TEXT: Weekly Wonders
  Alex Riggs, Joshua Zaback
  
  Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License 
  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
  Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either part of the public domain, 
  or is used with the express permission of the creator. Necromancers of the Northwest, LLC claims no special rights 
  or privileges to any art presented herein. Fire giant art by Jacob E. Blackmon. Storm giant art by Joe J. Calkins and 
  Cerebusart.com.
  Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics 
  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
  version 1.0a Section 1(d). No portion of this work other than Open Game Content may be reproduced in any form 
  without written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, 
  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2
  Fire Giant Bloodline
  Your blood burns with the intense legacy of a fire giant 
  ancestor, giving you a short temper, a fiery disposition, 
  incredible bursts of strength, and a strong affinity for fire 
  magic.
  Class Skill: Intimidate
  Bonus Spells: enlarge person (3rd), pyrotechnics (5th), 
  fireball (7th), wall of fire (9th), fire snakeAPG (11th), contagious 
  flameAPG (13th), giant form I (15th), incendiary cloud (17th), 
  meteor swarm (19th).
  Bonus Feats: Burning SpellUM, Cleave, Combat Casting, 
  Great Cleave, Improved Overrun, Improved Sunder, 
  Intimidating Prowess, Power Attack, Weapon Focus.
  Bloodline Arcana: Whenever you cast a spell that deals fire 
  damage, any creature that is immune to fire damage that 
  would otherwise suffer damage from the spell has its fire 
  immunity weakened. For a number of rounds equal to the 
  spell’s level, the target suffers half of any fire damage dealt 
  to him, rather than suffering no fire damage. Similarly, a 
  creature with fire resistance who resists some or all of the 
  fire damage inflicted by a spell that you cast has that fire 
  resistance halved for a number of rounds equal to the spell’s 
  level. A successful Fortitude save (at the spell’s saving throw 
  DC) negates this effect, for either resistance or immunity. 
  This effect stacks with itself (so a creature that was normally 
  immune to fire could be made to suffer 75% of any fire 
  damage dealt to it after being subjected to two of your fire 
  spells).
  Bloodline Powers: The blood of your fire giant ancestor 
  surges through your veins like an inferno of magical energy. 
  The more that you tap into this power, the more you fuel it. 
  Though some might claim that it threatens to consume you, 
  you know that you can harness this power for incredible 
  purposes.
   
  Heated Weapon (Su): At 1st level, you can infuse 
  any weapon you wield with a burning heat as a swift action. 
  This causes the weapon to deal 2 additional points of fire 
  damage with each successful hit. This benefit lasts until the 
  beginning of your next turn. At 4th level, and every 3 levels 
  thereafter, the amount of additional fire damage increases 
  by 1 (to a maximum of 8 additional fire damage at 19th level). 
  You can use this ability a number of times per day equal to 10 
  + your class level.
   
  Fire Friend (Su): At 3rd level, your fire giant heritage 
  grants you a great tolerance for flames and fire, in a variety 
  of forms. You gain an amount of fire resistance equal to your 
  class level. Additionally, you can breathe smoke as though it 
  were clean air, and can see through smoke without difficulty 
  (these benefits only apply to smoke, and not to similar things, 
  such as inhaled poisons or fog).
   
  Powerful Build (Ex): At 9th level, you gain a +1 
  inherent bonus to your Strength and Constitution scores. 
  These bonuses increase to +2 at 13th level, and to +3 at 17th 
  level.
   
  Ash Cloud (Su): At 15th level, you can conjure a cloud 
  of choking ash, which radiates from your body and moves 
  with you. Activating this ability is a move action, and the 
  cloud of ash it creates has a radius of 10 feet. Any creature 
  that begins its turn in this area must succeed on a Fortitude 
  save (DC 10 + 1/2 your sorcerer level + your Charisma 
  modifier) or be nauseated for 1 round by the ash. Further, 
  the ash provides creatures within it concealment (20% miss 
  chance) against adjacent foes, and total concealment (50% 
  miss chance) to creatures with 5 or more feet of ash between 
  them. Once conjured, the cloud of ash lasts for 1 minute, or 
  until you dismiss it (a move action). Alternatively, a strong 
  wind (21+ mph) disperses the cloud in 1d4 rounds.
   
