Large Humanoid (giant sub-type)
(racial alignment default: N)
Advanced: RP 11-20, 4 traits per category (eff. +1 when factoring party CR until reaching lvl 6)
Starting languages: Common, Racial
Base speed: 30’
Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
Fearless: Members of this race gain a +2 racial bonus on all saving throws against fear effects. Special: This bonus stacks with the bonus granted by the lucky (greater or lesser) racial trait.
Natural Armor: Members of this race gain a +1 natural armor bonus to their Armor Class.
Envoy: Members of this race with an Intelligence score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, detect magic, detect poison, read magic. The caster level for these effects is equal to the user’s character level.
Spell-Like Ability, Greater (Variable, see Special): Choose a 3rd-level or 4th-level spell that does not attack a creature or deal damage. Members of this race can use this spell as a spell-like ability once per day. The caster level of the spell is equal to the user’s character level. Special: This trait costs as many RP as the level of the spell chosen. This trait can be taken up to three times. Each time you take an additional spell, adjust the RP cost of this trait appropriately.
School transmutation (polymorph); Level 2
Casting Time 1 standard action
Duration 1 min./level (D)
When you cast this spell, you can assume the form of any Small or Medium creature of the humanoid type. If the form you assume has any of the following abilities, you gain the listed ability: darkvision 60 feet, low-light vision, scent, and swim 30 feet.
Small creature: If the form you take is that of a Small humanoid, you gain a +2 size bonus to your Dexterity.
Medium creature: If the form you take is that of a Medium humanoid, you gain a +2 size bonus to your Strength.
School: (alteration, illusion); Level 2
Casting Time 1 round
Range 10 yards
Area of effet: 10 cu. in./lvl
Duration 1 hour/level
Copper coins can temporarily be changed to gold pieces, or brass items turned to solid gold, for the spell duration by means of this magic. The area of effect is ten cubic inches per level – i.e., a 1″×1″×10″ volume or equivalent, equal to about 150 gold coins. Any creature viewing the “gold” is entitled to a saving throw (will).
School transmutation; Level 1
Casting Time 1 round
Range close (25 ft. + 5 ft./2 levels)
Duration 1d4 hours
Saving Throw Fortitude negates; Spell Resistance yes
This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature’s size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.
A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent’s square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn’t change the target’s speed.
All equipment worn or carried by a creature is similarly reduced by the spell.
Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).
Multiple magical effects that reduce size do not stack. Reduce person counters and dispels enlarge person.
Reduce person can be made permanent with a permanency spell.
(a race of giants that are much smaller than their kin. Generally around ten feet tall, smaller members of this race can often pass as large humans.)
(from the 2nd Ed. D&D Monstrous Manual)
Climate/Terrain: Temperate/Hills and Forests
Frequency: Very Rare
Activity Cycle: Any
Intelligence: Average to Genius (8-18)
Alignment: Neutral (chaotic good)
Size: L (10 1/2’ tall)
Of all the giant-kin, the firbolg is the most powerful, due to natural intelligence and considerable magical power.
Firbolgs appear to be normal humans, except that they are over ten feet tall and weigh over 800 pounds. They wear their hair long and keep great, thick beards. Their skin is a normal fleshy pink, with any shade of hair color, although blonde and red are most common. The flesh and skin of firbolds are unusually dense and tough. Their voices are a smooth, deep bass, thick with rolling consonants.
Firbolgs live in remote forests and hills. These giant-kin distrust most other civilized races, and stay well away from them. They keep on even terms with druids and the faerie creatures, including elves, neither asking nor giving much, but avoiding insult or injury. Strangers are met with caution, frequently in illusionary disguise as one of their own race. They do not attack or kill without reason, but do enjoy pranks, particularly those that relieve strangers of treasure.
Firbolg society is close-knit and centered around the family or clan. Each clan has 4d4 members and frequently a shaman. The clans live apart from each other, existing as gatherers and sometimes nomads. Their homes are huge, single-storey, wooden houses with stout walls and a central fireplace opening in several directions in the common room. When great decisions are needed, the clans involved meet in an enclave. This happens at least once a year at the fall solstice, just to celebrate if nothing else. The shamans preside over these events, and settle disputes between clans.
Firbolds live off the land and with it. Their homes are built from trees cleared from around the house. The clan does keep a field for harvest, but only enough to supplement their diet. They trade tasks involving great strength for food, usually with other peaceful folk in the forest or hills. The rest of their food is obtained by gathering and hunting an area up to 20 miles from their homestead. Meat is used in small quantities for most meals, although major celebrations always include a large roast of some sort.
Although many creatures are capable of killing a firbolg, none hunt them excusively. They are stronger than most forest beasts, and intelligent creatures know better than to mess with them. They avoid true giants, except storm giants, and aggressively repel other giant-kin from their lands.