TEXT: Giant-Blooded 
  Feats
  
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  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
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  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
  Introduction
   
  Giants are one of folklore’s most pervasive and 
  compelling creatures. In ancient myth and legends, giants 
  are often portrayed as having additional powers related to 
  their natures. This book brings that power to life by providing 
  a series of feats which grant access to a wide selection of 
  giant-themed powers. These feats allow you to customize 
  both non-giant characters who want to add power to go with 
  their giant roots, and giant characters who want to add some 
  special giant abilities to their repertoire.
  Giant Feats
   
  Giant is a new kind of feat which represents a 
  character’s giant heritage. All the feats in this book are 
  giant feats. Giant feats can be taken by any character of the 
  humanoid or monstrous humanoid types. Many giant feats 
  reference the number of giant feats which a player possesses. 
  For the purpose of qualifying for a giant feat, creatures with 
  the giant subtype are considered to have the Giant-Blooded 
  feat. Additionally, a cloud giant, fire giant, frost giant, hill 
  giant, stone giant, or storm giant is considered to have any 
  feat which features the name of their race in the title when 
  qualifying for the prerequisites of other giant feats. These 
  giants may still take such feats if they choose. 
   
  The following feats are presented in alphabetical 
  order.
  Catch Lightning [Giant]
  Your reflexes and storm giant-born resiliency allow you to 
  catch lightning in your hands.
  Prerequisite: Storm Giant Blood.
  Benefit: Whenever you are targeted by a spell or ability 
  which deals electricity damage expressed as multiple damage 
  dice, if you succeed on a saving throw to reduce that damage, 
  you deduct a number of damage dice equal to half the 
  number of giant feats you possess before any reduction in 
  the damage or electricity resistance is applied. (For example, 
  if you were the target of a lightning bolt spell that would deal 
  10d6 points of electricity damage and you succeeded on your 
  Reflex save, if you have 4 giant feats, then the caster would 
  only roll 6d6 points of electricity damage and you would suffer 
  half of that damage).
  Cloud Fall [Giant]
  You step lightly on the air and fall slowly through it, taking 
  little damage from even falls of great distances.
  Prerequisite: Cloud Giant Blood.
  Benefit: You fall slowly through the air, suffering less damage 
  from falls. For every giant feat you possess, treat all falls as 
  though they were 10 feet lower than they actually are when 
  calculating fall damage. Additionally, you always land on your 
  feet after a fall. 
  Cloud Giant Apotheosis [Giant]
  You are among the mightiest and most esteemed of cloud 
  giant descent. 
  Prerequisite: Cloud Giant Kin, any 4 additional giant feats.
  Benefit: You can walk on air like the cloud giants of yore, and 
  produce wondrous melodies on a harp. You are constantly 
  affected as though by the spell air walk. Additionally, as a 
  full-round action, you can play a harp or similar instrument 
  to produce a beguiling melody, making a Perform (string 
  instruments) check. If you do, you can target a number of 
  creatures who can hear your harp up to the number of giant 
  feats you possess, and these targets must succeed on a Will 
  save (DC equal to your Perform [string instruments] check) 
  or become fascinated. Further, if a target fails his save by 5 or 
  more, he also drops his weapons.
  Cloud Giant Blood [Giant]
  You have the blood of cloud giants in you, making you larger 
  but lighter than other characters.
  Prerequisite: Giant-Blooded.
  Benefit: You always treat Perform (string instruments) 
  as a class skill and gain a bonus on all Perform (string 
  instruments) and Appraise checks equal to the number of 
  giant feats you possess. Additionally, for every giant feat you 
  possess, increase the threshold for your light load, medium 
  load, and heavy load by 5 lbs.
  Cloud Giant Kin [Giant]
  You bear obvious signs of your noble cloud giant heritage. 
  Prerequisite: Cloud Giant Blood.
  Benefit: Your appearance changes to more closely resemble 
  that of a cloud giant, your skin becoming pale or very light 
  blue, your hair turning white, and your eyes becoming a 
  clear grey color. This change grants you a +2 bonus on all 
  Intimidate checks, as well as a bonus equal to the number 
  of giant feats you possess on all Charisma-based skill checks 
  made to interact with cloud giants.
  Special: If you have Cloud Giant Kin, you can never gain Fire 
  Giant Kin, Frost Giant Kin, Hill Giant Kin, Stone Giant Kin, 
  or Storm Giant Kin.
  Cold Stride [Giant]
  You are right at home on the frosty tundra and are able to 
  move across snow and ice without any hassle.
  Prerequisite: Frost Giant Blood.
  Benefit: You ignore difficult terrain caused by snow and 
  ice, and gain a bonus equal to the number of giant feats you 
  possess on Survival checks in cold environments.
  Expert Stone Thrower [Giant]
  You are an expert when it comes to hurling stones.
  Prerequisite: Rock throwing special ability.
  Benefit: Whenever you throw a rock, you gain a bonus equal 
  to half the number of giant feats you possess on the attack 
  roll.
  Fire Giant Apotheosis [Giant]
  You are the epitome of what it means to be a fire giant.
  Prerequisites: Fire Giant Kin, any 4 additional giant feats.
  Benefit: You gain the fire subtype if you did not already have 
  it. Additionally, your natural attacks, rocks thrown with your 
  rock throwing special ability, and any non-wooden weapons 
  you wield deal an additional 3d6 points of fire damage on a 
  critical hit, and cause the target to burst into flames unless he 
  