  You can use this ability once per day at 15th level. At 
  17th level, and again at 19th level, you gain an additional daily 
  use of this ability.
   
  Molten Weaponry (Su): At 20th level, you gain the 
  ability to infuse objects with a greater degree of heat. Any 
  weapon you wield that is made of metal or stone deals an 
  additional 4d6 points of fire damage with each successful hit. 
  Additionally, you gain immunity to fire damage.
  
  3
  Frost Giant Bloodline
  You can trace your ancestry back to the blue-skinned, white-
  haired giants of the frozen northlands. Their icy blood 
  flows through your veins, empowering your magic with the 
  implacable and inevitable strength of the harsh cold.
  Class Skill: Stealth
  Bonus Spells: enlarge person (3rd), bull’s strength (5th), 
  protection from energy (7th), ice storm (9th), icy prisonUM 
  (11th), cold ice strikeUM (13th), ice bodyUM (15th), giant form II 
  (17th), mass icy prison (19th).
  Bonus Feats: Cleave, Combat Casting, Great Cleave, Great 
  Fortitude, Improved Sunder, Power Attack, Rime SpellUM, 
  Skill Focus (Stealth), Toughness.
  Bloodline Arcana: Whenever you cast a spell that deals 
  cold damage, an amount of that cold damage equal to your 
  sorcerer level ignores any cold resistance or cold immunity 
  that the target may possess. Similarly, any creature that 
  would suffer no damage from the spell due to spell resistance, 
  evasion, or a similar ability still suffers an amount of cold 
  damage equal to your class level (if the amount of cold 
  damage inflicted by the spell is less than your class level, then 
  the target suffers the full damage from the spell, instead).
  Bloodline Powers: The cold north wind flows through 
  your veins, howling with the harsh power of your frost giant 
  ancestors. As you grow in power, so too does this wintry 
  strength increase.
   
  Wintry Weapon (Su): At 1st level, you can infuse any 
  weapon you wield with a biting arctic chill as a swift action. 
  This causes the weapon to deal 2 additional points of cold 
  damage with each successful hit. This benefit lasts until the 
  beginning of your next turn. At 4th level, and every 3 levels 
  thereafter, the amount of additional cold damage increases 
  by 1 (to a maximum of 8 additional cold damage at 19th level). 
  You can use this ability a number of times per day equal to 10 
  + your class level.
   
  Blue-Skin Transformation (Su): At 3rd level, you can 
  call upon your frost giant heritage to grant you a number 
  of defensive abilities, which have the side effect of turning 
  your skin an eldritch shade of blue. As a move action, you 
  can increase your natural armor bonus to AC by +2, and gain 
  resist cold 5. These benefits last for a number of rounds equal 
  to your Charisma modifier. At 7th level, and every 4 levels 
  thereafter, the amount of cold resistance granted by this 
  ability increases by 5 (to a maximum of resist cold 25 at 19th 
  level).
   
  You can use this ability once per day at 3rd level. At 
  8th level, and every 5 levels thereafter, you can use this ability 
  one additional time per day.
   
  Powerful Build (Ex): At 9th level, you gain a +1 
  inherent bonus to your Strength and Constitution scores. 
  These bonuses increase to +2 at 13th level, and to +3 at 17th 
  level.
   
  Oversized Weaponry (Ex): At 15th level, your giant 
  heritage allows you to wield weapons much larger than you 
  would ordinarily be able to. You suffer no penalty when 
  wielding weapons made for a creature up to one size category 
  larger than you are. Additionally, you gain the rock catching  
  and rock throwing universal monster abilities, and can catch 
  and throw rocks as though you were one size category larger 
  than you actually are.
   
  Avalanche (Su): Beginning at 20th level, as a full-
  round action, you can create an avalanche and direct it at 
  your foes. In order to use this ability, you must be in an area 
  with sufficient snow and ice to create an avalanche.
   
  The avalanche that is created is 200 feet wide, from 
  one edge of the slide zone to the opposite edge. The bury 
  zone, in the center of the avalanche’s width, is 100 feet wide. 
  The avalanche moves directly away from the mythic frost 
  giant in any direction he chooses (except uphill directions). If 
  moving downhill, it moves at a rate of 500 feet per round, and 
  travels a total of 2,500 feet. If moving across flat terrain, it 
  moves at a rate of 100 feet per round, and travels a total of 500 
  feet.
   
