Want to play a really big guy without messing up the game? You can't. But here are some medium cratures that are just as good.
Amore range and grapple based race.
Every 10,000 births or so, an elf, drow, or elardin will be born larger than normal. This beings are the feyhulks. Tall and thin, some say they are glimpses of how the 3 races looked when they were one.
Feyhulk
Ability Scores: +2 Constiution, +2 Intelligence
Size: Medium
Speed: 6
Vision: Low light
Languages: Common Elven
Fey Origin
Trance
Feyborn: Choose drow, eladrin, or elf. You can take feats that have that race as a prerequisite as long as you meet the other requirements.
Powerlift: Add 10 to your Strength score when determining your normal, heavy, and maximum loads.
Stronghold: Add +2 to your defenses when an enemy attempts to escape your grab. Tihs increase to +4 at the 11th level and to +4 at the 21st level.
Longarm Stretch: When you use an attack power, you may choose any adjancent square as the origin square.
Adapting to Feyhulk
Take any elf, increase its Fortitude by 1, decrease its Will by 1, remove Elven accuracy, and increase the reach of all it's melee attacks and the range of range attack by 1.
Take any eladrin, increase its Fortitude by 1, remove Fey Step, and increase the reach of all it's melee attacks and the range of range attack by 1.
Or focus on damage.
Theses of the monstrous offspring of orcs and orges. They have many names but contain the power of both parents.
Half-Orge (Or Orog or Ogriillion)
Ability Scores: +2Strength +2 Constiution
Size: Medium
Speed: 6
Vision: Low light
Languages: Common Giant
Orcblood: You can take feats that have orc as a prerequisite as long as you meet the other requirements.
Orge's Strength: You gain a +2 racial bonus to Athletics checks and Strength ability checks (but not Strength attacks)
Clubber You may use maces of your size or larger as if they were your size.
Brutish Surge You regian the use of your second wind this encounter whenever you score a critical hit with a power with the weapon keyword.
Gigantic Hand: You gain gigantic hands as an encounter power
Gigantic Hands
Encounter
Minor Action Personal
You gaina +5 power bonus to damage rolls for the next melee attack with any weapon or ranged attack with a heavy thrown or light thrown weapon. This attack scores a critical hit on a roll of 19-20 if you have moved at least 2 squares this turn.
Adapting to Half-Orge
Take any orc, remove warrior surge, add Giagiantic hands, and arm them with large clubs or greatclubs.
Amore range and grapple based race.
Every 10,000 births or so, an elf, drow, or elardin will be born larger than normal. This beings are the feyhulks. Tall and thin, some say they are glimpses of how the 3 races looked when they were one.
Feyhulk
Ability Scores: +2 Constiution, +2 Intelligence
Size: Medium
Speed: 6
Vision: Low light
Languages: Common Elven
Fey Origin
Trance
Feyborn: Choose drow, eladrin, or elf. You can take feats that have that race as a prerequisite as long as you meet the other requirements.
Powerlift: Add 10 to your Strength score when determining your normal, heavy, and maximum loads.
Stronghold: Add +2 to your defenses when an enemy attempts to escape your grab. Tihs increase to +4 at the 11th level and to +4 at the 21st level.
Longarm Stretch: When you use an attack power, you may choose any adjancent square as the origin square.
Adapting to Feyhulk
Take any elf, increase its Fortitude by 1, decrease its Will by 1, remove Elven accuracy, and increase the reach of all it's melee attacks and the range of range attack by 1.
Take any eladrin, increase its Fortitude by 1, remove Fey Step, and increase the reach of all it's melee attacks and the range of range attack by 1.
Or focus on damage.
Theses of the monstrous offspring of orcs and orges. They have many names but contain the power of both parents.
Half-Orge (Or Orog or Ogriillion)
Ability Scores: +2Strength +2 Constiution
Size: Medium
Speed: 6
Vision: Low light
Languages: Common Giant
Orcblood: You can take feats that have orc as a prerequisite as long as you meet the other requirements.
Orge's Strength: You gain a +2 racial bonus to Athletics checks and Strength ability checks (but not Strength attacks)
Clubber You may use maces of your size or larger as if they were your size.
Brutish Surge You regian the use of your second wind this encounter whenever you score a critical hit with a power with the weapon keyword.
Gigantic Hand: You gain gigantic hands as an encounter power
Gigantic Hands
Encounter
Minor Action Personal
You gaina +5 power bonus to damage rolls for the next melee attack with any weapon or ranged attack with a heavy thrown or light thrown weapon. This attack scores a critical hit on a roll of 19-20 if you have moved at least 2 squares this turn.
Adapting to Half-Orge
Take any orc, remove warrior surge, add Giagiantic hands, and arm them with large clubs or greatclubs.