WARRIOR-RANGER KIT Giant Killer Description: The Giant Killer is a skilled combatant, often from humble beginnings, who has been trained for the specific purpose of killing giants. He or she has mastered combat techniques designed to fell giants and has become an expert in their behavior and habits as well as their combat tactics. Giant Killers have keen minds and strong bodies, as well as often unshakable egos. Most Giant Killers have reputations that precede them, often due to their own shameless self-promotion, boasting of their latest triumphs to anyone who will listen. Reactions among others vary; for every person who reveres a Giant Killer as a hero, another dismisses him or her as an arrogant blowhard. When giants plague a community, though, everyone welcomes a Giant Killer with open arms. The mere promise of an encounter with a giant is often reason enough for a Giant Killer to accept an adventure. For the most part a Giant Killer leaves party decision-making to others, because while in principle he or she may share the party's fervor for whatever the expedition at hand may be, he or she is usually more concerned with finding some giants to battle. They often become impatient and even surly if the party goes for too long a time without meeting one! Giant Killers relish violent encounters of all kinds, if only to exercise their skills in combat, but they really come into their own when fighting giants and their kin, and it is a wise party that will follow the Giant Killer's lead in such situations. Giant Killers can be of any good alignment and generally follow the normal allowed races for Rangers, though it is also possible for dwarves to become Giant Killers. In addition, Giant Killers must have scores of at least 15 in both Strength and Dexterity. Weapon Proficiencies: Because Giant Killers must face tall adversaries and creatures against whom it is sometimes difficult to close into melee, their initial training always includes learning the use of one missile fire device and one hurled weapon. Because of their usefulness against large foes, a Giant Killer must also begin play with proficiency in one polearm (which can include lance or spear) and one other two-handed weapon (including weapons that do alternate damage when used one-handed or two handed, such as a spear or bastard sword). As they tend to be less concerned with stealth than other Rangers, Giant Killers often wear heavy armor, though they only rarely use shields. Special Benefits: Because they make regular use of two-handed weapons, a Giant Killer can specialize in such a weapon at the normal cost of one slot per level of specialization, rather than the double cost normal for Rangers who specialize in a weapon other than the bow or crossbow. Not surprisingly, most of a Giant Killer's class abilities are either wholly concerned with giants or are focused in their application toward giants: Dodge Giants: Giant Killers have an unusual ability to evade giantish attacks. If a giant has initiative in a round and hits the Giant Killer, he or she may attempt a save vs. death magic (applying only Dexterity and any agility, quickness, or luck-related adjustments) to avoid the blow, and each such dodge will cause the Giant Killer to lose one attack that round. If he or she has no attacks remaining in the round, the blow causes only half damage if a successful save is made. If the Giant Killer has initiative, he or she can forego any attacks and Dodge Giants instead, applying a -2 penalty to attack rolls and allowing a saving throw as above versus all giant attacks against him or her that round, plus being able use his or her normal attack opportunities to dodge individual giant attacks, as described above. This ability can also be used to dodge the attacks of giant-kin such as ogres, ettins, trolls, and the like, but the saving throw vs. such attacks is made at - 4, and dodging for a full round applies only a -1 penalty to attack rolls. Giant Lore: Giants are experts in giantish history, customs, behavior, language, and tactics. If a Giant Killer discovers a footprint, lair, campsite, or any other physical evidence of a giant, a successful Wisdom check (with a +1 bonus for every three levels of experience, rounded up) enables him or her to learn some general information about the giants in question. Such information may include the giant's type, approximate size and age, and any companions. He or she may also learn how recently the giant was in the area and in what direction it traveled. A Giant Killer has a similar chance to identify any giant or giant-kin he or she sees (though creatures other than true giants impose a -4 penalty to this roll), learning all special strengths and weaknesses of their giant subtype. A Giant Killer can also use this ability to pick out unusual individual giants, such as chieftans or shamans, when such might be indistinguishable to other characters. A check against Giant Lore can be used in lieu of the Etiquette proficiency when dealing with giants, and if this roll is made a Giant Killer is able to impress, intimidate, or earn the grudging and cautious respect of giants he or she encounters, halving their usual reaction penalty with giants (see Special Hindrances). Finally, at 3rd level and every three levels thereafter a Giant Killer gains a free non-weapon proficiency slot to use in learning any giantish language. When spending other non-weapon proficiency slots to learn the languages of giants or giant-kin, they cost only half the normal number of proficiency slots. Giant Slaying: Giant Killers gain a variety of special combat bonuses when fighting giants and their kin, inflicting one additional point of damage per level of experience on any successful hit against a giant in melee combat (e.g., a 7th level Giant Killer would gain a +7 damage bonus). When using missile weapons against a giant, a Giant Killer gains only half this bonus (rounding down) with