Tetra-Gigas
Random Tetra-Gigae Starting Ages
Adulthood | Intuitive(1) | Self Taught(2) | Trained(3) |
18 | +4d6 years
(22 – 32 years) |
+6d6 years
(24 – 54 years) |
+8d6 years
(26 – 66 years) |
1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
Table: Random Height and Weight
Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
Male | 11 ft 6 in | +2d3 in.
(11 ft. 0 in. – 12 ft. 0 in.) |
4750 | +-(5d10×5 lbs.)
(4500 – 5000 lbs.) |
Female | 9ft 0 in | +2d6 in.
(8 ft. 0 in. – 10 ft. 0 in.) |
4550 | +-(5d10×5 lbs.)
(4300 – 4800 lbs.) |
Originally a secluded group of cave giants who were blocked off from the rest of their race, due to being stuck in a single cavern they became relatively sedentary and lazy, but through continuous efforts to restore access to the outside world they developed improved digging capabilities and grew more arms allowing for easier tunneling. Through generations away from the sun they developed an acute weakness to sunlight, and have adapted to the relatively stable temperature of their home, though their large size protects from rapid decrease in temperature they find fire far more dangerous.
Racial Traits (20 RP)
All Tetra-Gigae gain the following racial traits:
Name | Effect | Cost |
Type: Native Outsider | Darkvision 60 feet | 3 |
Size | large | 7 |
Base Speed | Tetra-Gigas have a base movement speed of 20 feet. | -1 |
Ability Scores | Tetra-Gigas are covered in slate grey skin with the resilience of stone, they possess the wisdom to set up ambushes since their slow speed makes chasing prey not ideal, this lack of ability to give chase leads to an abrasive, and explosive personality often starting a fight over an issue seen as inevitable as soon as possible while they have the other party within reach. They gain the following adjustments to their ability scores: +2 Constitution, +2 Wis, -2 Cha | 0 |
Language | Tetra-Gigae start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages. | 0 |
Burrow | Tetra-Gigae gain a burrow speed of 20 feet. | 3 |
Reach | Tetra-Gigae have a reach of 10 feet. | 1 |
SLA | Tetra-Gigae can cast Enlarge or reduce at will | 4 |
Light Blindness | Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area | -2 |
Vulnerable to Sunlight | Tetra-Gigae take 1 point of Constitution damage after every hour they are exposed to sunlight. | -2 |
Elemental Vulnerability | Tetra-Gigae have vulnerability to fire, and may not benefit from resistance or immunity to fire | -2 |
Sunlight Powerlessness | Members of this race are powerless in natural sunlight (this does not include light created by effects such as a daylight spell). A member of this race caught in natural sunlight cannot attack and is staggered | -2 |
Multi-armed | Tetra-Gigae have four arms and can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands. | 8 |
Blindsense | Blindsense of 30 feet | 4 |
Negative energy affinity | A member of this race is alive, but reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it. | -1 |
Favored Class Options
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
- Cleric Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
- Inquisitor Add a +1/2 bonus on Intimidate checks and Knowledge checks to identify creatures.
- Magus Add +1/4 point to the magus’s arcane pool.
- Rogue Add +1/2 to sneak attack damage dealt to creatures with the outsider type.
- Wizard Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power
- Armiger Add +1/4 on rolls to confirm critical hits with customized weapons.
- Conscript Gain a +1/2 profane bonus on three conscript class skills..
- Sentinel Gain +1/4 of an additional attack of opportunity per round.
- Technician Whenever you deal damage to a target within 30 ft. that is either flat-footed, that you are flanking, or that has lost its Dexterity bonus to ac, you deal an additional +1/2 damage to that target.
- Armorist +1/2 bonus damage to good outsiders when using a bonded weapon. This bonus damage bypasses DR/evil, as appropriate. Other damage dealt as part of the attack does not automatically bypass DR/evil.
- Elementalist All destructive blasts deal an additional +1/4 damage
- Hedgewitch Choose a path power usable a number of times per day equal to 3 + 1/2 the hedgewitch’s level. The hedgewitch may use this power an additional 1/2 times per day.
- Mage Knight Gain a +1/6 bonus to attack rolls made against outsiders.
- Shifter Deal an additional +1/2 damage when attacking targets the shifter is flanking, or who are denied their Dexterity bonus to AC.
- Striker Add +1/4 Bludgeoning damage to your unarmed strikes.