Half-Giant
Massive and towering, half-giants stand much taller than their smaller brethren. Feared and hated for their connection to the god-hating giants and Titans, half-giants are shunned by most humanoid societies. Many seek isolation in remote places of the world or seek giant tribes to prove themselves to.
Basic Information
Anatomy
Half-Giants appear mostly as normal Humans, but to a much larger scale in both height and mass.
Genetics and Reproduction
Most half-giants are born through unwilling pairings between human females and hill giants, and the process of a human giving birth to a half-giant is extremely difficult process, one in which the mother rarely survives. In the rare instances of pregnancy for a female giant, the birth is relatively easy, but the babies smaller size causes giants much concern.
Growth Rate & Stages
Half-giants grow slower than Humans, reaching adulthood at 23 years of age. Despite this, a half-giants large size means that they are much more dangerous than the human peers of their age, and must be watched to ensure that they don't cause accidental harm to others.
Dietary Needs and Habits
Like humans, half-giants have a large and varied diet, but half-giants often find themselves drawn to consuming large portions of meat and alcohol all in one sitting.
Biological Cycle
Certain half-giants might be more effected by the seasons then others, such as those born of fire-giants becoming more active in the summer, while those born of frost giants might be more active in the winter.
Additional Information
Social Structure
Half-giants raised in giant society struggle greatly, as their diminished size means they are viewed as runts and are often mistreated by their large and more brutal family members. However, those in less intelligent tribes, such as hill giants, can often utilize their slightly better thinking skills to maneuver themselves into positions of power.
Uses, Products & Exploitation
Many half-giants are valued in criminal networks for their increased strength, and thus can often be found working or enslaved as bodyguards, bouncers, or labor workers.
Geographic Origin and Distribution
Half-giants are spread through the realms, often being born in the areas surrounding giant tribes.
Average Intelligence
Half-giants are varied in their intelligence, with ones raised by giants often being much more stupid or brutish than ones raised by Humans. Still, the fear of the giants ingrained in humans means that half-giants in human society rarely are able to receive proper education, and thus often fall back on more manual and unthinking labor.
Perception and Sensory Capabilities
Half-giants can see in low-light conditions, although half-giants born from cliff giants often gain the ability to sense minute vibrations in the ground.
Civilization and Culture
Naming Traditions
Half-giants share them naming traditions of the parent who raised them, gain short brutish names when raised by giants and longer elegant names when raised by Humans.
Beauty Ideals
Half-giants usually share the same ideals as their society they were raised in, but they often pine for other half-races. Those raised in Human society often look fondly to Half-Elves, as they share a similar if less intense conflict. Those raised by giants find themselves drawn more towards Half-Orcs, as their similar values and tougher bodies are more in line with what the half-giant has already experienced.
Gender Ideals
Most giant tribes are patriarchal, and thus most half-giants who are raised in such tribes share similar ideas on gender, but those raised by Humans can be found having a wide variety of ideals based on their birth culture.
Courtship Ideals
Most half-giants are born of violence, and their treatment at the hands of others; either from being shunned by humanity or brutalized by their giant kin; lead many half-giants to follow the same path of violently forcing themselves on others. Despite this, some half-giants learn from their experiences, gaining a tenderness not found in either society.
Relationship Ideals
Due to stigma of giant-kind, half-giants struggle to make friendships, with most who even dare to interact with them are out to exploit them for their strength. More kind-hearted half-giants gain a view of protector-ship, taking on a guardian role to a village or people in need.
Average Technological Level
Half-giants share the technological levels of their birth society, but rarely are able to make advancements themselves, as their stature makes it difficult for them to craft finer details.
Major Language Groups and Dialects
Most half-giants speak Common and Giant, with those born in giant tribes rarely picking up new languages, while ones born to Humans often pick up one or two dialects common to the area.
Common Etiquette Rules
Half-giants must move slowly and carefully, lest they break things when moving around, and often must hold back in contests of strength or play-fighting to not accidently hurt their opponent.
