Kingmaker AP GG Burwood
To become a monster of legend, a creature must fulfill the following requirements:
- At least four levels in monster classes.
- Any type but humanoid.
- Cannot be a cohort, follower or similar.
- Must perform a deed worthy of a legend. This may be fulfilled in your characters future. This requirement fuels your character. They are no longer capable of simply laying down roots and living a mundane life. The desire to be legendary drives them, and leads them to do things they otherwise might not in order to achieve deeds of legend.
HIt Dice: D8
|1st||+0||+1||+0||+0||Titanic body, Bigger is Better, +1 str, +1 con|
|2nd||+1||+1||+1||+1||Size Matters, Bigger is Better, +1 str, +1 con|
|3rd||+2||+2||+1||+1||Size Matters, Bigger is Better, +1 str, +1 con|
|4th||+3||+2||+1||+1||Size Matters, Bigger is Better, +1 str, +1 con|
|5th||+3||+3||+2||+2||Size Matters, Bigger is Better, +1 str, +1 con|
|6th||+4||+3||+2||+2||Size Matters, Bigger is Better, +1 str, +1 con|
|7th||+5||+4||+2||+2||Size Matters, Bigger is Better, +1 str, +1 con|
|8th||+6||+4||+3||+3||Size Matters, Bigger is Better, +1 str, +1 con|
|9th||+6||+5||+3||+3||Size Matters, Bigger is Better, +1 str, +1 con|
|10th||+7||+5||+3||+3||Size Matters, Bigger is Better, +1 str, +1 con|
Skill Points: 2 + int mod
Class Skills: As base creature or Acrobatics, Athletics, Diplomacy, Intimidate, Knowledge (any), Profession (any), Perform (Any), Swim, Survival.
Proficiencies: Titanic creatures gain no new proficiencies.
Ability Score Increase: At each level the titanic creature gets +1 strength and +1 constitution.
Bigger is Better: At each level of Titanic creature, it can pick one of the following options. You can only pick each once unless noticed otherwise
|Growth||The titanic creature grows one size category. This ability may be selected each time. You gain +1 natural armour each time this ability is selected. Refer to the table at the bottom of this guide for sizes larger than colossal. You may only select this ability once for every 4 character levels you have.|
|Mighty Frame||You may treat yourself as one size category larger when it would be beneficial, including increasing damage for natural weapons. You gain +2 strength.|
|Improved Area Attack||Increase the base area of effect of your area of effect attacks and abilities by 100%. This does not apply to spells, but does apply to spell-like abilities. You can select this ability once for every time you have gained the growth feature through this class, or a different class.|
|Raw Power||Increase the dice rolled by one damage step for all abilities that deal damage to hit points. This does not apply to trample or poison. You also increase the save DCs by 1. You can select this ability once for every time you have gained the growth feature through this class, or a different class.|
|Moving Terrain|| The titanic creature’s back becomes rigid and stable, even when moving. Any creature 2 size categories, or smaller, on your back treats your back as solid terrain. This also allows your back to have structures built on it. Increase your space, but not your reach, as if you had grown a size.
The titanic creature can attempt to shake creatures on it’s back off as a move action. Any creature on the back of the titanic creature when this happens may attempt a reflex save with a DC of 10 + 1/2 the titanic creature’s character level + the titanic creature’s strength modifier or fall to the closest adjacent square to the titanic creature.
You also gain one of the following upgrades. You may select this ability up to three times. Each time this ability is selected you gain +12 hit points.
|Natural Ramparts||Bony spurs protrude from your back. These spurs act as a low wall, providing any creature on your back cover and concealment. This benefit is lost when your hit points drop below half, but is regained when you return to above half hit points.|
|Mobile Fortress||You need natural ramparts to select this ability. The spurs on your back grow in size and number, functioning like large walls to creatures on your back. They gain a total of +10 to their ac and reflex saves from the cover they gain on your back and the miss chance from concealment increases to 50%. If you are reduced to half health you lose this upgrade, but retain the benefits of natural ramparts. If you are reduced to 25% of maximum hit points you lose the benefit of natural ramparts.|
|Protective Environment|| As a swift action you can cover or retract a special translucent membrane over your back. It blocks line of effect and provides an atmosphere and normal, habitable temperature to those within. It protects them from any external environmental hazards outside the barrier. If you have natural ramparts you can, as a swift action, open the membrane partially letting one creature at a time out. If you have mobile fortress you may do so as a free action, even if it not your turn.
