Half-Giant Paragon

Game Rule Information

Half-giant paragons have the following game statistics.

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.
Hit Dice:

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
Level Base Attack Bonus Fort Save Ref Save Will Save Special
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.

All text in the shaded box above is Open Game Content, as defined in Section 1d of the Open Game License Version 1.0a.

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