Homebrew Racial Write Ups

Post/Author/DateTimePost
#1

Hebitsuikaza

Aug 21, 2008 6:36:21
Two of these are the same ones that everyone has been doing since 4E came out, one of these is a new Goblinoid that I posted in the Monsters section already. I might add more later if I come up with

Half-Orc
Average Height: 5’9”-6’3”
Average Weight: 170-225
Ability Scores: +2 Strength, +2 Wisdom
Size: Medium
Speed: 6
Vision: Normal
Languages: Common, Giant, Choice of one other.
Skill Bonuses: +2 Athletics, +2 Intimidate
Warrior at Heart: At 1st level, you choose an additional 1st level encounter power from any martial power source class (even if you are not a member of that class).
Dual Heritage: You can take feats that have either orc or human as a prerequisite (as well as those specifically for half-orcs), as long as you meet any other requirements.
Group Intimidation: You grant allies within 10 squares of you a +1 racial bonus to Intimidate checks.

Half-Orcs are the rarely occurring crossbreeds between humans and orcs. They are usually scorned and outcast by both parent races as both see the crossbreed as half-enemy. They are usually born on the frontiers of society, but find it very difficult to live in areas where humans are rarely around other races and often at war with Orcs. Half-Orcs tend to choose one of two paths in order to get by, they either move to cosmopolitan areas where many races exist and they can disapear in the crowd and do rough manual labor for little pay, or they live on the edge of the wilderness often doing jobs that are too dirty, too dangerous or too crude for most humans to be willing to undertake on their own. This later group become mercenaries, bandits and adventurers. Half-Orcs have particular trouble getting along with Dwarves, but find kindred spirits in Half-Elves and Tieflings.
Half-Orcs appear to be tall, strong humans with piggish noses, small tusks and greenish-gray skin. They are often disheveled and unhygienic due to mistreatment and living on the fringes or at the lowest levels of society. They tend to be antisocial and withdrawn, replying to most people only with short utterances giving them a reputation of being less than intelligent. They often share the love for battle of their Orcish ancestors and often have a very direct and brutal approach to battle.
Adventuring is an obvious career option for a Half-Orc for mercenary and exploration work is the only employment they are likely to find other than heavy manual labor.

Aasimar
Average Height: 5’6”-6’2”
Average Weight: 140-230
Ability Scores: +2 Wisdom, +2 Charisma
Size: Medium
Speed: 6
Vision: Normal
Languages: Common, Supernal
Skill Bonuses: +2 Insight, +2 Heal
Lore of the Gods: You receive proficiency in the Religion skill.
Blade of Justice: Aasimar receive proficiency with long swords and great swords.
Seeing the Soul: As a minor at-will action, you may make an insight check in order to determine the alignment of any creature within 5 squares.
Guardian: You may use the Guardian racial power once per an encounter.

Guardian (Aasimar Racial Power)
Calling upon the power of the gods, you create an aura of protection in order to deflect the incoming attack.
Encounter * Divine
Immediate Reaction
Targets: Yourself or one adjacent ally.
Effect: Once per an encounter, when an attack roll is being made against you or an adjacent ally, you may choose to use this power in order to raise the AC or one defense of the target by 2 until the end of your next turn. You may use this ability after the attack roll has been made.

The ancestors of the Aasimar were once the servants of the same god Asmodeus served. They were loyal to their master and fought against the forces of their cousins, but ultimately lost the war and were scattered across the astral sea. Even as their enemy was banishes to the nine hells, they stayed lost and without purpose. They stewed bitterly, wishing for vengeance upon their enemies.
When the Tiefling kingdom rose up, the Aasimar could take the influence of their enemies on the mortal realm no more and chose to act. They would get their vengeance, but at a great price. They tied themselves to the mortal realm and lost their divinity as well as much of their power—but they were able to lead a revolution against the Tiefling Empire and were key to bringing it tumbling down.
Remaining on the material realm they interbred with human populations and their blood and power were further diffused. However, every child born would clearly show their divine origin.
Aasimar are quite rare and very disturbing to behold. They have bright, light blue skin, glowing white eyes, including a third one in the middle of their forehead that opens only when they wish to see what normal vision cannot, and thick feather-like hair. They also have a pair of wings on their backs, but they are too small and too weak to support the Aasimar's weight and so exist only as a reminder of their divine heiritage.
Aasimar are naturally messengers, protectors and healers and tend towards these roles. They are quick to root out deception and subterfuge and have little patience for such things. They are quite disciplined to a point of being obsessive and strictly, loyally obey all orders given to them and expect others to do the same. Although Aasimar generally focus on healing, helping and protecting the weak and defenseless and prefer to show mercy and kindness, there are those whose obsession to destroy the Devils drives them down dark paths or who swear fealty to a lord who becomes corrupt and continue serving loyally even as they are given morally murky commands.