  3
  succeeds on a Reflex save (DC 10 + the number of giant feats 
  you possess + your Strength or Dexterity modifier). A target 
  that catches fire in this way suffers 3d6 points of fire damage 
  each round until the fire is extinguished, which the target 
  can accomplish by making a Reflex save as a full-round action 
  (see catching on fire in the Pathfinder Roleplaying Game Core 
  Rulebook for more information).
  Fire Giant Blood [Giant]
  In your blood runs the burning strength of the fire giant, 
  allowing you some of their resiliency.
  Prerequisite: Giant-Blooded.
  Benefit: You gain an amount of fire resistance equal to twice 
  the number of giant feats you possess.
  Fire Giant Kin [Giant]
  Your fire giant blood begins to manifest in more apparent 
  ways allowing most fire giants to easily recognize you as one 
  of their kindred.
  Prerequisite: Fire Giant Blood.
  Benefit: Your appearance subtly shifts to more closely 
  resemble a fire giant. This can include a reddening of the skin 
  or hair, gaining coal-like eyes, an increase in height or weight, 
  and minor changes to face and bone structure to give you a 
  broader, menacing look. This change grants you a +2 bonus 
  on all Intimidate checks, as well as a bonus equal to the 
  number of giant feats you possess on all Charisma-based skill 
  checks made to interact with fire giants.
  Special: If you have Fire Giant Kin you can never gain Cloud 
  Giant Kin, Frost Giant Kin, Hill Giant Kin, Stone Giant Kin, 
  or Storm Giant Kin.
  Fling Them Far [Giant]
  You are able to fling enemies you damage with a potent hit.
  Prerequisite: Stone Giant Blood.
  Benefit: Whenever you confirm a critical threat with a melee 
  weapon, you may choose to knock your foe back, forcing 
  them to succeed on a Reflex save (DC 10 + the number of 
  giant feats you possess + your Strength modifier) or be 
  knocked backwards 5 feet per critical multiplier of the 
  weapon and fall prone. If the target is knocked backwards 
  and encounters a solid obstacle, he suffers an additional 1d6 
  points of damage and falls prone in the square in front of the 
  obstacle.
  Frost Giant Apotheosis [Giant]
  You have reached the apex of what it means to be a frost giant. 
  Prerequisites: Frost Giant Kin, any 4 additional giant feats.
  Benefit: You gain the cold subtype if you did not possess 
  it already. Additionally, you gain the ability to breathe a 
  freezing gust of air. This grants you a breath weapon which 
  is usable once every 1d4 rounds and which takes the form of 
  a 15-foot cone. Within the area of the breath weapon, all fogs 
  and gasses are dispersed, and creatures within the area suffer 
  1d4 points of cold damage for every 2 giant feats you possess. 
  Additionally, creatures within the area of the breath weapon 
  must succeed on a Fortitude save (DC 10 + the number of 
  giant feats you possess + your Constitution modifier) or fall 
  prone.
  Frost Giant Blood [Giant]
  You have the blood of a frost giant within you, granting you 
  some resiliency to frost based attacks.
  Prerequisite: Giant-Blooded.
  Benefit: You gain an amount of cold resistance equal to twice 
  the number of giant feats you possess.
  Frost Giant Kin [Giant]
  Your frost giant blood causes you to more closely resemble a 
  frost giant.
  Prerequisite: Frost Giant Blood.
  Benefit: Your appearance changes to more closely match that 
  of your frost giant ancestors, causing your skin to adopt a pale 
  or blue shade, and your hair to become white, and here and 
  there your hair and skin seem to be covered in a thin layer 
  of frost. This change grants you a +2 bonus on all Intimidate 
  checks, as well as a bonus equal to the number of giant feats 
  you possess on all Charisma-based skill checks made to 
  interact with frost giants.
  Special: If you have Frost Giant Kin you can never gain Cloud 
  Giant Kin, Fire Giant Kin, Hill Giant Kin, Stone Giant Kin, or 
  Storm Giant Kin.
  Giant Ascension [Giant]
  You are bigger than most of your kind.
  Prerequisites: Giant-Blooded, any 4 additional giant feats.
  Benefit: Your size increases by 1 category. This has the effect 
  of granting a +2 size bonus to Strength, and a -2 size penalty 
  to Dexterity (to a minimum of 1). This change in size also 
  results in appropriate changes to AC, attack rolls, CMB, 
  CMD, Fly checks, and Stealth checks to reflect your new size. 
  Finally, you may wield larger weapons, throw larger rocks, 
  etc., as appropriate for your new size.
  Giant-Blooded [Giant]
  You have the blood of giants within you, granting you greater 
  size and stature.
  Benefit: You are treated as 1 size category larger than normal 
  when determining your CMB and CMD, as well as what size 
  rocks you can throw using the rock throwing special ability, if 
  you have that ability. Additionally, you gain the giant subtype.
  Heat Stones [Giant]
  You can cause held stones to become like liquid magma when 
  thrown.
  Prerequisites: Heat Weapons, rock throwing special ability.
  Benefit: Whenever you throw a rock with your rock throwing 
  special ability, as a free action you may transform that 
  rock into liquid lava, causing intense burns when it makes 
  contact with the target. This causes the thrown rock to deal 
  an additional 2d6 points of fire damage on a successful hit, 
  and the target must succeed on a Reflex save (DC equal to 10 
  + the number of giant feats you possess + your Strength or 
  Dexterity modifier) or be coated in blazing lava, suffering an 
  additional 2d6 points of fire damage each round for the next 
  3 rounds.
  Heat Weapons [Giant]
  Your fire giant blood allows you to heat weapons and armor 
  you wield or wear.
  
