Most offspring of humans and ogres are twisted and degenerate ogrekin, but a rare few are born with an ogre's strength and a human's intelligence with no crippling deformities. Although they are shunned by both sides of their heritage, many such half-ogres find a place for themselves as adventurers.
Half-ogres look mostly human, only far larger and more muscular, with an ogre's crude and distended facial features. Most half-ogres stand 8 to 9 feet tall and weigh upward of 450 pounds. They often inherit their ogre forebears' short temper and uncouth nature, but are no less intelligent than the average human. Half-ogres are much like half-orcs on a larger scale, and members of the two races unsurprisingly often form close friendships.
Half-ogres are almost always the result of forced unions and are usually seen as shameful reminders of such horrors by humans. The few half-ogres who find acceptance by humans typically do so by aggressively demonstrating as much piety and good-heartedness as possible, and even this is no guarantee against prejudice; many half-ogres simply stop caring and act as much like ogres as possible. For their part, ogres and ogrekin look down on the weaker half-ogres and often subject them to sick tortures; few half-ogres born to ogre mothers reach adulthood. The only race that treats half-ogres with genuine respect are orcs, who recognize their greater intelligence as a boon and may even elect human-born half-ogres as leaders over their own kind.
HALF-OGRE
CR: 1/2
XP: 200
Half-ogre fighter 1
CE Large humanoid (human, giant)
Init: +0; Senses: Low-light vision; Perception +0
__________________________________
AC: 14, touch 9, flat-footed 14 (+4 armor, -1 Dex, +1 natural)
hp: 14 (1 HD)
Fort +5, Ref +0, Will +0
__________________________________
Speed: 20 ft. (30 ft. base)
Melee: Greataxe +5 (3d6+6/x3)
Ranged: Javelin +0 (1d8+4)
Space: 10 ft.; Reach: 5 ft.
__________________________________
Str 19, Dex 11, Con 16, Int 8, Wis 10, Cha 10
Base Atk: +1; CMB: +6; CMD: 16
Feats: Power Attack, Weapon Focus (greataxe)
Skills: Intimidate +4, Stealth -6
Languages: Common, Giant
__________________________________
Environment: Any
Organization: Solitary or gang (2-8)
Treasure: NPC gear (masterwork hide armor, greataxe, 4 javelins, other treasure)
HALF-OGRE CHARACTERS (12 RP)
+4 Strength, +2 Constitution, -2 Dexterity, -2 Charisma (1 RP)
Large (7 RP): Half-ogres are Large creatures and gain a -1 size penalty to their AC, a -1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a -4 size penalty on Stealth checks. A half-ogre takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
Normal Speed (0 RP): Half-ogres have a base speed of 30 feet.
Low-Light Vision (1 RP): Half-ogres can see twice as far as humans in conditions of dim light.
Giant Blood (1 RP): Half-ogres count as both giants and humans for any effect related to race. Intimidate and Perception are always class skills for half-ogres.
Natural Armor (2 RP): Half-ogres gain a +1 natural armor bonus to their Armor Class.
Languages (0 RP): Half-ogres begin play speaking Common and Giant. Half-ogres with high Intelligence scores can choose from the following: Abyssal, Draconic, Gnoll, Goblin, and Orc.
Although I appreciate the utility of the ogrekin template and its use in the Rise of the Runelords adventure path, I was always disappointed with the lack of a half-ogre PC race in Pathfinder, since they've been part of D&D since 1st edition. I tried to make this as close as possible to the 3E half-ogre from Races of Destiny within the bounds of the Advanced Race Guide guidelines and around the same level as most Bestiary monster races.
Sand giants are disciplined and honorable beings that dwell deep in the desert. These cautious and lawful giants make worthy guides and allies to those lost in their territory.
Standing 12 to 14 feet tall, sand giants have broad, squat features and flat faces; females are slightly larger than males. Their skin ranges from rich mahogany to light beige, and their hair tends to be dark brown or black. They favor loose garments in desert colors such as beige or khaki and avoid heavy metal armor. Sand giants are noted for their use of the sand blaster, a unique weapon that sprays stinging sand at enemies.
