Giant Killer
For the purposes of this kit, giants include true giants, such as: cloud giants, fire giants, frost giants, hill giants, stone giants, and storm giants. Also included are giant-kin, such as cyclops, ettins, firbolg, fomorians, verbeeg, and voadkyn.
Unsurprisingly, the mere promise of an encounter with a giant is reason enough for most Giant Killers to join an adventuring party. For the most part, a Giant Killer leaves decision-making to others. Though in principle, he may share the party's fervor for the expedition at hand, he's usually more concerned with finding giants. He may become impatient and surly if the party goes for too long without meeting one.
The Giant Killer relishes violent encounters of all kinds, if only to exercise his combat skills. Of course, he comes into his own when fighting giants, and it's a wise party that follows his lead in such situations.
A Giant Killer can goad a giant into making careless and ill-conceived attacks. To infuriate a giant, the Giant Killer spends two rounds darting between the giant's legs, waving his hands, and hollering insults. The Giant Killer cannot make attacks or take any other actions while attempting to infuriate the giant; if interrupted (to dodge, for example), he must start over. During this time, the giant can attack the Giant Killer; however, because of the Giant Killer's erratic movement, the giant's attacks are made at an additional -2 penalty.
At the end of this period, the giant makes a saving throw vs. spells. If the throw succeeds, nothing special happens. If the throw fails, the giant becomes enraged for the next 2d6 rounds. During that time, the giant directs all of his attacks against the Giant Killer; the giant's attacks are made at an additional -4 penalty. The Giant Killer may attack normally while the giant is infuriated.
A Giant Killer may enhance his chances of infuriating a giant by using an animal follower that has been trained to infuriate. The follower, which must be a bird or other flying creature of small size (S), learns this trick in accordance to the Training Followers rules in Chapter 3. The trick counts against the follower's normal limit of tricks and tasks. Only a Giant Killer can train a follower to infuriate. While the Giant Killer is executing his infuriating routine, the follower may also infuriate the giant by swooping around his head and screeching. The giant's saving throw against the infuriation is reduced by a -2 penalty for the infuriating follower. This effect is not cumulative with additional followers. An infuriated giant might direct its attacks at the infuriating follower in addition to the Giant Killer. If the giant tries to attack an infuriating follower, the follower successfully dodges the blow unless the attack roll is a 19 or 20. A follower can't attempt to infuriate alone. A follower can only augment the infuriating attempts of the Giant Killer.
If a Giant Killer discovers a footprint, lair, campsite, or any other physical evidence of a giant, a successful Wisdom roll enables him to learn some general information about the giant in question. Such information may include the giant's type, approximate size, and companions. He may also learn how recently the giant was in the area and in what direction the giant traveled. The DM decides the quality and amount of information the Giant Killer receives.
To avenge the death of a companion, some giants may target Giant Killers for assassination. Giant tribes occasionally offer bounties for proof of a Giant Killer's death, making the Giant Killer a prime candidate for attacks.
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