Lutin
Average Height: 4’10”-5’6”
Average Weight: 100-135
Ability Scores: +2 Wisdom, +2 Charisma
Size: Medium
Speed: 6 Squares
Vision: Low Light
Languages: Common, Goblin
Skill Bonuses: +2 Bluff, +2 Streetwise

Lutin Weapon Proficiency: You have proficiency with the Goblin Claw weapon (identical stats to a Katar, but with a +2 to hit with proficiency instead of +3).
Slippery: You have a +5 bonus to saving throws to escape from bonds and grapples.
Animal Keeper: You receive a +4 competency bonus to Nature checks to handling and training small or tiny natural beasts.
Distract: You may use the Distract racial ability once per an encounter.

Distract (Lutin Racial Power)
You cunningly taunt the enemy to get their attention as your allies sneak up on them.
Encounter
Minor Action, Range: 5
Targets: One enemy within range
Attack: Charisma or Intelligence (whichever is higher) vs. Willpower.
Effect: The target grants combat opportunity to your allies (but not you) until the end of your next turn.
Once per an encounter, as a standard action a Lutin may attract the attention of an enemy. The Lutin make a ranged 5 Bluff vs. Willpower attack. If the attack succeeds, the Lutin’s allies, but not the Lutin distracting, have combat advantage against the target until the end of the Lutin’s next turn.

Sneaky and chaotic, the Lutin are the wildcards of the Goblinkin. They serve as diplomats, merchants, messengers, researchers, and spies for the Goblinoid tribes. It is unusual to find them in battle, but when they do appear they tend to serve as sorcerers seeding chaos and destruction across the ranks of their enemies.
Lutin tend to get along much better with other races than other Goblinoids. So although they would prefer to team with other Goblinoids, they can occasionally be found in the company of humans, orcs or even more unexpected races. Perhaps their ability to get along with other races, even those who tend not to respect weaker races, is due to their love of jokes, riddles, stories and magic tricks. They amuse others as ice breakers while subtly manuevering themselves into stronger negotiating positions. They also tend to show more regard for their allies well being than other Goblinoids as well, but they are also quick to turn on their masters or abandon their missions if it becomes advantageous to do so.
Lutin are also well known for their habbit of keeping pets. Lutin Scouts tend to have messager bats or crows with which they can send reports, a Lutin merchant is likely to have a cat or rabbit hanging around their shop or stand, and Lutin diplomats might have a weasel or lemur to perform tricks to amuse those they are meeting with. There are rumors that they can use these pets as their eyes and ears and some have even mistakenly believed that Lutin can transform into their pets. They are all rumors, of course, but that doesn't stop many from believing in these fairy tales.
Lutin appear very much like other Goblinoids, they are slightly shorter than humans with large pointed ears, sharp teeth, long limbs and animalistic visages. Their skin ranges from olive to dusky orange and they have dark, often wild, hair. Like Hobgoblins they are likely to be cleaner and dress better than their Goblin or Bugbear cousins, but their outfits tend to be more colorful and less militant than the Hobgoblin manner of dress.

Bogglar
Average Height: 3’8”-4’
Average Weight: 70-80 lbs.
Ability Scores: +2 Intelligence, +2 Wisdom
Size: Small
Speed: 5 squares
Vision: Dark Vision
Languages: Common, Deep Speech
Skills: +2 Dungeoneering, +2 Nature
Amphibious: You can hold your breath underwater for up to 1 hour and receive a +4 bonus to athletics checks when swimming.
Large Lungs: You also receive a +5 to your saves against gas attacks.
Natural Camouflage: You receive a +4 bonus to your hide checks when attempting to hide in forest or swamp areas.
Fire Vulnerability: You have a -2 to your AC and Fortitude defense against fire-type attacks.
Acid Spit: Once per an encounter you may use the Acid Spit special ability.

