Fire Giant[spoiler]
HD:d8
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +2 | +0 | +0 | Fire Giant body, Powerful Build, Heavy Swing, Str+1, Con+1 |
2 | +1 | +3 | +0 | +0 | Fire Artisan, Threat of Fire, Str+1, Con+1 |
3 | +2 | +3 | +1 | +1 | Threat of Fire, Armored Giant, Str+1, Con+1 |
4 | +3 | +4 | +1 | +1 | Growth, Throw Stone, Catch, Str+1, Con+1 |
5 | +3 | +4 | +1 | +1 | Trample, Overwhelming Flame, Str+1, Con+1 |
6 | +4 | +5 | +2 | +2 | Meteor Throw, Str+1, Con+1 |
7 | +5 | +5 | +2 | +2 | Char, Str+1, Con+1 |
8 | +6 | +6 | +2 | +2 | Fire Reach, Str+1, Con+1 |
9 | +6 | +6 | +3 | +3 | Melt, Burning Grudge, Str+1, Con+1 |
10 | +7 | +7 | +3 | +3 | Consuming Hatred, Str+1, Con+1 |
Skills: 2+int modifier per level, quadruple at first level. Class skills: Climb, Concentration, Craft (Any one), Jump, Intimidate, Listen, Profession (any) Sense Motive and Spot.
Proficiencies: All simple and martial weapons and his own natural weapons, plus light, medium and heavy armor.
Features:Fire Giant body: The Fire Giant loses all other racial bonuses, and gains giant traits (mainly low light vision), a base speed of 30 feet, two natural slam attacks doing 1d4+Str each and a +1 racial bonus on thrown rocks. Lastly, he gains natural armor equal to his Con bonus.
The Fire giant also gains the Fire subtype, becoming immune to fire damage, high temperatures and the like, but taking +50% damage from cold attacks.
Ability score increase: a Fire Giant gains +1 Str and +1 Con for each level in this class, up to a total of +10 Str and +10 Con at 10th level.
Powerful Build:Heavy Swing: Fire giants love large weapons, and specialize in using them to crush multiple foes. As a standard action the Fire Giant may attack every oponent whitin his reach as long as he's wielding a two-handed weapon.
Fire Artisan:At 2nd level, the Fire Giant develops a natural knack on how to develop volatile substances to set things on fire. Once per day, with one hour of work and mundane materials at hand (no pratical cost), it may craft a number of Alchemist's fire equal to his Con modifier x HD. Those alchemist's fire become useless in 24 hours due to their cheap nature, unless the Fire Giant is willing to spend 25 GP per flask for higher quality materials, in wich case they're permanent. They deal 1d6 fire damage for every 2 HD of the giant (both on the first and second turn), plus 1 fire damage per 2 HD as splash damage, and the save DC is 10+1/2HD+Con modifier.
Instead of throwing them at an oponent, the Fire Giant may splash them over a metal/rock weapon he wields as a move action. In that case the weapon is wreathed in flames, dealing an extra 1d6 fire damage per hit for every 2HD. The flames on the weapon last 1 round per HD, and oponents struck by it catch fire as if hit by an Alchemist's fire crafted by the giant (only one round of burning).
Oponents who caught fire and are trying to use a spell/SLA power must suceed on a Concentration check with DC 15+Damage dealt by the burning to suceed.
At 8 HD the fire from these abilities keeps burning indefenetely untill they're put out as a fullround action and a sucessfull reflex save.
Threat of Fire: At third level, Fire Giants are experts on using the primordial fear for fire most creatures have. He gains a bonus equal to his HD on Intimidate checks against oponents set on fire by any of his abilities, and can atempt to demoralize said oponents as a move action as long as he can see them Creatures immune to fire are immune to this ability.
At 9 HD he may demoralize burning creatures as a swift action.
Armored Giant: At third level, the Fire Giant suffers no movement penalties for wearing Heavy Armor, and the Skill penalties for said Armor are reduced by an amount equal to his Con modifier (minimum 0 Skill penalty). The Fire Giant can also sleep in heavy armor whitout any penalty.
Growth: At fourth level, the Fire Giant finishes growing to large size but loses Powerful Build. His AC, bonus to hit, slam damage, grapple and skills change accordingly, but he doesn't get any ability score bonus or penalties. His base movement speed increases by 10' (This movement boost occurs again at 12HD and 20HD, as the giant increases in size again).
