Ability Scores: +4 STR, +2 CON, -2 DEX, -2 INT: Half-giants are incredibly strong and hardy, but are also slow-witted and find maneuvering difficult due to their impressive size.
Humanoid (Giant)
Medium Size: Half-giants are medium-sized creatures but are subject to special rules below on account of their greater size.
Normal Speed: Half-giants have a base speed of 30ft
Low-Light Vision: Half-giants can see twice as far as humans in conditions of dim light.
Powerful Build: The physical stature of Half-giants lets them function in many ways as if they were one size category larger.
Whenever a half-giant is subject to a size modifier for a CMB or CMD (such as during grapple checks, bull rush attempts, and trip attempts), the half0giant is treated as one size category larger if doing so is advantageous to him.
A half-giant is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him.
They are also considered large for the purposes of their carrying capacity (i/e/ x2 carrying capacity).
A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Big Britches: Half-giants have a greater girth than most other medium-sized humanoids and find it hard to fit into armor and clothing designed for medium creatures. Half-giants are treated as large creatures for purposes of determining what they can wear, including how much it costs and weighs (PCR: Armor for Unusual Creatures; x2 cost, x2 weight).
Large and In Charge: Half-giants are very unstable and can be very intimidating, gaining a +2 bonus to their Intimidate skill to smaller creatures. As humanoids with the giant subtype, half-giants treat Intimidate as a class skill.
Looming Presence: Due to their greater-than-medium build, half-giants incur a -2 penalty on their stealth checks.
Large Appetite: Half-giants also require lots of food and water to sustain their massive stature and take twice the amount of food and water that normal medium creatures require.
Axis Alignment: One aspect of the half-giant's alignment must be fixed, and chosen during character creation. The other half must be chosen when they wake each morning. They are only bound to that alignment until they sleep again. This alignment change is not mandatory.
Naturally Psionic: Half-giants receive Wild Talent as a bonus feat at 1st level. If a half-giant takes levels in a psionic class, he may replace Wild Talent with Psionic Talent instead.
Half-giant Psi-Like Ability: Half-giants gain the following psi-like ability: 1/day - Stomp. The manifester level for this effect is equal to 1/2 the half-giant's level (minimum 1). The DC for this power is equal to 10 + the power's level + the half-giant's Charisma modifier (unless the half-giant has psionic class levels, in which case the more favorable ability score is used).
Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only wooden ones.
A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells: A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.
To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.
Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Orisons (Sp): Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.
Druidic has its own alphabet.
Nature Bond (Ex): At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. Druids also have access to a set of Animal and Terrain Domains. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.
The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.
Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.
A saurian shaman who chooses an animal companion must select a dinosaur. If choosing a domain, a saurian shaman must choose from the Animal, Destruction, Strength, and War domains.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
A saurian shaman can use wild empathy with dinosaurs and reptiles as a full-round action with a +4 bonus.
Totem Transformation (Su): At 2nd level, a saurian shaman may adopt an aspect of the saurian while retaining her normal form. This ability functions as the dragon shaman’s totem transformation ability, but the druid may select from the following bonuses:
- Movement (+10 enhancement bonus to land speed)
- Scales (+2 natural armor bonus to AC)
- Senses (low-light vision, scent)
- Natural weapons (bite [1d6], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple)
While using totem transformation, a saurian shaman may speak normally and can cast speak with animals (reptiles and dinosaurs only) at will.
(Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The dragon shaman can use this ability for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments.)
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.
Wild Shape (Su): At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.
At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.
At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I. At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II. At 12th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body IV. When taking the form of a plant, the druid's wild shape now functions as plant shape III.
Domain: War
Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.
Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.
Domain Spells:
1st—magic weapon
2nd—spiritual weapon
3rd—magic vestment
4th—divine power
5th—flame strike
6th—blade barrier
7th—power word blind
8th—power word stun
9th—power word kill
Skill Points at Each Level: 4 + Int modifier + 1 FC
Climb +8=1+3 +4 STR
Craft Bone +3=1+3 -1 INT
Craft Hide +3=1+3 -1 INT
Fly +1= +1 DEX
Handle Animal +2=1+3 -2 CHA
Heal +8=1+3 +4 WIS
Intimidate +2=1+3 -2 CHA +2 vs medium and smaller
Know: Geography: +3=1+3 -1 INT
Know: Nature: +5=2+3 -1 INT +1T
Perception +11=4+3 +4 WIS
Profession +4= +4 WIS
Ride +5=1+3 +1 DEX
Spellcraft +3=1+3 -1 INT
Survival +9=1+3 +4 WIS +1T
Equipment:
3000gp
15gp Hide Armor +4 AC (imbued +1)
00gp Large Sling, 1d6+4 dmg, crit x2, 50ft
02gp Large Spear, 2d6+6 dmg, crit x3, 20ft
14gp Druid's Kit
02gp Large Dagger, 1d6+2
3750gp Druid's Vestment