  If the bury zone of the avalanche passes through 
  a character’s square, that creature takes 8d6 points of 
  damage. A successful Reflex save (DC 10 + 1/2 your sorcerer 
  level + your Charisma modifier) halves this damage. They 
  are subsequently buried, regardless of whether or not they 
  succeed their saving throw. Buried creatures take 1d6 points 
  of nonlethal damage per minute. If a buried creature falls 
  unconscious, he must make a DC 15 Constitution check or 
  take 1d6 points of lethal damage each minute thereafter until 
  freed or dead.
   
  If the slide zone of the avalanche passes through a 
  character’s square, he must succeed on a Reflex save (DC 10 + 
  1/2 your sorcerer level + your Charisma modifier) or suffer 3d6 
  points of damage and be buried, in the same fashion as those 
  buried in the bury zone. Creatures that succeed on their save 
  suffer no damage, and are not buried.
   
  The saving throw DCs are reduced by 10 if the 
  avalanche is travelling along flat terrain, instead of downhill. 
  The saving throw DC is Strength-based. An avalanche created 
  in this way can be detected through the same methods as 
  a naturally-occurring avalanche. For more information on 
  normal avalanches, see the Pathfinder Roleplaying Game Core 
  Rulebook.
  
  4
  Stone Giant Bloodline
   
  You are the descendant of a stone giant, and your 
  connection to these great, ponderous humanoids, who so 
  closely resemble the lands in which they live, has awakened in 
  your blood a powerful magic.
  Class Skill: Climb
  Bonus Spells: enlarge person (3rd), stone callAPG (5th), stone 
  shape (7th), stoneskin (9th), wall of stone (11th), stone tell 
  (13th), giant form I (15th), earthquake (17th), clashing rocksAPG 
  (19th).
  Bonus Feats: Combat Casting, Enlarge Spell, Extend Spell, 
  Iron Will, Point-Blank Shot, Power Attack, Precise Shot, 
  Rapid Shot, Quick Draw.
  Bloodline Arcana: Whenever you cast a spell with the 
  earth descriptor, your skin thickens and hardens, until it 
  resembles stone. Your natural armor bonus to AC increases 
  by an amount equal to 1/3 the spell’s level (rounded down, 
  minimum 1). This benefit lasts for 1 minute, and stacks with 
  any other natural armor bonuses that you may possess.
  Bloodline Powers: The power of your stone giant ancestor 
  provides you with a slow but steady supply of magical energy, 
  like an inexhaustible mine of magical power. The deeper that 
  you delve into this reserve, the more magical might you find, 
  hidden beneath the surface.
   
  Rock Throwing(Ex): Beginning at 1st level, you gain 
  the ability to throw rocks of up to two size categories smaller 
  than yourself (Tiny rocks, for Medium characters, deal 1d6 
  points of bludgeoning damage, while Diminutive rocks, for 
  Small characters, deal 1d4 points of bludgeoning damage). 
  You gain a +1 racial bonus on attack rolls with thrown rocks. 
  For the purposes of this ability, a “rock” is any large, bulky, 
  and relatively regularly shaped object made of any material 
  with a hardness of at least 5. You can hurl the rock up to 5 
  range increments. You add 1-1/2 times your Strength modifier 
  to damage rolls made with thrown rocks.
   
  Additionally, 3 times per day, as a move action, you 
  can conjure a pile of rocks at your feet, conveniently stacked 
  and ready to be thrown. The rocks that appear are all of the 
  largest size that you can throw. Each time you use this ability, 
  you summon a number of rocks equal to 1d6 + your Charisma 
  modifier.
   
  Earth Glide (Su): At 3rd level, you gain the ability to 
  pass through dirt and stone as easily as a fish passes through 
  water. This grants you a burrow speed equal to your base 
  land speed, and allows you to move through stone (including 
  worked stone), dirt, and earth, but not metal. You do not 
  need to breathe while using this ability. Your burrowing 
  leaves behind no tunnel or hole, nor does it produce any 
  ripple or other sign of your presence.
   
