution Size: Large Reach: 2 Speed: 6 squares Vision: Normal Languages: Common Sweeping Strike: You can use sweeping strike as an encounter power Tough: Half Giants gain the Toughness feat as a bonus feat Slow-witted: Half Giants gain only one class at will power and lose access to their highest level encounter and utility power. Gullible: Half Giants suffer a -5 penalty on saving throws vs. mind control effects and powers. Sweeping Strike (standard; encounter) Weapon The half giant makes an attack against two Medium or smaller targets; on a hit, the target is pushed 2 squares and knocked prone. And here is an example Half giant 1st level fighter. Tough and hard hitting. But vulnerable to magical attacks, especially ongoing mind control. Half Giant Fighter 1 Str 20 (+5), Con 20 (+5), Dex 12 (+1), Int 8 (-1), Wis 12 (+1), Cha 10 (+0) HP: 40, Bloodied 20, Healing surge 10, Surges 14 AC: 17, Fort: 17, Refl: 11, Will: 11 Skills Athletics +10 Endurance +10 Intimidate +5 Feats Potent challenge (+5 damage on attacks granted by combat challenge) Basic Melee Attack: Maul +8, Damage 2d8+5, Reach 2. Basic Ranged Attack: Javelin +8, Damage 1d8+5 At-Will powers (*Note that this power can be retrained once the half giant gets the Hammer Rythm feat) Reaping Strike: Maul +8, Damage 2d8+5, 5 damage on a miss. Reach 2. Encounter Powers Flattening Smash: Maul +8, Damage 2d8+5, two attacks, if hit target is pushed 2 squares and knocked prone. Reach 2. Daily Power Brute Strike: Maul +8, Damage 6d8+5, Miss: Power not used. Reach 2. If the changing alignment thingie is important I would use the following. Moody: Half giants are prone to unpredictable mood swings. After each extended rest roll 1d6, on a 1 the giants alignment moves one step towards Chaotic Evil, on a 2-5 it stays unchanged and on a 6 it moves one step towards Lawful Good (scale: Chaotic Evil Evil Unaligned Good Lawful Good). [/QUOTE]
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How to make half-giants for 4th ed, as no ECL?
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