Tug the Giff
Large monstrosity, Lawful Neutral
Fighter (Champion) Level 11 XP 85,000
Proficiency Bonus +4 (Remarkable Athlete: +6 for STR DEX CON checks)
Initiative +5 (+3 DEX +2 remarkable athlete)
AC: 19 (Giff battle harness, light armour AC 15+3 DEX; +1 Defence)
Speed 30'
Hit Points: 103 (13+9x10)
STR 20 (+5) (14 +2 race +4 level)
DEX 16 (+3) (15 +1 level)
CON 16 (+3) (13 +2 race +1 level)
INT 10 (0)
WIS 8 (-1)
CHA 13 (+1)
Passive Perception 13
Background: Giffs are not native to Wilderlands. This one was a mercenary guard on a Confederacy* scavenger ship investigating an ancient (ca 10,000 years) Markab base station in orbit over the planet Ghenrek IV, known as a source of Magicum and once the locus of a major conflict between the Markab Confederacy and the Alliance of Elder Races. Somehow a Markab bioweapon was unleashed onto the scavenger vessel, killing most of the crew. The Giff managed to reach an escape pod, and crash-landed on the Pazidan Peninsula, in the land known as Barbarian Altanis...
*The Confeds as a race are exceedingly obese, having an extra layer of fat under their furry red pelts; the females are especially obese, though not quite as
hairy as the men folk. Teeth are large and sharp, not unlike those
of a polar bear. Confed society is polyandrous, with each female having two,
three, or even more husbands. The Confederacy Priest-Queens command their worlds, and keep harems of males of other races for their entertainment and pleasure. The most powerful Priest-Queens together rule the Confederacy. The Confeds' iron gullets allows them to eat even ripened carrion. Though they are slow to move due to their great weight and waddling gait, their large lungs allow them to run tirelessly, even at high altitudes. Quick to attack the ships of other spacefaring races such as the Bardik, Astari and Lunari, they only fight other Confed clans after extensive negotiations and religious rituals, which are used to determine the will of their respective goddesses. Many Giff serve as mercenaries aboard Confed vessels.
Confeds have snow-white skin and strawberry blond hair that thickly covers their entire body. Their eyes are ice blue. Confeds stand about 5 feet tall and weigh about 200 pounds.
Weapons (3 attacks per attack action):
Giff Sabre: ATT +9 dam 2d8+5 2-handed, 2d6+5 1-handed, crit 19-20
Giff Arquebus, pump-action: ATT +9 2d12+3 piercing damage (10r magazine ammunition, heavy, 2-handed, fast loading). Clips: 12 crit 19-20 (improvised ammo does 1d12). Total ammo: 118
Giff Pistol, semi-automatic: ATT +9 2d8+3 piercing damage, 2d8 if used for off-hand bonus attack (10r magazine ammunition, light, 1-handed, fast loading, close quarters). Clips: 4 crit 19-20 (improvised ammo does 1d8) Total ammo: 34
Charging Headbutt: ATT +9 dam 2d4+5 crit 19-20 (4d4+5)
On a charging attack, a giff can make a powerful headbutt attack against the target. The headbutt deals 2d4+ Strength modifier damage on a hit, and a small, medium or large target must make a Dexterity saving throw (DC equal to attack roll) or be knocked prone. This attack requires 10 feet of running space.
Punch: ATT +9 dam 1d6+5
Fighting Styles:
Gunnery - +2 to hit with missile weapons.
Defence - when wearing armour, gains +1 to AC.
Second Wind
You have a limited well of stamina that you can draw on
to protect yourself from harm. On your turn, you can use
a bonus action to regain hit points equal to 1d10 + your
fighter level (d10+10). Once you use this feature, you must finish a short or
long rest before you can use it again.
Action Surge
Starting at 2nd level, you can push yourself beyond your
normal limits for a moment. On your turn, you can take
one additional action on top of your regular action and a
possible bonus action.