Unlike most desert natives, sand giants are not nomads, living in large, well-ordered communities carved into the rock of mountains and hills bordering the desert. Their dwellings are neatly ordered and organized, with strong defenses. Each settlement is ruled by a hereditary king or queen, with each member of the community knowing their place in the order of succession.
Although they live far from civilization, sand giants are not isolationist, and are friendly to travelers with good intentions, often hiring their services as guides to those who pay well. Sand giants consider the nomadic desert giants to be honored cousins, and the desert giants are their main source of news and goods from beyond the wastes. Long ago, human sorcerers forced enslaved sand giants to mate with humans, producing the half-giant race; today, sand giants view half-giants with a mixture of pity and revulsion, as the hybrids are a painful reminder of darker times. On Golarion, sand giants can be found in deserts throughout Casmaron, Garund, Tian Xia, and possibly even Sarusan.
SAND GIANT
CR: 10
XP: 9,600
LN Large humanoid (giant)
Init: +5; Senses: Low-light vision; Perception +13
__________________________________
AC: 25, touch 13, flat-footed 21 (+4 armor, +3 Dex, +1 dodge, +8 natural, -1 size)
hp: 127 (15 HD)
Fort +13, Ref +12, Will +9
Defensive Abilities: Rock catching; Immune: Fire
__________________________________
Speed: 40 ft., burrow 10 ft. (sand only)
Melee: +1 scimitar +20/+15/+10 (1d8+9/15-20)
Ranged: Sand blaster (see text, DC 21)
Space: 10 ft.; Reach: 10 ft.
Spell-Like Abilities (CL 15th, concentration +16):
1/day - Meld into stone, statue, thunderstomp
__________________________________
Str 27, Dex 21, Con 19, Int 10, Wis 14, Cha 12
Base Atk: +11; CMB: +20; CMD: 36
Feats: Cleave, Dodge, Exotic Weapon Proficiency (sand blaster)B, Improved Critical (scimitar), Iron Will, Martial Weapon Proficiency (scimitar), Mobility, Power Attack, Weapon Focus (scimitar)
Skills: Knowledge (nature) +7, Perception +13, Stealth +8 (+16 in deserts), Survival +12; Racial Modifiers: +8 Stealth in deserts
Languages: Common, Giant
SQ: Heat shimmer, sandswimmer
__________________________________
Environment: Warm deserts
Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants), or settlement (10-40 plus 35% noncombatants plus 1 monarch of up to 7th level plus 3-4 fighters of 3rd-5th level)
Treasure: Standard (+1 studded leather armor, +1 scimitar, sand blaster, other treasure)
__________________________________
Heat Shimmer (Su): At will as a swift action, a sand giant can create a shimmering effect around itself that functions like a blur spell (CL 15th).
Sand Blaster: A sand blaster is an exotic ranged weapon made from long tubes. A sand blaster creates a 10-foot cone of sand, doing 1d8 points of piercing damage; a successful Reflex save halves the damage. Living creatures that fail their saves are tormented by itching skin and burning eyes, imposing a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based. (It relies on the user's ability to blow a hearty gust of air through the tube.) A sand blaster uses 5 pounds of sand as ammunition, and packing a sand blaster with one charge of ammunition is a full-round action. If used as a melee weapon, a sand blaster is treated as an improvised weapon that deals damage as if it were one size smaller. A sand blaster costs 30 gp.
Medium or smaller sand blasters are rare. A Medium sand blaster deals 1d6 points of damage in a 5-ft. cone, requires 2 pounds of sand, and costs 15 gp. A Small sand blaster deals 1d4 points of damage in a 5-ft. cone, requires 1 pound of sand, and costs 7 gp. Tiny or smaller sand blasters are too small to function efficiently.
Sand blasters can be constructed as masterwork weapons, but the masterwork quality does not change its effects in any way, only increasing its resale value. A sand blaster cannot be made a magic weapon.
Sandswimmer (Ex): Sand giants have a burrow speed of 10 ft., but only through sand.
Sand giant champions are the personal guard of their tribe’s monarch, serving their liege with distinction and skill at arms.
