Sie sind auf Seite 1von 3

HALF-CELESTIAL HILL GIANT

LARGE OUTSIDER
While still somewhat crude in appearance, the half celestial hill giant is downright refined compared to his hill giant cousins. Skin color among these half celestials ranges from fair skinned to a medium tan. Their hair is blond, red or brown, and their feathered wings are usualy the same color. Their eyes are usualy a gold flaked blue or green. These hill giants wear clothes fashoned from leather and linnen, while not always in the best repair, they are always clean and functional. Adults are about 10-1/2 feet tall and weigh about 1,100 pounds. Half celestial hill giants can live to be 500 years old.

HALF-CELESTIAL HILL GIANTS AS CHARACTERS


Half celestial hill giant characters stand alone as paragons of justice, with few close friends. Only truely appreciated after they have saved folk from some monsterous perril, and even then, moreso after they have gone. Despite their rugged appearance and great size, their basically humanoid shape makes it somewhat easier for them to relate with more civilized folk. Hill giant characters possess the following racial traits. +18 Strength, +12 Constitution, 2 Intelligence, +4 wisdom Large size. 1 penalty to Armor Class, 1 penalty on attack rolls, 4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space/Reach: 10 feet/10 feet. A hill giants base land speed is 40 feet.(+4 jump) Low-light vision. Darkvision out to 60 feet. Immunity to disease. Resistance to acid 10, cold 10, and electricity 10. Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).

A half-celestials natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Spell resistance equal to creatures HD + 10 (currently 22) (maximum 35). +4 racial bonus on Fortitude saves against poison. Racial Hit Dice: This hill giant begins with twelve levels of outsider, which provide 12d8 Hit Dice, a base attack bonus of +8, and base saving throw bonuses of Fort +8, Ref +4, and Will +4. Racial Skills: A hill giants giant levels give it skill points equal to 15 x (8 + Int modifier). Its class skills are Climb, Diplomacy, Jump, Listen, Knoledge (religion), Spot, Survival, and Swim. Racial Feats: A hill giants giant levels give it five feats. +10 natural armor bonus. Special Attacks (see above): Rock throwing. Special Qualities (see above): Rock catching. Special Attacks: A half-celestial retains all the special attacks of the base creature and also gains the following special abilities.

Daylight (Su): Half-celestials can use a daylight effect (as the spell) at will. Smite Evil (Su): Once per day a half-celestial can make a normal melee attack to
deal extra damage equal to its HD (maximum of +20) against an evil foe. Spell-Like Abilities: A half-celestial with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative Unless otherwise noted, an ability is usable once per day. Caster level equals the creatures HD, and the save DC is Charisma-based. HD 12 34 56 78 910 1112 1314 1516 Abilities

Protection from evil 3/day, bless Aid, detect evil Cure serious wounds, neutralize poison Holy smite, remove disease Dispel evil Holy word Holy aura 3/day, hallow Mass charm monster

1718 1920

Summon monster IX (celestials


only)

Resurrection

Weapon and Armor Proficiency: A hill giant is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields. Automatic Languages: Giant, Celestial,Common. Bonus Languages: Draconic, Elven, Goblin, Orc, Abyssal, Infernal. Favored Class: Epic Fighter Level adjustment +8 Ecl 20. Alignment: Always Good

Das könnte Ihnen auch gefallen