Showing posts with label Giant Feats. Show all posts
Showing posts with label Giant Feats. Show all posts

Tuesday, January 4, 2011

General Rules: Feats - Stomp 'em Flat

Stomp 'em Flat [Fighter, General] (from Giant Lore)
You enjoy stepping on smaller foes.
   Prerequisite: Giant, Str 18+, Power Attack.
   Benefit: When you make a full-attack action, you may perform one additional attack against an opponent at least one size category smaller than you. The attack is performed at your highest base attack bonus and is usually a stomping foot, a steel-shod boot, or a swift kick. The attack does your normal slam damage.

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General Rules: Feats - Rock Hurling

Rock Hurling [Fighter, General] (from Giant Lore)
You can throw rocks with amazing speed and accuracy.
   Prerequisite: Str 23+, rock throwing ability.
   Benefit: You can pick up a rock as a free action instead of as a move-equivalent action, allowing you to use a full attack series when throwing rocks. In addition, prior to making an attack roll for a round, you may choose to subtract a number from all your ranged attack rolls with thrown rocks and add the same number to all your damage rolls with thrown rocks. This number may not exceed your base attack bonus. The penalty and bonus to damage apply to all throws until your next action.

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General Rules: Feats - Improved Ricocheting Throw

Improved Ricocheting Throw [Fighter, General] (from Giant Lore)
You are so adept at throwing rocks that you can make a rock ricochet off a target and continue to strike at additional targets.
   Prerequisite: Dexterity 13+, rock throwing ability, Ricocheting Throw.
   Benefit: If a rock you've thrown hits its target, it ricochets towards another target of your choice that is within 10 feet of the original target. You immediately make a second attack roll for the ricocheted rock against the new target with an attack bonus equal to that of the first attack -3. You may continue to make attacks against new targets of your choice that are within 10 feet of the previous target. You may not strike the same target more than once, and each additional attack suffers a cumulative -3 attack penalty. You may continue to make attacks until there are no new targets that can be struck or you fail to strike a target. You can use this ability once per round.
   Specal: The subsequent attacks for the ricocheting rock do not count as actions.

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General Rules: Feats - Improved Giant Fortification

Improved Giant Fortification [Fighter, General] (adapted from Giant Lore; originally Improved Fortification)
Your thick, sinewy skin grows denser and more durable with age, allowing you to withstand all but the most lethal of blows.
   Prerequisite: Giant, natural armor bonus of +8 or higher, Giant Fortification, Toughness.
   Benefit: When a critical hit or sneak attack is scored against you, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

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General Rules: Feats - Ricocheting Throw

Ricocheting Throw [Fighter, General] (from Giant Lore)
You are so adept at throwing rocks that you can make a rock ricochet off of one target and strike another.
   Prerequisite: Dexterity 11+, rock throwing ability.
   Benefit: If a rock you've thrown hits its target, it ricochets towards another target of your choice that is within 10 feet of the original target. You immediately make a second attack roll for the ricocheted rock against the new target with an attack bonus equal to that of the first attack -5. You can use this ability once per round.
   Specal: The second attack for the ricocheting rock does not count as an action.

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General Rules: Feats - Hand of Thunder

Hand of Thunder [General] (from Giant Lore)
You can channel the thunder in your blood into a weapon.
   Prerequisite: Giant, innate spell-like ability to call lightning.
   Benefit: As a standard action, you maye use your ability to call lightning to charge any weapon in your hand with electricity. The weapon becomes a shocking burst weapon for 10 rounds.
   Special: You may take this feat multiple times; each time you take it, you may charge a weapon with electricity one additional time per day.

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General Rules: Feats - Lumbering Gait

Lumbering Gait [General] (from Giant Lore)
You stand and walk in such a manner that it is difficult for smaller creatures to move through your legs.
   Prerequisite: Huge size or larger.
   Benefit: A creature must be four size categories smaller than you to more through an area that you occupy.
   Normal: Creatures three size categories smaller than you can move through an area that you occupy.

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General Rules: Feats - Giant Fortification

Giant Fortification [Fighter, General] (adapted from Giant Lore; originally Fortification)
You have very thick, sinewy skin that allows you to withstand serious blows.
   Prerequisite: Giant, natural armor bonus of +8 or higher, Toughness.
   Benefit: When a critical hit or sneak attack is scored against you, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. In addition, you are immune to stunning attacks.

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General Rules: Feats - Crushing Volley

Crushing Volley [Fighter, General] (from Giant Lore)
You have learned how to pound people about with your thrown rocks.
   Prerequisite: Str 24+, rock throwing ability.
   Benefit: You have learned how to throw rocks hard and fast enough that they can bowl over weaker creatures. When you hit with a thrown rock, you may make a bull rush attempt or a trip attack against the target. The target must be within your first range increment.
   Normal: You may only make bull rush or trip attacks in melee.