  You can use this ability for a number of rounds per 
  day equal to your class level, which do not need to be spent 
  consecutively. There is no action required to activate or end 
  this ability, but any round in which you burrow in this way, as 
  well as any round in which you begin your turn in the earth 
  as a result of burrowing in this way (even if you don’t actually 
  move that round) counts as a round of using this ability. If 
  you are currently burrowing when you run out of daily rounds 
  of this ability, you are shunted to the nearest unoccupied 
  open space, suffering 1d4 points of bludgeoning damage for 
  every 5 feet of earth, dirt, or stone that you pass through in 
  order to reach it.
   
  Stone Body (Su): At 9th level, your skin permanently 
  darkens and hardens, to the point where you almost 
  resemble a statue of yourself. Your natural armor bonus to 
  AC permanently increases by +2, and you gain a +2 inherent 
  bonus to your Constitution score. Additionally, you gain a +8 
  bonus on Stealth checks made in rocky terrain. This bonus 
  also applies on Disguise checks made to pass as a statue, 
  or which otherwise make use of your chiseled appearance, 
  although it serves as a penalty on Disguise checks made to 
  resemble any creature with a normal complexion.
   
  Infuse Rocks (Sp): At 15th level, you gain the ability 
  to infuse a thrown rock with a spell, and hurl it at your 
  opponents in order to deliver the spell. Whenever you cast a 
  spell with a range of touch, instead of making a melee touch 
  attack as part of the spell, you can make a ranged attack with 
  a held rock. If the attack hits the target, the target suffers 
  damage from the thrown rock, as normal, and also suffers the 
  effects of the spell. If the attack hits the target’s touch AC, but 
  not the target’s full AC, then the target is not damaged by the 
  rock, but is still affected by the spell. If the attack fails to hit 
  the target’s touch AC, then the rock misses, and the spell has 
  no effect.
   
  You can also infuse other spells into rocks and deliver 
  them in a similar fashion. If the spell normally allows you 
  to make an attack as part of casting the spell (such as most 
  spells that require ranged or melee touch attacks), you can 
  infuse the rock and throw it all as part of casting the spell. 
  If the spell does not normally allow you to make an attack 
  as part of casting the spell (such as most spells that do not 
  require an attack roll), you infuse the rock as part of casting 
  the spell, but must use a separate action to throw it. A rock 
  that has been infused with a spell retains that spell’s energy 
  for a number of rounds equal to your Charisma modifier, after 
  which the spell dissipates and the rock returns to normal. 
  You can have multiple infused rocks at the same time. You 
  do not need to be the one to throw the infused rocks in order 
  for them to have their effect (although creatures without the 
  rock throwing special ability may be unable to throw the 
  rocks).
   
  Earth Mastery (Su): At 20th level, you gain the rock 
  catching universal monster ability, and gain a +8 racial bonus 
  on Reflex saves made to catch rocks. Additionally, you can 
  catch and throw rocks as though you were one size category 
  larger than you actually are (increasing the damage of your 
  rock throwing special ability to 1d8 for Medium creatures, 
  and 1d6 for Small creatures). Additionally, you are no longer 
  restricted in how many rounds per day you can use your earth 
  glide special ability. Finally, your natural armor bonus to AC 
  increases by an additional +2.
  
  5
  Storm Giant Bloodline
   
  Among your ancestors is one of the majestic and 
  mysterious storm giants, lords of the skies and seas, and some 
  of that power has been passed on to you. The rushing of the 
  wind and waves calls out to you, and as you grow in power, 
  you become able to bend them to your will.
  Class Skill: Perception
  Bonus Spells: enlarge person (3rd), levitate (5th), call 
  lightning (7th), freedom of movement (9th), lightning 
  arcUM (11th), chain lightning (13th), control weather (15th), 
  stormboltsAPG (17th), ride the lightningUM (19th).
  Bonus Feats: Cleave, Combat Reflexes, Improved Vital 
  Strike, Intensified SpellAPG, Iron Will, Power Attack, Vital 
  Strike, Weapon Focus, Weapon Specialization.
  Bloodline Arcana: Whenever you cast a spell with the 
  electricity descriptor, or which deals electricity damage, you 
  can channel some of that electricity into a metal weapon that 
  you wield. Doing so is a free action made as part of casting 
  the spell. If you do, then for a number of rounds equal to 1 + 
  the spell’s level, the weapon deals an additional amount of 
  electricity damage with each successful hit equal to the spell’s 
  level.
  Bloodline Powers: The power of the storm giants surges 
  through your veins, and your blood is a tempest of incredible 
  power. As you delve deeper into your magical birthright, it 
  responds with ever increasing intensity.
   
