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GOLIATH ANCESTRY A tribe of warriors set out to claim territory in the foothills of the Vanarra Mountains. After storms cut them off from civilization, they were never heard from again. The goliaths claim to be the descendants of that warrior tribe, having found power deep within the heart of the mountains. Their bodies are formed perfectly for their natural environment, with ash-gray skin blending with the rocks of their home, incredible physical prowess, and enduring physique allow them to survive in the harsh climates of the equatorial heights. HP 10 Speed 30 Ability Boosts Strength, Constitution, Free Ability Flaw Dexterity Languages Common, Goliath, Additional languages equal to your intelligence modifier (i it's positive). Choose from Auran, Dwarven, Jotun, Sylvan, Terran, and any other languages to which you have access (such as the languages prevalent in your region). Impressive Physique You can carry twice the normal amount of bulk. The typical goliath is empathetic and energetic. They rarely back down from challenges, especially in one of their strengths- most often, strength. They consider no being to be above or below them, only fellows trying to find a place in the world. Not even prey is left out of their egalitarian dream. They still fear, feel selfish desires, and hate, but those things are all set in the backdrop most goliaths believe in, which diminishes the individual concerns for the good of the tribe, whatever the tribe might be. Elderly goliaths are exceedingly rare, often because the goliath nature discourages one from comprehending when one is in over their head, and an instinct to, once this is realized, charge ahead even faster You might... + Compare your achievements with others you meet before asking their for their name. + Embrace wanderlust and maintain a nomadic lifestyle, regardless of the means of living you have acquired. + Strive to differentiate yourself aesthetically, whether through adornments, affectation, or enhancement. + Be a little fast to consider sacrificing your life for your friends. Others probably... + Underestimate your intelligence, misunderstanding that an excess of brawn does not imply a deficit of brain. + Expect you to be naive. + Find you charming after getting to know you. Physical description Goliaths often stand 7 to 8 feet tall. The goliaths that do have hair growth find that it is typically clear or gray, lending it to be invisible against the skin. The black markings on their skin are features of the skin, but often are confused with tattoos. Some goliaths embrace this and have additional tattoos added to create meaning out of the chaos they were born with. Goliaths will almost always have boots or a form of footwear on for an instinctual fear of broken bones, twisted ankles, or even just simple, unnecessary, strain. Goliaths typically reach physical adulthood around the age of 14. A goliath living with their tribe will usually live until they are 65, perishing in an accident, hunting dangerous beasts, or accepting their time and moving on to relieve the tribe of food stress. A goliath with an abundance of food without constant danger can expect to live to around 90. Society Typical goliath tribes maintain a fierce sense of fairness, beliving that mistreating someone by giving them an unequal share of glory, respect, or value is not mearly an injustice to them, but an injustice to all, as one individual should be an aid to all their brethren. Such goliaths do make a distinction between races, but only to distinguish capability. For instance, a goliath of such a tribe will never expect an elf to endure as harsh climates as they are used to, These goliath tribes will still raid and pillage other tribes or neighbors for disrespect, intending to take food or destroy resources as reparations. Less cohesive and more infamous are the goliath tribes that eschew egalitarian ideals for outsiders, believing that goliaths only have a duty of fairness to other goliaths, These tribes are more prone to enslaving misfortunate individuals, raiding peoples without cause, and holding prejudices about the weaker races, which are most. Goliath tribes often center their tribes around creatures of virtues, like giants for strength or dragons for power, seeking those creatures out to prove superiority or learn from them. Alignment and religion Goliaths are tempered by their climate, with selfishness being avoided due to the danger it presents. Selfish goliaths can almost expect to be exiled if they cheat or steal from their tribe. Some such goliaths find a less scrupulous tribe, while others abandon the lifestyle altogether. Goliaths, more than any other race, will be very close to the alignement of their tribe. Goliaths rarely recognize gods like Mies or Estressmess, preferring, deities with personal interactions with the tribe. Goliaths most commonly follow a variation of the Green Faith, typically styling the faith with Athok’s teachings or Kauthea's