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New Race for Review - Risi (giant-kin)
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<blockquote data-quote="Khaalis" data-source="post: 4421700" data-attributes="member: 2167"><p>Finally have a chance to get to this again. Thanks for the comments. This race was originally drafted before the minotaur, so it is in need of some work to bring it up to that level.</p><p></p><p></p><p>I’ll eventually get around to that. I wanted to nail down the PC race version before adapting that into monster stat-blocks.</p><p></p><p></p><p>I was looking to keep this identical to the mechanics already used for the Tielfing, making it closer to RAW. </p><p></p><p></p><p>I prefer to keep it at 1 square for core, to maintain the RAW balance. However, I do like the idea of making it a Paragon Feat.</p><p></p><p><strong>IMPROVED UNMOVABLE MASS</strong> [Risi, Paragon]</p><p><strong>Prerequisites:</strong> Str 19, Dex 15, Risi</p><p><strong>Benefit:</strong> Your unmovable mass racial trait improves to prevent up to 2 squares of forced movement.</p><p></p><p></p><p></p><p>Half-giants is purely a fluff oriented nomenclature for the race and is world specific. Again, keep in mind here that this wasn’t originally intended to be a generic one-size-fits-all D&D Half-Giant race. This is a homebrew world specific race. In that world, the Risar are the only race referred to in slang (seen as derogatory by risar) as half-giants.</p><p></p><p></p><p></p><p>I had thought about this, but I decided that nothing really fit organically. Everything, such as using Acid, seemed rather contrived and forced. I would rather follow the WotC teams design philosophy of not forcing unnatural “balance” purely for the same of completism. None of the ‘earth’ oriented type of giants really have an “energy” affinity. The closest (in my mind) would technically be lightning anyway since the earth is a natural ground for electrical energy.</p><p></p><p>However, with that said, I do think the race needs to reflect more giant type ancestries. The problem is, we don’t have enough giants to work with since WotC in their infinite Wisdom (/sarcasm off) decided to only include 2 giants in the MM. We do know a few basics though. I think all of the following “energy” types could be included in the racial choices:</p><p>• Cold (frost)</p><p>• Fire (fire)</p><p>• Lightning (Storm)</p><p>• Necrotic (Death)</p><p>• Thunder (Storm)</p><p></p><p>Ones I don’t really see fitting any known giant types:</p><p>• Acid</p><p>• Force</p><p>• Poison </p><p>• Psychic (maybe Fomorian??)</p><p>• Radiant</p><p></p><p>Am I being too closed minded in thinking that some of the energy types just don’t fit thematically?</p><p></p><p></p><p></p><p>Yes it does step on the dwarf’s toes. I’ve dropped it from the draft. However, I had wanted something to indicate their natural strength. How about this instead?</p><p></p><p><strong>Giant’s Brawn: </strong> Your multipliers for Carrying, Lifting and Dragging are 1.25 the normal amount (page 222), thus x12.5, x25, and x62.5 respectively.</p><p></p><p>This could then be augmented with a Heroic Feat.</p><p></p><p><strong>IMPROVED GIANT’S BRAWN</strong> [Risi, Heroic]</p><p><strong>Prerequisites:</strong> Str 19, Con 15, Risi</p><p><strong>Benefit:</strong> Your multipliers for Carrying, Lifting and Dragging become 1.5 the normal amount (page 222), thus x15, x30, and x75 respectively.</p><p></p><p></p><p></p><p>This would make for a good Heroic level feat to make the riser tougher than other races. I am thinking a prerequisite of Con 15.</p><p></p><p></p><p></p><p>The only problem I have with this, is that it automatically bans the race from entry to the Rogue class, which I think is a big No-No. </p><p></p><p>However, I was thinking of slightly changing this since so many are using Oversized Weapons.</p><p></p><p>Perhaps something like…</p><p><strong>Mighty Build:</strong> You gain a +1 racial bonus to attack rolls with melee weapons.</p><p></p><p></p><p></p><p>I like this change. Noted.</p><p></p><p></p><p>Done.</p><p></p><p></p><p></p><p>Agreed. Like I said, this was an early draft and I was still in a more 3E mindset where immunity wasn’t as big a deal at those levels.</p><p>I’d like to avoid an Epic Tier feat so I propose the following.</p><p></p><p><strong>IMPROVED RESISTANCE</strong> [Risi, Paragon]</p><p><strong>Prerequisites:</strong> Con 17, Risi</p><p><strong>Benefit:</strong> Your racial elemental resistance increases by +3 (to 8 + one-half your level).</p><p></p><p></p><p></p><p>Noted. Reduced to +1 AC and increased the Prerequisites to CON 15, DEX 15 to make it harder to attain.</p><p></p><p></p><p></p><p>Also noted. Ability Prerequisite increases:</p><p>* <strong>Giant’s Throw</strong> (Str 21, Dex 15)</p><p>* <strong>Improved Resistance</strong> (Con 17)</p><p>* <strong>Improved Unmovable Mass</strong> (Str 19, Dex 15)</p><p>* <strong>Mountain Among Men</strong> (Con 15, Dex 15)</p><p></p><p></p><p></p><p>This was done for two reasons.