Races/Giant

Description
Physical Description: Giants are a primeval race of enormous humanoids which can vary in appearance as much as any of the myriad humanoid races. Their strong connection to the natural world influences giants more than most races, and tribes that have settled in one area for many generations tend to take on the physical characteristics of the land around them. Giants stand twice as tall as most humanoids, with most examples somewhere between 10 to 13 feet tall and weighing upwards of 1,000 lbs.

Society: While most giants are territorial and tribal, tending to live in secluded settlements led by a chieftain or shaman, the natural ability of giants to adapt to their surroundings has allowed some tribes to instead live alongside or intermingle with the ever-expanding human kingdoms; although most tend to find life in a human-sized city inconvenient at best and inhospitable at worst. Nomadic tribes often take up professions as traveling merchants, using their prodigious size and strength to carry an entire caravan’s supply on their backs while making an intimidating target for highwaymen and bandits.

Relations: Giants are seldom in a hurry and move at their own pace, and can find the industriousness and hunger for advancement of the human race to be a bit grating. In contrast, they often find the whimsical and aloof nature of halflings amusing and many giant settlements welcome halflings for the lust for life that they bring and their tiny, dexterous hands. Giants tend to be at odds with dwarves and elves, as the long-lived races are sometimes in conflict over territorial borders.

Type: Humanoid(Giant)

Ash-Skin
Description: Ash-skin giants make their homes in volcanic mountains, or alongside the heat and flame deep within the earth. These giants tend to have a dark, soot-colored complexion and hot tempers.

Ability Score Modifiers: Ash-skin giants gain a +2 racial bonus Strength, a +2 racial bonus to Psyche, and a -2 penalty to Agility.

Size: Large (-1 penalty to AC and Attack Rolls; +1 size bonus Penalty to MSB and Saves against maneuvers; and a -4 penalty on stealth and acrobatics checks to fly).

Base Speed: 30 Feet

Starting Languages: Common, Giant

Special Vision Types: Low-Light

Trait: Ash-skin giants have elemental Resist 1 to Fire.

Reef
Description: Reef giants are seafaring tribes that make their homes on coastlines or build floating settlements out of interconnected barges. These giants often have webbed fingers and feet that give them deceptive agility in the water.

Ability Score Modifiers: Reef giants gain a +2 racial bonus to Strength, a +2 racial bonus to Focus, and a -2 penalty to Psyche.

Size: Large (-1 penalty to AC and Attack Rolls; +1 size bonus Penalty to MSB and Saves against maneuvers; and a -4 penalty on stealth and acrobatics checks to fly).

Base Speed: 30 Feet

Starting Languages: Common, Giant

Special Vision Types: Low-Light

Trait: Reef giants double the number of rounds that they can hold their breath, never take damage from diving into deep water regardless of the height they fell from, and gain a +2 racial bonus on Swim skill checks.

Sasquatch
Description: Sasquatches make their homes in forests and swamplands, living in connection with nature. These giants tend to have tangled, bramble-like hair and thick skin that is rough to the touch like tree bark.

Ability Score Modifiers: Sasquatches gain a +2 racial bonus to Strength, a +2 racial bonus to Focus, and a -2 penalty to Agility.

Size: Large (-1 penalty to AC and Attack Rolls; +1 size bonus Penalty to MSB and Saves against maneuvers; and a -4 penalty on stealth and acrobatics checks to fly).

Base Speed: 30 Feet

Starting Languages: Common, Giant

Special Vision Types: Low-Light

Trait: Sasquatches have a +2 natural armor bonus.

Stone Eater
Description: Stone eaters get this nickname from the barren and rocky mountains where they make their homes, carving networks of caves into cliff sides and ravines like termites. These giants have thick calluses on their skin which are often mistaken for partial petrification.

Ability Score Modifiers: Stone eaters gain a +2 racial bonus to Strength, a +2 racial bonus to Endurance, and a -2 penalty to Agility.

Size: Large (-1 penalty to AC and Attack Rolls; +1 size bonus Penalty to MSB and Saves against maneuvers; and a -4 penalty on stealth and acrobatics checks to fly).

Base Speed: 30 Feet

Starting Languages: Common, Giant

Special Vision Types: Low-Light

Trait: Stone eater giants are immune to the negative effects of high altitude, reduce the damage from falling as if the fall were 10 ft shorter, and gain a +2 racial bonus on Climb skill checks.

Tundra
Description: Tundra giants make their homes in frozen regions, often building sprawling settlements in labyrinth-like ice caverns. These giants tend to have pale, bluish skin, white hair, and a cold but calculating temperament.

Ability Score Modifiers: Tundra giants gain a +2 racial bonus to Strength, a +2 racial bonus to Intelligence, and a -2 penalty to Agility.

Size: Large (-1 penalty to AC and Attack Rolls; +1 size bonus Penalty to MSB and Saves against maneuvers; and a -4 penalty on stealth and acrobatics checks to fly).

