Mar 1, 2016 11:51 pm
Wait a second before you scratch you're head in confusion, yes a hill giant, yes there technically chaotic evil but I feel like they can be chaotic neautral who have really bad tempers lol so this is my take
AC - 13 (natural armour)
Racial stats
Strength +2
Dexterity -3
Constitution +1
Intelligence -4
Wisdom - 3
Charisma - 3
No 3d6 club or whatever just a 1d8 club
Slow: An opponents size adds to its AC, large is 1, medium is 2 and small is 3, the opponent can do a atheletics/acrobatics check at the start of its turn which adds 1 to its AC on a pass, -1 on a fail
Short fuse: Hill Giants have short fuses, if a opponent is missed by the giant twice in a row or missed after a athletic/acrobatic check then the giant must pass a 1d20 rage check, if the check is lower then 10 then the giant will not rage, 11 and up it will become enraged
Enraged: The hill giant attacks twice on its next turn (rolls three d20's plus proficiency to hit and counts the two lowest), the next turn after being enraged the giant must roll another d20 rage check, if not enraged he only attacks once with disadvantage, on a fail rage check, you roll 1d4, 1 is knock yourself prone dealing 1d4 damage, 2 is knock the closest ally prone dealing 1d4 damage, 3 is miss everyone, 4 knock you're enemy prone dealing 1d4 damage, if no ally's two is a miss
Dumb dumb: You have disadvantage on all checks except strength
Be as critical as you want on this race, if you have ideas or things that should be changed or added or taken out then go ahead, this is what this discussion is about, balance in the force
AC - 13 (natural armour)
Racial stats
Strength +2
Dexterity -3
Constitution +1
Intelligence -4
Wisdom - 3
Charisma - 3
No 3d6 club or whatever just a 1d8 club
Slow: An opponents size adds to its AC, large is 1, medium is 2 and small is 3, the opponent can do a atheletics/acrobatics check at the start of its turn which adds 1 to its AC on a pass, -1 on a fail
Short fuse: Hill Giants have short fuses, if a opponent is missed by the giant twice in a row or missed after a athletic/acrobatic check then the giant must pass a 1d20 rage check, if the check is lower then 10 then the giant will not rage, 11 and up it will become enraged
Enraged: The hill giant attacks twice on its next turn (rolls three d20's plus proficiency to hit and counts the two lowest), the next turn after being enraged the giant must roll another d20 rage check, if not enraged he only attacks once with disadvantage, on a fail rage check, you roll 1d4, 1 is knock yourself prone dealing 1d4 damage, 2 is knock the closest ally prone dealing 1d4 damage, 3 is miss everyone, 4 knock you're enemy prone dealing 1d4 damage, if no ally's two is a miss
Dumb dumb: You have disadvantage on all checks except strength
Be as critical as you want on this race, if you have ideas or things that should be changed or added or taken out then go ahead, this is what this discussion is about, balance in the force