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• +2 Strength, -2 Intellect. Sea giants, like all giants, are immensely strong (though not as strong as mountain giants), but lacking in intelligence (though not as much as mountain giants).

• Medium: As Medium creatures, sea giants have no bonuses or penalties due to their size.

• Sea giant base land speed is 20 feet. Sea giant base swim speed is 30 feet. Like all creatures with a swim speed, a sea giant can move through water at her swim speed without making Swim checks. A sea giant gains a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A sea giant always can choose to take 10 on a Swim check, even if distracted or endangered. A sea giant can use the run action while swimming, provided she swims in a straight line

• Low-Light Vision: Sea giants can see twice as far as humans in starlight, moonlight, torchlight and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

• Scent: Sea giants can detect approaching enemies, sniff out hidden foes, and track by sense of smell. They can identify familiar odors just as humans do familiar sights. They can use this ability underwater as easily as they can in air. See the Monster Guide, Chapter 5: Monster Types, Subtypes, and Abilities, for more information.

• Giant: Sea giants are giants, not humanoids. They are immune to effects that specifically target humanoids, like hold person.

• Aquatic and Water Subtypes: Sea giants have the aquatic and water subtypes.

• Amphibious: Sea giants can breathe both air and water indefinitely. They are equally comfortable on land and in water.

• Natural Weapon: A sea giant has a single slam attack that deals 1d4 points of damage. See the Monster Guide, Chapter 5: Monster Types, Subtypes, and Abilities for more information on natural weapons.

• +2 natural armor. Sea giants have thick hides.

• Automatic Languages: Common and Titan.

• Bonus Languages: Darnassian, Low Common, Nerglish, and Nazja. The occasional sea giant learns the languages of the creatures with whom she might interact.

• Creature Class: If you play a sea giant, you must take levels in the sea giant creature class.

• Favored Class: Barbarian. A multiclass sea giant's barbarian class does not count when determining whether she suffers an XP penalty (see WoW RPG, Chapter 3: Classes, "Multiclass Characters," XP for Multiclass Characters).

Sea Giant Creature Class

All of the following are features of the sea giant creature class. Note that the bonuses and abilities she gains at 1st level are in addition to those she gains by virtue of her racial traits. (A 1st-level sea giant has a +3 natural armor bonus, for example.)

"Class" Skills: Knowledge (nature) (Int), Survival (Spt), and Swim (Str). See WoW RPG, Chapter 5: Skills for skill descriptions.

Starting Gold: A 1st-level sea giant begins play with 4d4 x 10 gold pieces.

Weapon and Armor Proficiency: Sea giants are proficient in the use of simple weapons and heavy picks. They are proficient with light and medium armor and with shields (but not tower shields).

Anchor Smash (Ex): Sea giants usually fight with huge old anchors (treat as heavy picks). A sea giant can use the Bash feat when attacking with a heavy pick.

Spell-Like Abilities: As the sea giant gains levels, she can use a number of spell-like abilities, as shown on Table 2-5. The sea giant's caster level with these abilities equals her giant Hit Dice, and the saving throw DCs are (10 + the spell's level + her Cha modifier).

Pulverize (Ex): When a sea giant scores a critical hit with a slam or a melee weapon, all creatures adjacent to the target also take 1d6 points of bludgeoning damage. This damage increases to 2d6 at 14th level, and at 21st level the sea giant adds half her Strength bonus to the damage as well.

Growth (Ex): A sea giant achieves Large size at 8th level and Huge size at 16th level. These changes have the following effects:

Large: The sea giant's space and reach each increase to 10 feet. Her base swim speed increases to 35 feet. She takes a -1 size penalty to AC and a -1 size penalty on attack rolls. The sea giant's base slam damage increases to 1d6 points of damage and she may make two slam attacks (as a full attack) with no penalty on the attack rolls. If she uses manufactured weapons, she must wield weapons of Large size or take penalties. Similarly, she must wear armor appropriately sized for her, which costs double. Her lifting and carrying capacities double. She takes a -4 size penalty on Stealth checks to hide, but gains a +4 size bonus on grapple checks and on checks to avoid being tripped.

Huge: The sea giant's space and reach each increase to 15 feet. Her base swim speed increases to 40 feet. She takes a further -1 size penalty to AC and a -1 size penalty on attack rolls (-2 total). The sea giant's base slam damage increases to 1d8 points of damage. She must wield manufactured weapons of Huge size or take penalties. Similarly, she must wear armor appropriately sized for her, which costs four times as much as normal. Her lifting and carrying capacities double (her lifting and carrying capacities are now four times those of a Medium creature). She takes an additional -4 size penalty on Stealth checks to hide (total -8), but gains an additional +4 size bonus on grapple checks and on checks to avoid being tripped (total +8).

Note that the sea giant's gear does not grow along with her.

Rock Throwing (Ex): At 12 th level, the sea giant is skilled at throwing boulders and receives a +1 racial bonus on attack rolls when throwing them.

Rocks that a sea giant throws have a range increment of 140 feet. A sea giant of Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to w o ft l

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