SAND GIANT CHAMPION
CR: 15
XP: 9,600
Sand giant fighter 5
LN Large humanoid (giant)
Init: +4; Senses: Low-light vision; Perception +17
__________________________________
AC: 32, touch 13, flat-footed 28 (+7 armor, +3 Dex, +1 dodge, +8 natural, +4 shield, -1 size)
hp: 244 (20 HD)
Fort +23, Ref +13, Will +12; +1 vs. fear
Defensive Abilities: Bravery +1, rock catching; Immune: Fire
__________________________________
Speed: 40 ft., burrow 10 ft. (sand only)
Melee: +2 scimitar +29/+24/+19 (1d8+16/15-20)
Ranged: +1 distance composite longbow +18/+13/+8 (2d6+12/x3) or sand blaster (DC 27)
Space: 10 ft.; Reach: 10 ft.
Special Attacks: Weapon training (heavy blades +1)
Spell-Like Abilities (CL 15th, concentration +17):
1/day - Meld into stone, statue, thunderstomp
__________________________________
Str 32, Dex 19, Con 24, Int 10, Wis 16, Cha 14
Base Atk: +15; CMB: +27 (+29 bull rush or sunder); CMD: 41 (43 vs. bull rush or sunder)
Feats: Awesome Blow, Cleave, Dodge, Exotic Weapon Proficiency (sand blaster)B, Great Cleave, Improved Critical (scimitar), Improved Bull Rush, Intimidating Prowess, Iron Will, Mobility, Power Attack, Spring Attack, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Skills: Acrobatics +4 (+14 long or high jumps), Intimidate +26, Perception +17, Stealth +9 (+17 in deserts), Survival +17
Languages: Common, Giant
Combat Gear: Potion of cure serious wounds (2), potion of protection from energy, potion of remove curse; Other Gear: +3 chain shirt, +2 heavy steel shield, +2 scimitar, +1 distance composite longbow (+11 Str bonus) with 20 arrows, sand blaster, cloak of resistance +1, ring of improved jumping, other treasure worth 499 gp
SQ: Armor training 1, heat shimmer, sandswimmer
For centuries, cruel humans have captured sand giants to breed with humans to create a slave race of powerful warriors and laborers. The result, the half-giant people, have only recently broken the chains of their slavery, and struggle to find a place for themselves in the wide world.
Half-giants live up to their name, standing 9 feet tall on average and weighing 500 pounds at the least. They resemble their sand giant forebears in coloration, but are less squat and their faces are not so wide. Because their enslaved ancestors were forced to keep their hair shaven, many half-giants now take pride in their long flowing locks.
Like half-orcs, half-giants face prejudice from both their parent species, and prefer to live in isolated communities in the deserts and badlands outside their ancient homelands in Casmaron and Garund. Half-giant towns are small but expansive, with a great deal of space between the giant-sized ceramic buildings for public gatherings and competitions.
As mutual care and compassion kept them afloat through their long years of slavery, half-giants are generally a kindly people, eager to help travelers in need. An uncommon number of half-giants are predisposed toward psychic magic; this talent, unseen in either of their ancestor races, is a source of pride for half-giants, as many half-giant occultists and geokineticists were instrumental in freeing their people. Few half-giants become mentalists, however, as the bending of minds to one's will is antithetical to their freedom-loving culture.
HALF-GIANT
CR: 1/2
XP: 200
Half-giant occultist (battle host) 1
NG Large humanoid (giant, human)
Init: +0; Senses: Low-light vision; Perception +5
__________________________________
AC: 14, touch 8, flat-footed 14 (+5 armor, -1 Dex, -1 size)
hp: 10 (1 HD)
Fort +3, Ref -1, Will +2
Resist: Fire 5
__________________________________
Speed: 20 ft. (30 ft. base)
Melee: Greatsword +3 (3d6+7/19-20)
Ranged: Javelin -1 (1d8+5)
Space: 10 ft.; Reach: 10 ft.
