Legacy of the Green Regent
Giants combine great size with great strength, giving them an unparalleled ability to wreak destruction upon anyone or anything unfortunate enough to get in their way. Giants have a reputation for crudeness and stupidity that is not undeserved, especially among the evil varieties. Most rely on their tremendous strength to solve problems, reasoning that any difficulty that won’t succumb to brute force isn’t worth worrying about. Giants usually subsist by hunting and raiding, taking what they like from creatures weaker than themselves. All giants speak Giant. Those with Intelligence scores of 10 or higher also speak Common.
Giants relish melee combat. They favor massive two-handed weapons and wield them with impressive
skill. They have enough cunning to soften up a foe with ranged attacks first, if they can. A giant’s favorite ranged weapon is a big rock. Rock Throwing (Ex): Adult giants are accomplished
rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The size of the range increment varies with the giant’s variety. A Huge giant can
hurl rocks of 60 to 80 pounds (Medium objects). Rock Catching (Ex): A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the
projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.
Solitary giants are often young adults striking out on their own. Gangs are usually made up of young adults who hunt or raid (or both) together. Giant bands are usually large or extended families. Sometimes a band contains unrelated young adults that the band has taken in as mates, servants, or guards. Giant tribes are similar to bands but have more members, plus contingents of guard creatures and nongiant servants. Hunting and raiding parties include guard creatures and may be made up of giants from different tribes working together. About a third of the giants in a band or tribe are giant children, who can be formidable creatures in their own right. When a
group of giants includes children, roll d% for each child to determine maturity: 01–25 infant (no combat ability); 26–50 juvenile (two sizes smaller than an adult, 8 fewer HD, –8 Strength, –8
Constitution, and 1 rank in each skill that an adult has); and 51–100 adolescent (one size smaller than an adult, 4 fewer HD, –4 Strength, –4 Constitution, and 2, 3, or 4 ranks in each skill that an adult has). Giant children can throw rocks if they meet the minimum size requirement (see above). Except when otherwise noted, giant children are identical with adults of their variety.