Common Dress Code
Half-giants in Human society must procure special made clothes large enough to fit them, a financial struggle that adds to the half-giants difficulties. Those born in giant tribes often share the same clothes as their brethren, often gaining hand-me downs. Such tribes rarely have anything in the way of good quality clothing and most half-giants are left with rags.
Common Customs, Traditions and Rituals
Half-giants share the traditions of their birth society, but struggle to compete in giant contests and are rarely included in Human festivals.
Common Taboos
Due to often living on the fringes of both giant and Human society, most half-giants have little taboos, but they are often greatly shaped by the circumstances of their upbringing.
Common Myths and Legends
Many half-giants turn to Titan worship, either due to following their giant tribe or due to being turned away from conventional religions, but some giants turn to worship Bir-Tarha, who preaches acceptance of creatures regardless of their race. Others can be found worshiping other gods of strength, battle, or war.
Interspecies Relations and Assumptions
Giants are feared all over the world, and this fear flows down and extends to half-giants. Dwarves in particular fear them, viewing them as no better than the giants themselves. Half-Orcs and Half-Elves can easily relate to them due to a similar discrimination. They share massive strength with the Rhoceni, and can often be found having contests of strength with them.
Racial Table - Half Giant: Hit Dice: D8; Class Skills: Climb, Craft, Handle Animal, Profession, Survival; Skill Ranks Per Level: 2 + Intelligence modifier; Weapon Proficiency: Simple, plus all forms of Clubs; Armor Proficiency: Medium
Level | BAB | Fort | Reflex | Will | Abilities |
---|---|---|---|---|---|
1st | +0 | +2 | +0 | +0 | Rock Catching |
2nd | +1 | +3 | +0 | +0 | Bonus Feat |
3rd | +2 | +3 | +1 | +1 | Rock Throwing |
4th | +3 | +4 | +1 | +1 | Bonus Feat, +2 Strength |
5th | +3 | +4 | +1 | +1 | Titan's Blood |
Random Starting Ages
Adulthood | Intuitive1 | Self-Taught2 | Trained3 |
---|---|---|---|
23 years | +1d6 years (24 - 29) | +2d6 years (25 - 35) | +3d6 years (26 - 41) |
Random Height and Weight
Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
---|---|---|---|---|
Male | 8 ft. | +2d6 in. (8 ft. 2 in. - 9 ft.) | 220 lbs. | +(2d6x10 lbs.) (240 - 360 lbs.) |
Female | 7 ft. 10 in. | +2d6 in. (8 ft. - 8 ft. 10 in.) | 185 lbs. | +(2d6x10 lbs.) (205 - 306 lbs.) |
Half-Giant Aging Table
Middle Age (-1 to Str, Dex, and Con, +1 to Int, Wis, and Cha) | Old (-2 to Str, Dex, and Con, +2 to Int, Wis, and Cha) | Venerable (-3 to Str, Dex, and Con, +3 to Int, Wis, and Cha) | Maximum Age (GM secretly decides maximum age) |
---|---|---|---|
70 years | 105 years | 140 years | 140 + 3d20 years (143 - 200 years) |
Random Half-Giant Homelands
% Rolled | Homeland | Trait Gained |
---|---|---|
01-30 | Human Homeland | (Roll on Human Homeland table) |
31-60 | Savage Giant Tribe | Bully |
61-90 | Civil Giant Tribe | Heavy Hitter |
91-96 | Subterranean | Surface Stranger |
97-00 | Unusual Homeland | (Roll on Unusual Homeland table) |
Random Half-Giant Families
% Rolled | Parental Status |
---|---|
01-50 | Only Father is alive |
51-75 | Both of your parents are dead |
76-90 | Only Mother is alive |
91-00 | Both of your parents are alive |
% Rolled | # of Siblings |
---|---|
01-50 | No siblings |
51-70 | 1d3 Human siblings |
71-90 | 1 Giant sibling |
91-00 | 1d2 Half-giant siblings |
Genetic Ancestor(s)
Lifespan
143 - 200 years; although many half-giants must struggle to survive in both human and giant society and rarely reach old age.
