GUARDIAN
"Sure he's crazy, and he randomly tears down a hill or two. But Ghawl is a damn fine bodyguard otherwise.
Guardians are Ogre Giants who are the bodyguards/watchmen for Ogre Magi or powerful casters. In exchange for money and goods they smite anything that isn't their benefactor.
BECOMING A GUARDIAN
Generally being a willing Ogre Giant is all thats needed.
ENTRY REQUIREMENTS
Race: Ogre Giant
Feats: Confident Anger, Angry Critical
Skills: Intimidate and Listen 4 ranks
Class Abilities: Frenzy
Class Skills
The Guardian's class skills (and the key ability for each skill) are Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Spot (Wis) and Survival (Wis).
Skills Points at Each Level : 2 + int
Hit Dice: d12
Code:
BAB Fort Ref Will Abilities
1. +1 +2 +0 +0 Frenzy 1/day
2. +2 +3 +0 +0 Mental Defenses
3. +3 +3 +1 +1 Improved Frenzy
4. +4 +4 +1 +1 Frenzy 2/day
5. +5 +4 +1 +1 Mental Defenses
6. +6 +5 +2 +2 Improved Frenzy
7. +7 +5 +2 +2 Frenzy 3/day
8. +8 +6 +2 +2 Mental Defenses
9. +9 +6 +3 +3 Improved Frenzy
10.+10 +7 +3 +3 Greater Frenzy
Weapon Proficiencies: A Guardian gains no new weapon or armor proficiencies.
Frenzy (Ex): At 1st Level a Guardian can willingly Frenzy 1/day (see Complete Warrior). He gains an additional daily use of Frenzy at Levels 4 and 7.
Mental Defenses (Ex): At 2nd Level the Guardian gains a +1 Resistance Bonus on Willpower Saves. This increases to +2 at Level 5, and +3 at Level 8.
Improved Frenzy (Ex): At 3rd Level you take 1 point less non-lethal damage when in a Frenzy (this includes Frenzy due to you racial Temperamental quality). At 6th Level you take no non-lethal damage when in a Frenzy. At 9th Level you may re-roll one attack roll and one damage roll per encounter, but must keep the new result. You must be in Frenzy while using this ability.
Greater Frenzy (Ex): At 10th Level you gain the Greater Frenzy ability (see Complete Warrior).
PLAYING A GUARDIAN
Your clans welfare depends on you doing your job to the best of your ability. Without the Master you have to go back to raiding for food or makeshift, stumbling attempts to cultivate it your self. You are not a farmer on the best of days.
Combat: Combat more than likely begins with you asking "Who goes there?", and then going insane when someone or something gives you the wrong answer. It ends with you regaining consciousness and wandering who all these dead people are.
Advancement: Advancement for you means "smash stuff better". Guardians aren't renowned for their intellectual prowess.
Resources: You have the resources your benefactor allows, or what you can scrounge on your own.
GUARDIANS IN THE WORLD
"Yeah Mohammed the Sorcerer lives up on the mountain, but you won't get past the doorman..."
Ogre Giants don't interact with the world. They only meet visitors trying to see their master, and there are few enough of those.
Daily Life: Aside from teachings or interviews by the master you just stand guard. You don't even really need to raise alarm, your frenzy makes more than enough noise as it is.
Notables:
Organizations: You have your family, and whatever organization your Master may belong to, but Ogre Giants aren't meant for company.
NPC Reaction
Given your species reputation for instability, NPC's generally leave you well enough alone..
GUARDIANS IN THE GAME
This PrC ties the PC to a Master of some sort, so unless the Master is another PC he won't be moving around much..
Adaptation: Obviously this is meant for Al-Qadim, but it can be used for Giants in other settings.
Encounters: Guardians will only be encountered within the vicinity of their employers.
Sample Encounter
EL x: The PC's have been asked to contact a mysterious Saha'ir who resides on a lonely mountain, as no one has been able to reach him. Seeing the huge monstrosity sitting at the foot pf the gateway you can see why.
Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
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AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
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Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
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Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions
EPIC GUARDIAN
Hit Die: d12
Skills Points at Each Level : 2 + int
Frenzy The Epic Guardian gains an additional daily use of Frenzy at Level 24, and every 4 Levels thereafter.
Bonus Feats: The Epic Guardian gains a Bonus Feat every 3 levels higher than 20th
Ogre Giant Racial Feats
Confident Anger
Your blows are surer when angry.
Prerequisites: Ogre Giant
Benefits:When using Rage or Frenzy (including your Temperamental ability) you may re-roll any natural 1 when making an attack roll.
Angry Critical
Your attacks made when lost in anger are more likely to injure opponents.
Prerequisites: Ogre Giant, Confident Anger
Benefits: The critical threat range of attacks you make when using Rage or Frenzy (including your Temperamental ability), increases by 1. In other words if it normally threatens a critical hit on a 20, it now threatens one on a 19-20. You may choose this Feat twice, increasing your critical threat range by 2.
Unstoppable Fury
It's best not to make you angry.
Prerequisites: Ogre Giant, Angry Critical x2
Benefits: Once per Frenzy you may re-roll any failed critical confirmation roll.
The Power of Rage
You're quite destructive when you're angry.
Prerequisites: Ogre Giant
Benefits: You do an additional die of damage when using Rage or Frenzy (including your Temperamental ability). For example if you attack with a Slam doing 1d6 plus Str, it now does 2d6 plus Str.