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Tuesday, February 3, 2015

Unearthed Errata: Rephaim (Giant) Race

by Tim Wallace and Adam Frank


This is an update of the giant race from Arcana Evolved to Pathfinder RPG rules. Just in case of some sort of copyright toe-stepping thing, I changed the name the giants call themselves any my friend Adam wrote an altered racial background.

Giants
Giants call themselves Rephaim (pronounced REF-faw-eem, singular Repha), but other races just refer to them as “giants” due to their large stature. Existing since time immemorial the giants of the realm are the ideal of quiet stable power; their calm demeanor and peaceful ways are offset by their great physical presence. Towering over most of the creatures of the realm even the smallest of them is an imposing sight to look upon. They are a race of artists and diplomats, favoring peace and beauty over war and butchery. Their love of the arts has gifted the spellcasters of their race with many a unique viewpoint and even fascinating powers. Slow to anger and quick to forgive these gentle giants are seen as almost a paternal race, caring over the others and protecting those they can.
Physical Description: Giants vary in height but all are great creatures with powerful builds. Their hair is usually dark with dark eyes. Their skin varies in pigment from light to dark much like humans do. They have thicker skin and stocky builds adding to their imposing features. They are very strong creatures that commonly have to be careful to not harm others while playing games or giving a friendly pat on the back.
Society: The Rephaim try to live peaceful quiet lives in their beautiful cities. These places are scaled up for them and some races may find it uncomfortable living amongst them especially the Faen. A common color scheme among meeting places is white with gold inlay. At their homes they tend to favor all sorts of colors and design. Artisans of all types are highly prized and many tend to live in groups together creating communes of painters, sculptors and even spellcasters.
Relations: As a highly diplomatic and friendly race the Rephaim tend to get along well with most races. Anyone who isn’t outright hostile will be welcomed as a friend. They live very closely with the Sibeccai, the canine race they brought into sentience though some look upon this relationship as less paternal and more like that of slaves to their masters. The Rephaim would never see it that way as they let the Sibeccai come and go as they please and pay them fairly for their work; though they do tend to be protective of the younger race.
Alignment and Religion: Very open minded and caring creatures the Giants tend towards good alignments and gods. Their support of the arts and their love of others have guided them to embracing anyone who supports those activities. Rarely are they extremely devout to one god but those that are will still respect the others that stand for art and diplomacy.
Adventurers: Rephaim adventurers are common, most often an artist of some kind out seeking inspiration or an opportunity to practice their art form. They will generally join up with groups who are wanderers as despite their city based culture they enjoy discovering new things. A giant will tend to gravitate to a leadership role in a group as they see themselves as caretakers responsible for those in their stead.
Male Names: Dawa, Dorje, Gyaltag, Lotse, Pasan, Salden, Tenzin, Yangkyi
Female Names: Choden, Dechen, Jigme, Kunga, Ngapo, Nyima, Rimshi, Tashi

Giant Racial Traits (9 RP)
+2 Strength, +2 Charisma, –2 Dexterity: Giants are strong but less nimble than other creatures.
Humanoid (giant): Giants are humanoids with the giant subtype.
Medium: Giants are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Giants have a base speed of 30 feet.
Low-Light Vision (1 RP): Giants can see twice as far as humans in conditions of dim light.
Craftsman (1 RP): Giants gain a +2 racial bonus on all Craft checks.
Diplomat (4 RP): Giants gain a +2 racial bonus all Diplomacy and Sense Motive checks.
Skill Training (1 RP): Intimidate and Perception are always considered class skills for giants.
Weapon Familiarity (1 RP): Giants are proficient with greatswords and greataxes.
Languages (1 RP): Giants begin play speaking Common and Giant. Giants with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic and Verrik).

Alternate Giant Racial Traits
The following racial traits may be selected instead of existing giant racial traits. Consult your GM before selecting any of these new options.
Dragon Hunter: Giants with this trait gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC and on saving throws against the extraordinary, supernatural, and spell-like abilities of dragons. This trait replaces craftsman and skill training.
Emissary: Once per day, giants can roll twice when making a Bluff or Diplomacy check and take the better roll. This trait replaces craftsman.
Powerful Build: Some giants are even more physically imposing. Giants with this trait function in many ways as if they were a Large creature.
●    Whenever a giant is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the giant is treated as a Large creature if doing so is advantageous to him.
●    A giant is also considered to be a Large creature when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him.
●    A giant can use weapons designed for a Large creature without penalty. However, his space and reach remain those of a Medium creature.
●    The benefits of this racial trait stack with the effects of abilities and spells that change the subject’s size category.
This trait replaces the diplomat trait.
Natural Armor: Giants with this trait receive a +1 natural armor bonus. This trait replaces skill training and weapon familiarity.

