Giff
Large Monstrous Humanoid
Hit Dice: 4d8+8 (27)
Initiative: 1 (1 Dex)
Speed: 20 ft
AC: 14 (1 size, 1 Dex, +4 natural, +2 leather)
Attacks: Unarmed +7 melee, Heavy Mace +7 melee or Arquebus +1 ranged
Damage: Unarmed 1d4+5, Large Heavy Mace 2d6+5, Arquebus 1d10
Face/Reach: 5 ft by 5 ft /10 ft
Special Attacks: Giff Traits
Special Qualities: Giff Traits
Saves: Fort +6, Ref +0, Will +3
Abilities: Str 21, Dex 8, Con 15, Int 7, Wis 8, Cha 10
Skills: Craft (Weaponsmithing) +1, Intimidation +2, Intuit Direction +2, Jump +3, Listen 1, Profession (Siege Engineer) +1, Spot 1, Swim +10
Feats: Armor Proficiency (Light), Exotic Range Weapons (All Firearms), Point Blank Shot, Improved Unarmed Strike, Large and in Charge*, Simple Weapons
Climate/Terrain: Any
Organization: Single or platoon (1030)
Challenge Rating: 2
Treasure: Double coins; double items (weapons only); no magic items
Alignment: Usually Lawful Neutral
Advancement: Giffling 1-3 HD (Medium-sized); by character class
Giffs are monsterous humanoids, with stocky, flat, cylindrical legs and a humanoid torso, arms and fingers. The chest is broad and supports a neck less head that looks like a hippopotamus's. Giff's coloration varies from black to gray to a rich gold, however many have colorful tattoos that leave their bodies a patchwork record of past jobs and victories.
Giff speak Common and Giffspeak.
Combat: A Giff will wade into a brawl just for the pure fun of it, tossing various combatants on both sides around to prove itself the victor. Once weapons are bared the Giff consider the fight to be to the death. In serious battle most Giff love the flash and power of firearms, using their Giff sized pistols to hold the line. If the battle comes to melee, most Giff prefer to use bludgeoning weapons.
Giff Traits (Ex): Giffs benefit from a number of racial traits
& Low-light Vision: Giff can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
& Spell Resistance: 10 + Giff levels after the first, This extraordinary ability is in operation at all times, and must be overcome by even beneficial magic, such as healing. A Giff spellcaster must overcome this resistance to cast any spells with personal range (See DMG page 71 for details on Spell Resistance).
& Head Butt: The Giff may employ a head butt melee attack to deal normal damage. If the Giff makes a Charge attack the number of damage dice is doubled (before Strength bonus). Use of this attack is considered "with a weapon". In other words, a juvenile Giff can head butt for 1d4 points of damage (plus Strength modifier), or charge for 2d4 points of damage. Head Butting and attacking with another weapon in the same round is considered as if the giff is fighting two weapon style.
& +2 racial bonus on Intimidation, Intuit Direction (due to their military training), Listen checks. Giffs are very imposing creatures.
& Buoyancy: Spaced throughout the Giff's mighty frame, are fatty deposits that aid the creature considerably in swimming gaining a +4 bonus to swim.
& 2 racial penalties on Jump, Balance and Forgery checks: Giffs blocky body and thick fingers are ill suited to these skills.
& +2 racial bonus on saving throws against poisons: Giffs are hardy and resistant to toxins.
& Trigger-happy: Every time that a Giff character has the opportunity to use a flashy, or unusual weapon, the Giff must succeed in a Will check (at DC 14). If the Giff fails in this check he will use the weapon regardless of the tactical situation, or allies in the path of fire. This affects weapons such as Firearms, Alchemist Fire, or a Wand of Fireballs, but can, at times, include any weapon in which the Giff is enthusiastic.
In The Spheres
The Giff are a race of powerfully muscled, hippopotami mercenaries. They have one rule of engagement: "Giff will never willingly fight other Giff", if forced into such a situation on a battlefield both groups will retire for a least a day of drinking and sorting out ranks. There is a 10% chance that one platoon will join another in this case, but most likely both will quit their current employment and look for work elsewhere.
Giff, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section 1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.
Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD Conversion Agreement. A current version of this policy can be obtained at:
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The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most recently published version of that policy, and with the Open Game License, and with the d20 System Trademark License. If you wish to redistribute any portion of this document containing Wizards Product Identity, you must also agree to the terms of the current ESD Conversion Agreement.
To obtain a digital copy of the original source material this conversion is derived from, please link to: http://www.wizards.com/whatevertherightlinkshouldbe.asp."
Giff, © 1989 Wizards of the Coast, Inc.
d20 System, Conversion of Giff ©2002, is by no one single person. I took the best of everyone efforts, be it from the offical site, Charley (who created the first conversion of the Giff), The List, sj3E group, Aaron Siddell, Ron Pollard and Myself (Mark T. Doolan).
Image by
Asron Siddall
Original Source: Lorebook of the Void