Giantborn
The Giantborn are a towering race, descended from the mighty giants and their formidable kin. Standing head and shoulders above their adventuring peers, Giantborn possess immense strength and a commanding presence. Their heritage bestows upon them a physicality that is both awe-inspiring and imposing, making them natural leaders and formidable warriors.
Physically, Giantborn are significantly taller and more robust than other races, their muscles honed from their giant lineage. Their features often reflect their ancestry, with strong jawlines, broad shoulders, and eyes that gleam with a hint of ancient power. Giantborn are renowned for their endurance and resilience, able to withstand physical challenges that would break lesser beings. Despite their intimidating appearance, many Giantborn are gentle giants at heart, valuing honor, loyalty, and the bonds of friendship. They are often drawn to roles that allow them to protect and inspire, using their great strength to support and uplift those around them.
Ancestry Traits
HIT POINTS: +6
ABILITY BOOSTS: STR | PRE | RES
Default Traits
(1) Tough: Your HP maximum increases by 2.
(2) Powerful Build: You increase by 1 size, but you occupy the Space of a creature 1 size smaller.
(1) Unstoppable: You have ADV on Saves against being Slowed or Stunned.
(1) Giant’s Resolve: While on Death’s Door, you reduce all damage taken by your RES.
(0) Unyielding Movement: You are immune to being Slowed 2 (or higher).
Expanded Traits
(2) Giant's Fortitude: (requires Giant’s Resolve) You gain the benefits of your Giant’s Resolve Trait while Well-Bloodied.
(2) Strong Body: Once per Combat, when you take damage that targets your PD, you can reduce the damage taken by an amount equal to your 1d12 + RES.
(1) Mighty Hurl: You throw creatures 1 Space farther than normal, and objects (including Weapons) 5 Spaces farther than normal.
(1) Titanic Toss: You have ADV on Checks made to throw creatures. You don't have DisADV as a result of making an Attack with a Weapon with the Thrown Property at Long Range.
(1) Mighty Leaper: When using Athletics to jump, your threshold is reduced by 1. In addition, you can make an Athletics check instead of an Acrobatics check to reduce falling damage.
(1) Brute: Once per Combat, you can take the Shove or Grapple Action as a Minor Action.
(-1) Heavy Riser: You have to spend 2 AP to stand up from Prone.
(-1) Clumsiness: You have DisADV on Agility Checks. Agility Checks: Flat Agility Checks, Acrobatics Checks, Trickery Checks, and Stealth Checks.
(-1) Logic Attribute Decrease: You decrease your Logic by 1 (to a minimum of 0).