Description
Your connection to giants grows even further, allowing you to tap into the power of the type of giant you most revere, fear, scoff at, or wish to slay. Select a creature from the Giant creature family, you gain an ability based on your choice.
Ash Giant
Blastboil
(poison, primal)
You grow massive, swollen pustules on your body akin to an Ash Giant that quickly burst. Each creature in a 15-foot-cone takes 6d8 poison damage with a basic Reflex save against your Class DC. A creature that fails its save is also sickened 1 (or sickened 2 on a critical failure). This ability and tumor pop can't be used again until another tumor swells to a suitable size in 1d4 rounds. The damage of Blastboil increases by 1d8 at level 17 and for every level after.
Cave Giant
Smear
(attack)
Requirements You are within reach of a creature that is adjacent to a wall or other solid vertical surface.
Effect You snag the creature and smash it against the wall. Attempt an Athletics check against the target's Reflex DC. On a success, you Grab the creature and smear it along the nearby wall, dealing 3d8 bludgeoning damage, you apply your extra Rage damage to this. On a critical success, the damage is doubled. At level 18 this damage increases to 4d8 bludgeoning damage.
Cloud Giant
Wind Strike
(air, primal)
You Strike a creature with your enlarged weapon, surrounded in a roar of rushing air. On a hit, the target takes an additional 4d8 bludgeoning damage and is deafened for 1 minute. whether or not the Strike hits, each creature within a 20-foot-emanation, including the target of the Strike, is buffeted by roaring winds and must attempt a Fortitude save against your Class DC.
Critical Success The creature is unaffected.
Success The creature takes 2d8 sonic damage.
Failure The creature takes 4d8 sonic damage.
Critical Failure As failure, but double the damage and the creature is also knocked prone.
Desert Giant
Sand Spin
(earth, primal)
Requirements You are standing in an area with sand, gravel, dirt, or dust.
Effect You spin around and stir up loose sand, dirt, or dust in a 10-foot-emanation. Until the beginning of your next turn, creatures in the area are concealed and other creatures are concealed to them. You are able to see through this cloud of sand. Additionally, you have adapted yourself to loose sands of the desert and can move across them with ease. You ignore non-magical difficult terrain and uneven ground cause by sand.
Fire Giant
Flaming Stroke
(fire, primal)
You imbue your weapon with flames and make a Strike with a -2 circumstance penalty against each creature in a 15-foot-line. You only make one attack roll and compare the result to each creatures AC. This Strike deals an additional 3d6 fire damage and counts as one attack for your multiple attack penalty. The additional fire damage increases by 2d6 at level 17 and every second level after that.
Frost Giant
Chill Breath
(cold, primal)You breath out a 15-foot-cone of freezing moisture that quickly condenses into ice, dealing 4d6 cold damage. Each creature in the cone must attempt a basic Reflex save against your Class DC. A creature that fails its save is immobilized and takes 2d6 persistent cold damage until it Escapes. The initial damage increases by 2d6 for every level you have past 16 and the persistent damage increases by 1d6 at the same increment. You cannot use Chill Breath again for 1d4 rounds. Additionally, you are not impeded by difficult terrain cause by ice or snow, nor do you need to attempt an Acrobatics check to keep from falling on slippery ice.
Hill Giant
Throw Surroundings
You gain the Oversized Throw Barbarian feat. If you already had the feat, you increase the damage by 2d10 and the range increment increases to 60 feet. Additionally, when you critically succeed on a ranged Strike using Oversized Throw, the target must make a Fortitude saving throw against your Class DC or be knocked prone.
Marsh Giant
Drown Foe
(primal, water)
Requirements An enemy within your reach is prone; Effect You use your immense strength to push the creature down as water bubbles below it. The target becomes submerged in water until they are no longer prone and must hold their breath if they cannot breath water. They take 6d6 bludgeoning damage with a basic Fortitude save against your class DC and lose 3 rounds of air if they fail the save.
Plague Giant
Pestulant Weapon
Your weapon Strikes gain the poison trait and deal an additional 3d6 poison damage. Additionally, creatures hit by your weapon Strikes are exposed to Atrophic Plague as detailed below.
Atrophic Plague Saving ThrowFortitude against your Class DC; Stage 1 enfeebled 2 and fatigued (1 day) ; Stage 2 enfeebled 3 and fatigued (1 day) ; Stage 3 enfeebled 4 and fatigued (1 day) ; Stage 4 dead.
Rune Giant
Invoke Rune
(arcane, concentrate, electricity)
You invoke one of the runes that decorate your body, causing the run to spray forth a 30-foot-cone of sparks that deal 6d12 electricity damage to all creatures in the cone with a basic Reflex save against your Class DC. You can't use Invoke Rune again for 1d4 rounds.
A glowing copy of the invoked rune appears on a single weapon you hold, granting the weapon one effect listed below of your choice. The effect on the weapon lasts for 1 minute. If you place a new rune on a weapon, any previously placed run immediately vanishes, ending its effect.
