Talk:Half-Giant (4e Race)

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I wanted a Half-Giant race sort of like the one that was listed under the Psionic races, though I didn't really want it to be a psionic. Kind of like my version of what a Half-Giant would be like without being too much like the other races listed by users. Feel free to make suggestions or edits, because I'm still not too good at all of this stuff! Nocturne 21:31, 19 February 2009 (MST)

A Few Things[edit]

  • Ability Scores: Normally stat bonuses are split equally between the two stats, although I see what you are going for and as long as it stays at a total of +4 this shouldn't be a balance issue.
  • Skill Bonuses: I agree with Athletics, but instead of Endurance you may want to use Intimidate to closer match the Giant entry in the MM.
  • Oversized: This ability is being officially phased out. With each release of a new monster race article in Dragon Oversized is being removed and replaced with a more balanced ability. Mike Merales himself has said this is broken, and was at first only intended for NPCs but with the growing use of monster races the ability is being recanted completly. I would lose this altogether or change it to; "Giant Weapon Proficency: You gain proficiency with the Club and Greatclub."
  • Giant's Defense: This bonus should be increased to +2.
  • Fire Acclimation: This ability should be dropped altogether. It sounds clumsy and really has no place, unless you want to quantify it based on the Giant parentage. For Example: "Titanic Resistance: At time of character creation choose one of the following as the race of your Giant parent; Death, Earth, Fire, Ice, or Storm. This parent has granted you a form of resistance to a specific type of damage. The specific bonuses are: Death: resist 5 necrotic, Earth: immunity to petrification, Fire: resist 5 fire, Ice: resist 5 cold, Storm: choose either resist 5 lightning or resist 5 thunder." Still I would just drop this ability as more Giant types come out you would need to constantly keep this ability up with it to match. Also what about Ettins and Formorians?
  • Towering Blow: This can be cleaned up:
Towering Blow Half-Giant Racial Power
Your size and hereditary Giant strength allows you to overpower nearly any foe in an instant.
Free Action Personal
Requirement: Must be wielding a melee weapon.
Effect: Increase the damage dice for your weapon by 1 size for the next Melee attack you make.
Special: Critical Hit: this attack also knocks a Medium or smaller target prone and they are stunned (save ends).

Thanks for your time. -- Sepsis 02:57, 18 February 2009 (MST)

I think that the stat boosts should be even (+2 to each), as odd stats are like gold for min-maxers --Sam Kay 14:54, 18 February 2009 (MST)

Thank You[edit]

Thanks for the suggestions and such. Like I might or might not have said clearly, I'm new and such, so I am not exactly the best person to make an article like this. However, I wanted to make it as reference and such in case I ever used it in the campaign. I'll definitely edit it.

On specific notes: I did want to do Intimidate as well, but it seemed like since they're acclimated to the mountains and stuff they would be tougher. Still, I am going to change it.

Also, I think it should only be the basic giants that are listed. I mean, you don't list every type of Elf under Elves, after all, and it only seems fair that you would have a small selection to choose from for a Half-Giant. If you wanted a different type, you could create your own.Nocturne 21:31, 19 February 2009 (MST)

Your Welcome...the only long range problem you may have is the Goliath race from the PHB2 may step on this race's toes a bit. But we will see next month. -- Sepsis 16:31, 18 February 2009 (MST)
I wouldn't know anything about that, but you're probably right if I'm guessing correctly. Also, I guess, while I wanted the race to be different and therefore have odd bonuses, it's probably best to make them even instead. Nocturne 21:32, 19 February 2009 (MST)


I thought with a little rework this might be better. Note that the order of Racial Abilities has been changed as well:

  • Giant Origin: Your ancestors were Giants, so you count as a Giant creature for the purposes of effects that relate to creature origin. At time of character creation choose one of the following as the race of your Giant parent: Death, Earth, Fire, Ice, or Storm.
  • Giant Weapon Proficiency: You gain proficiency with weapons based upon the race of your Giant parent. The specific proficiencies are: Death: Battleaxe and Greataxe, Earth: Club and Greatclub, Fire: Mace and Greatsword, Ice: Throwing Hammer and Warhammer, Storm: Greatsword and Spear.
  • Natural Resistance: You are granted a form of resistance to a specific type of damage or effect depending on the race of your Giant parent. These bonuses are: Death: resist 5 necrotic, Earth: immunity to petrification, Fire: resist 5 fire, Ice: resist 5 cold, Storm: choose either resist 5 lightning or resist 5 thunder.

Giant's Defense and Towering Blow can follow directly. I thought by quantifying the wep. proficiencies along with the parent race as well would help make them more unique. Hope that helps. -- Sepsis 19:14, 18 February 2009 (MST)

Definitely sounds like an idea to me. Thanks once again. While this isn't exactly my work anymore, it still has the shell and such, so yeah. I'm glad it looks better now, though. Also, bolding the names before the profs and such looks better to me, but what do you think? Nocturne 21:31, 19 February 2009 (MST)
Bold type should be kept for use as a "subject" header rather then used within a description. It just tends to throw the eyes off. Also this is still very much your work. You created the idea, and laid out the foundations. Just because you took advice and made some changes dosen't invalidate that, and it was you who "ok'd" the changes so it is still your baby. -- Sepsis 19:36, 18 February 2009 (MST)

Maybe the club and greatlub proficiencies should be improved since both of the mare simple weapons. Maybe add: and you increase their proficiency bonus to +3 -UngeheuerLich

Towering Blow[edit]

This looks a bit overpowered, with the critical hit involved. I would have it knock them prone and stun them until the end of your next turn, not have a save end... at the very least. Stuns can be very powerful at low levels... but then again, I wouldn't be one to say. Just a suggestion. --Absconder 13:46, 28 July 2009 (MDT)

I have play tested the power extensively as and (save ends) is a minimal power boost, that changes the racial power from just ok, to nice. Remember that making a save is extremely easy to make, unless your dice truly hate you. -- Kildairem 23:19, 24 November 2009 (MST)

It's not as simple as that, there are features, traits and powers that interact with the save mechanic, and do so on the assumption that those caused by players are daily powers, not encounter. It's not enough to make it happen on a critical either, for the same reason. Marasmusine 04:12, 7 April 2012 (MDT)


I updated to the preloads and tried to fix the many run on sentences, but the article could still use some fluff. -- Kildairem 23:19, 24 November 2009 (MST)

I was unsure what you meant by that. Where exactly? If you could better explain where please do so with Template:Stub (added back on). --Green Dragon 23:42, 24 November 2009 (MST)

Coming back to an old page.[edit]

A this race has one good trait with the resistances, and a decent racial power. They could use additional traits, either general for the race as a whole or for each individual variant. Additionally complete immunity to a rather powerful condition is rather imbalanced for the earth giant. A DM with either have a useless monster while the rest of the party takes the hit full on, or they will avoid it and the trait becomes useless, perhaps something like a Bonus to AC when you ready defenses or something else that could be more useful.--Aitharious (talk) 21:51, 22 July 2016 (MDT)

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