Acid Spit (Bogglar Racial Ability)
You spit out a large acidic ball of goo into your enemy's face.
Encounter * Acid
Minor Action, Range: 5
Targets: One creature in range
Attack: Intelligence vs. Reflex or Dexterity vs. Reflex (whichever is higher)
Effect: The target is blinded (save ends).

Bogglars are small, hideous creatures with brownish green wart-covered skin, oversized heads with long beak-like noses and large, and wide mouths filled with sharp and crooked teeth. They have short, stubby legs with long, webbed feet and lanky arms that come close to touching the ground without them needing to bend their knees. Their hands are long and their fingers are knobby and often crooked. Their bellies are often bloated as they can, and often do, fill themselves up with air to be both more intimidating and to become buoyant.
One look at these tiny froggish Trollkin would make anyone assume that they are likely a primitive and unintelligent species, but this is far from the truth. They may be a bit primitive as they choose to live in tune with nature, but they are one of the most intelligent and sensible races one can find. Their fast wits and varied knowledge is all that keeps them alive in a world where they would otherwise be likely to be slaughtered and devoured otherwise. Although they do not build cities or libraries, the Bogglar culture is passed through the generations by means of storytelling and even the youngest Bogglar knows hundreds of stories from which they can draw solutions to their problems.
The Bogglars are most comfortable in the swamp, and even when they leave they prefer very wet and dark environments, preferably filled with greenery, but they have been known to make their homes in caverns and catacombs. Bogglars are cautious around other races as those they most frequently encounter only wish to do them harm, however they are a peaceful, kind, good and sociable race that would prefer to make friends with others. Even then bad seeds amongst the Bogglar race still prefer to work in groups rather than seek out their ambitions on their own.

Golliath
Average Height: 7’-7’6”
Average Weight: 300-360 lbs.
Ability Scores: +2 Strength, +2 Intelligence
Size: Medium
Speed: 7 squares
Vision: Normal Vision
Languages: Common, Giant
Skills: +2 History, +2 Intimidate
Giant Heritage: You are considered a giant for the purposes of effects that relate to giant creatures and may take feats available to giants or ogres.
Oversized: You can use weapons of your size or one size larger than you.
Thunder Resistance: You have resist thunder 6 + one half your level.
Wind Blast: You may use the Wind Blast special ability once per an encounter.

Wind Blast (Golliath Racial Ability)
You call upon your inner storm and unleash a blast of wind in all directions accompanied by a deafening thunder clap.
Encounter * Thunder
Minor Action, Close Burst 1

Targets: All creatures in burst
Attack: Strength or Intelligence vs. Fortitude
Hit: 1d6+Consitution modifier damage and targets are knocked prone.
Special: Increases to Close Burst 2 at 11th level and Close Burst 3 at 21st level.

Golliaths are descended from a kingdom of cloud giants who, for reasons unknown, were shrunk to only half their size. Golliaths can live for ages, but often live at a very slow and dawdling pace. The Golliaths once ruled a mountain kingdom known for its beautiful art and vast libraries, however this kingdom was toppled and their remains seized by the Dwarves soon after their rebellion from their state of slavery. Although there are Golliaths still alive who had met those who were alive during the time this occurred and there is not a Golliath who does not know this, the Golliaths are not ones to hold grudges. Any bad relations between the Dwarves and the Golliaths tend to come from the Dwarves’ natural distrust of giants.
Golliaths tower over nearly all other races, their skin is milky white with marbleized patterns of blues or purples spread across their whole bodies. Golliaths are born with hair colors in hues matching all the colors of the sky and changing throughout their youth, but all Golliath’s hair turns silver or white soon after they become adults. Although their limbs are quite thick, they are proportionally tall and thin. Though they are frighteningly powerful and their long strides make them very fast, often they are both quite clumsy and surprisingly unsteady. In fact their power offset by their fragility is so well known that there is an old joke that says the only thing that can stop a Golliath is a Halfling with a sling.
Generally Golliaths are a peaceful, patience and non-ambitious people who are quite happy to watch the world go by and document it. They live high in the mountains in very humble homes, although there are those who attempt to remake monuments of their former glory, and are hospitable to travelers. Every now and again young Golliaths who hear the grand tales of adventurers are inspired to come down from their ancient, withered mountains and attempt to explore the world on their own. Often they have some trouble with those who would mistake them for monsters, but their gentle and passive mannerisms often win friends whenever that initial fear can be overcome.