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General Rules: Feats - Crushing Tumble

Crushing Tumble [General] (from Giant Lore)
You can roll over and through opponents, smashing them beneath you.
   Prerequisite: Giant, Dexterity 13+, Tumble 5+ ranks.
   Benefit: When using the Tumble skill to move through areas occupied by enemies that are at least two size categories smaller than you, you deal bludgeoning damage to those enemies. You deal two times either your unarmed strike or slam damage. Opponents may attempt a Reflex save for half damage with a DC of (10 + your ranks in Tumble). If you fail your Tumble check, you provoke attacks of opportunity from all enemies that threaten your square, must stop all movement immediately, and deal no damage.

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General Rules: Feats - Anger of the Rumbling Gods

Anger of the Rumbling Gods [General] (adapted from Giant Lore; originally Anger of the Sleeping Gods)
You can channel divine energy to make your enemies quake with fear.
   Prerequisite: Giant, ability to channel entropic, negative, positive, or principled energy.
   Benefit: As a free action, you may expend a use of entropic, negative, positive, or pinricpled energy to charge a melee weapon with evnergy powered by tje anger of the rumbling gods. You may add your Charisma bonus to your next attack and damage roll if your target is Medium-size or smaller.

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General Rules: Feats - Walk with the Wind

Walk with the Wind [General] (from Giant Lore)
Your large strides allow you to avoid smaller foes entirely.
   Prerequisite: Huge size or larger, Dex 13+, Jump 8+ ranks.
   Benefit: Not only can you move through areas occupied by creatures two size categories smaller than you, you may also do so without provoking attacks of opportunity.
   Normal: You can only move through areas occupied by creatures three size categories smaller than you, and doing so provokes attacks of opportunity.

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General Rules: Feats - Thunder's Bow

Thunder's Bow [Fighter, General] (from Giant Lore)
Your arrows carry the soul of thunder.
   Prerequisite: Giant, Far Shot, Point Blank Shot, innate spell-like ability to call lightning.
   Benefit: Any arrow that you loose at range carries with it a small portion of your magical power. So long as you have not used your ability to call lightning that day, all of your ranged attacks with a bow beyond the first range increment suffer no range penalty.
   Normal: You suffer a range penalty beyond the first range increment.
   Special: You may take this feat a second time. If you do, you double the maximum range of any bow you wield.

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General Rules: Feats - Stone's Heart

Stone's Heart [General] (from Giant Lore)
You have taken the essence of earth into your heart.
   Prerequisite: Giant.
   Benefit: You gain a +1 bonus to Fortitude saves and Will saves.

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Saturday, January 1, 2011

Racial Feats - Giant Feats

Giant Feats

The following feats may be taken by giants in the Three Worlds. Only giants meet the prerequisites to many of these feats, but some others are available to similarly large creatures. In some cases these feats have been modified from the original. In all cases the versions of the feats presented here are the feats to be used in the Three Worlds Campaign setting.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Feat Name
Source
PrerequisitesBenefit
Anger of the Rumbling Gods
GL
Giant, ability to channel entropic, negative, positive, or principled energyYou may expend a use of entropic, negative, positive, or principled energy to gain bonuses to attack and damage smaller foes.
Crushing Tumble
GL
Giant, Dex 13+, Tumble 5+ ranksYou can deal damage to smaller foes when you Tumble through their spaces.
Crushing Volley
GL
Str 24+, rock throwing abilityYou can knock enemies down or back with your thrown rocks.
Giant Fortification
GL
Giant, natural armor bonus +8 or better, ToughnessYou are immune to stunning and have a chance to negate critical hits or sneak attacks.
Hand of Thunder
GL
Giant, innate spell-like ability to call lightningYou can charge your weapon with electricity to make it a shocking burst weapon.
Improved Giant Fortification
GL
Giant, natural armor bonus of +8 or higher, Giant Fortification, ToughnessYou have an improved chance to negate critical hits or sneak attacks.
Improved Ricocheting Throw
GL
Dex 13+, rock throwing ability, Ricocheting ThrowYou can ricochet rocks you throw off multiple opponents.
Lumbering Gait
GL
Huge size or largerCreatures must be smaller than normal to move through your space.
Ricocheting Throw
GL
Dex 11+, rock throwing abilityYou can ricochet rocks you throw to strike a second opponent.
Rock Hurling
GL
Str 23+, rock throwing abilityYou pick up rocks as a free action and sacrifice accuracy for damage with thrown rocks.
Stomp 'em Flat
GL
Giant, Str 18+, Power AttackYou can stomp on foes smaller than you.
Stone's Heart
GL
GiantYou gain a bonus to Fortitude and Will saves.
Thunder's Bow
GL
Giant, Far Shot, Point Blank Shot, innate spell-like ability to call lightningYour power over lightning makes you more accurate when using arrows at long range.
Walk with the Wind
GL
Huge size or larger, Dex 13+, Jump 8+ ranksYou can move through a smaller foe's space without drawing attacks of opportunity.

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