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    Default Re: [3.5]Improved monster classes: adapting creatures for player use-taking requests!

    Frost Giant


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    HD:d8
    {TABLE]Level | BAB | Fort | Ref | Will | Feature
    1| +0 | +2| +0| +0| Frost Giant body, Powerful Build, Str+1, Con+1
    2| +1| +3| +0| +0| Cold Comfort, Demolish, Str+1, Con+1
    3| +2| +3| +1| +1| Howl, Frostbite, Str+1, Con+1
    4| +3| +4| +1| +1| Growth, Throw Stone, Catch, Str+1, Con+1
    5| +3| +4| +1| +1| Trample, Cold Forged Steel, Str+1, Con+1
    6| +4| +5| +2| +2| Lay Waste, Chilling Implications, Str+1, Con+1
    7| +5| +5| +2| +2| Shiverguard, Str+1, Con+1
    8| +6| +6| +2| +2| Harbinger of Ragnarök, Str+1, Con+1
    9| +6| +6| +3| +3| Rime, Str+1, Con+1

    [/TABLE]
    Skills: 2+int modifier per level, quadruple at first level. Class skills are Climb, Craft, Jump, Listen and Spot.

    Proficiencies: All simple and martial weapons and his own natural weapons, plus light and medium armor.

    Features:
    Frost Giant body: The Frost Giant loses all other racial bonuses, and gains giant traits (mainly low light vision), a base speed of 30 feet, two natural slam attacks doing 1d4+Str each and a +1 racial bonus on thrown rocks. Lastly, he gains natural armor equal to his Con bonus.

    Ability score increase: a Frost Giant gains +1 Str and +1 Con for each level in this class. By ninth level, a Frost Giant has +9 Str and +9 Con.

    Powerful Build: At first level, a Frost Giant gains Powerful Build. The physical stature of Giants lets them function in many ways as if they were one size category larger. Whenever the 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 Giant is treated as one size larger if doing so is advantageous to him. A 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 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.

    Cold Comfort: At second level, the Frost Giant gains a resistance to cold equal to double his HD, but takes 1 extra damage for every HD whenever he takes fire damage. The Frost Giant is comfortable in cold climates and ignores any penalties or damage from cold weather, slippery ground and cold weather effects (snowfall, hail, sleet).
    At 8HD, the frost giant is instead immune to cold and is vulnerable to fire.

    Demolish: At second level, the Frost Giant may strike at a solid object with a sweep of his weapon or fist, crushing stone and wood in a shower of splinters and rock shards, oftentimes as devastating to the enemy as a strike of his weapon. The targeted object, which must be of at least small size, takes 1d12 structural damage for every 2HD of the giant, plus his Strength bonus. The shower of stone shards and splinters emanates in a cone originating at the point of impact, in a direction of the Giant's choosing. The cone is 10' in length, plus 5' for every 2HD of the Giant. For every enemy within the cone, roll a 1d8 and consult the following chart:
    {TABLE]Result | Effect | Mechanic
    1| Dust | Foe is blinded.
    2| Splinters | Foe suffers piercing damage.
    3| Shards | Foe suffers slashing damage.
    4| Concussive Force| Foe suffers sonic damage and is deafened.
    5| Rubble | Foe suffers blunt damage and is knocked 1d3 squares (5'-15') back.
    6| Detritus | Foe suffers blunt damage and loses 10' of land movement (min 5'). Flying foes drop 1 step in maneuverability, becoming flightless if they drop below clumsy.
    7| Crushing Wreckage | Foe suffers blunt damage and takes 2 Con damage.
    8| Devastating Strike | Roll twice for this target
    [/table]
    Results 2-7 deliver 1d4+½Str damage. Blindness, Deafness and Con damage may be prevented with a Fortitude save (DC is 10 + ½ Giant's HD + Giant's Str bonus). The incidental damage and the structural damage increase one die in size as the giant changes size categories. Blindness, deafness and mobility loss may be healed with a DC15 heal check or 1 hour of time. Ability score damage is healed as normal.

    Howl: At third level, the Frost Giant may howl as a move action, filling the area with a tooth rattling roar that carries echoes of the frigid northern winds. All enemies within 50' must make a Fortitude save or stumble 5' away from the Giant and suffer the Shaken condition until the end of their next turn. All casters in earshot must make a concentration check as though they were distracted by a nondamaging spell. The DC for these saves is 10 + ½ Giant's HD + Giant's Con bonus.
    When the Giant increases in size category to Huge, targets are pushed 1d2 squares back (5-10 feet). Increase the radius to 75'.
    When the Giant increases in size category to Gargantuan, targets are pushed 1d3 squares back (5-15 feet). Increase the radius to 100'.
    If the Giant increases to Colossal size, targets are pushed 1d6 squares back (5-30 feet). Increase the radius to 150'.