  4
  Prerequisite: Fire Giant Blood.
  Benefit: As a swift action, you can cause a single held weapon 
  or worn piece of armor to burn with the fiery power of the fire 
  giant for 1 minute. For the duration, the held weapon deals an 
  additional amount of fire damage equal to half the number 
  of giant feats you possess, rounded down, on a successful hit, 
  while a worn piece of armor deals 1 point of fire damage per 3 
  giant feats you possess whenever you are damaged in melee 
  by a natural attack or a manufactured weapon without reach. 
  There is no limit on the number of times per day you can use 
  this ability, but you must wait 1 minute between uses.
  Hill Giant Apotheosis [Giant]
  You are the paramount of what it means to be a hill giant.
  Prerequisite: Hill Giant Kin, any 4 additional giant feats.
  Benefit: You are bigger and stronger than others and are thus 
  able to easily throw your weight around. You gain the trample 
  universal monster ability, which deals 2d6 points of damage 
  or your slam damage, whichever is higher. Additionally, you 
  can trample creatures of up to your size category when using 
  this ability. The save DC for this trample attack is equal to 
  10 + half number of giant feats you possess + your Strength 
  modifier.
  Hill Giant Blood [Giant]
  You have the ancestry of a hill giant and retain some of their 
  natural strengths.
  Prerequisite: Giant-Blooded.
  Benefit: You gain a bonus on all bull rush and overrun 
  attempts equal to the number of giant feats you possess.
  Hill Giant Kin [Giant]
  You are kin to the hill giants and have adopted some of their 
  characteristics.
  Prerequisite: Hill Giant Blood.
  Benefit: You have some physical features of the hill giant, 
  granting you a broad sloping face, curly hair, and ruddy skin. 
  This change grants you a +2 bonus on all Intimidate checks, 
  as well as a bonus equal to the number of giant feats you 
  possess on all Charisma-based skill checks made to interact 
  with hill giants.
  Special: If you have Hill Giant Kin you can never gain Cloud 
  Giant Kin, Fire Giant Kin, Frost Giant Kin, Stone Giant Kin, 
  or Storm Giant Kin.
  Hill Giant Metabolism [Giant]
  Like most hill giants, you enjoy large amounts of food and 
  drink, and your body has adapted to allow you to gain greater 
  benefit out of what you consume.
  Prerequisite: Hill Giant Blood.
  Benefit: You are simply better at processing and eating 
  substances, both magical and mundane. Whenever you 
  consume a magical item, be it a potion, elixir, or some other 
  item which is ingested, you may choose to have the effects 
  last for half again as long , up to a number of additional 
  minutes equal to the number of giant feats you possess. You 
  may also choose to have the caster level of the item be treated 
  as though it were 2 higher, or you may choose to increase all 
  variable numeric effects by half, up to an amount equal to the 
  number of giant feats you possess.
  Hill Giant Stench [Giant]
  You certainly smell like a hill giant, giving off a potent aroma 
