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Giant Ascendant

GiantExemplarMost humanoid races of the world have a size category of no larger than Medium. There are those that are suited to become living embodiments of sheer primal strength; these people pursue the giant ascendant paragon path to be able to face threats of larger size on an eye to eye level and to have an advantage over those that they hulk over. Beings that gain levels in this paragon path  assume the aspects of the classic iconic elemental giants.

Role: Giant ascendants fill the void Sarunia feels by the world's lack of true giants. Becoming a giant isn't mentally appealing to all races though and the thought of doing so is anathema to them, these races recognize the need filled by those that become giants and have no qualms to adventuring with giants.

Dwarven giants are not uncommon, but many of them hardly ever exceed Large size. Elven giants are extremely rare and practically non-existent as the thought of becoming a giant rubs against them; the few that do pursue gianthood almost never exceed Large size. Meusmin abhor the idea of becoming giants as becoming a larger size does not mesh well with their racial traits. Nagendra and Radorgans are open to becoming giants and are two of the few races where the combination shines. Saelvhik that become giants are exemplars to the testament of sheer might embodied. Solarites that become giants are even more rare than Elven giants as only the weakest weakling of their race would even consider becoming a giant to overcome their lack of physical prowess. Tibarri giants are as unheard of as meusmin giants.

Alignment: As giants are creatures that transition into gianthood, they usually follow the same alignment guidelines as the base race.

Hit Die: d10

Requirements

To qualify for the dragonblooded disciple paragon path, a character must fulfill all of the following criteria:
  • Race: Almost any. The character playing a race where becoming a giant is not normal must provide a solid reason for it. Even then the GM may prohibit the character from becoming a giant.
  • Languages: The character must be able speak one or more of the following elemental languages; Aetherian (Air), Cthonic (Earth), Hephaestian (Fire), Thalassian (Water).
  • Feats: Intimidating Prowess, Persuasive, Skill Focus (Intimidate)

Class Skills

Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (Local) (Int), Knowledge (Nature) (Int), Perception (Wis), Profession (Wisdom), Survival (Wis) and Swim (Cha).

Skill Ranks Per Level: 2 + Int modifier.



Fort Ref Will
Giant Aspect
Level Base Attack Bonus Save Save Save Special Abilities 1st
2nd3rd
1st +1 +1 +0 +0 Oversized Weapons
1
2nd +1 +1 +1 +0 Rock Catching 2
3rd +1 +1 +1 +1 Aspect 3
1
4th +1 +1 +0 +0 Rock Throwing 4 2
5th +1 +1 +1 +0 Aspect 5
3 1
6th +1 +1 +1 +1 Giant, Large And In Charge, Longevity 6
4 2

Class Features

Weapon and Armor Proficiency: Giant ascendants do not gain proficiency with any weapons or armor.

Aspect: At 1st level the giant exemplar chooses one aspect. As the character gains levels, her base aspect increases in power as well as allowing her to explore an additional two aspects.

Oversized Weapons (Ex)
: You are able to wield weapons one size category larger than yourself at no penalty.

Rock Catching (Ex)
: You are able to catch any projectiles that are of any size category smaller than you. You must make a Reflex save to catch a projectile; Small 15, Medium 20, Large 35. Projectiles that provide a magical bonus on attack rolls increases the DC to catch it by that amount. You must be aware of an attack in order to make an attempt to catch it.

Rock Throwing (Ex)
: You gain a +1 racial bonus on attack rolls with thrown rocks. You can hurl rocks up to one size category smaller than your own; for example, a Large giant ascendant can hurl Medium rocks. A "rock" is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. You can hurl rocks up to five range increments. The size of the range increment varies based on your own size category; if you are Medium size the range increment is 60 feet, if you are Large size the increment is 120 feet, if you are Huge size the increment is 180 feet. Damage from a thrown rock also varies based on your size category; Medium 2D4, Large 2D6, Huge 2D8 plus an additional amount of damage with thrown rocks equal to your Strength modifier x1.5.

Giant (Ex): You gain the Giant subtype.

Large And In Charge (Ex): If you aren't already Large size by the time you complete this paragon path, you immediately experience a growth spurt and become Large size. You gain the space (10 ft.) and reach (10 ft.) for your new size category, but none of the other benefits or penalties associated with the size increase.

Longevity (Ex): Giants enjoy longer life spans than non-giants. They typically live four times longer than the base race of the giant ascendant. Multiply each age category by four. If the character is already has already passed their prime, all aging affects remain in place and the character does not experience the effect of their age on their mind and body until their age matches up with the modified age for their next aging category. Giants that reach their venerable age take the maximum result for their maximum age and multiply it by four; when the giant reaches that age, they pass on.

Giant Aspects

Body

1: Choose either your Strength or Constitution; you gain a racial bonus to the chosen ability score equal to your body aspect level +2. In addition, you experience a growth spurt that makes you the maximum height possible for your size and race.

2: You gain a racial bonus to your unchosen ability score (from body aspect level 1) equal to your body aspect level. In addition you gain a racial bonus to your natural armor equal to half your body aspect level.

3: You gain a +3 racial bonus to either your Strength or Constitution score.

4: You increase your size category by one step (Medium creatures becomes Large). You gain the space and reach for your new size category, but none of the other benefits or penalties associated with the size increase.

5: You gain a +5 racial bonus to either your Strength or Constitution score.

