Giant Killer (Apath)

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Unofficial rules compendium

Publisher Purple Duck Games, Author Aaron Hollingsworth, development Carl Cramér.

Civilized humanoids in the west of the Flaness have been desperately fighting giants for centuries. A recent invention is to face the giants armed with mobility and courage. Giant killers have all the class features of fighters, except as noted.

Weapon and Armor Proficiency

A giant killer is proficient with simple and martial weapons, light armor, and shields (including tower shields). This alters weapon and armor proficiencies.

Foolhardy (Ex)

At 1st level, a giant killer becomes absolutely fearless against giants. They are immune to any fear effect a humanoid of the giant subtype uses (including Intimidation checks) .

Vexatious Dodge (Ex)

Starting at 3rd level, a giant killer gains a +1 bonuses to Reflex saving throws and +1 dodge bonus to Armor Class when in the threatened space of any enemy. These bonuses increase by +1 for every four levels beyond 3rd. This ability only works as long as the giant killer wears light or no armor. This replaces the armor training ability gained at 3rd level.

Rock Evasion (Ex)

Starting at 7th level, a giant killer can use his vexatious dodge bonus against all attacks and effects generated by of humanoids of the giant subtype, regardless of the giant killer's position. In addition, he can avoid even magical and unusual attacks from humanoids of the giant subtype with great agility. If he succeeds at a Reflex saving throw against an attack from a humanoid of the giant subtype that normally deals half damage on a successful save, he instead takes no damage. Rock evasion can be used only if the giant killer is wearing light armor or no armor. A helpless giant killer does not gain the benefit of rock evasion. This replaces the armor training ability gained at 7th level.

As written, the rock-throwing ability of giants is wimpy; they almost never hit. As a house rule, the thrown rocks of giants are ranged touch attacks. Suddenly light armor and dodge bonuses make sense, eh?

Vexatious Striker (Ex)

At 11th level, the giant killer's movement never triggers attacks of opportunity from humanoids of the giant subtype. This replaces the armor training ability gained at 11th level.

Scurrying Harrier (Ex)

At 15th level, a giant killer can run up the bodies of their towering foes, causing them to fall backward. The giant killer can use the overrun combat maneuver regardless of the target creature’s size category. Using this ability against humanoids of the giant subtype does not trigger an attack of opportunity and adds the giant killer's vexatious dodge bonus on the combat maneuver check. In addition, a humanoid of the giant subtype that falls prone due to the giant killer’s successful overrun attempt takes 1d6 falling damage for every size category it is above Medium, plus 1 1/2 times the Giant Killer's Strength bonus (minimum zero). This replaces the armor training ability gained at 15th level.

Lethal Dodge (Ex)

At 19th level a giant killer can dodge in a way that puts his bigger enemies in harm's way.

When the giant killer is adjacent to a creature of a size category larger than himself and Large or larger, he can use lethal dodge to redirect attacks that miss him to hit the adjacent creature. When an attack or combat maneuver against the giant killer misses, the giant killer can spend an immediate action to force the adjacent creature to make a Reflex save (DC 10 + half the giant killer's class level + his Dexterity modifier) or suffer the effect of the attack that missed the giant killer. This replaces armor mastery.

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