  that most living creatures find impossible to deal with.
  Prerequisite: Hill Giant Blood.
  Benefit: You excrete a pungent stench at all times, which 
  is difficult for those not familiar with it to cope with. This 
  stench affects all non-hill giants within 10 feet of you 
  and causes all living creatures in that area to succeed on 
  a Fortitude save (DC 10 + the number of giant feats you 
  possess + your Constitution modifier) or become sickened 
  for as long as they remain within 10 feet of you, and for 1d4 
  rounds thereafter. Creatures that fail their save by 5 or more 
  are nauseated for 1 round and then sickened as normal. 
  Creatures that keep your company for 1 week or longer are 
  immune to this ability. A creature that succeeds his saving 
  throw is immune to this ability for 24 hours. A creature that 
  leaves your area and enters it again must save again, but even 
  if he succeeds his save, and he continues to be affected by the 
  remaining duration of his first failed save against this effect, 
  if any.
  Ice Ball [Giant]
  You can uproot and hurl massive balls of snow or chunks of 
  ice to punish your foes.
  Prerequisites: Frost Giant Blood, rock throwing special 
  ability.
  Benefit: As a standard action, while in a cold environment, 
  you can uproot and throw your choice of a frozen block of ice 
  or a snowball. If you throw the block of ice, you deal damage 
  as appropriate for your rock throwing ability (the ice chunk is 
  considered to be a rock of the maximum size you can throw). 
  A block of ice thrown this way has a critical threat range of 
  18-20 and inflicts an additional 1d6 points of bleed damage 
  on a successful hit. If you instead throw a snowball, you deal 
  damage as appropriate for a rock of the maximum size you 
  can throw and the target must succeed on a Reflex save (DC 
  10 + the number of giant feats you possess + your Strength or 
  Dexterity modifier) or become stuck in the snow, gaining the 
  entangled condition for 1d6 rounds.
  Knock Skyward [Giant]
  When flinging your foes with your mighty blows, you can 
  knock them straight into the air, causing additional damage.
  Prerequisite: Fling Them Far.
  Benefit: Whenever you confirm a critical hit with a melee 
  weapon, you can choose to knock your foe directly into the 
  air. If you do, the target must succeed on a Reflex save (DC 
  10 + the number of giant feats you possess + your Strength 
  modifier) or be knocked 10 feet up before falling back to 
  the ground, suffering damage equal to 1d6 + the number of 
  giant feats you possess (this damage is not multiplied by the 
  critical hit) and being knocked prone.
  Master Stone Thrower [Giant]
  You are a true master of the art of rock throwing allowing you 
  to chuck stones which are far more lethal than normal.
  Prerequisite: Expert Stone Thrower.
  Benefit: Whenever you throw a rock using the rock throwing 
  special ability, you gain a bonus on the damage roll equal to 
  half the number of giant feats you possess. Additionally, all 
  