wisdoms. Names Goliath have three names, given by the parents, the chief of the tribe, and a family or clan name, respectively. The first are commonly 2-3 syllables, with frequent harsh consonants. The second is an honorific, something associated with the individual. The third name is a long chain of syllables, usually 4-7 syllables. Example given names: Auagmath, Etheene, Gamvath, Guvon, Ikgan, Kaklo, Kaneth, Othgol, Ovi, Theai, Uthva Example honorifics: Cliffmother, Deatheye, Hornbearer, Keenfoot, Peakmaster, Ramtrapper, Swiftpacker, Vistafinder Example clan names: Eokauthauin, llelthaguaa, Oamathuul, Thaulikakievgo, Vaegamethmanava GOLIATH HERITAGES Goliaths can exhibit very different traits, depending on their tribe and its preferred environments. Choose one of the following goliath heritages at 1st level. Crag Goliath You live on the surface of the mountains, hunting for achievements and honor amongst the heights of the world, You are practiced in traversing treacherous ground. Whenever you critically fail an athletics saving throw to climb, high jump, or long jump, treat it as a normal failure, A high jump requires no stride, and a long jump only requires a 5 foot stride. Badland Goliath Traversing the wastes is remarkably dangerous, and your ancestors have passed down techniques to help. Your skin is tan with brown markings instead of gray with black markings. You have a +2 bonus to stealth when in desert terrain. You are trained in the survival skill, and have the forager skill feat for desert terrain. Frost Cleaver Goliath Your trihe travels the tundras and frozen heishts where the wind never casas: Vaii have resistance ta enid damage equal to half your level (minimum 1). You treat cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on). Stoneblood Goliath The knots in your skin are as tough as rocks. You have found this makes bare-knuckled brawls significantly more dangerous for those facing you. In general, any unarmed attacks against you are unwise, You have resistance equal to half your level (minimum ‘) to unarmed attacks, and your attacker takes half that damage (minimum 1) if they are using a fist. Storm Goliath You have seen thunder level mountains, lightning dance across leagues, and rain fall in valleys enough to wash everything away. You know that the only response to losing is to rebuild stronger. You can recover half your level of health as a reaction once per day. ‘ANCESTRY FEATS At ist level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level). As a goliath, you can select from the following ancestry feats. ist level Charging Shove-> Goliath Feat 1 You know that only by being aggressive can one win a game of rockball. You stride at half movement speed or make a long jump attempt and make a shove attempt. If you moved more than 10 feet with your stride, you get a #2 to the shove attempt. Goliath Lore Goliath Feat 1 You learned from the stories and the poems passed from generation to generation. You have memorized, contemplated, and considered the stories on starry nights when the ground below you thrumbs with the mountain's heartbeat. You gain the trained proficiency rank in Athletics and survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained ina skill of your choice. You also become trained in Goliath Lore. Goliath Weapon Familiarity Goliath Feat 1 You have taken the time and practice to learn the excessivly sized weapons of the goliath. You are trained with the goliath greathammer, the goliath composite longbow, and the goliath composite shortbow. In addition, you have access to all uncommon goliath weapons. For you, martial goliath weapons are simple weapons, and advanced goliath weapons are martial weapons. Longstrider Goliath Feat 1 Even among goliath, your stride is impressive. You have an additional 5 feet of movernent when striding on foot. Mountain's Beckoning Goliath Feat 1 You can feel the direction of your homeland just by listening. If standing on solid rock on the same plane of existance as the goliath’s homeland, you have a +4 to survival checks to sense direction, and you do not need a compass. A minimum proficiency for unusual or unfamiliar locales may still be necessary. Phantom Patron Goliath Feat 1 You are said to have an ancestor who has taken a liking to you, and will help when they can, Choose one cantrip from the occult spell list, You can cast this spell as an occult innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. Stone Proficiency Goliath Feat 1 You were frustrated growing up that you never seemed to have enough weapons for what you wanted to do, so you made do with what you had. There were many rocks nearby, so you practiced. Now, you can reliably hit things with rocks. You have trained proficiency when striking with a rock. You treat rocks as goliath weapons. In areas where rocks are common, such as mountains and forests, a strike action includes picking up a rock to be used as the weapon. This does not change the traits of the strike. Wild Youth Goliath Feat 1 Prerequisite: This