Giant

Giants, are 10–15 ft. tall humanoids whose heritage dates back to the earliest days of the world. Some call their forefathers “titans” and believe they embodied the most fundamental aspects of creation; their modern-day kin still bear this elemental birthright and revel in the mystic awe bestowed to them. Like many elder beings, they have mostly withdrawn from the growing race of men, perhaps out of fear or simply for solitude in a shrinking world. Though some remain intrigued by the exploits of other species, however, and are quick to befriend those that show you kindness and understanding. They are intensely protective of their companions and go to great lengths to protect them from harm. Their enemies, on the other hand, view them as a force of nature, leaving nothing but destruction in their wake.

* **Common Personality Traits:** Jovial, paternal, quicktempered, straightforward, watchful
* **Common Physical Traits:** Booming voice, towering physique, muscular body, rugged appearance
* **Example Names:** Hruthgar Windwalker, Drath Firebrand, Fafnir Starcrusher
* **Type:** Large (2×2) biped folk with a Reach of 2.
* **Wounds:** Your maximum wounds equal your Constitution score × 1.5 (rounded down).

## The Different Races of Giants

### **Hill Giant**

* **Attributes:** No modifiers
* **Base Speed:** 50 ft.
* **Hurled Proficiency:** You gain the Hurled proficiency.
* **Improved Stability:** You’re considered 1 Size category larger for carrying capacity, Trample attacks, and resisting Bull Rush and Trip attempts so long as you are standing firmly on the ground and not climbing, flying, or riding.
* **Natural Attack:** You gain the Trample I natural attack (see page 235). If you gain a natural attack from multiple sources, the attack’s grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to a maximum of V (e.g. Bite IV, Bite III, and Bite I become Bite V).
* **Sterner Stuff:** The keen quality of each attack made against you decreases by 4.

### **Elemental Heritage**

*Your ancestors were closely tied to primal forces of the world.*

* **Prerequisites:** [Level 1 only]

* **Benefit:** Choose an element.
	+ **Earth:** You gain DR 2/Blunt and sterner stuff (see page 234). However, your Speed decreases by 5 ft. (minimum 10 ft.).
	+ **Water:** You gain Blunt Resistance 5 and a +2 bonus with Acrobatics checks. However, you also gain Achilles heel (electricity).
	+ **Wood:** You gain DR 2/Edged and attribute impairment you suffer drops by 1. However, you also gain Achilles heel (fire).
	+ **Wind:** You gain Falling Resistance 5 and your Speed increases by 5 ft. However, your Size is considered 1 category smaller during Bull Rushes, Grapples, and Trips.
	+ **Dust/Sand:** You gain Unarmed Resistance 5 and a +2 bonus with Prestidigitation checks. However, your Charisma score drops by 1.
	+ **Ice:** You gain Cold Resistance 5 and may convert your unarmed damage to cold damage without suffering the normal –4 attack penalty. However, you also gain Achilles heel (fire).
	+ **Fire:** You gain Fire Resistance 5 and may convert your unarmed damage to fire damage without suffering the normal –4 attack penalty. However, you also gain Achilles heel (cold).
	+ **Mist/Smoke:** You gain Ranged Resistance 5 and a +2 bonus with Blend checks. However, you also suffer a –2 penalty with Fortitude saves.
	+ **Crystal:** Your unarmed and natural attacks gain bleed and you gain 2 Panache. However, you also gain Achilles heel (sonic) (see page 230).
	+ **Metal:** You gain Edged Resistance 5 and a +2 bonus with Resolve checks. However, you also suffer a –2 penalty with Reflex saves.
	+ **Lava:** You gain Heat Resistance 5 and grueling combatant (see page 233). However, you also gain Achilles heel (cold).
	+ **Darkness:** You gain darkvision II, light-sensitive (see pages 233 and 234), and a +4 bonus with Sneak checks.
	+ **Light:** You gain Divine Resistance 5 and night-blind (see page 234), and may convert your unarmed damage to flash damage without suffering the normal –4 attack penalty.

#### E**lemental Legacy**

*More and more you embrace your element, perhaps enough to feel your birth species slipping…*

* **Prerequisites:** Drake, [Giant], or Human; [Elemental Heritage]
* **Benefit:** Your highest attribute rises by 1 and your lowest attribute drops by 1. Also, all numerical benefits of your Elemental Heritage feat (positive and negative) are doubled (i.e. if you have Elemental Heritage (Earth), your Damage Reduction becomes 4/Blunt and your Speed decreases by 10 ft. instead of 5 ft.). You may choose to embrace your elemental nature once, when you level, gaining the Elemental Type (see page 226). If you do, your starting action dice decrease by 1 and you become easier to spot unless trying to hide, suffering a –5 penalty with Blend checks.

### **Two-Headed**

*They really are better than one…*

**Prerequisites:** [Giant], Ogre, or Unborn, [Level 1 only]

**Benefit:** You are only flanked when surrounded by 3 or more adjacent characters, and the penalties you suffer when multitasking (see Fantasy Craft, page 65) or when making attacks with the Two-Weapon Fighting and Two-Weapon Style feats, drop by 2 (minimum 0).

**Special:** When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the requirement “Level 1 only.”

### **Giant-Blooded**

*Towering half-giants are rarely found today, as the children of titans seek solitude in the far corners of the world.*

* **Prerequisites:** [Non-Giant Folk], [Level 1 only]
* **Benefit:** Your Size increases by one step (maximum Large); if you’re already Large or bigger, your Reach increases by 1 instead (maximum 2). You gain the sterner stuff NPC quality and may select feats as if you’re a Giant (see Fantasy Craft, page 235)
* **Special:** You may only have 1 “Blood” feat. When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the requirement “Level 1 only.