Half-giant Spell-Like Abilities (CL 1st, concentration +1):
1/day - Thunderstomp
Implement Schools:
Transmutation (3 points) - Resonant: Physical enhancement (+2 Str); Focus: Legacy weapon (+1), sudden speed
Occultist Spells Known (CL 1st, concentration +3):
1st (2/day) - Break (DC 13)
0 (at will) - Mending
__________________________________
Str 21, Dex 8, Con 12, Int 14, Wis 10, Cha 10
Base Atk: +0; CMB: +6; CMD: 15
Feats: Intimidating Prowess
Skills: Intimidate +9, Knowledge (history) +7, Perception +5, Sense Motive +5, Spellcraft +7, Stealth -8, Survival +4; Racial Modifiers: +2 Survival
Languages: Common, Giant, Ignan, Sphinx
SQ: Implements 2, mental focus (3), panoply bond (greatsword)
__________________________________
Environment: Warm deserts
Organization: Team (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Treasure: NPC gear (Large greatsword, 3 Large javelins, Large masterwork scale mail, other treasure)
HALF-GIANT CHARACTERS (14 RP)
+4 Strength, +2 Wisdom, -4 Dexterity (0 RP)
Large (8 RP): Half-giants are Large creatures and gain a -1 size penalty to their AC, a -1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a -4 size penalty on Stealth checks. A half-giant takes up a space that is 10 feet by 10 feet and has a reach of 10 feet.
Normal Speed (0 RP): Half-giants have a base speed of 30 feet.
Low-Light Vision (1 RP): Half-giants can see twice as far as humans in conditions of dim light.
Fire Resistance (1 RP): Half-giants have fire resistance 5.
Giant Blood (1 RP): Half-giants count as both giants and humans for any effect related to race. Intimidate and Perception are always class skills for half-giants.
Survivor (2 RP): Half-giants receive a +2 racial bonus on Survival checks.
Thunderstomp (1 RP): Half-giants can use thunderstomp as a spell-like ability once per day. The caster level for this effect is equal to the half-giant's level. A half-giant can apply either its Strength or Charisma modifier, whichever is higher, to the trip attempt.
Languages (0 RP): Half-giants begin play speaking Common and Giant. Half-giants with high Intelligence scores can choose from the following: Draconic, Gnoll, Ignan, Orc, Sphinx, and Terran.
Someone requested the half-giant 4 or 5 years ago, so... here ya go, buddy! Better later than never!!
Fog giants are cousins of cloud giants with surprising stealth and cunning for their size. They lack their kindred's magical aptitude but are adept hunters with the ability to slip unseen through the mist.
A fog giant stands about 18 feet tall and is heavily muscled, though not quite as strong as a cloud giant. Fog giants have milky white skin and silver hair that aids them in blending in with the mists of their homes. They favor crude leather armor, though many tribes pass down white dragonscale armor in their ruling families. They typically use huge clubs as weapons, but sword-wielding fog giants are not unheard of.
Fog giants inhabit lowland marshes and mountain valleys where thick mists gather in the morning when they launch their raids. Fog giants are semi-nomadic hunter-gathers who range over large areas, often marked by ornately carved standing-stones and trapped with rockslides and deadfalls that can be set off by a carefully thrown boulder. They share cloud giants' ideological split between good and evil. Evil fog giants are merciless raiders no better than hill giants, while good fog giants will kindly guide travelers through their territory for a nominal fee.
They remain on good terms with their cloud giant cousins, and many tribes include one or two cloud giant emissaries from their highland fortresses as advisers or war leaders. Cloud giants are deeply respected by fog giants for their ability to magically summon fog and mist, aiding the fog giants in their hunts. Fog giants despise the degenerate marsh giants with whom they sometimes compete for territory, and even evil fog giants will seek outside aid to drive off marsh giants.
It is believed that fog giants are descended from a sect of cloud giant slaves in the ancient empire of Thassilon who attempted to throw off the chains of oppression and overthrow the empire's tyrannous runelords. Their revolution was quashed, and the rebellious cloud giants were stripped of their magical abilities as punishment. The nascent fog giants retreated from cloud giant society in shame, though they remained in contact with their cousins and were caught up in the same civil war between the altruistic and pragmatic cloud giant factions that led to both races' ideological split between good and evil. To this day fog giants are most common in Varisia where Thassilon once stood, especially in the lowlands of the Mindspin Mountains around Bloodsworn Vale.
FOG GIANT
CR: 9
XP: 6,400
NG or NE Huge humanoid (giant)
Init: +0; Senses: Low-light vision, mist vision; Perception +17
__________________________________
AC: 21, touch 8, flat-footed 21 (-2 size, +2 armor, +11 natural)
hp: 114 (12 HD)
Fort +13, Ref +4, Will +6
Defensive Abilities: Rock catching
__________________________________
Speed: 40 ft.
