Characters

Malziarax

CR: 21 XP: 409,600


LE Gargantuan humanoid (giant)


Init: +6 Senses: low-light vision Perception: +32


Defense

AC: 38, touch 10, flat-footed 36 (+11 armor, +2 deflection, +2 Dex,, +17 natural, –4 size)


HP: 380 (24 HD; 20d8+4d10+268) RUNE GIANT BAGS The following list of random treasure includes items one might normally find either on a rune giants person or in his dwelling. d% Result 01–05 Scroll depicting the ancestry of the rune giant’s clan 06–11 Bronze-plated hill giant’s skull 12–14 Hunk of mithral ore (2,000 gp, 4 lbs.) 15–22 Gargantuan masterwork longsword 23–24 Ornate lap harp made of red maple (masterwork instrument worth 500 gp) 25–30 Chain of Large and Huge masterwork manacles 31–35 Jade idol of Lissala (2,500 gp, 100 lbs.) 36–42 Intricate clay barrel of rice wine (2,000 gp,, 800 lbs.) 43–48 Stone cask or urn of rice wine 49–52 Massive bolt of high-quality silk (750 gp, 60 lbs.) 53–56 Giant bamboo pipe 57–62 1d3 potions of bull’s strength, bear’s endurance, or cure moderate wounds 63–66 1d6 flawless alexandrites and violet garnets (500 gp each) 67–72 Oversized whetstone 73–77 Marble statuette covered in gold runes (650 gp,, 35 lbs.) 78–81 Silver dragon hide 82–84 Potion of haste or oil of keen edge 85–91 Oversized tea set with cups, leaves, and kettle 92–98 Wood-carving tools and 1d4 extra spearheads 99–100 1d4 large gold ingots (500 gp each, 10 lbs. each) Rune Giant


Fort: +21 Ref: +9 Will: +20, +1 vs. fear


Defensive Abilities: bravery +1


Immune: cold, electricity, fire


Offense

Speed: 35 ft. (50 ft. without armor)


Melee: +3 speed longsword +35/+30/+25/+20 (4d6+21/17–20) or 2 slams +31 (2d6+16)


Ranged: +1 spear +18/+13/+8/+3 (4d6+17/×3)


Space: 20 ft. Reach: 20 ft.


Special Attacks: command giants, runes, spark shower


Spell-Like Abilities: (CL 20th; concentration +28) Constant—air walk At will—charm person (DC 19), suggestion (DC 21) 3/day— dominate person (DC 23), mass charm person (DC 26) 1/day—demand (DC 26), true seeing


Statistics

Str: 43 Dex: 14 Con: 32 Int: 18 Wis: 21 Cha: 26


Base Atk: +19 CMB: +39 CMD: 53


Feats: Awesome Blow, Blinding Critical, Critical Focus, Improved Bull Rush, Improved Critical (longsword), Improved Initiative, Improved Vital Strike, Iron Will, Power Attack, Quick Draw, Staggering Critical, Stunning Critical, Vital Strike, Weapon Focus (longsword), Weapon Specialization (longsword)


Skills: Acrobatics +22, Craft (weapons) +31, Intimidate +35, Knowledge (history) +31, Knowledge (nobility) +31, Perception +32


SQ: armor training 1


Languages: Common, Giant, Tien


Gear: +3 adamantine o-yoroi, +3 speed longsword, +1 spear, amulet of natural armor +2, belt of mighty constitution +4, headband of alluring charisma +4, ring of protection +2 Malziarax hails from a rune giant clan that dwells deep in the northeastern reaches of the Wall of Heaven mountains. The clan had relocated there in the past millennium in search of new lands and creatures to conquer, their original stomping grounds in northern Avistan having grown stale to the ancient tribe. In the past thousand years, the rune giants of Malziarax’s people have managed to dominate many of the giants in this relatively new region— including the frost giants of the Tian side of the Crown of the World and several of the mysterious wood giants of the Forest of Spirits. In recent years, however, Malziarax found the icy and often barren realms of the Wall of Heaven not to her liking, and so she set out to reclaim the empires of her ancestors, leading a band of loyal followers back across the Crown of the World to northern Irrisen. Once there, Malziarax and her new clan trekked across the icy wilderness to the Kodar Mountains, in search of clues that might help them unearth ruins of ancient Thassilon, which would inevitably lead them to even greater powers. Though her ancestors gave up on the wild frontier of Varisia and its surrounding lands, Malziarax claims to see the land for its true potential, and knows that somewhere in these vast mountains lie great stores of treasure for the taking and giants for the enslaving. Pathfinder Campaign Setting: Giants Revisited Stone Giant “WE HEAR WITH OUR SOULS. WE HEAR WITH OUR HEARTS. BUT THE WORLD DROWNS OUT THE VOICE. THE POUNDING OF THE HAMMERS. THE RINGING OF METAL. THE CHISELING OF ROCK. THESE ARE THE WAYS OF THE RUNE ROAD. THEY DEAFEN YOUR SOUL TO THE VOICE, THEY CLOSE YOUR HEART TO OUR ANCESTORS. HOLD TO THE OLD WAYS. WORK WITH YOUR HANDS, BUILD WHAT YOUR HANDS CAN BUILD. CAST AWAY THE TOOLS THAT KEEP YOU FROM THE VOICE. STEP IN THE FOOTSTEPS OF OUR PAST, BEFORE THE SHACKLES OF SLAVERY DROVE US TO THE NEW WAYS SO MANY OF US NOW EMBRACE. THEN, ONLY THEN, CAN THE STONE SPEAK WITHIN YOUR HEART, TO LEAD YOU BACK TO THE OLD WAYS.” —CONNA THE WISE, STONE GIANT ELDER Stone Giant T o outsiders, stone giants may seem more elemental than truly alive, enigmatic beings of stony silence whose flesh seems hewn from living rock and whose demeanors are as unchanging and tough as the earth itself. Yet the chiseled faces of stone giants are flesh, not rock, their hardened bodies skin, rather than granite and in their veins runs blood as red as any other, not sand or dust. Myths about stone giants abound, and ignorant travelers in the mountains blame them for landslides, washed out roads, and even thunderstorms. Many flee at the first glimpse of a stone giant, believing such beings to be no better than some of their more destructive cousins. If others tell tall tales of their kind, the stone giants have only themselves to blame, for they wear enigma as comfortably as their stone-colored hides. Reclusive by nature, stone giants generally avoid contact with outsiders. Those few who do mingle with other societies rarely discuss their own kind or traditions. They make no apologies for their isolationist ways, as the mixing of stone giant culture with those of others has never brought joy to their solemn people. Stone giants claim to be among the oldest of giantkind, their clay molded by the gods to set precedent for many to follow. Stone giant elders and storytellers say that in ancient times, when they were the only giants, they stayed true to their ancestors and their traditions. That lasted until they encountered humans. The humans coveted their skill with earth and stone, and bent the stone giants to their will. The enslaved giants built countless great structures, architectural wonders destined to be buried and forgotten. In time, these stone giants escaped the yoke of slavery, but the lessons they learned stuck. No more were they simple herders and cave dwellers. They had learned the ways of iron and stonemasonry. Some had even turned from revering their ancestors to the worship of human gods. These modern stone giants find themselves torn between two paths: the crafters and builders who reshape the world with newfound knowledge, and the spiritual giants who respect their ancestors and adhere to the old ways.


Description

Female rune giant fighter 4

Source: Giants Revisited, p. 45