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Spelljammer Conversions: Giff and Xixchil
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<blockquote data-quote="Viktyr Gehrig" data-source="post: 2468915" data-attributes="member: 9249"><p>So far, I haven't been able to find conversions of these creatures as PC races, so I've rolled up my sleeves and done it myself.</p><p></p><p>Any thoughts or suggestions?</p><p></p><p><strong>Giff</strong></p><ul> <li data-xf-list-type="ul">Large Giant.</li> <li data-xf-list-type="ul">+8 Strength, -2 Dexterity, +6 Constitution, -2 Intelligence, -2 Wisdom</li> <li data-xf-list-type="ul">Giff base speed is 30 feet.</li> <li data-xf-list-type="ul">Natural Armor: Giff gain 3/adamantine DR and damage conversion 2 from natural armor. (this is the equivalent of +5 natural armor under the normal rules)</li> <li data-xf-list-type="ul">Natural Weapon: Giff have an amazingly powerful headbutt; this natural weapon deals 1d8 + Str mod damage, doubled if the Giff is charging, and counts as an adamantine weapon for the purposes of bypassing hardness or damage reduction.</li> <li data-xf-list-type="ul">In campaigns which include firearms, Giff automatically gain proficiency in the Firearms Weapon Group. (Primitive Firearms in settings which feature more advanced weaponry; Giff prefer the noise and smoke of primitive firearms.)</li> <li data-xf-list-type="ul">Spell Resistance 14. Unlike other creatures with Spell Resistance, Giff cannot lower their Spell Resistance to accept beneficial spells, even if the spells are cast by the Giff himself. (Giff are very rarely spellcasters.)</li> <li data-xf-list-type="ul">Favored Gestalt: Fighter/Noble. (In a non-Gestalt game, they'd have a Favored Class of Fighter)</li> <li data-xf-list-type="ul">Level Adjustment +2</li> </ul><p></p><p>I need to come up with some racial feats, particularly to either allow the Giff to improve their racial Spell Resistance (allowing it to progress by level) or remove it entirely, so they can benefit from allies' spells.</p><p></p><p>I considered giving them some sort of further spellcasting penalty, but other decidedly non-magical races made the transition to d20 without picking these up-- in any case, mental penalties and a level adjustment of +2 should discourage most people from attempting to play them as spellcasters.</p><p></p><p>I hate racial HD, and I've removed them from most races intended for PC use. A more direct conversion of the Giff should probably include a handful of Giant HD.</p><p></p><p><strong>Xixchil</strong></p><ul> <li data-xf-list-type="ul">Medium Monstrous Humanoid.</li> <li data-xf-list-type="ul">+4 Dexterity, +2 Constitution, +2 Intelligence, -4 Charisma</li> <li data-xf-list-type="ul">Xixchil base speed is 30 feet; they are not as fast as their more primitive cousins.</li> <li data-xf-list-type="ul">Xixchil have 2/adamantine DR and damage conversion 2 from natural armor. (this is the equivalent of +4 natural armor under normal rules)</li> <li data-xf-list-type="ul">Xixchil have Low-Light Vision and gain Blind-Fight as a bonus feat because of their antennae.</li> <li data-xf-list-type="ul">Natural Weapons: Xixchil have three natural weapons: a bite which deals 1d4 damage as a secondary attack, and two scythe-like upper claws that deal 1d8 damage. Although Xixchil have four arms, their upper two claws cannot hold tools or weapons and their lower two hands no longer function as natural weapons.</li> <li data-xf-list-type="ul">Xixchil have a poisonous bite, like the Thri-Kreen, but may also create a personalized venom once per day; to do so, the Xixchil must taste the opponent to be poisoned, either by making a successful (unpoisoned) bite attack or by tasting a weapon that has injured the victim. This poison will only affect the victim, but gains a +2 circumstance bonus to the poison DC and deals an additional 1d6 damage to the attribute of the Xixchil player's choice as both primary and secondary damage.</li> <li data-xf-list-type="ul">Xixchil may produce a personalized anesthetic once per day, similar to the personalized poison, with primary damage of paralysis and secondary damage of unconsciousness.</li> <li data-xf-list-type="ul">Naturally Psionic: Xixchil gain 1 bonus power point at 1st level. This does not give them the ability to manifest powers unless they gain this ability from another source, such as class levels.</li> <li data-xf-list-type="ul">Xixchil gain a +2 racial bonus to Heal checks and Craft (alchemy) checks.</li> <li data-xf-list-type="ul">Xixchil gain Surgery as a bonus feat.</li> <li data-xf-list-type="ul">Xixchil gain Poison Use as a bonus feat. (This is the same as the Assassin class ability-- they don't risk poisoning themselves when applying poison to weapons.)</li> <li data-xf-list-type="ul">Favored Gestalt: Rogue/Psion. Xixchil strongly favor Psychometabolism as their primary discipline, but are not limited in their choice.</li> <li data-xf-list-type="ul">Level Adjustment: +2</li> </ul><p></p><p>Okay-- I'm not sure on the Level Adjustment. It's the same as the Thri-Kreen (since I removed their HD and weakened Multiweapon Fighting, but increased their poison usage).</p><p></p><p>I'm worried that the personalized venom ability is too powerful, but it's an ability I want to preserve in some fashion. The personalized anesthetic is less worrisome, especially since it's intended to be used on willing participants.</p><p></p><p>Three bonus feats strikes me as excessive, especially since one isn't standard to D&D. On the other hand, the Xixchil's phenomenal surgical ability was their main feature.</p><p></p><p>I am thinking, like the Thri-Kreen, that the Xixchil should have a handful of racial psi-like abilities, but I have no idea where to go with them.</p><p></p><p>I know that in the original material, Xixchil didn't have hands and were incapable of using normal weapons, but I don't think this transfers well to the new edition and it seems generally incompatible with their more "advanced" status. I also really do not want to try to figure out how to use "weapon arms" in D&D, both because it seems very rules-awkward and because it's a ludicrous concept.</p><p></p><p>So... any ideas?</p></blockquote><p></p>