Feats
Heroic

Divine Aura [Aasimar]
Prerequisite: Aasimar
Benefit: You receive a +1 bonus to AC and all defenses.

Frontiersman [Half-Orc]
Prerequisite: Half-Orc
Benefit: You receive a +3 bonus to your Nature and Endurance skills

Goblin Magery [Lutin]
Prerequisite: Lutin
Benefit: You receive a +1 to hit and +2 damage rolls with orb, or staff implements.

Golliath Weapon Training [Golliath]
Prerequisite: Golliath
Benefit: You gain proficiency and a +2 feat bonus to damage rolls with maces and staffs

Improved Acid Spit [Bogglar]
Prerequisite: Bogglar
Benefit: You may use your Acid Spit racial ability an additional time during an encounter and affected targets receive a -2 to their saves when attempting to remove it.

Opening Opportunity [Lutin]
Prerequisite: Lutin
Benefit: You receive +2 bonus when you attempt to make a feint. You also receive a +2 bonus to damage against an enemy you have combat opportunity against because of a successful feint.

Packmule [Golliath]
Prerequisite: Golliath
Benefit: You can carry, lift and drag 25% more weight than your strength score would normally allow.

Soul Searching [Aasimar]
Prerequisite: Aasimar
Benefit: You may use your Insight rather than Nature or Streetwise when tracking down a target. Covering tracks does not raise the DC of tracking using this ability.

Stormcaller[Golliath]
Prerequisite: Golliath
Benefit: You gain a +1 damage with all attacks that have the Cold or Thunder keywords.

Toxic Mastery [Bogglar]
Prerequisite: Bogglar
Benefit: You deal +1 damage with all attacks that have the Acid or Poison keywords.

Tricky Merchant [Lutin]
Prerequisite: Lutin
Benefit: When you are buying or selling items, make a Bluff check. If you pass then you buy items for 10% less and sell items for 10% more than the base item price.

Trollkin Healing [Bogglar]
Prerequisite: Bogglar
Benefit: Whenever you spend a healing surge to regain hit points, you regain an additional hit points of 3+ one half your level.

Vengance of the Holy Ones [Aasimar]
Prerequisite: Aasimar
Benefit: +5 damage to attacks against Devils and Demons.

Paragon
Angelic Flight[Aasimar]
Prerequisite: Aasimar
Benefit: Once per an encounter you may fly as a move action up to your normal speed.

Improved Wind Blast [Golliath]
Prerequisite: Golliath
Beneft: You receive a +2 to hit targets with your Wind Blast special ability and targets are stunned in addition to being knocked prone.

Mind Games [Lutin]
Prequisite: Lutin
Benefit: You receive a +2 racial bonus on your attack rolls for Illusion and Enchantment spells as well as the Distract ability.

Venomous [Bogglar]
Prerequisite: Bogglar
Benefit: As a minor action you may coat your weapon with a venom that you naturally produce. If you strike a target with this weapon before the end of your next turn then you make an additional attack of Con+4 vs. Fortitude. If successful the target receives a -1 to all attacks, damage, AC, defenses and skill checks until the end of the encounter.
#2

sphynx01

Aug 21, 2008 6:51:10
The ability to fly alone is game-breakingly powerful (and why, despite Dragonborns in the Monster Manual having wings, there is no Feat to allow them, as PCs, to fly).

Angelic Flight should be, minimum, Epic Level, and "Clumsy" . Otherwise it should be a Daily Power achievable at Paragon level.

I don't see how Lutin can possibly have a +2 Cha, or Wis for that matter. Based on their description, they seem like they might have +2 Dex? While Tieflings may also look odd, they have a regal personage. Goblinoid?

Half-Orc seems cool, but not grasping the Wisdom choice there. That makes them the best Rangers of any race I think.
#3

Hebitsuikaza

Aug 21, 2008 7:14:18
You might be right on the flight thing-- I don't know that it is too central to the race.