Once you use this feature, you must finish a short or
long rest before you can use it again. Starting at 17th
level, you can use it twice before a rest, but only once on
the same turn.
Indomitable
Beginning at 9th level, you can reroll a saving throw that
you fail. If you do so, you must use the new roll, and you
can’t use this feature again until you finish a long rest.
You can use this feature twice between long rests
starting at 13th level and three times between long rests
starting at 17th level.
Improved Critical
Beginning when you choose this archetype at 3rd
level, your weapon attacks score a critical hit on a roll
of 19 or 20.
Remarkable Athlete
Starting at 7th level, you can add half your proficiency
bonus (round up) (so +2) to any Strength, Dexterity (inc Init), or
Constitution check you make.
In addition, when you make a running long jump, the
distance you can cover increases by a number of feet
equal to your Strength modifier (so 25').
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5e Giff
http://chainsawchirurgeon.blogspot.co.uk/2014/07/5e-race-iii-giff.html
The Giff
Hippomen… in Spaaaaaaaace! (Some of the tiiiiiiiiiiiiiime).
Giff serve as mercs, bodyguards, enforcers and shock troopers. They will work for anyone if the remuneration is reasonable. They take payment in the form of weapons, armour, magic technology and smoke powder. All giff attend military academies and usually consider military rank extremely important.
Giff adventurers generally look for fame and fortune in the form of war and weaponry. Giff bristle with armaments and passionately love new and interesting weapons.
In mercenary engagements, giff will not usually fight one another. Both sides will retire from the field for a day to discuss the situation. After field negotiation, which involves lots of drinking and rank sorting, both companies tend to quit their hirings and look for work elsewhere. On rare occasion, the two fighting outfits may band together to fight for one side.
Giff Names
Family names are usually less important to giff than their company or outfit name. Rank also tends to be extremely important.
Male Names: Raa, Seeko, Faras
Female Names: Rei, Kalbe, Avon
Established Giff Military Companies: The Red Flash, The Behemoth Blades, Frenzy’s Furies (an all female company, though it’s hard to tell the difference).
Giff Traits
Giff are broad, muscled and massive. They value strength and combat prowess. They respect the chain of command.
Ability Score Increase: Your Strength and Constitution scores increase by 2.
Age: Giff age much like humans, but do not enjoy old age. Many would prefer to die in glorious battle.
Alignment: Giff tend toward Lawful Neutral.
Size: Large
Height: 8’+2d6 inches. Weight: 360 +2d6 x height modifier result in pounds.
Speed: 30
Charging Headbutt: On a charging attack, a giff can make a powerful headbutt attack against the target. The headbutt deals 2d4+ Strength modifier damage, and the target must make a Dexterity saving throw (DC equal to attack roll) or be knocked prone. This attack requires 10 feet of running space.
Brawny Magic Resistance: Giff, stubbornly anti-magic, can shrug off a magical effect through brute force. When making a saving throw versus magic, a giff may make a Strength save in place of the original. This ability can not be used again until you have taken a long rest.
Giff Academy Training: Giff have advantage on History checks regarding heraldry, warfare or military tactics.
Giff Weapon Training: Giff are trained in the use of firearms and the weaponry of officers. All giff have proficiency with arquebuses and a martial melee weapon of choice (usually long sword or sabre).
Academy Armour Training: All giff have proficiency with light and medium armour. Due to their large size, armour costs are doubled for giff.
Languages: You can speak, read, and write Common and Giff.
The Fighter
Level
Proficiency
Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use)
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Martial Archetype feature
8th +3 Ability Score Improvement
9th +4 Indomitable (one use)
10th +4 Martial Archetype feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (two uses)
14th +5 Ability Score Improvement
15th +5 Martial Archetype feature
16th +5 Ability Score Improvement
17th +6 Action Surge (two uses), Indomitable
(three uses)
18th +6 Martial Archetype feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)
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