STONE GIANT
Large Giant (Earth)
HD: 14d8+56 (119 hp)
Initiative: +2
Speed: 30' in hide armor (6 squares); base speed 40'
AC: 25 (–1 size, +2 Dex, +11 natural, +3 hide), touch 11, flat-footed 23
Base Attack/Grapple: +10/+22
Attack: Greatclub +17 melee (2d8+12) or slam +17 melee (1d4+8) or rock +11 ranged (2d8+12)
Full Attack: Greatclub +17/+12 melee (2d8+12) or 2 slams +17 melee (1d4+8) or rock +11 ranged (2d8+12)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing
Special Qualities: Darkvision 60 ft., low-light vision, rock catching
Saves: Fort +13, Ref +6, Will +7
Abilities: Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 11
Skills: Climb +11, Hide +6*, Jump +11, Spot +12
Feats: Combat Reflexes, Iron Will, Point Blank Shot, Power Attack, Precise Shot
Fighter 10
Medium Human
HD: 10d10+20 (79.5 hp)
Initiative: +4
Speed: 30'
AC: 20 (10 + 4 dex + 6 chain shirt)
Base Attack/Grapple: +10/+12
Attack: Bow +17 d8+5
Full Attack: Bow +17/+12 (rapid shot +15/+15/+10)
Space/Reach: 5'/5'
Saves: F +9 R +7 W +7
Abilities: Str 14 Dex 16 (18) Con 14 Wis 12 Int 10 Cha 8
Skills: 39 skill points
Feats: (6 bonus, 1 human, 4 any) weapon focus (bow), greater weapon focus (bow), point blank shot, far shot, weapon specialization (bow), improved critical (bow), iron will, manyshot, precise shot, rapid shot, +some other feat
Items: Mighty (+2) Composite long bow +1, gloves of dex +2, adamantine chain shirt +2
Giant attacks at ranged (beyond first range increment, between 180' and 360')
+8 to hit, 2d8+12 (21) damage, vs fighters ac 20
45% chance to hit, 9.45 damage (-1 adamantine = 8.45)
(10.395 after factoring in crits, so a total of 9.395 after everything)
Fighter attacks (at range, beyond first range increment, between 165' and 330')
+13/+13/+8 to hit, d8+5 (9.5) damage vs giants ac 25
45%/45%/20%, 10.45
(+1.2825, +1.2825, +.57 = 13.585)
So, the giant at 9.395 damage per round it takes him 8.46 rounds to take out the fighter.
The fighter deals 13.585 per round taking him 8.76 rounds to take out the giant.
Sounds pretty even to me, basically whoever goes first, and the fighter has a better chance of doing so.
And this is useing the fighter (ew), with npc wealth (actually much less if I remembered the number correctly, and I choose very generic stuff), useing the standard array (point buy 25, which is much weaker than rolling 4d6 most of the time), and useing no other tactics than just shoot shoot shoot.
Along with my only having used the 10th level fighter (for the npc -2 = CR).
Increaseing his level by 2 would make him hit much more often, be hit much less often, and hit harder with every shot.
Vs a whole party of pc's? Looks like it could very easily be childs play. (better equipment, more actions, more options, etc.)