Strong and aggressive, the half-giant is a formidable opponent who suffers little from others. Their physical prowess is not only good in battle, but also serves to intimidate those who would accost the half-giant. Their humanoid ancestry has granted them surprisingly sharp minds for giants, and their psionic nature lets them survive in environments which other races would find inhospitable. Half-giant paragons are daunting warriors, using their physical abilities in combination with their psionic might to subdue and defeat their enemies.
Half-giants tend to adventure due to their mixed heritage. Not truly at home among giants or humans, they tend to a solitary life. Adventuring allows them to socialize with those who are less likely to judge them.
Half-giant paragons are stronger and sturdier members of their race. Where other half-giants may fail from exhaustion, the half-giant paragon is able to survive. Some half-giant paragons know this and take advantage of their increased physical prowess by becoming guards or, in some cases, brigands.
Because of the general stigma surrounding the half-giant in both giant and human societies, half-giants tend toward more chaotic or neutral alignments for their society view, but the best and worst are found among them.
Half-giant paragons, like most other half-giants, have little use for religion. Few among them take up the cause of any deity, instead holding to an ideal.
Half-giant paragons typically come to their abilities from their life in a harsh society where they do not really have a place. The world can be cruel, and half-giant paragons know that inner and outer strength is what is needed if you are to survive.
Because of their mixed nature, half-giant paragons tend to view humans and giants with skepticism. Those groups of either that are accepting of his heritage are few and far between. However, half-giant paragons view most other races based upon their physical prowess and, as such, view elves as frail.
Half-giant paragons work best with those classes that can augment his fighting prowess. He realizes that his brute force may allow him to subdue his opponents, but he will need someone to heal those wounds he takes and to help overcome those obstacles that raw strength will not suffice. As such, a half-giant paragon tends to work best with healing classes, such as the society mind or the cleric, and primary manifesters, such as psions or wilders. For reasons that they will not (or perhaps cannot) make entirely clear, several half-giant paragons have a stigma against arcane magic, and are usually initially suspicious to its practitioners.
Half-giant paragons have a more martial bent then a standard half-giant. As such, they benefit from a high Strength score. Constitution is also important to them to improve their resiliency.
GAME RULE INFORMATION
Hit Die: d8
Autohypnosis, Bluff, Diplomacy, Climb, Concentration, Craft (any), Jump, Listen, Knowledge (Psionics), Profession (any), Spot, Swim. Skill points at each level: 2 + Int modifier. Skill points at 1st level: (2 + Int modifier) x4
Weapon and Armor proficiency: A half-giant paragon is proficient with simple and martial weapons, light, medium, and heavy armor, and shields (but not tower shields).
Manifesting: At 2nd and 3rd level, half-giant paragons gains additional power points per day and access to new powers as if he had also gained a level in psychic warrior. He does not, however, gain any other benefit a character of that class would have gained (bonus feats and so on). This essentially means that he adds the level of half-giant paragon to the level of psychic warrior, and then determines power points per day, powers known, and manifester level accordingly. If the character did not have levels in the psychic warrior class before taking this paragon class, he does not gain manifesting levels.