each successful missile attack. In addition, giants of all types suffer a -1 penalty to their rolls to hit when attacking a Giant Killer for every three levels of experience (rounding up). A Giant Killer can also attempt a called shot against a giant or giant-kin at only half the normal penalty. A Giant Killer also learns to make several special types of 'called shots' versus giants: - A successful called shot against a giant's arm will cause it to drop anything held or carried. A second called shot against the same arm will render it useless for 1d6 days or until the wound has been healed. - A called shot can also be made against a giant's leg, causing the giant to suffer a MV penalty of 3 for 1d6 rounds. If a second called shot is made against that leg, it has been damaged sufficiently to slow the giant to half speed for 1d6 days or until the wound has been healed, and it also suffers a +2 AC penalty due to its inability to move or dodge effectively. If both legs are incapacitated in this way, a giant can be effectively immobilized and able to be attacked as if prone. - A called shot can be used to avoid a giant's armor and shield by firing at an area that has no armor protection (usually the head or face). - A Giant Killer can attempt a special called shot with no penalty to hit in order to 'distract' a giant, causing it to lose a combat action as long as the Giant Killer's shot comes prior to the giant's action for the round. If not, the shot is simply resolved as a normal damaging blow. Note that a Giant Killer must be able to reach the portion of the giant in question with a weapon in order to attempt a called shot, and thus these are usually attempted with missile weapons rather than melee weapons (save for shots at the legs, obviously, a favorite of dwarven Giant Killers for obvious reasons). Giant Slaying bonuses apply versus all forms of giant-kin, including ogres, ogre magi, trolls, and the like, but the damage bonus is halved (rounding down) and the attack roll penalty for such creatures against the Giant Killer is only -2. Infuriate: Giant Killers can attempt to Infuriate one or more giants and drive them into making careless attacks. To do this, the Giant Killer must spend two rounds not attacking (though he or she may Dodge Giants), darting between the giants' legs, waving his or her hands, and shouting insults in the giants' native tongue (if the native language is not known, this ability can still be used but allows a +4 bonus to the saving throw). After two rounds of such activity, all giants within 10 yards per level must save vs. spell. If failed, the giant becomes enraged for the next 2d6 rounds, charging into melee combat and directing all attacks against the Giant Killer (if possible) in preference to other targets but suffering an additional -4 penalty to its attack rolls and a -2 penalty to its Armor Class. Missile Mastery: As a standard Ranger, but a Giant Killer suffers a -4 penalty when attempting to dodge missiles other than those launched by giants or giant- kin. Primary Terrain: As a standard Ranger. Priestly Powers: As a standard Ranger, save that because Giant Killers focus more on combat than spellcasting, and they gain spellcasting ability as if they were four levels below their actual level. In addition, Giant Killers who gain spellcasting abilities do not gain access to the Animal or Plant spheres, though they do gain access to the Combat sphere. Roguish Repertoire: Giant Killers are much less concerned about stealth than other Rangers, and they do not gain the Escape Bonds, Hide in Shadows, or Move Silently abilities that other Rangers do. They do gain the Detect Noise and Climb Walls abilities as normal, however. A Giant Killer's surprise bonuses apply only to encounters with giants and giant-kin. Superior Conditioning: As a standard Ranger. Tracking: As a standard Ranger, save that a Giant Killer has only half the normal chance to track any creature that is not a giant or giant-kin. Information gained is similarly as if the Giant Killer was only half his or her actual level (rounding up). Special Hindrances: Due to their extreme concentration on the study of giants, Giant Killers suffer numerous disadvantages when using their standard Ranger abilities, and these are described above. In addition, because they focus so intently on their mission of smiting giants rather than tending to natural animals, they do not gain the Animal Empathy ability of standard Rangers, nor do they gain the Pathfinding skill that enables Rangers to lead others rapidly through difficult terrain. They welcome the challenge that such terrain represents, and as extreme loners they fail to see the point in bringing others into the path of danger along with them. A Giant Killer also does not gain the ability to select a Species Enemy at each level, since of course his or her training and hatred are focused so directly at giants and their relatives. Giant Killers also spend so much time learning about giants during their training to begin their career that they start with only one non-weapon proficiency slot, though they gain bonus slots as normal for high Intelligence and gain slots normally thereafter. In addition to these limitations, Giant Killers are sometimes singled out for harassment because of their reputations. They may be challenged to duels by others seeking to prove their toughness, and they may be sought out by giants in revenge for slaying of their comrades or relatives. In all encounters with giants of any alignment, a Giant Killer will suffer at least a -4 reaction penalty (though successful use of Giant Lore can reduce this by half). Bonus Proficiencies: Survival (home terrain), Tracking Preferred Proficiencies: Armor Optimization, Artillerist, Bowyer/Fletcher, Cobbler, Cooking, Endurance, Hunting, Lightning Reflexes, Mountaineering, Pottery, Riding/Land-Based, Running, Seamstress/Tailor, Survival, Swimming, Weaponsmithing