    Frostbite: At third level, the Frost Giant attunes to the cold and focuses this to better hurt and maim his enemies. When the Frost Giant inflicts cold damage, he inflicts the Frostbite status on the foe. Frostbitten foes are treated as fatigued, and the condition is removed when the damage is healed.

    To these ends, the Frost Giant gains a SLA called 'Icy Weapon', which functions as the spell Magic Weapon, only it grants the Icy effect instead of an enhancement bonus (+1d6 cold damage) and it may instead affect 1d6 boulders with the same bonus. He may use Icy Weapon 1/day for every three HD he has.

    At 9HD, Icy Weapon becomes equivalent to Greater Magic Weapon for the purposes of bonuses and duration. The SLA uses Giant's HD for any effects related to caster level; it offers the Icy Burst effect and +1d6 cold damage where it would grant any enhancement bonuses after the first.

    'Icy Weapon' is for all intents and purposes an enhancement bonus and therefore does not stack with other enhancement bonuses. Only the best bonus applies. (Each +1d6 cold damage is equivalent to a +1 bonus, and Icy Burst is equivalent to a +2).

    Growth: At fourth level, the Frost Giant finishes growing to large size but loses Powerful Build. His AC, bonus to hit, slam damage, grapple and skills change accordingly, but he doesn't get any ability score bonus or penalties. His base movement speed increases by 10' (This movement boost occurs again at 12HD and 20HD, as the giant increases in size again).

    The Giant continues to grow throughout his life:
    At 8HD, the Frost Giant reacquires Powerful Build, granting partial benefits of Huge size.
    At 12HD, the Frost Giant grows to Huge size and loses Powerful Build.
    At 16HD, the Frost Giant reacquires Powerful Build, granting partial benefits of Gargantuan size.
    At 20HD, the Frost Giant grows to Gargantuan size and loses Powerful Build.

    Throw Stone: At fourth level, the Frost Giant may begin throwing boulders or other large objects. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 600 feet. A Huge giant can hurl rocks of 60 to 80 pounds (Medium objects). A Gargantuan giant can hurl rocks of 90 to 120 pounds (large objects). Inanimate objects of similar size and heft may be substituted, but you lose the racial bonus to attack rolls and have half the range.

    Catch: At fourth level, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.

    Trample: At fifth level, as a full-round action, The Giant can move up to twice his speed and literally run over any opponents at least one size category smaller than itself. The Giant merely has to move over the opponents in its path; any creature whose space is completely covered by the Giant’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the Giant moves over all the squares it occupies.

    A trample attack deals bludgeoning damage (the Giant’s slam damage + 1½ times his Str modifier).

    Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.

    The save DC against the Giant’s trample attack is 10 + ½ Giant's HD + Giant’s Str modifier. The Giant can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

    Cold Forged Steel: At fifth level, the Frost Giant may begin crafting magic weapons and armor. He gains the feat 'Craft Magic Arms and Armor', even if he does not meet the standard prerequisites. Treat the Frost Giant as a sorcerer of the equivalent level for caster level and access to spells. In place of an experience cost, the Frost Giant may use trophies (skulls, bones, fur, teeth) from the corpses of people or creatures he has personally slain, which supplies an amount of experience to the crafting process equal to ½ the experience granted for defeating the foe (minimum 50). The creatures must be of small size or larger.

    Chilling Ramifications: At sixth level, the Frost Giant's innate connection to the cold and his deep wells of hatred are indistinguishable. The Frost Giant inflicts a cold that penetrates the strongest guard. The Frost Giant may ignore DR and hardness and can treat incorporeal creatures as corporeal so long as he uses his slam attacks or wields a weapon that does cold damage.

    Lay Waste: At sixth level, the Frost Giant may deliver a single powerful attack that sends up plumes of snow and dirt. With a two handed weapon, a boulder or a slam attack, the Frost Giant may simply deliver so much devastation that he needs to make no attack roll. As a full round action, the Frost Giant may place a 10' radius attack within a range appropriate for the chosen weapon (ie. at least partially in reach with a melee weapon, at range with a boulder), dealing double the damage. Foes may elect to make a reflex save to avoid damage (DC 10 + ½ Giant's HD + Giant's Str Bonus), but failure means they are knocked prone.

    Shiverguard: At seventh level, the Frost Giant may use his combined fortitude and affinity for the cold to turn and shatter the weapons of his opponents. As a swift action, declared at a point before attacks are rolled against it, the Frost Giant may draw on the power of the ice and expend a use of his Icy Weapon SLA (See Frostbite, above) to bolster his body and armor with plumes of frigid mist. In return, until the start of the Giant's next turn, every attack roll that fails to penetrate the Giant's flatfooted AC results in the weapon taking damage equal to 1d12 + the Giant's Cha bonus. Magic weapons may add their enhancement bonus to their hardness, and weapons with fire or cold enhancements take half damage. In the case of natural weapons, the attacker takes 1d3 strength damage instead.

