Size/Type: Medium Giant (Psionic)
Hit Dice: 1d8+2 (6 hp)
Speed: 30 ft. (6 squares)
Armor Class: 13 (–1 Dex, +4 scale mail), touch 9, flat-footed 13
Base Attack/Grapple: +1/+7
Attack: Large greatsword +4 melee (3d6+3/19–20) or Large javelin +0 ranged (1d8+2)
Full Attack: Large greatsword +4 melee (3d6+3/19–20) or Large javelin +0 ranged (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psi-like abilities
Special Qualities: Fire acclimated, giant’s stature, low-light vision
Saves: Fort +4, Ref –1, Will –1
Abilities: Str 15, Dex 9, Con 14, Int 10, Wis 9, Cha 8
Skills: Listen +1, Spot +1
Feats: Weapon Focus (greatsword)
Environment: Warm desert
Organization: Team (2–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or band (30–100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 1
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +1
Half-giants typically stand from 7 feet to nearly 8 feet tall and weigh from 250 to 400 pounds, with men noticeably taller and heavier than women.
Half-giants speak Common. Many also learn Giant.
Because of their giant ancestry, half-giants are able to use weapons sized for creatures larger than normal humans. They gain considerable satisfaction in using these large weapons in combat against their foes.
Psi-Like Abilities: 1/day: stomp (DC 10). Manifester level equal to 1/2 HD (minimum 1st). The save DC is Charisma-based.
Fire Acclimated (Ex): Half-giants have a +2 racial bonus on saving throws against all fire spells and effects.
Powerful Build (Ex): The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
The half-giant warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
HALF-GIANTS AS CHARACTERS
Half-giant characters possess the following racial traits.
- +2 Constitution, +2 Strength, –2 Dexterity.
- Medium size.
- Half-giant base land speed is 30 feet.
- Low-light vision.
- Naturally Psionic: Half-giants gain 2 bonus power points at 1st level, regardless of whether they choose a psionic class.
- Fire Acclimated: Half-giants have a +2 racial bonus on saving throws against all fire spells and effects.
- Powerful build (see above).
- Special Attacks (see above): Psi-like abilities.
- Automatic Language: Common. Bonus Language: Draconic, Giant, Gnoll, Ignan.
- Favored Class: Psychic warrior.
- Level adjustment: +1.