[dice= +1 Huge cold iron greatsword using PA]1d20+9-2[/dice]
[dice=damage with PA]4d6+10+6[/dice]
*********[dice=Large +1 guisarme]1d20+12-2[/dice] [dice=damage with PA]2d6+11+6[/dice] Reach/Trip
***********[dice=Ranged sling, +1 adamantine bullet]1d20 +9[/dice] [dice=damage]1d4+8[/dice] 50 ft.
[dice=(0/3) Large Javelins]1d20 +8[/dice] [dice=damage]1d8+7[/dice]
***********[dice=(3/3) Javelins]1d20 +8[/dice] [dice=damage]1d6+7[/dice]
*items he wants to get.
Traits:
Resilient: Growing up in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.
12th level:
Spark Shower 5d6 fire and 5d6 electricity
13th level:
Resistances 30
14th level:
3/day—mass charm monster (DC 22), dominate person (DC 19)
Runes (Ex) runes on its body to flash with light. All creatures within 10 feet of the giant must make a DC (10+cha mod+1/2 level) Fortitude save or be blinded for 1 round.
16th level:
Immune to fire,
Spark Shower 7d6 fire and 7d6 electricity
17th level:
Immune to electricity,
1/day—demand (DC 22), true seeing
18th level:
Immune to cold
Spark Shower 10d6 fire and 10d6 electricity
19th level:
20th level:
---
Speed: 40 feet. 30 feet if medium.
lowlight vision
Imposing Figure: Giants are intimidating without trying. They get a +2 racial bonus to Intimidate checks.
He returns the offered clothes back to each of you who offered him an article to wear. He is now dressed in scale mail, a full helmet, and thick sturdy looking clothes.
Within the folds of the freshly cleaned and rolled articles you find a large coin that radiates heat.
He then follows the group in his new gear easily covering his black pitted skin.
He would let the group haggle and interact with the shopkeepers for him. As his grasp on the common tongue was still far too rough for him to stumble through.