Average Height
8 ft. - 9 ft.
Average Weight
205 - 320 lbs.
Average Physique
Half-giants are large and bulkily creatures, inheriting the mighty strength of the giants.
Body Tint, Colouring and Marking
Most half-giants share the coloration of their Human parent, but some born from more brightly colored giants gain a similar coloration.
Half-Giant
Type
Humanoid (Human, Giant)
Ability Score Modifier
+2 Strength, +2 to any one other score, -2 Dexterity, Half-Giants are strong and varied, but are lumbering.
Size
large
Speed
A half-giant has a base speed of 30 feet.
Language
A half-giant starts play speaking Common and Giant. A half-giant with a high intelligence score can choose from any languages it wants (excluding secret languages).
- Materil: A half-giant can be tied to any of the Materils, but are almost always tied to the Materil of their giant parent.
- Low-light Vision: Half-giants can see twice as far as humans in low-light conditions.
- Half-Breed: A half-giant is treated as both a human and a giant for any effects that care about race.
- Rock Catching (Ex): At 1st racial level, a half-giant can attempt to catch objects thrown at them. They can attempt to catch any Small, Medium, or Large projectile that is being used as an attack at them (or someone within their reach) by making a Reflex save as a free action. The DC for a Small projectile is 15, a Medium projectile is 20, and a Large projectile is 25 (if the projectile provides a magical bonus on the attack roll, that bonus is added to the Reflex DC). If the Reflex save succeeded, the attack is negated, regardless of the attack roll. The half-giant must be aware of the attack and have a hand free to attempt to catch the projectile, and certain projectiles might not be able to be caught with this ability.
- Bonus Feats: At 2nd and 4th racial level, the half-giant gains a bonus feat. They must meet all prerequisites for those feats.
- Rock Throwing (Ex): At 3rd racial level, a half-giant can toss large projectiles such as boulders with ease. A half-giant can throw any item of Medium or Small sizes as a weapon with a range increment of 30 feet that deals 2d6+1-½ times Strength modifier damage. An item must have at least hardness 5 to deal any damage this way. A half-giant gains a +1 racial bonus on attack rolls with such items. This bonus increases by one for every three hit dice the half-giant possesses beyond 3rd.
- Titans Blood (Ex): At 5th racial level, the mixed blood of the half-giant has awakened latent titan resistances. The half-giant becomes immune to any harmful spell cast from a divine source as long as the caster does not possess at least four more hit dice than the half-giant. If the caster does possess four more hit dice, the half-giant still rolls twice and takes the better result on saving throws against divine spells cast from that target.
Alternate Racial Traits
- Ash-Born: Half-giants born of an Ash Giant have a strange connection to the vermin of the earth. A half-giant with this trait gains a druid's wild empathy ability, save that it only functions against mindless vermin. This trait replaces the Rock Catching trait.
- Athach-Born: Half-giants born from an Athach gain wicked and deadly claws. A half-giant with this trait gains a set of claws that deal 1d6 points of damage. This trait replaces the Rock Catching trait.
- Cave-Born: Half-giants born of a Cave Giant are much sturdier, but lack good eyesight. A half-giant with this trait gains the ferocity trait and the light sensitivity weakness. This trait replaces the Rock Catching trait.
- Cliff-Born (Ex): Half-giants born of a Cliff Giant can feel minute vibrations in the earth. Half-giants with this trait gain tremorsense 15 feet as long as they are standing on unworked stone or natural earth. This trait replaces the Rock Catching trait.
- Cloud-Born (Sp): Half-giants born of a Cloud Giant can temporarily levitate themselves. A half-giant with this trait can 1/day cast levitate on themselves only as a spell-like ability, using their total hit dice as their caster level. This trait replaces the Rock Catching trait.
- Cyclops-Born: Half-giants born of a Cyclops have an innate connection with divination magic. A half-giant with this trait treats its caster level as 1 higher whenever they cast a spell from the divination school. This trait replaces the Rock Catching trait.