    At 12th level, the Frost Giant may expend multiple uses of Icy Weapon to bolster the effect. Each additional expenditure of the SLA adds 1d12 damage to the effect.

    Harbinger of Ragnarök: At eighth level, the Frost Giant laces his Howl with raw malice, causing destruction and pain with his unearthly roar. By howling as a full-round action (as opposed to the standard move action), the Giant can continue howling indefinitely. So long as he does nothing else, the Giant may continue his howl in successive rounds. Each round the augmented Howl persists:
    • Creatures take 1d6 sonic damage for each round they fail a fortitude save, after the first. (A creature who fails three fortitude saves in a row would thus take 2d6 damage). They continue to suffer the effects of being pushed back and shaken (as per normal howls) until they pass a fortitude save or move out of the area of effect.
    • Creatures smaller than the giant are pushed back by the wind from advancing towards the Giant, and advance at half the speed when they move towards the Giant, unless there is cover to shield them from the rush of wind and sound.
    • Structures take 1d6 sonic damage for each round the Howl has been ongoing. (1d6 in the first round, 2d6 in the second).
    • There is a 10% chance per round, cumulative, that any imminent environmental dangers in the immediate area are triggered. This might include avalanches, building collapses and igniting fire hazards.

    The Howl ends if the Giant takes any move or standard actions. If the Giant is damaged, it must make a fortitude save (DC 10 + the damage dealt) or cease howling.

    Rime: At ninth level, the Frost Giant radiates cold, to the point where frost spreads with every footstep. When the Giant deals damage with his natural attack, he also inflicts 1 point of dexterity damage. In the case of a grapple, he inflicts cumulative damage, routinely inflicting one more instance of dexterity damage than the previous round. Dexterity damage increases to 1d2 at 13HD, 1d3 at 17HD and 1d4 at 20HD. Opponents who have lost more than half of their Dexterity to Rime shatter when their HP reaches 0, and perish instantly rather than fall unconscious. Opponents reduced to 0 dexterity via. Rime are rendered into a fine dusting of pink ice shards, whereupon any resurrection requiring a body is impossible.


    Comments:
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    There's a special place in hell reserved for Frost Giants. Well, the abyss, really, but that doesn't really roll off the tongue. It's called the Iron Wastes, and Frost Giants get their own homey slice of the abyss because they're a homage to the Jötunn of Norse mythology, diehard enemies of the Norse gods. With that in mind, I've tried to emphasize those traits that define the Jötunn. Basically, they're harbingers of destruction, so I went ahead and focused on the giant aspect of wrecking stuff - demolish should let a Frost Giant eventually go around pushing over houses or castle doors and severely wounding/maiming more than a few bystanders in the process. They're also really mean bastiches, so I've tried to emphasize that with stuff like the side effects of Demolish and how they'll make their magic gear with the bones of their victims.

    If I have any concerns, it's that I struggled to convey the giant flavor this time around. I think demolish and lay waste are fitting, but I don't know that the class as a whole carries the same sense of "I'm bigger than you" that the other giants do. He feels powerful, to be sure, and my gut feeling is that he's a bit overpowered, but I'll await feedback to see if/where I should tone him down. I just don't know that he feels properly giantish.


    Changelog:
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    • July 10 - 8:10pm - Changed shiverguard so it no longer makes you flatfooted. Added ability damage for the event of attackers who lack weapons to break.
      June 26, 11:22am - Added new seventh and eighth level abilities. Shiverguard lets the giant shatter the enemy's blades as they bounce off his armor, while Harbinger of Ragnarök lets him howl continuously, compelling destruction and disaster.
    • June 26, 11:22am - Specified that Icy Weapon constitutes an enhancement bonus and doesn't stack with other enhancement bonuses.
    • June 26, 11:22am - Moved Rime to ninth level. Gave it a small bump up in power, so enemies who have lost 50% or more of their dexterity shatter on reaching 0 hp.
    • June 26, 11:22am - Started process of making Frost Giant a 9 level class.
    • May 31, 10:52pm - New picture.
    • May 31, 10:52pm - Added a fort save to Demolish's status conditions and ability score damage.
    • May 31, 10:52pm - Howl no longer makes enemies flat footed, because such led to situations where a giant could howl and then grapple, trivializing the difficulty (no attack of opportunity, touch attack vs. no dex bonus), among other things. Instead, it blows enemies back a few feet and spooks them, while messing somewhat with casters.
    Last edited by Hyudra; 2010-07-10 at 07:10 PM.