[QUOTE="Viktyr Gehrig, post: 2468915, member: 9249"] So far, I haven't been able to find conversions of these creatures as PC races, so I've rolled up my sleeves and done it myself. Any thoughts or suggestions? [b]Giff[/b] [list][*]Large Giant. [*]+8 Strength, -2 Dexterity, +6 Constitution, -2 Intelligence, -2 Wisdom [*]Giff base speed is 30 feet. [*]Natural Armor: Giff gain 3/adamantine DR and damage conversion 2 from natural armor. (this is the equivalent of +5 natural armor under the normal rules) [*]Natural Weapon: Giff have an amazingly powerful headbutt; this natural weapon deals 1d8 + Str mod damage, doubled if the Giff is charging, and counts as an adamantine weapon for the purposes of bypassing hardness or damage reduction. [*]In campaigns which include firearms, Giff automatically gain proficiency in the Firearms Weapon Group. (Primitive Firearms in settings which feature more advanced weaponry; Giff prefer the noise and smoke of primitive firearms.) [*]Spell Resistance 14. Unlike other creatures with Spell Resistance, Giff cannot lower their Spell Resistance to accept beneficial spells, even if the spells are cast by the Giff himself. (Giff are very rarely spellcasters.) [*]Favored Gestalt: Fighter/Noble. (In a non-Gestalt game, they'd have a Favored Class of Fighter) [*]Level Adjustment +2[/list] I need to come up with some racial feats, particularly to either allow the Giff to improve their racial Spell Resistance (allowing it to progress by level) or remove it entirely, so they can benefit from allies' spells. I considered giving them some sort of further spellcasting penalty, but other decidedly non-magical races made the transition to d20 without picking these up-- in any case, mental penalties and a level adjustment of +2 should discourage most people from attempting to play them as spellcasters. I hate racial HD, and I've removed them from most races intended for PC use. A more direct conversion of the Giff should probably include a handful of Giant HD. [b]Xixchil[/b] [list][*]Medium Monstrous Humanoid. [*]+4 Dexterity, +2 Constitution, +2 Intelligence, -4 Charisma [*]Xixchil base speed is 30 feet; they are not as fast as their more primitive cousins. [*]Xixchil have 2/adamantine DR and damage conversion 2 from natural armor. (this is the equivalent of +4 natural armor under normal rules) [*]Xixchil have Low-Light Vision and gain Blind-Fight as a bonus feat because of their antennae. [*]Natural Weapons: Xixchil have three natural weapons: a bite which deals 1d4 damage as a secondary attack, and two scythe-like upper claws that deal 1d8 damage. Although Xixchil have four arms, their upper two claws cannot hold tools or weapons and their lower two hands no longer function as natural weapons. [*]Xixchil have a poisonous bite, like the Thri-Kreen, but may also create a personalized venom once per day; to do so, the Xixchil must taste the opponent to be poisoned, either by making a successful (unpoisoned) bite attack or by tasting a weapon that has injured the victim. This poison will only affect the victim, but gains a +2 circumstance bonus to the poison DC and deals an additional 1d6 damage to the attribute of the Xixchil player's choice as both primary and secondary damage. [*]Xixchil may produce a personalized anesthetic once per day, similar to the personalized poison, with primary damage of paralysis and secondary damage of unconsciousness. [*]Naturally Psionic: Xixchil gain 1 bonus power point at 1st level. This does not give them the ability to manifest powers unless they gain this ability from another source, such as class levels. [*]Xixchil gain a +2 racial bonus to Heal checks and Craft (alchemy) checks. [*]Xixchil gain Surgery as a bonus feat. [*]Xixchil gain Poison Use as a bonus feat. (This is the same as the Assassin class ability-- they don't risk poisoning themselves when applying poison to weapons.) [*]Favored Gestalt: Rogue/Psion. Xixchil strongly favor Psychometabolism as their primary discipline, but are not limited in their choice. [*]Level Adjustment: +2[/list] Okay-- I'm not sure on the Level Adjustment. It's the same as the Thri-Kreen (since I removed their HD and weakened Multiweapon Fighting, but increased their poison usage). I'm worried that the personalized venom ability is too powerful, but it's an ability I want to preserve in some fashion. The personalized anesthetic is less worrisome, especially since it's intended to be used on willing participants. Three bonus feats strikes me as excessive, especially since one isn't standard to D&D. On the other hand, the Xixchil's phenomenal surgical ability was their main feature. I am thinking, like the Thri-Kreen, that the Xixchil should have a handful of racial psi-like abilities, but I have no idea where to go with them. I know that in the original material, Xixchil didn't have hands and were incapable of using normal weapons, but I don't think this transfers well to the new edition and it seems generally incompatible with their more "advanced" status. I also really do not want to try to figure out how to use "weapon arms" in D&D, both because it seems very rules-awkward and because it's a ludicrous concept. So... any ideas? [/QUOTE]
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Spelljammer Conversions: Giff and Xixchil
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