As for Goblinoids not having Charisma-- you must have gotten a radically different copy of the 4E Monster Manual than everyone else. Goblins and Hobgoblins BOTH get Charisma as PCs, certainly the diplomat/merchant/beast keeper/warlock subrace would get a bonus to Charisma.
I can leave it at that. As for the Wisdom, I either had to give them Intelligence or Wisdom, would you prefer a +Int, +Cha Goblinoid race? They'd be identical to Tiefling then.

I am certain that Wisdom is good for Half Orcs too. It is the third most needed stat for Fighter, so they aren't overly specialized, and they should be more likely to be 2-axe/blade Rangers than Warlords, wouldn't you think?

I think you have a different perspective on Wisdom than I do. Dungeonering, Healing, Insight, Nature, and Perception? Those are perfectly themed skills for wild, beastial races that are likely to live in dungeons.
#4

sphynx01

Aug 21, 2008 7:29:39
Well, for what it's worth, I don't agree with the stats for Goblin/Hobgoblins in the Monster Manual either. I can't picture anything related to a Goblin getting a Charisma bonus.

Anyhows, wasn't disagreeing with the Half-Orc wisdom, just not understanding it. I probably would have done Constitution, but being "half" Orc, and Str/Con being the selection for Orcs, I think Wisdom probably is the better choice. But maybe it would work better if, in the description, you describe them more as Outcasts who survive where civilization hasn't rather than in more cosmopolitan areas. Explaining the Wisdom through that (since that was your defense for Wisdom)
#5

Hebitsuikaza

Aug 21, 2008 8:26:05
Well, for what it's worth, I don't agree with the stats for Goblin/Hobgoblins in the Monster Manual either. I can't picture anything related to a Goblin getting a Charisma bonus.

It is fair enough for you to hold that opinion, but it still stands that since both Goblins and Hobgoblins have Charisma bonuses as PCs (they should probably have Wisdom if they need a mental skill at all), then a goblin subrace whose specialization is trading, diplomacy, information gathering and lying, then having them not have a Charisma bonus is kind of backwards-- even if some people don't like the idea of Goblinoids having strong personalities.

Anyhows, wasn't disagreeing with the Half-Orc wisdom, just not understanding it. I probably would have done Constitution, but being "half" Orc, and Str/Con being the selection for Orcs, I think Wisdom probably is the better choice. But maybe it would work better if, in the description, you describe them more as Outcasts who survive where civilization hasn't rather than in more cosmopolitan areas. Explaining the Wisdom through that (since that was your defense for Wisdom)

Good insight. Okay, I'll change it to note that either they go to areas that have 6 other races and do manual labor or they kind of get pushed out of civilization entirely and end up living on their own in the wild and adventurers come from primarily the later group (since the former has more or less given up on ambition).

As for the Aasimar and flight... perhaps instead they could get a +5 Jump bonus and a +5 Acrobatics when safe falling only. It would follow the logic that the wings are simply not large enough to support them flying or even gliding, but they can open them up and get some small benefit from having them.
#6

Neutronium_Dragon

Aug 21, 2008 13:22:28
Charisma makes sense for both hobgoblins and goblins.

Goblins don't have the strength or the size or the discipline of bugbears or hobgoblins - what they've got is treachery and trickiness. That includes deceptive trickiness, and Charisma is a natural outgrowth of that.

Though that may be a mild stretch, for hobgoblins it's no stretch at all. These guys are both physically and socially overbearing - remember that charisma doesn't mean "likeable", just forceful. Think of them as an entire race of drill sergeants (not far off the mark) and you have a pretty good idea of why they get Charisma.
#7

squarecircle

Aug 21, 2008 21:14:47
I home-brewed a half-orc myself and also gave them a wisdom bonus. I read a write-up somewhere on these boards that gave a good defense of it, and I really liked the fluff behind it.

I like the idea of making a half-orc not just "half-human and half-orc" but also a race unto its own, much like the half-elf. And where the half-elf's "thing" is Charisma, making natural diplomats because of their heritage, I like the half-orc's "thing" being Wisdom, being naturally insightful because of their heritage.

Here's an excerpt from my writeup, which is not originally mine, but belongs to someone else, who I really wish I could credit right now:

In reality half-orcs are quite introspective and insightful and on several occasions have been close advisors to nobility or even royalty. They tend toward a wisdom that comes hard won in their lives on the fringes of society and have a wide breadth of insight and natural cunning.

...