  5
  rocks you throw treat their critical threat range as though 
  it were 1 higher than normal (apply this benefit after the 
  benefits of Improved Critical or similar abilities).
  Oversized Weapon Master [Giant]
  You are practiced in the cloud giant art of wielding very large 
  weapons.
  Prerequisite: Cloud Giant Blood.
  Benefit: Whenever you wield a weapon which is 1 size 
  category larger than yourself or larger, you deal an additional 
  amount of damage with that weapon equal to 1/3 the number 
  of giant feats you possess (rounded down).
  Stone Catching [Giant]
  You are skilled in the art of catching thrown stones and are 
  able to do so more easily than other characters.
  Prerequisite: Giant-Blooded.
  Benefit: You can catch Small, Medium, or Large rocks (or 
  projectiles of similar shape). Once per round, if you would 
  be hit by a rock, you can make a Reflex save to catch it as 
  a free action. The DC for this save is 15 for a Small rock, 20 
  for a Medium one, and 25 for a Large one (if the projectile 
  provides a magical bonus on attack rolls, the DC increases 
  by that amount). You must be aware of the attack in order 
  to make a stone catching attempt. Additionally, you gain a 
  +2 dodge bonus to AC against attacks made with boulders, 
  cannonballs, rocks and similar projectiles. 
  Stone Giant Apotheosis [Giant]
  You can count yourself among the mightiest of stone giant 
  kindred. 
  Prerequisite: Stone Giant Kin, any 4 additional giant feats.
  Benefit: You can catch rocks of up to 1 size category larger 
  than yourself, gain a +4 bonus on Reflex saves made to catch 
  rocks, and when making a Reflex save to catch rocks, you may 
  roll twice and take the higher result. Additionally, once per 
  day you may use any of the following spell-like abilities: meld 
  into stone, stone shape, stone skin, transmute mud to rock, 
  or transmute rock to mud. Your caster level for these effects 
  is equal to your HD and your saving throw DC is Wisdom-
  based. You may only use each of these abilities once per day, 
  and may only invoke a number of spell-like abilities granted 
  by this ability each day equal to half the number of giant feats 
  you possess.
  Stone Giant Blood [Giant]
  You have the blood of a stone giant, which grants you some of 
  their hardiness.
  Prerequisite: Giant-Blooded.
  Benefit: You gain the tough hide of a stone giant, granting 
  you a +1 natural armor bonus to AC. This bonus to AC 
  increases by +1 for every 4 giant feats you possess.
  Stone Giant Kin [Giant]
  You are clearly related to the mighty stone giant, and your 
  body changes in subtle ways to reflect this change.
  Prerequisite: Stone Giant Blood.
  Benefit: Your physical form changes to reflect a storm giant: 
  you lose your hair and your skin becomes darker or gray in 
  color, while your face and bone structure become sturdy and 
  solemn. This change grants you a +2 bonus on all Intimidate 
  checks, as well as a bonus equal to the number of giant feats 
  you possess on all Charisma-based skill checks made to 
  interact with stone giants.
  Special: If you have Stone Giant Kin you can never gain Cloud 
  Giant Kin, Fire Giant Kin, Frost Giant Kin, Hill Giant Kin, or 
  Storm Giant Kin.
  Stone Throwing [Giant]
  You possess great strength and skill allowing you to throw 
  rocks.
  Prerequisite: Stone Catching or rock catching special ability.
  Benefit: You gain the rock throwing universal monster 
  ability. Additionally, you can deal damage with thrown rocks 
  dependant on their size, rather than your slam damage. 
  Tiny or smaller rocks deal 1d4 points of damage, Small rocks 
