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==Feats & Special Abilities== <table width=680 cellpadding=1 cellspacing=1 border=0> <tr> <td width=160 bgcolor="#DDDDDD" valign=top>Feat / Ability</td> <td bgcolor="#DDDDDD" valign=top>Description/Notes</td> </tr> <tr> <td width=150 valign=top>Low Light Vision</td> <td valign=top>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.</td> </tr> <tr> <td width=150 valign=top>Fire Acclimated</td> <td valign=top>Half-giants have a +2 racial bonus on saving throws against all fire spells and effects. Half-giants are accustomed to enduring high temperatures. </td> </tr> <tr> <td width=150 valign=top>Powerful Build</td> <td valign=top>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.</td> </tr> <tr> <td width=150 valign=top>Naturally Psionic</td> <td valign=top>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.</td> </tr> <tr> <td width=150 valign=top>Psi-Like Ability: 1/day&#8212;stomp</td> <td valign=top>Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.</td> </tr> <tr> <td width=150 valign=top>Languages</td> <td valign=top>Common, Giant</td> </tr> <tr> <td width=150 valign=top>Weapon and Armor Proficiency</td> <td valign=top>Psychic warriors are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields). </td> </tr> <tr> <td width=150 valign=top>Power Points</td> <td valign=top>11 (2 racial, 7 psi war, 2 wisdom)</td> </tr> <tr> <td width=150 valign=top>Fire Lash (Ps)</td> <td valign=top>A pyrokineticist gains the ability to fashion a 15-foot-long whip of fire from unstable ectoplasm as a move-equivalent action. She takes no damage from a fire lash she creates, and if she releases her hold, it immediately dissipates. The lash deals 1d8 points of fire damage to a target within 15 feet on a successful ranged touch attack. A pyro can take Weapon Focus and Weapon Specialization (if she otherwise meets the prerequisites) in conjunction with the fire lash, as well as any feats that apply to the use of a standard whip. The whip remains in existence as long as the pyrokineticist holds it. </td> </tr> <tr> <td width=150 valign=top>Combat Expertise</td> <td valign=top>When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. </td> </tr> <tr> <td width=150 valign=top>Improved Trip</td> <td valign=top>You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt. </td> </tr> <tr> <td width=150 valign=top>Combat Reflexes</td> <td valign=top>You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. </td> </tr> <tr> <td width=150 valign=top>Deft Opportunist</td> <td valign=top>You get +4 to attack rolls when making attacks of opportunity</td> </tr> <tr> <td width=150 valign=top>Stand Still</td> <td valign=top>When a foe’s movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round.Since you use the Stand Still feat in place of your attack of opportunity, you can do so only a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one). </td> </tr> <tr> <td width=150 valign=top>Exotic weapon proficiency</td> <td valign=top>Spiked Chain</td> </tr> </table> <br>
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