ISLAND GIANT



"Lets see how long it lives once we pull it's legs off..."

Island Giants are primitive omnivores hated by other Giants and smaller races alike. Most are cyclopean and have 1 or more horns, and many have beastlike features such as spines, goats hindquarters, or long reptilian tails. Skin varies from sky blue to gray to tan. The males are sterile, and the females reproduce by changing form to seduce Genies, humanoids, or other Giants whom they then kill and devour. Island Giants are cannibalistic and will devour each other in time of need.

ISLAND GIANT RACIAL TRAITS
∑ +20 Strength, +10 Constitution, +4 Wisdom, +6 Charisma, -4 Intelligence (minimum 3)
∑ Size Class: Huge size. -2 penalty to Armor Class, -2 penalty on attack rolls, -8 penalty on Hide checks, +8 bonus on grapple checks, lifting and carrying limits quadruple those of Medium characters. Space is 15', Reach is 15'.
∑ Giant, giving them Low Light Vision
∑ Base land speed 40 ft.
∑ Base swim speed 40 ft.
∑ +10 Natural Armor Bonus.
∑ Rock Throwing (Ex): The range increment is 140 feet for an Island Giantís thrown rocks.
∑ Shapechange (Su): Female Island Giants can cast Shapechange at Will, however they are limited to Giants, and Humanoids.
∑ Rock Catching (Ex): An Island Giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock.
∑ Amphibious (Ex): Island Giants can breathe both air and water.
∑ Resistance (Ex): Island Giants gain a +2 on Saving Throws against Spells, Spell-Like Abilities, or Supernatural Abilities.
∑ Racial Hit Dice: An Island Giant begins with fourteen levels of Giant, which provide 14d8 Hit Dice, a base attack bonus of +10, and base saving throw bonuses of Fort +9, Ref +4, and Will +4. An Ogre Giants Giant levels give it skill points equal to 17 ◊ (2 + Int modifier, minimum 1) and 5 Feats. Its class skills are Climb, Listen, Spot, and Swim. Males also have Intimidate, Jump, while females have have Bluff, and Diplomacy.
∑ Island Giants have a Primary Slam attack doing 1d6 plus Strength Bonus. They get 2 Slam attacks with a Full Attack.
∑ Automatic Languages: Giant. Bonus Languages: Common, Midani, any nearby humanoid race.
∑ Level Adjustment: +6 (+7 if Female)
∑ Favored Class: Barbarian

STARTING AGE
Adulthood: 110
Barbarian, Rogue, Sorcerer: +4d6
Bard, Fighter, Paladin, Ranger: +6d6
Cleric, Druid, Monk, Wizard: +10d6

AGING EFFECTS
Middle Age: 175
Old: 263
Venerable: 350
Maximum Age: Island Giants who are well fed and aren't killed early in life can theoretically live well past 1000 years.

HEIGHT AND WEIGHT
Base Height: Male: 14 ft. Female: 12 ft.
Height Modifier: +2d4 ft.
Base Weight: Male: 7500 lbs. Female: 7000 lbs.
Weight Modifier: x200 lbs.

ISLAND GIANT CHARACTERS
Males are simple beatsticks. Female Island Giants, however, have some nifty options they can pursue via their shapechanging ability.
Adventuring Race: It's a rare Island Giant who would go adventuring, and it would usually be for revenge or power. Their undying hate is legendary.
Character Development: Try to find a reason your PC would work with others. Likely you are a very unusual Giant for this sort, and you may be adventuring because you're a young outcast who needs help to survive..
Character Names:

ROLEPLAYING AN ISLAND GIANT
Island Giants will really only work in an all Evil campaign, unless the Giants personality has somehow undergone some sort of metamorphosis. They're really too savage to get along with most parties.
Personality: Extreme cruelty is the norm for Island Giants. There is no act too brutal, too foul, or too evil for them to perform. Torture, cannibalism and mutilation are common acts.
Behaviors: Island Giants typically spend most of their time looking for food or trying to alleviate boredom. Dedicated omnivores, they will eat anything, even carrion. As for their entertainments, those are best left unspoken.
Language: Island Giants have no written language, and their spoken language is sometimes a degenerate mish mash of Common, Giant, Midani and other languages due to their remoteness.

ISLAND GIANT SOCIETY
Island Giants are hateful, almost rabid creatures, and as a result live solitary lives. They even resort to cannibalism to chase of their own young if they prove reluctant to leave home. The Island Giants are effectively stone age brutes who live bleak, cruel lives. Maybe one in 60 live to see adulthood.
Alignment : Island Giants are almost universally both Chaotic and Evil. They are despised even by other evil Giants.
Lands : Island Giants live on remote islands out to sea.
Settlements : Younger Giants, or those who have been displaced, live beneath the waves, but they still prefer to live far from civilization.
Beliefs : Island Giants do not have much in the way of religious leanings, and there are few Gods who would have them anyway.
Relations: Other races are food, or to be tortured and pulled apart for amusement. Even the females, who rely on other races for procreation, have no emotional attachment to their lovers or spawn.

ISLAND GIANT ADVENTURES
∑ A group of four heavily armed drifters wrecked on the island, and left you for dead before escaping. You have now recovered and swam to the mainland intent on making all drifters pay for their mistakes.
∑ The time has come to inflict more of your spawn upon the world, and you have assumed the usual magical disguise in order to seduce a mate. Yet all the local humanoids seem totally disinterested in sex, which is totally unlike them. You suspect magic is at work, and set out to end it so you may create more of your species...or at least get some strange.
∑ You have woken up with some form of enlightenment and now have a sense of remorse. Cast out by the other Giants you now walk the Earth in order to find out what happened.



Island Giant Racial Substitution Levels

Rogue
Level 10: You have additional options with Special Ability (female only)
Special Ability: You can now use your Shapechange ability to become Outsiders, but only Genies.

Scout
Levels 1, 3, 5, 7, 9, 11, 13, 15, 17, 19: Replace Skirmish with Rock Tossing
Rock Tossing (Ex): The Scout gains +1d6 damage with thrown weapons at 1st Level, and an additional +1d6 at Levels 5, 9, 13, and 17. At 3rd Level the Scout gains a +1 Competence Bonus on Attack rolls with thrown weapons. This increases by +1 at Levels 7, 11, 15, and 19.