Giant-Kin, Firbolg
Large Giant
Hit Dice: 14d8+28 (91 hp)
Initiative: +1 (Dex)
Speed: 40 ft.
AC: 21 (–1 size, +1Dex, +10 natural)
Attacks: Huge greatsword +16/+11; or rock +8/+3
Damage: Huge greatsword 2d8 +10; rock 2d6+7
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Rock throwing
Special Qualities: SR 14, darkvision 90 ft., rock catching*
Saves: Fort +11, Ref +6, Will +4
Abilities: Str 25, Dex 14, Con 15, Int 18, Wis 10, Cha 11
Skills: Climb +15, Jump +15, Spot +6
Feats: Cleave, power attack, great cleave, sunder
Climate/Terrain: Temperate hills and forests
Organization: Solitary, gang (1-4), band (4-12), or clan (4-16 plus one shaman priest of 1st to 7th-level)
Challenge Rating: 10
Treasure: Standard coins; double goods; standard items
Alignment: Often neutral or chaotic good
Advancement: By character class

Firbolg appear to be normal humans, except that they are over 10 feet tall and weigh over 800 pounds.  They wear their hair long and keep great, thick beards.  Their skin is a normal fleshy pink, with any shade of hair color, although blonde and red are most common.  

Combat
Firblogs can use any large size weapons; they disdain the use of armor or shields.  They prefer huge greatswords and halberds (damage 1d12).  Firbolgs are cautious and crafty.  If possible they avoid an encounter, either by hiding or with deception.  If forced to fight, they do so with great strategy, utilizing the terrain and situation to best effect. 
     Deflect Missiles (Ex):  If a firbolg has one hand free, it can bat away up to two missiles per round.  Large missiles, such as boulders, or those with long shafts, such as javelins and spears, can be caught with the rock catching abilities.  A bat is successful if the firbolg makes a  Reflex saving throw against DC of 12 (if the ranged weapon has a magical bonus to attack, the DC increases by that amount).  If you succeed, you deflect the missile.  You must be aware of the attack and not flat-footed.  Attempting to deflect a ranged missile doesn’t count as an action.    
     Spell-like Abilities:  Once per day a firbolg can detect magic, reduce, alter self, and daze as cast by a 15th-level sorcerer.  Save DC is 12+ spell level.  
     Skills:  Firbolg receive a +8 racial bonus on their rock catching ability.

Firbolg Shamans
About 5% of adult firbolgs are priests called shamans.  Firbolg priests can choose two of the following domains:  Animal, Earth, Protection or War.