The Giant continues to grow throughout his life:
At 8HD, the Fire Giant reacquires Powerful Build, granting partial benefits of Huge size.
At 12HD, the Fire Giant grows to Huge size and loses Powerful Build.
At 16HD, the Fire Giant reacquires Powerful Build, granting partial benefits of Gargantuan size.
At 20HD, the Fire Giant grows to Gargantuan size and loses Powerful Build.
Throw Stone: At fourth level, the Fire Giant may begin throwing boulders or other large objects. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 600 feet. A Huge giant can hurl rocks of 60 to 80 pounds (Medium objects). A Gargantuan giant can hurl rocks of 90 to 120 pounds (large objects). Inanimate objects of similar size and heft may be used as well, counting as rocks of the same type.
Catch: At fourth level, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.
Trample:Overhwelming Flame: At fifth level, fires created by any of the Fire Giant's abilities burn even in normally impossible conditions to fire to exist, like underwater on under extreme temperatures. They even deal normal damage to ethereal creatures whitout any miss chance.
In adition, creatures dealt fire by any of the Fire Giant's abilities lose any Fast Healing and Regeneration for 1 round per HD.
Meteor Throw: At sixth level, as an attack action, the Fire Giant may grab an oponent and throw it against another oponent. It must hit the oponent with a sucessfull touch attack, suceed on a Str check against the oponent (apply Size modifiers as normal, but an oponent on fire takes a -4 penalty on this check), and if it suceeds it can fling that oponent against another target, counting it as a Rock of the same size for damage, racial bonus and range purposes. Regardless of hiting or missing, the flinged oponent takes falling damage as apropriate, even if it could normally fly. A reflex save DC 10+1/2HD+Str mod halves this falling damage.
If either the flinged oponent or the target were on fire, if this attack hits, they're now both on fire.
Char: At seventh level, the Fire Giant can make induce extreme pain combining his brute strenght with hot-searing weapons, both slowing down his oponents and breaking their confidence. Targets set on fire by a flaming weapon or rock from the Fire Giant take a penalty to Dex and Cha equal the Fire Giant's Con modifier while the burning lasts. This penalty cannot reduce Ability scores below 1 and multiple hits don't stack.
Fire Reach: At eighth level, the Fire Giant's flames go pretty far. It doubles his reach with any weapon set on fire, flaming rocks reach twice as far, and his alchemist's fires now affect an area equal to the Fire Giant's space.
Melt: At ninth level, attacks from the Fire Giant ignore an amount of fire resistance equal to his HD, and oponents immune to fire still take damage equal to the Fire Giant's HD.
Burning Grudge:At ninth level, Fire Giants prefer to burn themselves out than going down quietly. At the start of their turn, they may remove any harmfull spell, condition or effect they have by dealing themselves 1d4 damage for each HD of the oponent that inflicted them that spell/condition/effect to end it. This takes no actions and can be used even if the Fire Giant normally couldn't take actions, but only once per turn.
Consuming Hatred: At tenth level, 1/day for each 5 HD the Fire Giant can unleash his full rage as an immediate action, rising the temperature in a 5 feet radius around him to untolerable levels. Water boils and flammable objects catch fire. Oponents whitin the radius automatically take 1d6 fire damage for every 4 HD at the end of each of the Fire Giant's turns. Striking the Fire giant in melee in any way deals 1d6 fire damage forevery 4 HD and the attacker must make a reflex save with DC 10+1/2HD+Con modifier or catch fire as if striken by the Fire Giant's flaming weapon. The air itself distorts and burns, blocking any ranged attacks (even magical ones) coming from outside the radius of this effect. Spellcasters/manifesters inside the radius must still suceed on a concentration check with DC 20+1/2HD+Con modifier to cast/manifest. Consuming hatred lasts a number of rounds equal to the Fire Giant's Con modifier, and he's fatigued at the end of it.
The fire giant may excluse allies from this ability.
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Comments:
[spoiler]
The Fire giant prefers heavy weapons and armor, and, of course, seting stuff on fire. It can supply the party with a virtually endless supply of improved alchemist's fire, but he's the one who uses them best. You can also pick up oponents on fire and throw them against other oponents to set them on fire as well! The higher levels also allow the Fire Giant to focus his flaming hatred to overcome hardships, altough at a cost.
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