So, I've been fiddling with the Advanced Race Guide. I've been waiting on it so that I could propose some official stats for some of the player races that are exclusive to our world, such as the Shivan or Firbolg. Here are my attempts. Please let me know what you think. If something seems out of place, please suggest the type of thing you'd replace it with.
Type: Humanoid (giant)
Speed: Normal Speed (30 feet)
Ability Scores: +4 Str, +2 Wis, -2 Dex, -2 Cha (Standard + Large)
Languages: Common, Giant (Any as Bonus)
Energy Resistance: Resist 5 to one of fire, cold, acid or electricity (chosen at character creation)
Natural Armor: +1 Natural Armor
Skill Bonus: Craftsman (+2 to all Craft and Profession dealing with stone or metal)
Skill Bonus: +2 bonus on Survival
Reach: 10 foot reach
Elemental Vulnerability: Choose fire, cold, acid or electricity. Gain vulnerability to this element. Cannot correspond to either Energy Resistance or Elemental Summoner.
Elemental Summoner - Choose a subtype: earth, fire, water, air. When summoning a creature with this subtype, the duration lasts 2 rounds longer. Replaces Craftsman and Energy Resistance.
Rock Throwing - Deal 2d6 + 1-1/2 strength bonus with thrown rocks (special definition, not just anything you can throw). Replaces Natural Armor and Survival bonus.
Mated Pair [Combat, Teamwork]
Benefit: Designate an ally as your mate. While your mate is alive, you gain the benefits of Paired Opportunists
, Coordinated Defense
and Swap Places
when you are adjacent to your mate. If your mate dies, you may not designate another ally as your mate; however, you may exchange this feat for one of the three feats it emulates.
Type: Humanoid (Giant)
Speed: Normal (30 Feet), Climb 20
Ability Scores: +2 Str, +2 Wis, -2 Int
Languages: Common, Giant; Elven, Dwarven, Terran, Orcish, Goblin, (Pick two more languages)
Mountain-Born - +2 bonus on Acrobatics checks to cross narrow ledges and on saves vs fatigue and sickness
Mountaineer - Immune to altitude sickness, don't lose dex whem making climb or acrobatics checks to cross narrow or slippery surfaces
Stability - +4 to CMD against bullrush and trip when touching the ground
Stubborn - +2 bonus on will saves vs enchantment (charm) and enchantment (compulsion). Reroll a failed one of these saves 1 round later.
Weapon Familiarity - proficient in battle axes and all "firbolg" weapons.
Stonesinger - +1 level on powers from earth domain, earth elemental bloodline, stone mystery and spells with the [earth] descriptor. Replaces mountainborn.
Terrain Stride - Move through natural difficult terrain in mountains without penalty. Magically altered terrain affects normally. Replaces stability.
Relentless - +2 bonus on bullrush and overrun. Only applies when both you and opponent are touching the ground. Replaces stability.
Type - Humanoid (Shivan)
Size - Medium
Base Speed - Normal
Ability Scores - +2 Str, +2 Con, +2 Cha, -2 Int
Languages - Shivan; Giant, dwarven, common, elven.
Natural Armor - +1 bonus to natural armor
Bite - 1d8 + strength primary attack. Replaces natural armor.
Claws - 2 1d4 + strength primary attacks. Replaces natural armor.
Terrifying Roar - (Su) Once per hour, standard action. All but shivan make will save (10 + 1/2 hd + Cha mod) or shaken for 1d4 rounds. Sonic, mind-affecting effect. Replaces natural armor.
Fast and Sprinter - Increase base speed by 10. Add an additional +10 to their speed when using the charge, run or withdrawal actions. Replaces darkvision.
Plains Stalker - Perception and Stealth are class skills. +4 bonus on stealth when in plains. Replaces natural armor.
Pillows are designed for relaxation. If they are fighting, what hope do we have?