</p><p>1) <strong>Champion’s Strike</strong> is a flat Paragon Path “feature”. Path features tend to concentrate on Secondary ability scores rather than primary ability scores since they are always active, unlike powers that are restricted in use. In this case, Dexterity seemed the most appropriate ability.</p><p>2) <strong>Titanic Retort</strong> is a power. Powers focus more on primary ability scores, which in this case is Strength.</p><p></p><p>As for the prone note, that makes sense. This would mean changing the power as follows:</p><p></p><p><strong>Hit:</strong> 3d8+ Strength modifier damage of your chosen hereditary energy, and the target is pushed 3 squares.</p><p></p><p></p><p></p><p>I was afraid this would be too overpowered if it didn’t have the condition. However, I can see the arguments here. After looking at this some more and running a few quick tests there are two ways to deal with this.</p><p>1) Leave the text of the ability “as-is” but make it an Encounter Power.</p><p>2) Change the text to remove the “or until bloodied” condition and retain its daily status.</p><p></p><p>My instinct says Option #1.</p><p></p><p></p><p></p><p>Ok, so this would change the power to the following text.</p><p></p><p><strong>Hit:</strong> 2[W] + Strength modifier damage plus 2[W] damage of your chosen hereditary energy, and ongoing 10 damage of your chosen hereditary energy type (save ends).</p><p><strong>Miss:</strong> 2[W] damage of your chosen hereditary energy, and no ongoing damage.</p><p><strong>Effect:</strong> All enemies within 2 squares of the target take ongoing 5 damage of your chosen hereditary energy type (save ends).</p><p></p><p></p><p></p><p>This power is identical to the Kensei path feature and since there are many paragon path features that are replicated form class to class, I don’t see this as out of line.</p><p></p><p></p><p>Noted. Changed to:</p><p><strong>Primal Recharge (16th level):</strong> Once per encounter, when you score a critical hit with a two-handed weapon, you regain the use of an encounter power you’ve already used in the encounter.</p><p></p><p></p><p>Good call on AC vs. REF; text changed to:</p><p><strong>Hit:</strong> 1[W] + Strength modifier damage, and the target is pushed 3 square.</p><p></p><p></p><p></p><p>Perhaps the name is misleading? I’ll rename it to <strong><em>Giant’s Dash</em></strong>. </p><p>This is a minor action, as are almost all Personal Utility powers. It does Not require a charge action to use, but you can use a charge action and gain both the benefits of this power and the benefits of the charge 9they don’t have to be mutually exclusive).</p><p></p><p>As to the moving through enemy spaces, I think I’ll reword it as <em>“you can move through enemy spaces of any creature of your size or smaller”</em>.</p><p></p><p></p><p></p><p>Actually, this is in fact “<strong>Lion of Battle</strong>” the Pit Fighter 20th level Attack Power with only this change:</p><p><strong>Miss:</strong> The target takes a -2 penalty to attack rolls until the end of your next turn.</p><p></p><p></p><p></p><p>Anyone is free to play test the race. My current situation doesn’t give me a lot of opportunity for hard play testing unfortunately.</p><p></p><p>Thanks again for the feedback.</p></blockquote><p></p>
[QUOTE="Khaalis, post: 4421700, member: 2167"] Finally have a chance to get to this again. Thanks for the comments. This race was originally drafted before the minotaur, so it is in need of some work to bring it up to that level. I’ll eventually get around to that. I wanted to nail down the PC race version before adapting that into monster stat-blocks. I was looking to keep this identical to the mechanics already used for the Tielfing, making it closer to RAW. I prefer to keep it at 1 square for core, to maintain the RAW balance. However, I do like the idea of making it a Paragon Feat. [b]IMPROVED UNMOVABLE MASS[/b] [Risi, Paragon] [b]Prerequisites:[/b] Str 19, Dex 15, Risi [b]Benefit:[/b] Your unmovable mass racial trait improves to prevent up to 2 squares of forced movement. Half-giants is purely a fluff oriented nomenclature for the race and is world specific. Again, keep in mind here that this wasn’t originally intended to be a generic one-size-fits-all D&D Half-Giant race. This is a homebrew world specific race. In that world, the Risar are the only race referred to in slang (seen as derogatory by risar) as half-giants. I had thought about this, but I decided that nothing really fit organically. Everything, such as using Acid, seemed rather contrived and forced. I would rather follow the WotC teams design philosophy of not forcing unnatural “balance” purely for the same of completism. None of the ‘earth’ oriented type of giants really have an “energy” affinity. The closest (in my mind) would technically be lightning anyway since the earth is a natural ground for electrical energy. However, with that said, I do think the race needs to reflect more giant type ancestries. The problem is, we don’t have enough giants to work with since WotC in their infinite Wisdom (/sarcasm off) decided to only include 2 giants in the MM. We do know