Favored Class Options
The following options are available to all giants who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
Arcanist: When casting arcanist transmutation spells, add 1/3 to the effective caster level, but only for the purpose of determining duration.
Cavalier: Add +1 to the cavalier's CMB when making bull rush or overrun combat maneuvers against a challenged target.
Inquisitor: Add a +1/2 bonus on Intimidate checks and Knowledge checks to identify creatures.
Magus: Add +1/4 to the magus's arcane pool.
Paladin: Add DR 1/magic to the paladin’s mount. Each time the paladin selects this benefit, the DR/magic increases by +1/2 (maximum DR 10/magic). If the paladin ever replaces mount, the new mount gains this DR.
Samurai: Add +1/2 to the samurai's bonus to damage against targets of his challenge.
Skald: Increase the skald's total number of raging song rounds per day by 1.

Racial Class Options
The following racial cavalier or samurai order and archetype are available to giants.

Cavalier or Samurai Order
In a society built upon protecting “lesser” races, there are cavaliers and samurai who make it their focus.

Order of the Steward
The cavaliers and samurai of the order of the steward enjoy discipline and often treat their companions much as a household to be managed. While quick to assume leadership and occasionally overbearing, their true goal is to assist each member of the party, and therefore the party as a whole, to achieve his or her maximum potential.

Edicts: The cavalier or samurai must treat others as he would wish to be treated. He must protect the lives and possessions of his companions, as well as those weaker than himself. He must be truthful, respectful to his authority figures, and loyal to his friends. He must conduct himself with honor and dignity.

Challenge: Whenever an order of the steward cavalier or samurai declares a challenge, he receives damage reduction 1/— against attacks made by the target of his challenge. This DR increases by +1 for every four levels the cavalier or samurai possesses.

Skills: An order of the steward cavalier or samurai adds Heal (Wis), Knowledge (local) (Int), Knowledge (nobility) (Int) to his list of class skills. Whenever an order of the steward cavalier or samurai uses the Diplomacy skill to change the initial attitude of an NPC, he receives a bonus on the check equal to 1/2 his cavalier or samurai level (minimum +1).

Order Abilities: A cavalier or samurai who belongs to the order of the steward gains the following abilities as he increases in level.

Body Block (Ex): At 2nd level, the caviler or samurai receives Saving Shield as a bonus feat. He does not need to be wielding a shield to use this ability as long as he is wearing medium or heavy armor.

Defensive Stance (Ex): At 8th level, the caviler or samurai gains the defensive stance ability, as a stalwart defender. He does not gain any defensive powers from this ability, though if he has defensive powers from another class, he may use them with this ability. He may also choose defensive powers in place of the bonus feats gained at 12th and 18th levels. He can maintain this stance a number of rounds per day equal to his Charisma bonus, plus 1 round for every cavalier of samurai level above 4th. Levels of stalwart defender stack with his cavalier or samurai levels when determining the total number of rounds that he can maintain her defensive stance per day.

Mobile Defense (Ex): At 15th level, the cavalier or samurai can make one 5-foot step per round while maintaining his defensive stance.

Cavalier or Samurai Archetype
The giants who specialize in the honorable classes of cavalier or samurai tend to eschew mounts in order to more focus on the art of the spear. Gaining faster movement and greater power with the spear; they focus on charging the enemy often times bringing enough power to fell even the most powerful foes on the first strike. These engines of destruction are great leaders guiding their group where to go while trying to keep the enemy focus away from their friends.

Juggernaut (Cavalier or Samurai)
Juggernauts give up their mounts to become one-man engines of destruction.

Weapon and Armor Proficiency: A juggernaut treats a lance as a one-handed melee weapon.

Fast Movement (Ex): At 1st level, a juggernaut’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the juggernaut's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the juggernaut's land speed. At 9th level, this bonus increases to +20 feet. If the juggernaut is a cavalier, this ability replaces mount and expert trainer. If the juggernaut is a samurai, this ability replaces mount and mounted archer.

Juggernaut’s Charge (Ex): At 3rd level, a juggernaut receives a +4 bonus on melee attack rolls on a charge (instead of the normal +2). In addition, the juggernaut does not suffer any penalty to his AC after making a charge attack. If the juggernaut is a cavalier, this ability replaces cavalier’s charge. If the juggernaut is a samurai, this ability replaces weapon expertise.

Mighty Juggernaut (Ex): At 11th level, a juggernaut’s can use his fast movement ability even when wearing heavy armor or carrying a heavy load. In addition, his land speed is no longer modified by armor or encumbrance. If the juggernaut is a cavalier, this ability replaces mighty charge. If the juggernaut is a samurai, this ability replaces honorable stand.