The membrane can be targeted, and is healed, as a separate creature. It has 10% of your maximum hit points. If you have natural ramparts it, instead, has 25% of your maximum hit points. If you have mobile fortress it has 50% of your maximum hit points.
|Giant Step||Your movement speeds are doubled. You can select this ability once for every time you have gained the growth feature through this class, or a different class.|
|Impenetrable Hide||Your natural armour increases by an amount equal to your titanic creature class level. You retain half of your natural armour against touch attacks. Any spell resistance, energy resistance, damage reduction or hardness you possess is treated as being 1 higher for each size category smaller than you the creature targeting you is. This ability may be taken twice, providing you your full natural armour on touch attacks and treating your other defences as 2 higher for each size category smaller an opponent is.|
|Shrug it Off||If an effect didn’t encompass your entire space you have evasion against that effect. If you take this a second time you are treated as having improved evasion against any effect that does not encompass your entire space. Additionally, when exposed to an effect from a creature smaller than you, you may make a save when the ability would normally not allow a save. If you are successful you do not suffer an effect. The DC is equal to 10 + 1/2 the attackers hit dice + the attackers highest attribute modifier.|
|Fearsome Presence||Whenever you attack or move, all creatures smaller than you, regardless of hit dice or if they are friend or foe, within 30 feet of your path must succeed on a will save or be shaken for 1d12 rounds. Increase the area of this fearsome presence by 30 feet for each time you gain growth. The save DC is 10 + 1/2 your character level + your con modifier. If they fail the save by 5 or more they become frightened instead. If they fail by 10 or more they become panicked instead. They take a -1 penalty on the save for each size smaller than you they are. If your character level is 13 or more, even creatures normally immune can be affected. They gain a +5 on their saves.|
|Overwhelm||Any abilities you possess, except for spellcasting, increases by 1 for each size category you are larger than the victim. This does not apply if the ability already possessed such an effect. Additionally you gain a +2 bonus per size category larger than the victim to opposed attribute and skill checks, caster level checks and spell penetration checks.|
|Right Under Your Nose||Stealth is a class skill. If you have ranks in it already, and it is not a class skill, you gain the class skill bonus. You may use your constitution modifier instead of your dexterity modifier on the check. You take only half the normal penalties to stealth. You may take this a second time. If you do you are no longer detected by scent, tremorsense, blindsense, mindsight, metasense or any other method of sensing. You are still seen normally by true seeing. You no longer suffer any penalty to stealth based on your size. Additionally, if you have a character level of 10 or higher you can attempt to hide by blending in to the overall scenery. Direct observation shows you are not part of the scenery, but casual sight will mistake you for part of the scenery. If you have a character level of 15 or higher your mind and intelligence cannot be senses or otherwise detected while you are using stealth. You must have growth to select this.|
|Catch Insect||You ignore cover and concealment for the purposes of attacks of opportunity and are treated as having combat reflexes, using your constitution modifier instead of your dexterity modifier.|
|Big Picture||Add your constitution modifier to your perception skill as a misc bonus. For each time you have gained the growth trait from any class you gain a +5ft range to any extraordinary senses you possess, or later gain.|
|Just a Scratch||You gain fast healing and damage reduction equal to the number of times you have taken growth. The fast healing stacks with any other sources of fast healing that are permanent. This damage reduction can only be overcome by being of equal or bigger size than you. You can select this ability once for every time you have gained the growth feature through this class, or a different class. It’s effects stack.|
|Slow Metabolism||You consume food and water as if you were one size category smaller. Your maximum lifespan increases by your original maximum lifespan. Poison and disease take twice the normal time for their effects to apply against you. If you take this multiple times it’s effects stack, save that the length of time poisons and diseases take to affect you becomes 3 times normal, then 4 times normal and so on.|
Size Matters: Starting at 2nd, the Titanic Creature picks one of the following options at each level. Unless otherwise noticed, each can only be picked one time and used once every 1d4 rounds, as the titanic creature recover its balance. Alternatively pick another from Bigger is Better.