- Desert-Born (Ex): Half-giants born of a Desert Giant can move unhindered by sand. A half-giant with this trait can move at their full speeds without penalty through sand, rocky ground, or dust, and can leave no trail through those terrains if they choose to do so. This trait replaces the Rock Catching trait.
- Ettin-Born: Half-giants born of an Ettin find themselves able to easily utilize multiple weapons at once. A half-giant with this trait gains Two-Weapon Fighting as a bonus feat. This trait replaces the Rock Catching trait.
- Fire-Born: Half-giants born of a Fire Giant can resist extreme heat. A half-giant with this trait gains fire resistance 5. This trait replaces the Rock Catching trait.
- Frost-Born: Half-giants born of a Frost Giant can resist extreme cold. A half-giant with this trait gains cold resistance 5. This trait replaces the Rock Catching trait.
- Jungle-Born (Su): Half-giants born of a Jungle Giant can negate spells thrown against it. 1/day as an immediate action, when hit by a spell, a half-giant with this trait can negate the effect of that spell for itself, as if the caster had failed its spell resistance roll. A half-giant cannot negate a spell that ignores spell resistance this way. This trait replaces the Rock Catching trait.
- Marsh-Born: Half-giants born of a Marsh Giant are resistant to disease. A half-giant with this trait rolls twice and takes the better result on saving throws against disease effects. This trait replaces the Rock Catching trait.
- Ocean-Born: Half-giants born of an Ocean giant can easily swim through the waves. A half-giant with this trait gains a swim speed of 20 feet. This trait replaces the Rock Catching trait.
- Ogre-Kin: Half-giants born from ogres gain multifaceted mutations. At character creation, they roll once on each of the following tables, gaining the listed abilities. This trait replaces the Rock-Catching trait.
D20 Deformity Effects 1 Oversized Limb You can wield a singular Huge-sized weapon without any penalties. 2 Oversized Maw You gain a bite attack as a primary natural attack that deals 1d6 points of damage 3 Quick Metabolism You gain a +2 racial bonus on Fortitude saves. 4 Thick Skin You gain a +2 natural armor bonus to your AC. 5 Vestigial Limb You have a vestigial third arm (which cannot be used to hold weapons or utilize items) which grants you a +4 racial bonus on grapple checks. 6 Vestigial Twin You have a malformed twin head that grants you a +4 racial bonus on Perception checks. 7 Bulging Eye You gain darkvision of 60 feet 8 Enlarged Skull You gain a +2 racial bonus on Will saves. 9 Gnarled Hand You gain single claw attack as a primary natural attack that deals 1d6 points of damage. 10 Grotesque Ears You can hear slight vibrations, gaining blindsense of 10 feet 11 Lanky You increase your natural reach by 5 feet. 12 Snout You gain the scent ability 13 Thick Feet You gain a +4 racial bonus to your CMD against bull rush, overrun, and trip combat maneuvers 14 Vice Grip You gain a +2 racial bonus on disarm and grapple checks. 15 Warty Knuckles You gain Improved Unarmed Strike as a bonus feat 16 Webbed Fingers You gain a swim speed equal to half you land speed. 17 Quick Reactions You gain a +2 racial bonus on Reflex saves 18 Enlarged Lungs You can hold your breath for twice as long as normal 19 Poisonous Blood Whenever you take bleed or slashing damage, creatures adjacent to you must make a Reflex save (DC 10 + 1/2 your hit dice + your Constitution damage) or take 1d2 points of Constitution damage. This is a poison effect 20 Enlarged Feet Whenever you succeed an attempt to overrun a creature of a smaller size category than you, you deal 1d6 + 1 1/2 Strength modifier damage to that creature. D20 Deformity Effect 1 Deformed Hand One of your weapons cannot wield a weapon. You take a -2 penalty on attacks rolls with two-handed weapons, an off-hand weapon held in that hand, and decrease the AC bonus of any shield held in that hand by one. 2 Fragile You gain a -2 penalty to your Constitution score. 3 Light Sensitive You gain the light sensitivity trait. 4 Obese You gain an additional -2 penalty to your Dexterity score 5 Stunted Your base speed is reduced by 10 feet (to a minimum of 5) 6 Weak Mind You head is huge and misshapen, giving you a -2 penalty on Will saving throws. 