6: You increase your size category by one step (Large creatures become Huge), to no more than size Huge. You gain the space and reach for your new size category, but none of the other benefits or penalties associated with the size increase.

Heart

1: Choose one elemental aspect; Cloud (Air/Electricity), Fire (Fire), Frost (choose one; Air/Cold, Water/Cold), Stone (Earth/Acid), Storm (choose one; Air/Cold, Air/Electricity or Water/Cold). You gain resistance to the descriptor type listed in parentheses equal to your heart aspect level x4 (elemental resistance 4 at soul aspect level 1, elemental resistance 8 at soul aspect level 2, etc.).

If you gain elemental resistance to the same type of element through the virtue of a class feature or other source, all resistances are added together and the sum is your total elemental resistance.

If you also have the giant ascendant soul aspect, your two elemental aspects must be the same (matching). Additionally you add your heart aspect level to your soul aspect level; if the sum equals 6 you gain immunity with the elemental descriptor type associated with your heart/soul elemental aspect and also gain the elemental descriptor subtype associated with it.

2: A number of times per day equal to your heart aspect level plus your Charisma modifier you can imbue one held weapon with a magical weapon quality associated with your giant ascendant heart aspect; Acid (Acidic, works like Flaming but deals acid damage instead of fire damage), Cold (Frost), Electricity (Shock), Fire (Flaming).

3: For a number of rounds per day equal to your soul aspect level x3 + your Charisma modifier you are able to transform into an elemental of  your same size category, which is of the same type as your elemental aspect. The total number of rounds of your elemental form per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in elemental form you gain the elemental's speed, immunities, special attacks and special abilities. Assuming and dismissing elemental form is a free action. If the character falls unconscious while in elemental form, her elemental form is immediately dismissed.

4: You gain an extra number of uses per day in which to imbue a held weapon with the magical weapon quality with your giant ascendant heart aspect equal to your heart aspect level. In addition, when you imbue a held weapon with the with the magical weapon quality associated with your elemental aspect it also gains the associated burst quality (acidic burst works exactly the same as flaming burst, but deals acid damage instead of fire damage).

5: The number of rounds per day that you can stay in elemental form is equal to your soul aspect level x6 + twice your Charisma modifier.

6: You gain immunity to the descriptor type associated with your soul aspect. In addition you gain the elemental descriptor subtype associated with your soul aspect.

Mind

1: You gain low-light vision. If the character already has low-light vision the range at which she can see in conditions of dim increases by one step (twice as far becomes three times as far, three times as far becomes four times as far, etc.). In addition you gain a racial bonus on your Perception checks equal to your mind aspect level (+1 bonus at mind aspect level 1, +2 bonus at mind aspect level 2, etc.).

2: A number of times per day equal to your mind aspect level you can use enlarge person as a spell-like ability with your caster level being equal to your character level.

3: You gain a +3 racial bonus to your Wisdom score.

4: You gain dark-vision with a range out to 60 feet, if you already have dark-vision its range increases by +30 feet.

5: You gain a +3 racial bonus to your Wisdom score.

6: You are immune to surprise and are never caught flat-footed.

Soul

1: Choose one elemental aspect; Cloud (Air/Electricity), Fire (Fire), Frost (choose one; Air/Cold, Water/Cold), Stone (Earth/Acid), Storm (choose one; Air/Cold, Air/Electricity or Water/Cold). You gain resistance to the descriptor type listed in parentheses equal to your soul aspect level x4 (elemental resistance 4 at soul aspect level 1, elemental resistance 8 at soul aspect level 2, etc.).

If you gain elemental resistance to the same type of element through the virtue of a class feature or other source, all resistances are added together and the sum is your total elemental resistance.

If you also have the giant ascendant soul aspect, your two elemental aspects must be the same (matching). Additionally you add your soul aspect level to your heart aspect level; if the sum equals or exceeds 6 then you gain immunity with the elemental descriptor type associated with your heart/soul elemental aspect and also gain the elemental descriptor subtype associated with it.

2: You gain one of the following spell-like abilities based on your soul aspect which can be used a number times per day equal to your soul aspect level plus your Charisma modifier; Acid Dart (Stone), Fire Bolt (Fire), Icicle (Frost), Lightning Arc (Cloud), Storm Burst (Storm). These spell-like abilities function exactly the same as the clerical domain powers of the same name. Your effective cleric level is equal to your character level.

If you already have levels in cleric and have access to the same clerical domain powers you combine your uses per day from your cleric level and your soul paragon level and in addition you add your soul aspect level your effective clerical level to determine extra damage dealt.

3: When using your spell-like ability you deal one extra die of damage (2D6). This extra damage even applies even if using the spell-like ability from your clerical domain power.

4: When using your spell-like ability the amount of additional damage dealt calculated by level is equal to your effective clerical level rather than half your effective cleric level. This extra damage even applies if using the spell-like ability from your clerical domain power.

For example, Jorgrun, a 1th level character with this soul aspect ability inflicts 2D6+12 points of elemental damage upon his foes instead of 2D6+6.

5: When using your spell-like ability you deal two extra die of damage (3D6). This extra damage even applies if using the spell-like ability from your clerical domain power.

6: You gain immunity to the descriptor type associated with your soul aspect. In addition you gain the elemental descriptor subtype associated with your soul aspect.