feat cannot be taken later than level 1. ‘Asa child, you had a short time away from any tribe. During this time, you made a connection with an animal and you have been inseperable since. You gain a familiar. The type is up to you, but most goliaths choose something with a fly speed Sth level Daring Impact «> Goliath Feat 5 Flourish With precision, you strike your target such that no enemy of yours around can ignore. If you hit with a strike, you can make a intimidation attempt to demoralize one opponent. If you are untrained in intimidation, you are considered trained, and the ability modifier is the same as what you used to hit. Note: this can be used with a ranged weapon. The intimidation target must be within 30 feet of the strike's target. Goliath Weapon Marauder Goliath Feat 5 Prerequisite: Goliath Weapon Familiarity You have learned the subtleties that can come even from the biggest of weapons. Whenever you critically hit with a Greatsword, Greataxe, Longbow, Shortbow, Spear, or Goliath Weapon, you apply the weapon's critical specialization effect. Stone Warrior Goliath Feat 5 Prerequisite: Stone Proficiency You begin to see how each rock will fly, ust based on its shape, Whenever you critically hit with a rock, you apply the hammer group weapon specialization, Additionally, you treat rocks as if they had the Thrown 30 ft trait. If you are a monk, you treat rocks as having the monk trait, ‘Sthlevel Relentless Beating +> Goliath Feat 9 You strike a target with a melee attack. If the target is standing, they can choose to make a fortitude saving throw against your athletics to remain standing after the hit, but taking an additional 2 dice of damage from your weapon, or a reflex saving throw against your athletics to step into another square. On a failure of the saving throw of their choice, the target is knocked prone. The target cannot choose the reflex saving throw if there are no empty spaces far it to step. If the target is prone, they take 4 additional dice of damage, and they must make a fortitude saving throw against your athletics or be stunned 3. Stone Rain Goliath Feat 9 Prerequisite: Stone Proficiency When you do enough damage to the target with a rock to destroy the rock, the target must make a fortitude saving throw against your athletics or be stupified 2 for one round. 13th level Goliath Weapon Chief Goliath Feat 13 Prerequisite: Goliath Weapon Familiarity Your innumerable hours practicing with the weapons of your people have given you insights that few others know. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or ‘weapons, you also gain that proficiency in Greatsword, Greataxe, Longbow, Shortbow, Spear, and all Goliath Weapons. Stone Storm Goliath Feat 13 Prerequisite: Stone Proficiency You understand rocks. You may understand them better than anybody else. You are a fine-tuned calculator of where rocks will go when you throw them. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in rocks. Racks have the agile trait for you. ‘Weapons Typical rocks are simple one handed weapons, do 1d6 bludgeoning damage, are part of the hammer weapon group, and have the Thrown 10 ft,, and the propolsive traits. The following are the statistics for the typical rock for a creature with the Stone Proficiency feat. The GM may give other statistics at their discretion. | Rock Weapons | Price | Damage | Bulk | Hands | Group | Weapon Traits | | Rock | 0 gp | 146 B|L| 1 Hammer | Thrown 10 ft., propolsive | Rocks usually have hardness 4, HP 8, and a break threshold of 4. They take the same damage the target of a strike is dealt. Ifthe rock is broken or destroyed during a strike, the target still takes full damage. | Goliath Weapons | Price | Damage | Bulk | Hands | Group | Weapon Traits Goliath Greathammer | 12 gp | 1d12 B | 3| 2| Hammer | Shove, Fatal 2d8 | Goliath Composite Longbow | 30 gp | 1d12 P| 3| 1+ | Bow | Deadly 2410, propolsive | Goliath Composite Shortbow | 20 gp | 1d10 P| 2 | 1+ | Bow | Deadly 2d10, propolsive | Goliaths in Sylrin Goliaths are the descendants of a tribe that first travelled into the mountains in 82 ME. The tribe kept in communication for 11 years until a harsh winter cut off communication. Attempts to recover them or discover their fate were unsuccessful. The tribe had explored the mountain range in desperation and found underground passage to a previously undiscovered valley. This valley held a place the goliath tribes now hold sacred. The Heart of the Mountains. A font of natural magic that the tribe used to weather the harsh winter. When spring came, the tribe attempted to reconnect with civilization, but lost interest in such a task before success. For two generations, the tribe existed in the valley, prospering. Among the third generation in the tribe was a girl named "Kasimay". During her fourteenth winter, she approached the Heart of the Mountain and interacted with it. In goliath telling, she helped it wake from slumber. The Heart began radiating a pulse that the tribe could feel, but not hear. Kasimay found that