Half-orcs tend to be faithful friends and implacable enemies. They are a quiet race among strangers and boisterous with those they hold close. They get by on knowing when to bluff, when to listen and when to give way without giving offense--and when to bare their teeth and go for the throat.

Half-orcs have a longing to belong somewhere and as a result tend to be wanderers until they find that place. Their quiet manner and often brusque personality make them less than universally loved, although those that look past the surface can find relationships that stand the test of time quite well.

I pretty much gave them the Orc mechanics in the MM but gave them +2 Str +2 Wis. Although now that I think about it, +2 Con and +2 Wis might be better.
#8

Hebitsuikaza

Aug 21, 2008 22:40:34
I home-brewed a half-orc myself and also gave them a wisdom bonus. I read a write-up somewhere on these boards that gave a good defense of it, and I really liked the fluff behind it.

I like the idea of making a half-orc not just "half-human and half-orc" but also a race unto its own, much like the half-elf. And where the half-elf's "thing" is Charisma, making natural diplomats because of their heritage, I like the half-orc's "thing" being Wisdom, being naturally insightful because of their heritage.

That's not a bad idea, but since I am offering up an Aasimar here who focuses on Insight, I don't think it would work out. The Orcs in the MM have Endurance and Intimidate and I didn't want to make it identical, so I gave them Intimidate right away with an ability to give their allies the ability to Intimidate-- after all having a big, scary, brute monsterous guy with you is certainly going to boost one's ability to intimidate others, wouldn't you think?

And instead of merely being Orc light by giving them identical abilities to an Orc, they are most similar to the Half-Elf as the abilities of a Half-Elf are a good reflection of what Half-Human heiritage would do for someone. Granted the 'give allies a bonus' is an elf thing, but in this case I think it fits the flavor of the Half-Orc better then it does the Half-Elf. However, if people feel it needs to be more Orcish I could replace that with Running Charge.


I pretty much gave them the Orc mechanics in the MM but gave them +2 Str +2 Wis. Although now that I think about it, +2 Con and +2 Wis might be better.

Con and Wis is identical to the Dwarf so it wouldn't reflect well, no other race currently has Str and Wis and it is a good idea to keep one of the two primary stats identical to what the Half-Orc had in 3E. In 3E the Half-Orc had +2 Str and Wis was the only mental stat they were not penalized on.
#9

matthewswift

Aug 22, 2008 11:46:34
To simplify the jump bonus on the Aasimar feat, why not just have an encounter power where the wings let them fly their speed? It's essentially fey step as a feat, instead of a class feature. Giving them two +5 bonus to skills that let them do essentially the same thing seems like needless bookkeeping to me.

Another Race on here I saw, called the Tomsuoy had bat wings inherrited from their incubus/succubus blood. It had a similar power, but doesn't seem broken at all.
#10

FeanorCursed

Aug 22, 2008 12:21:56
I think it would be better if the Aasimar keep the racial traits +2 wis, +2 car, as it was in the past (3.5).
#11

Hebitsuikaza

Aug 25, 2008 2:34:37
To simplify the jump bonus on the Aasimar feat, why not just have an encounter power where the wings let them fly their speed? It's essentially fey step as a feat, instead of a class feature. Giving them two +5 bonus to skills that let them do essentially the same thing seems like needless bookkeeping to me.

Another Race on here I saw, called the Tomsuoy had bat wings inherrited from their incubus/succubus blood. It had a similar power, but doesn't seem broken at all.

Okay, this is a good way of handling it. I'll use this idea.

I think it would be better if the Aasimar keep the racial traits +2 wis, +2 car, as it was in the past (3.5).

Okay, this works as well once I have been given time to think about it.
Does this mean I should shift the Lutin to something different or keep two Wis/Cha races in this mix?
Granted, since no other races have these attributes and one rewards you for concentrating on Wis and the other rewards you for concentrating on Cha, it might not be a problem.
#12

matthewswift

Aug 25, 2008 9:01:15
Boosting Cha on the aasimar makes sense to me. And it's still good for that messenger ancestry fluff.
#13

vaalingrade_ashland_02

Aug 25, 2008 18:04:24
Flight is no where near as powerful as people think. Keep it the way you've got it.
#14

Hebitsuikaza

Aug 28, 2008 21:35:31
I have added two more races to this list. Please read and enjoy the new entries on the Bogglar and the Golliath! :D