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Giant Bloodline

In the days of yore, eldritch giants strode the earth. These ancient giants possessed enormous strength and commanded powerful magic. Today’s giants pale in comparison, but even brutish ogres and hill giants retain some magical vestiges.

Class Skill: Perception.

Bonus Spells: enlarge person (3rd), bull’s strength (5th), rage (7th), stoneskin (9th), righteous might (11th), mass bull’s strength (13th), giant form I (15th), giant form II (17th), jotunblood form (19th).

Bonus Feats: Great Fortitude, Heighten Spell, Intimidating Prowess, Martial Weapon Proficiency, Power Attack, Skill Focus (Perception), Throw Anything, Toughness.

Bloodline Arcana: When you cast a spell, you are briefly empowered by your eldritch giant blood. After casting a spell, you gain an enhancement bonus to your Strength equal to your Charisma modifier + 1/2 the spell’s level (drop fractions) until the end of your next turn.

Bloodline Powers: The influence of the eldritch giants runs strong in your blood.

Mighty Throw (Sp): At 1st level, you can throw a weapon with supernatural force and accuracy. Each point of Charisma modifier you possess negates one range increment penalty. Thus, a +3 Charisma modifier negates -6 attack roll penalty associated with throwing a weapon four range increments. The weapon does damage as if it were one size larger than it actually is (plus your Strength modifier as normal). You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Powerful Build (Ex): At 3rd level, you become particularly large and muscular. Whenever you are subject to a size modifier, you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect you.

When using a weapon too large for your size, the attack roll penalty is two less than normal. This does not affect how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for you). Thus, a Medium sorcerer with his ability can use a Large longsword without penalty, but it counts as a two-handed weapon.

At 7th level, your carrying capacity is figured as if you were one size category larger than you actually are.

The benefits of this ability stack with the effects of powers, abilities, and spells that change the subject’s size category.

Giantish Runes (Su): At 9th level, you can inscribe giantish runes on your body. This function as the Scribe Scroll item creation feat, but can only be used to scribe runes on your body. You alone can use your giantish runes as if they were magic scrolls. The total number of spell levels you can inscribe on your body equals your Charisma modifier + 1/2 your sorcerer level.

You also gain Giant as a bonus language.

Spirit Summoning (Su): At 15th level, once per day, you can perform a 10 minute ritual to summon ancestral eldritch giant spirits to aid you in battle. These invisible spirits grant you a +2 deflection bonus to Armor Class, immunity to enchantment and illusion spells, and one of the following spell effects: bless, endure elements, protection from evil, protection from good, or see invisibility. These effects last for an entire day (regardless of their normal duration). Your ancestral spirits can be detected by detect undead or any spell that reveals invisible creatures. These beings occupy your space and can be turned or rebuked, using your Will save to resist the effect. Successfully turning or rebuking these spirits banishes them for the remainder of the day, canceling their effects. You may resummon them the following day. These spirits cannot be attacked or interacted with in any other way.

Titan Strike (Sp): At 20th level, once per day, you can strike the ground and cause an earthquake (as the spell). Caster level equals your sorcerer level.

Section 15: Copyright Notice

In One’s Blood. Copyright 2010, Spes Magna Games; Mark L. Chance.