This guys is short 18 skill points (from the two Fighter//Scout levels)Note, all my PC's are the equivalent of 36 point buy or better.
32 point buy: Str 16 (10), Dex 14 (6), Con 15 (8), Int 12 (4), Wis 10 (2), Cha 10 (2)
With Racial Adjustments: Str 38, Dex 22, Con 37, Int 12, Wis 14, Cha 12
Stat bumps at 4, 8, 12: Str 40, Dex 22, Con 38, Int 12, Wis 14, Cha 12
CR Level
1 Giant 1//Scout 1 Power Attack
2 Giant 2//Scout 2
3 Giant 3//Scout 3 Combat Reflexes
4 Giant 4//Scout 4 Endurance
5 Giant 5//Scout 5
6 Giant 6//Scout 6 Leap Attack
7 Giant 7//Scout 7
8 Giant 8//Scout 8 Improved Skirmish
9 Giant 9//Scout 9 Steadfast Determination
10 Giant 10//Scout 10
11 Giant 11//Scout 11
12 Giant 12//Scout 12 Telling Blow, Iron Will
13 Fighter 1//Scout 13 Robilar's Gambit
14 Fighter 2//Scout 14 Improved Critical (Greatsword)
"Troll Scion"
Primordial Giant Half-Troll War Troll
Giant 12/Fighter 2//Scout 14
Large Giant
Hit Dice: 12d8+2d10+196 (261 hp)
Initiative: +8
Speed: 60 ft. (8 squares)
Armor Class: 37 (-1 size, +18 natural armor, +4 Mithril Shirt, +6 Dex), touch 15, flat-footed 31
Base Attack/Grapple: +14/+33
Attack: Masterwork greatsword +29 melee (3d6+22/17-20) or masterwork composite longbow (+10 Str bonus) +20 ranged (2d6+10/3)
Full Attack: Masterwork greatsword +29/+24/+19 melee (3d6+22/17-20) and bite +23 melee (1d8+7); or 2 claws +28 melee (1d8+15) and bite +23 melee (1d8+7); or masterwork composite longbow (+10 Str bonus) +20/+15/+10 ranged (2d6+10/3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Dazing blow, Rend 2d6+22, Spell-like ability, Skirmish (+4d6/+3 AC), Improved Skirmish (+6d6/+5 AC)
Special Qualities: Blindsense 30 ft., Damage reduction 5/adamantine, darkvision 90 ft., fast healing 5, low-light vision, regeneration 9, scent, spell resistance 20, trapfinding, battle fortitude +2, uncanny dodge, fast movement +20 ft., trackless step, evasion, flawless stride, camouflage, hide in plain sight
Saves: Fort +23, Ref +15*, Will +24 *Evasion
Abilities: Str 40, Dex 22, Con 38, Int 12, Wis 14, Cha 12
Skills: Balance +13 [5], Hide +17 [15], Jump +44 [15], Listen +17 [15], Move Silently +21 [15], Search +9 [8], Sense Motive +12 [10], Spot +17 [15], Tumble +23 [15], Knowledge (Geography) +8 [7], Knowledge (Planes) +16 [15],
Spellcraft +3*, UMD +3* - *Untrained
Feats: Power Attack, Combat Reflexes, Endurance*, Leap Attack, Improved Skirmish*, Steadfast Determination, Telling Blow, Iron Will*, Robilar's Gambit, Improved Critical (Greatsword)
Environment: Any
Organization: Solitary, pair, or gang (3-9)
Challenge Rating: [GCR 16]
Treasure: Standard (including masterwork greatsword and masterwork composite longbow [+10 Str bonus])
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +10
A typical troll scion is 9 feet tall and weighs about 700 pounds.
Troll scions speak Giant.
COMBAT
Unlike their troll kindred, war trolls are precise and methodical in combat. They trust their regenerative abilities to see them through a fight against even powerful warriors, so they focus their attention on spellcasters early in any skirmish.
Dazing Blow (Ex): The force of a war troll's blow can be overwhelming. If a war troll hits with a weapon or claw attack, the opponent must make a DC 30 Fortitude save or be dazed for 1 round. The save DC is Constitution-based.
Regeneration (Ex): Unlike with their lesser cousins, acid (not fire) deals normal damage to a war troll. If a war troll loses a limb or a body part, the lost portion regrows in 2d4 minutes. The creature can reattach the severed member instantly by holding it to the stump. A half-troll war troll's fast healing interacts with regeneration in such a way that the troll effectively has regeneration 14 until all nonlethal damage has been healed, at which point the regeneration ceases, and the fast healing heals any acid damage at the rate of 5 points per round. This fast healing works so long as the troll has at least 1 hit point.
Rend (Ex): If a half-troll war troll hits with both claw attacks against the same opponent, it latches onto the opponent's body and tears the flesh. This attack automatically deals 2d6+16 points of damage.
Spell-like ability (Sp): CL 13th, At will - Invisibility Purge
Base Saves:
BAB +14, Fort +7, Ref +9, Will +8