Dungeons and Dragons Half-Giants 3.5 PBP RPG

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Half-Giants

  • +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 1/2 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.


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Avan makes sure to trim back Fluffles's fur so he's comfortable in the desert.

As they journey in, Avan will ride on the other side of the wagon to Bastion. He thinks it's important that the party leave as little evidence behind as possible to look like a smaller group. As such, he prepares 2 Pass Without Trace spells per day, hiding the tracks of all 4 of the party's mounts and of Fluffles. Only the ranger and the wagon leave evidence of their passing, as well as Bastion or Idrahil only when we stop to dismount.

Out of Character: If it's flat, 900 feet seems like a good distance. If it's not, I would suggest the scout stick to ridges of dunes while the rest try to keep low. Maximum of 600 feet from us shall we say? Sometimes closer as he signals us to move forward.

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