7 Atrophied Eyes You gain the light blindness trait 8 Bad Eyes You are partially blind. Creatures flanking you increase their bonus to +4, and you take a -2 penalty on all ranged attack rolls farther than 30 feet away. 9 Brittle Bones Your bones are malformed and weak. Creatures get a +4 circumstance bonus on confirming critical hits against you. 10 Deformed Feet You cant run and take a -2 penalty to your CMD against bull rush,, overrun, and trip attempts. 11 Distractible If you roll a natural 1 on an ability check, attack roll, saving throw, or skill check, you become confused until the end of your next turn. 12 Flaking Skin Whenever you take nonlethal damage, you take an additional %50 damage. 13 Massive Girth You have a -8 penalty on Stealth checks for being Large sized instead of the standard -4. 14 Offensive Odor You take a -2 penalty to your Charisma score. Creatures with scent can detect you from twice the normal distance 15 Trusting You take a -2 penalty on will saves against mind-affecting affects and a -1 penalty on initiative checks. 16 Twisted Spine You take a -4 penalty on grapple and trip combat maneuver checks, and standing up from prone always requires you to take a full round action 17 Runt You take a -2 penalty to your Strength score (negating the +2 bonus from your ability score bonus). 18 Dented Head You take a -2 penalty to your Intelligence score 19 Gullible You take a -2 penalty to your Wisdom score 20 Allergic You are constantly breaking out in a rash that gives you a -1 penalty on all d20 rolls. - River-Born: Half-giant born from a River Giant can easily hide in water. They gain the Hold Breath quality and a +1 racial bonus to Stealth checks to hide in or underwater. This bonus increases by 1 for every two hit dice beyond the 1st the half-giant possess. This trait replaces the Rock Catching trait.
- Rune-Born: Half-giants born of a Rune Giant can easily command others to do their bidding. A half-giant with this trait gains a +1 racial bonus on all Charisma based skill checks. This bonus increases by 1 for every three hit dice beyond the 1st the half-giant possesses. This trait replaces the Rock Catching trait.
- Shadow-Born (Su): Half-giants born of a Shadow Giant can temporarily cloak themselves in shadow. 1/day, while not in an area of direct sunlight, a half-giant with this trait can gain the benefits of the blur spell for 1d4 rounds. This trait replaces the Rock Catching trait.
- Slag-Giant: Half-giants born of a Slag Giant can easily break even hard objects. A half-giant with this trait gains Improved Sunder as a bonus feat, and deals additional damage to objects equal to its total hit dice. This trait replaces the Rock Catching trait.
- Stone-Born: Half-giants born of a Stone Giant can more easily catch rocks, but tend to be a bit denser. Half-giants with this trait gain a bonus equal to their racial level on Reflex saves to catch rocks using their Rock Catching ability, but receive a -2 to their Intelligence score. This trait alters the half-giants starting ability scores and the Rock Catching trait.
- Storm-Born: Half-giants born from a Storm Giant can resist the power of electricity. A half-giant with this trait gains electricity resistance 5. This trait replaces the Rock Catching trait.
- Taiga-Born (Sp): Half-giants born of a Taiga Giant can call upon the spirits of their ancestors to give them protection. 1/day, a half-giant with this trait can cast protection from chaos/evil/good/law, targeting only themselves, as a spell-like ability and using their total hit dice as their caster level. This trait replaces the Rock Catching trait.
- Troll-Born: Half-giants born of a Troll always seem to heal faster than others. A half-giant with this trait heals twice the normal amount when resting, and whenever the half-giant with this trait receives magical healing, they increase the amount of healing received by 50%. This trait replaces the Rock Catching trait.
- Wood-Born (Su): Half-giants born of a Wood Giant can speak to the animals of the forest. A half-giant with this trait acts if under a constant speak with animals spell, save that it only applies to animals that naturally live in wooded areas. This trait replaces the Rock Catching trait.
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