Supreme Juggernaut (Ex): At 20th level, a juggernaut deals double damage with a melee weapon (or triple damage with a lance) when using the charge action. If the juggernaut is a cavalier, this ability replaces supreme charge. If the juggernaut is a samurai, this ability replaces last stand.

New Racial Rules
The following options are available to giants. At the GM's discretion, other appropriate races may also make use of some of these.

Giant Feats
Giants have access to the following feats.

Powerful Build
You stature grants you some of the abilities of a Large creature.
Prerequisite: Giant.
Benefit: You function in the following ways as if you were a Large creature.
●    Whenever you are subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as a Large creature if doing so is advantageous to you.
●    You are also considered to be a Large creature when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect you.
●    You can use weapons designed for a Large creature without penalty. However, your space and reach remain those of a Medium creature.
●    The benefits of this feat stack with the effects of abilities and spells that change your size category.

Tatakai
You can enter a state more conducive to battle at the cost of your intuition and charm.
Prerequisites: Base attack bonus +1, giant.
Benefit: You may take a full-round action that invokes attacks of opportunity to initiate a state of tatakai for 10 minutes. While under the effects of tatakai you gain a +2 morale bonus to Strength and Constitution and take a –2 penalty to Wisdom and Charisma. These bonuses do not stack with other morale bonuses to ability scores (such as a barbarian’s rage class ability).

Greater Tatakai
You gain more benefits than detriments when under the effects of tatakai.
Prerequisites: Base attack bonus +9, Tatakai, giant.
Benefit: While under the effects of tatakai you gain a +4 morale bonus to Strength and Constitution and still only take a –2 penalty to Wisdom and Charisma.

Swift Tatakai
You can initiate tatakai more quickly.
Prerequisites: Wisdom 13, base attack bonus +3, Tatakai, giant.
Benefit: You can initiate tatakai as a move action.

Tremendous Size
You grow to the size and stature.
Prerequisites: Powerful build, giant, character level 7th.
Benefit: You become a Large creature, which has the following effects.
●    You gain a +2 size bonus to Strength and a –2 size penalty to Dexterity.
●    You take a –1 size penalty to your AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to your CMD, and a –4 size penalty on Stealth checks.
●    You take up a space that is 10 feet by 10 feet and have a reach of 5 feet.

Giant Spells
Giants have access to the following spells.

BLANKET OF MERCY
School transmutation; Level cleric/oracle 3, inquisitor 3, paladin 4, ranger 4, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (embroidered cloth at least 10-ft. square worth 100 gp)
Range touch
Target one helpless or willing creature with 5 or fewer HD on blanket
Duration 1 day/level (D)
Saving Throw Will negates; Spell Resistance yes
When you cast the spell the creature disappears into the cloth, replaced by a highly accurate, sewn picture of the creature from whatever angle you wish. The spell places the subject into a state of suspended animation. For the creature, time ceases to flow, and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. The cloth retains its normal weight and dimensions. You can restore the creature at any time as a full-round action by unfurling the cloth and ordering the spell to end, consuming the cloth. Anyone else wishing to restore the creature must successfully dispel your spell. If the cloth is destroyed or significantly damaged, the spell ends and the creature held within the cloth is violently expelled and takes 3d6 points of damage.

MARK ALLIES
School transmutation; Level bard 2, cleric/oracle 2, inquisitor 2, magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (chalk or dye)
Range touch
Target one ally/three levels
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
For the spell’s duration, touched creatures you have designated as your allies remain unaffected by any spell that you cast of the 3rd-level or lower to which spell resistance applies. Therefore, they would not take damage from your fireball, but they would be affected by your obscuring mist. The targets can elect to be affected by spells with beneficial effects.

Age, Height, & Weight
Random Starting Age
Race
Adulthood
Intuitive1
Self-Taught2
Trained3
Giant
40 years
+4d6
+6d6
+9d6
1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

Aging Effects
Race
Middle Age1
Old2
Venerable3
Maximum Age
Giant
125 years
205 years
260 years
260 +1d% years
1 At middle age, –1 to Str, Dex, and Con and +1 to Int, Wis, and Cha.
2 At old age, –2 to Str, Dex, and Con and +1 to Int, Wis, and Cha.
3 At venerable age, –3 to Str, Dex, and Con and +1 to Int, Wis, and Cha.

Random Height & Weight
Race
Base Height
Base Weight
Modifier
Weight Modifier
Giant, male
6 ft. 3 in.
200 lbs.
2d6
×7 lbs.
Giant, female
6 ft. 0 in.
192 lbs.
2d6
×7 lbs.