Melee: Greatclub +16/+11 (2d8+13) or 2 slams +16 (2d6+9)
Ranged: Rock +8 (2d6+13/140 ft.)
Space: 15 ft.; Reach: 15 ft.
Special Attacks: Rock throwing
__________________________________
Str 29, Dex 11, Con 21, Int 12, Wis 14, Cha 10
Base Atk: +9; CMB: +20 (+22 bull rush, overrun); CMD: 30 (32 vs. bull rush, overrun)
Feats: Awesome Blow, Improved Bull Rush, Improved Overrun, Martial Weapon Proficiency (greatclub), Power Attack, Skill Focus (Stealth)
Skills: Intimidate +15, Perception +17, Stealth +10 (+18 in foggy conditions); Racial Modifiers: +8 Stealth in foggy conditions
Languages: Common, Giant
__________________________________
Environment: Temperate swamp or forest
Organization: Solitary, hunting group (2-5), raiding party (2-5 plus 1-2 cloud giants), or clan (11-20)
Treasure: Standard (leather armor)
__________________________________
Mist Vision (Ex): Fog giants can see perfectly in foggy conditions.
Fomorians are a race of twisted giant-kin native to the First World of the fey. Once, the fomorians were titans gifted with great beauty and magical prowess, but they were cursed by the Eldest, the godlike rulers of the fey, for attempting to rise up and steal their power. Now the hideous, twisted fomorians wallow in their misery and plot to regain their lost glory.
Fomorians are massive humanoids that stand between 20 and 30 feet in height. No two fomorians look alike, possessing deformities such as limbs of different lengths, hides covered in warts and tumors, bone spurs erupting from their joints, or misplaced facial features, though all fomorians have purple skin and one eye much larger than the other, with a slit pupil. This "evil eye" is a focus for their last vestiges of arcane power, with which they can spread their curse to other creatures. Fomorians dress in only the finest clothing and armor.
On the Material Plane, fomorians live as solitary brutes much like other evil giants, but they flourish on the First World. Wishing to relive their past, fomorians surround themselves with beauty completely at odds with their horrifying visages. On the First World, fomorians inhabit vast subterranean caverns of eerie natural beauty, filled with glowing mushroom forests and otherworldly crystalline spires. The fomorians rule decadent courts of enslaved fey from darkly beautiful fortresses, occasionally sallying forth to make war on the fairy courts above.
Most fomorians have been reduced to a mere shadow of their former glory, but some of the oldest and most potent of their race, the fomorian titans, remain in their original beautiful forms. These titans of myth were too powerful for the Eldest to destroy, so they locked them away in prisons across the planes. Should the fomorians ever release their ancient masters from bondage, it would spell doom for the world of the fey.
FOMORIAN
CR: 13
XP: 25,600
NE Huge humanoid (extraplanar, giant)
Init: +5; Senses: Low-light vision, scent; Perception +30
__________________________________
AC: 28, touch 9, flat-footed 27 (+4 armor, +1 Dex, +15 natural, -2 size)
hp: 218 (19 HD); fast healing 5
Fort +17, Ref +9, Will +11
DR 5/--
__________________________________
Speed: 40 ft.
Melee: Mwk heavy flail +25/+20/+15 (3d8+18/19-20); or 2 slams +24 (2d6+12)
Space: 15 ft.; Reach: 15 ft.
Special Attacks: Evil eye, trample (2d6+18, DC 30)
__________________________________
Str 34, Dex 12, Con 22, Int 11, Wis 21, Cha 15
Base Atk: +14; CMB: +28 (+30 bull rush, sunder); CMD: 39 (41 vs. bull rush, sunder)
Feats: Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Sunder, Lightning Reflexes, Martial Weapon Proficiency (heavy flail), Power Attack, Skill Focus (Stealth), Toughness
Skills: Perception +30, Stealth +24; Racial Modifiers: +4 Stealth
Languages: Giant, Sylvan, Undercommon
__________________________________
Environment: Underground (First World)
Organization: Solitary, pair, gang (3-5 plus 1 3rd-level captain), or court (6-12 plus 2-5 3rd-level captains and 1 5th-level chieftain)
Treasure: Standard (mwk hide armor)
__________________________________
Evil Eye (Su): As a standard action, a fomorian may induce wracking pain in any single creature within 60 feet to which it has line of sight. The creature takes 12d8 points of damage. A DC 20 Will save halves the damage. A creature that fails its saving throw is subject to the curse of the evil eye. This is a transmutation effect. The save DC is Charisma-based.