she could slow or accelerate the pulse with her thoughts. With the Heart of the Mountain as a source for her power, she began to change the tribe to better suit their needs. Helping the children grow strong, fast, and brave. Over the next sixty years, the tribe began to take the form of the rock around them. There was little disapproval, as life got easier the more adapted to the environment the goliaths became. Kasimay took the name Kauthea during her ascension to godhood. After 132 years in seclusion, having been completely forgotten about by the wider world, the tribe made contact. Unrecognized, they were attacked. The tribe defended itself and formed a treaty to join the new nation of Kazida. No goliath spoke of the Heart of the Mountain, and itis one of the most protected secrets in the world. Only the outsiders who have happened upon the valley, and those who have sworn themselves to defending the natural world, have ever seen it. Of the former, few live long after finding it. Goliath tribes number approximately equal to the number of goliath druids. Goliaths have no innate bonds with nature except for the reliance on it. Rather, druids are so integral to feeding and protecting the tribes from harsh weather that it is imperative that each tribe have something like a druid, if it can't have the real thing. Goliath druids are rarely the chief of the tribe, who is usually charasmatic and strong, but they are often the brains behind the chief. Exile from a tribe is the harshest sentence that a tribe can pass down. Exiles will often find other tribes weary of them, and will therefore abandon the lifestyle altogether. Exiles are very rarely allowed to return, and even then, they must demonstrate a devotion to the tribe and a usefulness in ways the tribe typically does not expect. Goliaths with adventuring classes are most often fighters or rangers, with barbarians and bards a common sight. Goliath druid, clerics, and champions are quite evenly distributed across the tribes, with one druid at the center, and a cleric, a champion, or both serving as healers and judges for the laws of the tribe. Goliath sorceres are considered a curiosity, but are not looked down upon. Goliath monks and wizards both inspire awe and terror in the average goliath, and both are what goliaths growing up will claim to want to be, though ‘they usually grow out of those claims when told that neither monks or wizards play much rockball. Goliath alchemists were unheard of until recently, but the mutagens are considered similar to the power Kasimay gave to the tribes so long ago, and so they are highly regarded and sought-after. The necessity of materials uncommon in goliath society means that goliath alchemists are most often exiles. Goliath rogues are often outcasts, but not quite exiled. Most goliath ingenuity goes into new ways of representing geography. Many of the world's most sophisticated maps are of Goliath design. Goliaths, due to their survival capabilities, their innate sense of direction from the Heart of the Mountain, and their enduring travelling ability, are often called on to map out parts of the world. Goliaths who are asked to do this often do not use the instruments given to them, and will rarely make a mark on any parchment until they have returned, at which point, they can almost perfectly represent distance and scale. Goliath craftsmanship is not of the dwarves, with its smooth lines and well hewn curves. Goliath creations are meant to be used, not admired, so they are quite crude. The exceptions are, again, maps, and their bows. Goliath composite bows are often called greathows, even if they are, technically, shortbows. These weapons are large and dangerous to everyone involved with their use, but they are labors of love and care. Goliath traps do not use directly harmful toxins, preferring paralytics, and they never use explosives. Goliath armor is stressful to look at, with the silloette designed to appear as an entire mountain. Few goliaths actually wear such armor, reserving it for only those who are worthy. Intertribal warfare has become commonplace in the past two centuries. Different tribes will communicate about conflict over a particular plot of land (usually hunting rights on particular mountain or valley) and the tribes will meet on the location and send a handful of their strongest fighters to battle for it. The smaller tribe will choose the number of combatants and the larger tribe will match the number. Single combat happens, but 3v3 combat is most common. Once the victor is decided, both tribes contribute to healing the combatants and the losing tribe vacates the land. More aggressive warfare, raiding fellow goliath’s resources and the like, is seen as an especially egregious offense and usually causes a coallition to form against the aggressors. For more civil disputes between tribes, judgement is usually given by the Stonebearer of Athok or Kauthea herself, depending on who is closer.

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