Game Rule Information
Half-giant paragons have the following game statistics.
- Abilities:
- Strength tends to be a half-giant paragon's greatest asset, helping in physical combat. Constitution does the same. Wisdom is important for half-giant paragons who become psychic warriors, as it powers their psionic powers. Charisma increases the potency of their psi-like ability.
- Alignment:
- Any.
- Hit Dice:
- d6.
Class Skills
The half-giant paragon's class skills (and the key ability for each skill) are Autohypnosis* (Wis), Climb (Str), Concentration* (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (psionics)* (Int), Profession (Wis), Ride (Dex) and Swim (Str).
- Skill Points at Each Level:
- 2 + Int modifier.
The Half-Giant Paragon
| 1st
| +0
| +2
| +0
| +0
| Fire resistance
|
| 2nd
| +1
| +3
| +0
| +0
| Large capacity, stomp
|
| 3rd
| +2
| +3
| +1
| +1
| Ability boost (Str +2)
|
Class Features
All of the following are class features of the half-giant paragon class.
- Weapon and Armor Proficiency:
- Half-giant paragons are proficient with all simple and martial weapons, and with light and medium armor, and with shields (except tower shields).
- Fire Resistance (Ex):
- At 1st level, a half-giant paragon gains fire resistance 10. This replaces the half-giant's racial bonus to saving throws against fire effects.
- Large Capacity (Ex):
- At 2nd level, a half-giant paragon is treated as one size category larger for purposes of determining her carrying capacity (see Chapter 9: Adventuring in the Player's Handbook). This benefit stacks with the effects of powers, abilities, and spells that change the subject's size category.
- Stomp (Sp):
- At 2nd level, a half-giant paragon can use her stomp psi-like ability three times per day.
- Ability Boost (Ex):
- At 3rd level, a half-giant paragon's Strength score increases by 2 points.