Base Speed: 30 Feet

Starting Languages: Common, Giant

Special Vision Types: Low-Light

Trait: Tundra giants have elemental Resist 1 to Cold.

Burning Blood (Race)
Prerequisite: Giant(Ash-Skin), Hot Blooded

Benefit: When you sear a creature with your blood, you may also make a Physical(Agi) save attack against the creature (1d20 + ½ your hit dice + your Constitution modifier). On a success, the creature bursts into flame, taking 1d6 + your Endurance modifier Fire damage at the start of each turn until it is extinguished.

Hot Blooded (Race)
Prerequisite: Giant(Ash-Skin)

Benefit: While you are under the effect of the Bleed status, any creature that strikes you with a non-reach melee weapon or natural attack is seared by your blood, taking Fire damage equal to your Endurance modifier.

Obsidian Skin (Race)
Prerequisite: Giant(Ash-Skin)

Benefit: You do not take damage from magma during the first round in which you are exposed to it. If you do not remove yourself from the magma (or remove the magma from yourself) before the start of your next turn, you suffer the effects as normal.

Child of the Deep (Race)
Prerequisite: Giant(Reef)

Benefit: You gain the Amphibious universal ability.

Deep Sea Hunter (Race)
Prerequisite: Giant(Reef), Child of the Deep

Benefit: You gain the Scent universal ability while in the water.

Powerful Strokes (Race)
Prerequisite: Giant(Reef)

Benefit: Gain a swim speed equal to your base land speed (along with the +8 racial bonus on Athletics checks to swimming a swim speed grants).

At Home in Nature (Race)
Prerequisite: Giant(Sasquatch)

Benefit: You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment as long as the undergrowth is not magically created or controlled.

Special: If you already possess this ability or later gain it (such as from the Druid’s Plant Realm), you instead receive a +4 bonus on saves against effects that magically create or control undergrowth.

Big Feet (Race)
Prerequisite: Giant(Sasquatch)

Benefit: When you knock a creature prone in a space adjacent to you (such as with a Trip or Overrun combat maneuver) you deal additional bludgeoning damage to the creature equal to your Strength modifier.

Mosshide (Race)
Prerequisite: Giant(Sasquatch)

Benefit: While in a wooded area, you gain a +4 bonus on Stealth checks and a +4 bonus on Disguise checks to appear as a tree or another form of large, local plantlife.

Cliffhanger (Race)
Prerequisite: Giant(Stone Eater)

Benefit: You gain a climb speed equal to ½ your base land speed. This grants you a +8 racial bonus to Climb checks as normal for creatures with a climb speed.

Raised to Fall (Race)
Prerequisite: Giant(Stone Eater)

Benefit: You may treat a fall as if it were an additional 5 ft shorter per hit die for the purpose of determining whether you take damage from that fall. If this reduces the distance to 10 ft or less, you do not need to make an Acrobatics check to land on your feet.

Rockslide (Race)
Prerequisite: Giant(Stone Eater)

Benefit: When performing a charge from higher ground (including dropping onto a creature from above) you deal an additional 1d6 bludgeoning damage for every 10 feet above your target you were when you began the charge.

Cold Steel (Race)
Prerequisite: Giant(Tundra), 7 Hit Dice

Benefit: Your unarmed strikes and any melee weapon you wield gain the Elemental Fury (Cold) special ability.

Snowstride (Race)
Prerequisite: Giant(Tundra)

Benefit: Your speed is never slowed by nonmagical snow or ice. You do not need to make an Acrobatics check to avoid falling due to slippery conditions caused by nonmagical snow or ice.

Winter’s Embrace (Race)
Prerequisite: Giant(Tundra)

Benefit: When you succeed on a Grapple combat maneuver, you deal additional Cold damage equal to your Constitution modifier.

Avalanche Stopper (Race)
Prerequisite: Giant(Any), Boulder Toss

Benefit: You gain the Rock Catching universal ability.

Special: If you have the Deflect Arrows (Combat) feat you may use it to attempt to deflect or catch any unattended object that makes an attack roll against you, not just attacks from ranged weapons.

Boulder Toss (Race)
Prerequisite: Giant(Any)

Benefit: You gain the Rock Throwing universal ability, allowing you to throw rocks of up to two size categories smaller than yourself (dealing 2d6 bludgeoning damage for a small object). This counts as the Throw Anything (Martial) feat for the purposes of meeting prerequisites.

Cave Giant (Race)
Prerequisite: Giant(Any)

Benefit: You gain Darkvision (60 feet).

Special: You may select this feat a second time, improving the range of your darkvision to 120 feet.

Strong Grip (Race)
Prerequisite: Giant(Any)

Benefit: You gain a +4 racial bonus to CMD against the Disarm maneuver.

Thicker Skin (Race)
Prerequisite: Giant(Any)

Benefit: You gain a +1 natural armor bonus, or improve your existing natural armor bonus by an additional +1.

Special: You may take this feat multiple times, but not more than once per 5 hit dice.