Curse of the Evil Eye: save Fort DC 20; effect A creature cursed by a fomorian's evil eye is inflicted with hideous deformities. The creature's speed is halved and it takes a -4 penalty to Strength and Dexterity. The cursed creature can repeat the saving throw after 8 hours of rest, ending the effect on a successful save.
The transformation of fomorians from stupid brutes to fey conquerors is one of the few things I really like about D&D 4th Edition. This fomorian is based on a combination of the 3rd, 4th, and 5th edition D&D versions, with a nod to Pathfinder's interpretation from Bestiary 4.
Firbolgs are powerful giant-kin native to the First World of the fey. They are thought to be a "reflection" - or perhaps a prototype - of the true giants native to the Material Plane.
Firbolgs are wild, rowdy, and violent, but fiercely loyal to any outsiders who give them aid. They have a strong sense of honor, and their word is as strong as any oath. They hate the vile fomorians with every fiber of their being, but lacking the fomorians' numbers of raw power the firbolgs can rarely strike against them.
Living in great barricaded steadings, firbolgs are masterful hunters and trackers who can eke out a living from even the harshest environments, but they are not above raiding the settlements of other races to get what they want. The most accomplished warrior in a clan is selected as chieftain. Firbolgs' spiritual needs are seen to by druids who revere the moon and the raven as feminine and masculine creator spirits respectively; male druids typically select a giant raven animal companion (use stats for a roc), while female firbolg druids can take the Moon subdomain.
Firbolgs are rare on Golarion, living in small numbers in the Lands of the Linnorm Kings and the islands of the Ironbound Archipelago in the Steaming Sea.
FIRBOLG
CR: 12
XP: 19,200
N Large humanoid (giant)
Init: +2; Senses: Darkvision 60 ft., low-light vision; Perception +23
__________________________________
AC: 27, touch 12, flat-footed 24 (+3 armor, +2 Dex, +1 dodge, +12 natural, -1 size)
hp: 168 (16 HD); fast healing 5
Fort +16, Ref +7, Will +9
Weakness: Vulnerable to negative energy
__________________________________
Speed: 40 ft. (8 squares)
Melee: Greatsword +22/+17/+12 (2d8+15/19-20) or unarmed strike +21/+16/+11 (1d4+10)
Ranged: Javelin +13 (1d8+10/30 ft.)
Space: 10 ft.; Reach: 10 ft.
Special Attacks: Trample (1d8+15, DC 28)
Combat Gear: 3 javelins
Spell-Like Abilities (CL 13th, concentration +15):
3/day - Glitterdust (DC 14)
1/day - Alter self, detect magic, know direction
__________________________________
Str 30, Dex 14, Con 23, Int 14, Wis 19, Cha 14
Base Atk: +12; CMB: +23; CMD: 36
Feats: Deflect Arrows, Dodge, Improved Unarmed Strike, Martial Weapon Proficiency (greatsword), Mobility, Power Attack, Stunning Fist (4/day, DC 22), Weapon Focus (greatsword)
Skills: Acrobatics +10, Knowledge (nature) +18, Perception +23, Stealth +14, Survival +15
Languages: Common, Giant, Sylvan
SQ: Planar acclimation
__________________________________
Environment: Temperate hills and forest (First World)
Organization: Solitary, pair, gang (3-8), squad (9-16 plus 1 3rd-level captain), or troop (20-40 plus 2-5 3rd-level captains and 1 5th-level chieftain)
Treasure: Standard (mwk studded leather armor)
__________________________________
Planar Acclimation (Ex): Firbolgs treat both the Material Plane and the First World as their home plane, and do not have the extraplanar subtype when on either of these planes.
Vulnerable to Negative Energy (Ex): Firbolgs are filled with the pure, vital energy of the world of the fey, but this makes them vulnerable to the powers of undeath. If a firbolg takes negative energy damage, such as from an evil cleric's channel energy ability, its fast healing does not function on its next turn.
Firbolgs cannot become undead of any kind.