  deal 1d8 points of damage, Medium rocks deal 2d6 points of 
  damage, and Large rocks deal 3d6 points of damage when 
  used in this way. 
  Storm Giant Apotheosis [Giant]
  You have fully mastered your storm giant blood, allowing you 
  to hurl thunderbolts.
  Prerequisites: Storm Giant Kin, any 4 additional giant feats.
  Benefit: You can create and throw thunderbolts as a standard 
  action. Treat these thunderbolts as ranged touch attacks 
  which deal 5d6 points of electricity damage on a successful 
  hit and deafen the target. A successful Fortitude save (DC 10 
  + the number of giant feats you possess + your Strength or 
  Dexterity modifier) negates the deafen effect. You can use 
  this ability a number of times each day equal to the number 
  of giant feats you possess. 
  Storm Giant Blood [Giant]
  You have the blood of a mighty storm giant flowing through 
  you, which allows you use of their powers.
  Prerequisite: Giant-Blooded.
  Benefit: You gain an amount of electricity resistance equal to 
  twice the number of giant feats you possess.
  Storm Giant Kin [Giant]
  You have taken on some storm giant characteristics.
  Prerequisite: Storm Giant Blood.
  Benefit: You take on certain physical characteristics of storm 
  giants: your skin darkens to a purple or green tone, your eyes 
  adopt a lightning-like appearance, and your hair deepens to 
  a blue-green shade. This change grants you a +2 bonus on all 
  Intimidate checks, as well as a bonus equal to the number 
  of giant feats you possess on all Charisma-based skill checks 
  made to interact with storm giants.
  Special: If you have Storm Giant Kin, you can never gain 
  Cloud Giant Kin, Fire Giant Kin, Frost Giant Kin, Hill Giant 
  Kin, or Stone Giant Kin
  Storm Giant Tradition [Giant]
  You are skilled in the warrior tradition of the storm giant.
  Prerequisites: Martial Weapon Proficiency, Storm Giant 
  Blood, Weapon Focus with a martial weapon.
  Benefit: You gain a +2 bonus to all weapon damage rolls 
  made with two-handed martial weapons.
  
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  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 
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  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 
   
  END OF LICENSE 
  
  Unleash Your Inner Giant!
   
  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. At 
  the same time, the various giant races have little, mechanically, 
  to differentiate themselves from one another, making a battle 
  with fire giants feel a lot like a battle with frost, stone, or hill 
  giants.
   
  This book attempts to address both of these concerns by 
  providing a massive collection of over 35 giant-themed feats, 
  which provide player characters of any race—as well as any 
  giants the GM feels like enhancing—with a variety of flavorful 
  and exciting powers that one might expect from a giant. Further, 
  many of these feats are associated with a particular giant lineage 
  (including cloud giants, fire giants, frost giants, hill giants, 
  storm giants, and stone giants), helping to differentiate the vari
  storm giants, and stone giants), helping to differentiate the vari-
  ous giant species from one another, and also giving those types 
  of giants easier access to the better feats in their particular 
  lineage.
   
  Whether you want to play a giant-blooded character with 
  exciting giant-themed feats to prove that sorcerers aren’t the 
  only ones who can have bloodlines, or you’re a GM who wants 
  to make the next group of giants more unique and memorable, 
  this book is for you.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - Giant-Blooded Feats.pdf