  Militant (Ex): Beginning at 1st level, you gain 
  proficiency with all simple and all martial weapons. Further, 
  for the purposes of qualifying for feats, you are treated as 
  having a base attack bonus equal to 2 less than your sorcerer 
  level, and also as a fighter whose level is 2 lower than your 
  sorcerer level.
   
  Storm Rider (Ex): At 3rd level, you gain resist 
  electricity 5. Additionally, you can breathe water as well as air. 
  Finally, you gain a swim speed equal to your base land speed.
   
  Giant Size (Ex): At 9th level, your size permanently 
  increases by one step. Your space and reach adjust to be 
  appropriate for your new size. You also gain the normal size 
  bonuses and penalties to attack, AC, CMB, CMD, Stealth, 
  and Fly based on your new size, and you can wield weapons 
  appropriate for your new size. Additionally, your Strength 
  score permanently increases by +4, your Dexterity score 
  permanently decreases by -2, and your Constitution score 
  permanently increases by +2.
   
  Wind Mastery (Su): At 15th level, you gain the ability 
  to call upon the winds to carry projectiles you fire or throw. 
  You treat the wind as though it were two categories slower 
  than it actually is for the purposes of determining its effects 
  on ranged attacks you make. Additionally, you suffer only half 
  the range penalties for ranged attacks that you make.
   
  Storm Mastery (Su): At 20th level, you gain immunity 
  to electricity. Additionally, your powers over the elements are 
  greatly enhanced. You gain the ability to cast the following 
  spell-like abilities at will: call lightning, control water, gust of 
  wind, levitate and water walk.
  
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  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich 
  Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original 
  material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. 
  Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Mythic Adventures Copyright 2013, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, 
  Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason 
  Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ 
  Taylor, and Ray Vallese. 
  Pathfinder Roleplaying Game Bestiary 3 Copyright 2011, Paizo Publishing, LLC; Authors 
  Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, 
  Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Brood of the Spider Queen: Spider Bloodlines Copyright 2015, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Lords of the Leaves: Elven Archetypes Copyright 2015, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Wells of Wonder: Arcane Fonts Copyright 2015, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Magic of the Mire: Lizardfolk Spells Copyright 2015, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Kings of the Mountain: Dwarven Archetypes Copyright 2015, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Weekly Wonders: Vengeful Curses Copyright 2015, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Weekly Wonders: From the Bags of Giants Copyright 2015, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Weekly Wonders: Magical Instruments Copyright 2015, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Weekly Wonders: Giant Slaying Spells Copyright 2015, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Princes of the Plains: Halfling Archetypes Copyright 2015, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Weekly Wonders: Giant-Blooded Feats Copyright 2015, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Weekly Wonders: Legacy Character Creation Copyright 2015, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Weekly Wonders: Giant Bloodlines Copyright 2015, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
   
  END OF LICENSE 
  
  Fee-Fi-Fo-Fum, I Smell the Blood...
  of Giants!
   
  Giants are fearsome and iconic fantasy foes, but very rarely do 
  player characters get a chance to enjoy the bulk, power, and pure 
  destructive capabilities that being a giant has to offer. While there 
  is room for debate about some types of giants, such as hill giants and 
  ogres, other species, like fire and storm giants, are clearly magical in 
  nature. Yet no sorcerer bloodline exists for players who want to have 
  characters descended from giants…until now!
   
  This book introduces four giant-themed bloodlines for sorcerers.           
   
  Featured are the fire giant, the frost giant, the stone giant, and 
   
  the storm giant. In addition to providing elemental powers 
  associated with the type of giant in question�such as the ability to 
  create massive earthquakes or avalanches, or to control storms and 
  seas, or create great clouds of ash and smoke�these bloodlines also 
  grant players giant power, granting them some of the strength and 
  size of giants.
   
  Whether you want to play a giant-blooded character with an 
  exciting new bloodline, just want to expand your sorcerer’s bloodline 
  options, or are a GM looking for just the right thing to spice up a 
  giant shaman or mage’s stat-block, this book is for you.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Giant Bloodlines.pdf