Mountain Giant

World of Warcraft: Alliance Player's Guide (APG)Updated WoW RPG (3.5)

Mountain Giant is a D&D 3.5 character class from APG. Hit die d8; 2 + Int skill points per level.

Type
Prestige
Hit Die
d8
Skill Points
2 + Int

Advancement

LevelBABFortRefWillSpecial
1+0+2+0+0First - +1 1 +1 Str , +1 Sta, damage reduction 1/-, spell resistance
2+1+3+0+0- - +2 2 +1 Str
3+2+3+1+1Second - +3 2 +1 Str, +1 Sta, damage reduction 2/-
5+3+4+1+1- First +5 3 +1 Str, +1 Sta
6+3+4+1+1- - +6 4 +1 Str, +1 Sta, damage reduction 3/-
7+4+5+2+2Third - +7 5 +1 Str, +1 Sta
9+5+5+2+2- - +9 6 +1 Str, +1 Sta, damage reduction 4/-
10+6/+1+6+2+2- Second +10 7 +1 Str, rock throwing
11+6/+1+6+3+3Fourth - +11 7 +1 Str, +1 Sta
13+7/+2+7+3+3- - +13 8 +1 Str, +1 Sta
14+8/+3+7+3+3- - +14 9 +1 Str
16+9/+4+8+4+4Fifth Third +15 10 +1 Str, growth (Huge)
17+9/+4+8+4+4- - +16 11 +1 Str, +1 Sta, rock catching
19+10/+5+9+4+4- - +18 12 +1 Str, +1 Sta

traveling with him. As long as the beings travel with the keeper of the grove, they leave no tracks or trail, unless the keeper wishes them to. The keeper may exclude specific individuals from the effects this ability. This ability can affect a number of creatures equal to 6 + the keeper's Spirit modifier. Mountain Giant Like the other creatures presented here, mountain giants are ancient allies of the night elves. In ages past, they assisted the titans with the creation of the world: They craft

Weapon and Armor Proficiency: Mountain giants are proficient in the use of their natural weapons and with all simple weapons. They are not proficient with armor.

Spell Resistance (Ex): Mountain giants have spell resistance equal to 10 + their racial Hit Dice (not level).

Growth (Ex): A mountain giant achieves Large size at 8th level and Huge size at 16th level. These changes have the following effects: Large: The mountain giant's space and reach each increase to 10 feet. It takes a -1 size penalty to AC and a -1 size penalty on attack rolls. The mountain giant's base slam damage increases to 2d6 points of damage and it may make two slam attacks (as a full attack) with no penalty on the attack rolls. If it uses manufactured weapons, it must wield weapons of Large size or take penalties. Similarly, it must wear armor appropriately sized for it, which costs double. Its lifting and carrying capacities double. It takes a -4 penalty on Stealth checks to hide, but gains a +4 bonus on grapple checks and on checks to avoid being tripped. Huge: The mountain giant's space and reach each increase to 15 feet. It takes a further -1 size penalty to AC and a -1 size penalty on attack rolls (-2 total). The mountain giant's base slam damage increases to 3d6 points of damage. It must wield manufactured weapons of Huge size or take penalties. Similarly, it must wear armor appropriately sized for it, which costs four times as much as normal. Its lifting and carrying capacities double (its lifting and carrying capacities are now four times those of a Medium creature). It takes an additional -4 penalty on Stealth checks to hide (total -8), but gains an additional +4 bonus on grapple checks and on checks to avoid being tripped (total +8). Note that the mountain giant's gear does not grow along with it.

Rock Throwing (Ex): At 10th level, the mountain giant is skilled at throwing boulders and receives a +1 racial bonus on attack rolls when throwing rocks. Rocks that a mountain giant throws have a range increment of 120 feet. A mountain giant of Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. These rocks deal 2d6 points of bludgeoning damage. A Huge mountain giant can hurl rocks of 60 to 80 pounds (Medium objects) that deal 2d8 points of damage.