|Out Of My Way||As a full round action, you can perform a charge. You ignore hindering terrain and may perform a free overrun attempt against each creature along your path. Unlike a normal charge you do not need a clear path to your target, or any target at all. You can attempt to break each obstacle in your path as a free action once. You can perform a melee attack as a free action against any target smaller than you that you successfully overrun. If you have spell resistance you can attempt to dispel any magical effect along your path that would obstruct your movement. Your caster level, for this dispel attempt, is considered to be your spell resistance -11 and even force effects may be destroyed in this manner, though the DC increases by 4. If you have trample you may choose to deal trample damage to creatures you successfully overrun, as well as any objects along your path, including the ground itself.|
|Crash||As a standard action, you can pick an adjacent object or creature. The object or creature must be smaller than you. Neither can weigh more than your light carrying capacity. Picking an unwilling target requires you make a grapple attempt, as part of the action, first. If you succeed, you throw the object/victim as a regular thrown attack with a range increment of 50 feet. Increase this range increment by 50 feet for each size smaller than you the object or victim is. Both the object or creature thrown, and the object or creature you hit, takes 1d6 points of damage per character level you have, as well as 1d6 points of damage per 200lbs of the thrown object/creature. Either way the thrown victim or object is prone. You may take this a second time to use it as a move action.|
|Shockwave||You roar loudly, clap limbs together, stomp on the ground or otherwise create a shockwave. As a standard action you produce a cone with 5 feet per character level, or a line with 10 feet per character level. This area is increased by 100% for each size above medium you are. Creatures and objects in the area take 1d6 sonic damage per character level and are left deafened for 1d12 rounds. A successful fortitude save with a DC of 10 + 1/2 your character level + your con modifier halves this damage and negates being deaf. For each size category smaller than you a creature takes a -1 to the save. They gain a +1 to the save for each size larger. You may take this a second time to use it as a move action.|
|Tremors||As a full round action, you can shake the very world. Creatures smaller than you in a burst of 5 feet per character level, multiplied by 1 for each size category larger than medium you are, must succeed on a reflex save of DC 10 + 1/2 her character level + con modifier or take 1d6 bludgeoning damage per character level and be knocked prone. For each size category smaller than you a creature takes a -1 to the save. They gain a +1 to the save for each size larger. You may take this a second time to use it as a move action. Terrain becomes hindering terrain for smaller creatures and unattended objects and buildings take the damage. Hardness applies but the damage is not halved. Creatures riding you are unaffected. You may take this a second time, reducing the activation to a standard action, and a third time to reduce the activation to a move action.|
|Collapse|| You require both shockwave and tremors to select this. It’s cost to activate is equal to the longest activation time between shockwave and tremors. It is either a cone, line, or burst. You may change the area of effect per activation. The area of effect is otherwise equal in range to tremors, or shockwave, depending on which area of effect you are using.
All inside the area are subject to two effects. The first requires a fortitude save. The second requires a reflex save. The DCs are both 10 + 1/2 your character level + your constitution modifier. The first effect is 1d4 points of sonic damage per character level and being defeaned for 1 hour. The second effect is the same amount of damage, but bludgeoning instead of sonic, and knocks the creatures prone. Successful saves halves damage and negates secondary effects.
Failing saves by 10 or more makes the effects permanent until the hit points caused by that effect are fully healed. If both saves are failed by 10 or more the victims are destroyed as their bodies turn to pulp. Collapse takes 2d4 rounds to recharge and cannot be used while either tremors or shockwave are recharging. Nor can either of them be used while this ability is recharging.