Rune of Destruction The weapon gains the deadly trait of the same die size for the base weapon, and a creature hit with the weapon is drained 1 unless it succeeds on a Fortitude saving throw against your Class DC.
Rune of Flames The weapon deals an additional 3d6 fire damage on all of its attacks.
Rune of Smiting When the weapon hits, you can Push the target 10 feet, or 20 feet on a critical hit.
Rune of Space During your turn, the weapon's reach is increased to 60 feet.
Shadow Giant
Shadowcloak
(divine, shadow)
You gain the effects of the Blur spell for 1 minute or until you are exposed to direct sunlight, whichever comes first. Additionally, when you hit a creature with a melee attack, the target must succeed at a Fortitude save against your Class DC or become drained 1 and take a -1 status penalty to Perception checks involving sight as long as they remain drained. On a critical failure, this condition doesn't heal naturally and can be removed only with magic. This additional effect also has the divine and shadow traits.
Smog Giant
Explosive Impact 
You crack your knuckles and grip your weapon tightly, triggering hidden pockets of black powder that you have accumulated to impart additional power to your attack. Attempt a melee weapon Strike. This Strike counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal your regular Strike damage and the creature struck must attempt a Fortitude save against your Class DC.
Critical Success The creature suffers no additional effect.
Success The creature takes an additional 1d10 bludgeoning damage.
Failure The creature takes an additional 2d10 bludgeoning damage and is knocked prone if it is Large or smaller.
Critical Failure As failure, but without a size limit.
Stone Giant
Big Swing 
You make a hefty attack with your weapon, make a melee weapon Strike. The target is Pushed up to 20 feet on a hit or 40 feet on a critical hit. If the target collides with a solid object, it takes bludgeoning damage as though it had fallen the distance it moved.
Storm Giant
Lightning Blade
(electricity, primal)
You raise one hand to the sky, channeling a bolt of lightning into your weapon. Make a Strike with a -2 circumstance penalty against each creature within your reach. Make only 1 roll and compare the result against each creature's AC. This Strike deals an additional 4d12 electricity damage and counts as two attacks for your multiple attack penalty. The additional damage increases by 1d12 for every other level past 16.
Taiga Giant
Protected by the Ancestors (divine)
Your prayers to your ancestors grant you spiritual protection. You gain a +2 status bonus to saves against mental and illusion effects. If you lose this protection (such as by taking too much damage when using Guardian Spirit, or if the ancestors are counteracted by Dispel Magic), you lose your bonus to saving throws. You can once again be Protected by the Ancestors by performing a 10-minute prayer as an activity that has the exploration and concentrate traits. Additionally, you gain the following reaction.
Guardian Spirit
(divine, spirit)
Trigger You are Protected by the Ancestors and would take energy or mental damage;
Effect Your ancestral spirits intervene and protect you from taking up to 30 energy damage or 40 mental damage. You take any remaining damage; if you do, the spirits depart and you are no longer protected by the ancestors.
Tide Giant
Cloak of High Tide (aura, primal, water)
10 feet. Elemental water magic ebbs and flows into you. At the start of each of your turns in combat, your cloak of high tide activates if it's inactive or ends if it's already active. Any creature other than you that enters or starts it's turn in the aura while it is active regains 5 HP; this is a healing vitality effect, and a creature can only benefit from it once per round. When active, the cloak appears as a magical, flowing cloak of seafoam that billows from the your shoulders and the back of your limbs. The cloak is inactive when you aren't in combat. Additionally, you gain a Swim speed equal to your land speed and gain the following activity.
Blood Tide
(primal, water)
You Swim or Swim twice if your cloak of high tide is active. Holding your weapon, you slash those you pass dealing 4d8 damage (same type as currently wielded weapon) and 4d6 persistent bleed damage (basic Reflex save against Class DC) to each enemy you move within 10 feet of during this movement (or 15 feet if you are Huge). Each creature can only be affected once during a single use of Blood Tide.
Tomb Giant
Font of Death
(concentrate, unholy, void)
You turn the spiritual tide on a creature that just died, temporarily transforming it into a volatile vessel powered by the Void. You touch a creature that died within the past 24 hours, infusing its flesh and bones with void energy. Once during the next hour, you can spend a single action (from any distance) to release this void from the corse in an explosion that deals 10d8 void damage in a 15-foot-burst (basic Fortitude save against your Class DC), you may add your Rage damage to this; if not released before the end of the hour, the energy harmlessly dissipates. You cannot use Font of Death while a previous corpse remains infused.
Wood Giant
Piercing Blow
(primal, wood)
Wood grows around your weapon in a massive spike, allowing you to pierce through your target and hit a few creatures more behind them. Choose up to 4 targets in a direct line, then make a single melee weapon Strike against every target. This attack ignores lesser cover the first target provides to the ones behind them. You roll damage only once, and apply it to each creature it hits. The weapons base damage does piercing damage instead of its regular damage type for this attack. Piercing Blow counts as two attacks for your multiple attack penalty.