a few basics though. I think all of the following “energy” types could be included in the racial choices: • Cold (frost) • Fire (fire) • Lightning (Storm) • Necrotic (Death) • Thunder (Storm) Ones I don’t really see fitting any known giant types: • Acid • Force • Poison • Psychic (maybe Fomorian??) • Radiant Am I being too closed minded in thinking that some of the energy types just don’t fit thematically? Yes it does step on the dwarf’s toes. I’ve dropped it from the draft. However, I had wanted something to indicate their natural strength. How about this instead? [b]Giant’s Brawn: [/b] Your multipliers for Carrying, Lifting and Dragging are 1.25 the normal amount (page 222), thus x12.5, x25, and x62.5 respectively. This could then be augmented with a Heroic Feat. [b]IMPROVED GIANT’S BRAWN[/b] [Risi, Heroic] [b]Prerequisites:[/b] Str 19, Con 15, Risi [b]Benefit:[/b] Your multipliers for Carrying, Lifting and Dragging become 1.5 the normal amount (page 222), thus x15, x30, and x75 respectively. This would make for a good Heroic level feat to make the riser tougher than other races. I am thinking a prerequisite of Con 15. The only problem I have with this, is that it automatically bans the race from entry to the Rogue class, which I think is a big No-No. However, I was thinking of slightly changing this since so many are using Oversized Weapons. Perhaps something like… [b]Mighty Build:[/b] You gain a +1 racial bonus to attack rolls with melee weapons. I like this change. Noted. Done. Agreed. Like I said, this was an early draft and I was still in a more 3E mindset where immunity wasn’t as big a deal at those levels. I’d like to avoid an Epic Tier feat so I propose the following. [b]IMPROVED RESISTANCE[/b] [Risi, Paragon] [b]Prerequisites:[/b] Con 17, Risi [b]Benefit:[/b] Your racial elemental resistance increases by +3 (to 8 + one-half your level). Noted. Reduced to +1 AC and increased the Prerequisites to CON 15, DEX 15 to make it harder to attain. Also noted. Ability Prerequisite increases: * [b]Giant’s Throw[/b] (Str 21, Dex 15) * [b]Improved Resistance[/b] (Con 17) * [b]Improved Unmovable Mass[/b] (Str 19, Dex 15) * [b]Mountain Among Men[/b] (Con 15, Dex 15) This was done for two reasons. 1) [b]Champion’s Strike[/b] is a flat Paragon Path “feature”. Path features tend to concentrate on Secondary ability scores rather than primary ability scores since they are always active, unlike powers that are restricted in use. In this case, Dexterity seemed the most appropriate ability. 2) [b]Titanic Retort[/b] is a power. Powers focus more on primary ability scores, which in this case is Strength. As for the prone note, that makes sense. This would mean changing the power as follows: [b]Hit:[/b] 3d8+ Strength modifier damage of your chosen hereditary energy, and the target is pushed 3 squares. I was afraid this would be too overpowered if it didn’t have the condition. However, I can see the arguments here. After looking at this some more and running a few quick tests there are two ways to deal with this. 1) Leave the text of the ability “as-is” but make it an Encounter Power. 2) Change the text to remove the “or until bloodied” condition and retain its daily status. My instinct says Option #1. Ok, so this would change the power to the following text. [b]Hit:[/b] 2[W] + Strength modifier damage plus 2[W] damage of your chosen hereditary energy, and ongoing 10 damage of your chosen hereditary energy type (save ends). [b]Miss:[/b] 2[W] damage of your chosen hereditary energy, and no ongoing damage. [b]Effect:[/b] All enemies within 2 squares of the target take ongoing 5 damage of your chosen hereditary energy type (save ends). This power is identical to the Kensei path feature and since there are many paragon path features that are replicated form class to class, I don’t see this as out of line. Noted. Changed to: [b]Primal Recharge (16th level):[/b] Once per encounter, when you score a critical hit with a two-handed weapon, you regain the use of an encounter power you’ve already used in the encounter. Good call on AC vs. REF; text changed to: [b]Hit:[/b] 1[W] + Strength modifier damage, and the target is pushed 3 square. Perhaps the name is misleading? I’ll rename it to [b][i]Giant’s Dash[/i][/b]. This is a minor action, as are almost all Personal Utility powers. It does Not require a charge action to use, but you can use a charge action and gain both the benefits of this power and the benefits of the charge 9they don’t have to be mutually exclusive). As to the moving through enemy spaces, I think I’ll reword it as [i]“you can move through enemy spaces of any creature of your size or smaller”[/i]. Actually, this is in fact “[b]Lion of Battle[/b]” the Pit Fighter 20th level Attack Power with only this change: [b]Miss:[/b] The target takes a -2 penalty to attack rolls until the end of your next turn. Anyone is free to play test the race. My current situation doesn’t give me a lot of opportunity for hard play testing unfortunately. Thanks again for the feedback. [/QUOTE]
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