Rock Catching (Ex): At 17th level, the mountain giant can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, if the mountain giant would normally be hit by a rock, it 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 magic bonus on attack rolls, the DC increases by that amount.) The mountain giant must be ready for and aware of the attack in order to make a rock catching attempt. Vital Statistics Ancient protectors, dryads, keepers of the grove, and mountain giants are all immortal, so they never take aging penalties or die of old age. Use the following table to generate random heights and weights for 1st-level characters of these races. Remember that ancient protectors and mountain giants grow larger and heavier as they gain levels. Table 2-6: Random Height and Weight for Creature Classes Race Base Height Height Modifier Base Weight Weight Modifier Ancient protector 7'0" +2d8 300 lb. x(3d10) lb. Dryad 4'10" +2d10 150 lbs. x(2d6) lb. Keeper of the grove 6'8" +2d8 280 lb. x(3d10) lb. Mountain giant 7'0" +2d8 300 lb. x(3d10) lb. FEATS The following section presents many new feats for use in your W oW RPG game. These feats are particularly appropriate for members of the Alliance (or for its races), but any character who meets the prerequisites can take them - even Horde characters. Warriors may take feats with "Warrior" next to them as bonus feats. Table 2-7: Feats General Feats Prerequisites Awesome Blow Improved Bull Rush, Power Attack, size Large or larger Send small enemies flying with a melee attack Bond With the Land - Gain +1 to hit, +2 to damage, heal at triple normal rate on home ground Community Leader 12 ranks in the appropriate skill (see description) Grant bonus feat to a community Craggy Exterior Natural armor bonus +10 Opponents who roll a 1 in melee may be dazed Doctor Able to cast 2nd-level divine spells Cast cure spells at +1 caster level Empower Spell-Like Ability Spell-like ability at caster level 6th or higher Spell-like ability functions at 150% efficacy Emulate Another 1st-level character, half-breed Gain another race's racial trait Extend Spell-Like Ability Spell-like ability at caster level 4th or higher Spell-like ability lasts twice as long as normal Extreme Abilities 1 st level character, racial bonus to one ability, racial penalty to one ability You gain +2, -2 to racial ability scores Feign Death - +6 on Bluff checks to play dead Focused Repair Concentration 1 rank, Craft (technological device) 6 ranks, Use Technological Device 4 ranks Add your ranks in Concentration to Craft (technological device) checks on repairs Improved Darkvision Darkvision Darkvision extends 60 ft. Improved Lightning Reload Base attack bonus +6, Lightning Reload, Quick Draw, Agy 13 Reload firearms very quickly Improved Shadowmeld Shadowmeld Shadowmeld while moving at one-quarter speed Improved Stability Stability Stability bonus increases to +8, +4 in tough circumstances, +1 Fort Improved Stonecunning Stonecunning Stonecunning bonus increases to +8 Improved Stoneflesh Knowledge (religion) 3 ranks, stoneflesh ability Use stoneflesh additional time, its effects double Ironforge Axe Rip Weapon Focus (any axe), Weapon Specialization (any axe), base attack bonus +8 Use move action to deal additional damage with an axe Limited Arcane Ability Int 10, half-elf Use a 0-level spell 2/day Lion Assault Power Attack, base attack bonus +4 Deal 1d6 damage to yourself, +1 to hit and +2 to damage Low-Light Vision Development Low-light vision Gain darkvision 30 ft. Mount Bond Handle Animal 8 ranks, Ride 8 ranks With on mount, +2 on Ride checks, mount +1 to hit and damage Quicken Spell-Like Ability Spell-like ability at caster level 10th or higher Use spell-like ability as a swift action Racial Pride - When adjacent to two allies of your race, +2 to hit in melee Racial Unity - When adjacent to two allies of different races, +2 to melee damage Racial W eapon Focus Weapon familiarity, proficiency with all weapons with which you have weapon familiarity +1 to hit with racial weapons Racial Weapon Specialization Racial Weapon Focus, warrior level 4th, weapon familiarity, proficiency with +2 to damage with racial weapons a ll weapons with which you have weapon familiarity Racially Skilled Two skills with a +2 racial bonus +3 bonus on two racial skills Shot in the Dark Blind-Fight, Point Blank Shot, Precise Shot, Listen 8 ranks Re-roll miss chance due to concealment at range Wakeful Nature Sta 13 Need 4 hours of sleep instead of 8 Wild Dance Spell Agy 17, Perform (dance) 17 ranks, Dance Spell, Dodge, Greater Gain damage reduction when using Dance Spell Dance Spell, ability to cast 5th-level spells