FirbolgHD:d8
Level | BAB | Fort | Ref | Will | Feature |
1 | +0 | +2 | +0 | +0 | Firbolg body, Wilderness initiate, Powerful Build |
2 | +1 | +3 | +0 | +0 | Wilderness Companion, Str+1, Con+1 |
3 | +2 | +3 | +1 | +1 | Wilderness Link, Str+1, Con+1 |
4 | +3 | +4 | +1 | +1 | Growth, Str+1, Con+1 |
5 | +3 | +4 | +1 | +1 | Wilderness Adept, Str+1, Con+1 |
6 | +4 | +4 | +2 | +2 | Fast Healing, Str+1, Con+1 |
7 | +5 | +4 | +2 | +2 | Throw Rock, Smart Catch, str+1, con+1 |
8 | +6 | +5 | +2 | +2 | Trample, Wilderness Specialist, Str+1, Con+1 |
9 | +6 | +5 | +3 | +3 | Greater Wilderness Companion, Str+1, Con+1 |
10 | +7 | +6 | +3 | +3 | Wilderness Master, Str+1, Con+1 |
11 | +8 | +6 | +3 | +3 | Eternal Watcher, Str +1, Con+1 |
12 | +9 | +7 | +4 | +4 | Wilderness Lord, Str+1, Con+1 |
Skills: 4+int modifier per level, quadruple at first level. Class skills are Climb, Jump, Listen, Handle Animal, knowledge(nature, dungeonoring), Diplomacy, Bluff, Hide, Move Silently, Craft(any), Profession(any), Swim, and Spot
Proficiencies: All simple and martial weapons and light armor.
Features:Firbolg body: the Firbolg loses all other racial bonuses, and gains giant traits (Mainly low light vision), a base speed of 30 foot and a +1 racial bonus on thrown rocks. Lastly, he gains natural armor equal to his Con bonus.
Wilderness initiate:The firbolg have a deep connection with nature wich grants them natural magic powers. This grants him some SLAs he may choose to use as swift actions a certain number of times per day. Save DCs are 10+1/2HD+Wis modifier.
At 1st level the available SLAs are ghost sound, silent image and detect magic 2/day for each HD. He can also choose to keep concentration of the silent image with a swift action.
In adition, if the firbolg multiclasses into a casting class, he can choose to count his firbolg levels for purposes of CL and learning new spells and gaining new spell slots. Firbolg levels don't count for any other class ability.
So for example a firbolg 2/druid 1 he could choose to gain one 2nd level spell slot instead of one 1st level spell slots and three zero level slots.
Ability score increase: a Firbolg gains +1 Str and +1 Con for each level in this class except the first.
Powerful Build: At first level, a Firbolg gains Powerful Build. The physical stature of firbolgs lets them function in many ways as if they were one size category larger. Whenever the Giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the firbolg is treated as one size larger if doing so is advantageous to him. A firbolg 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. A firbolg can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of 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.
Wilderness Companion: At 2nd level the Firbolg gains an animal companion as a druid of the same level, except that the firbolg may replace it with a 1 hour ritual and it gains a bonus to AC, attack and damage rolls and saves equal to half the Firbolg's Wis modifier (minimum +1). The Firbolg is still expected to treat his animal companion with respect, and if he willingly sends it to his death (like ordering him to pass trough a traped tunnel or sacrificing it for some ritual), the Firbolg must receive an atonement spell before being able to summon a new animal companion. Death in combat is considered honorable as long as the Firbolg fighted at his animal companion's side. This ability stacks with levels of other classes that grant animal companion progression.
Wilderness Link:The Firbolg can now use the SLAs alter self, know direction and ventricolism 1/day as a swift action for each HD it has.
Growth: At fourth level, the Firbolg finishes growing to large size but loses Powerful Build. His base movement speed increases by 10' (This movement boost occurs again at 12HD and 20HD, as the giant increases in size again).
Firbolgs keep growing as they age, altough the oldest individuals normaly retreat into specially secluded areas are thus rarely seen.
At 8HD, the Firbolg reacquires Powerful Build, granting partial benefits of Huge size.
At 12HD, the Firbolg grows to Huge size and loses Powerful Build.
At 16HD, the Firbolg reacquires Powerful Build, granting partial benefits of Gargantuan size.
At 20HD, the Firbolg grows to Gargantuan size and loses Powerful Build.
Wilderness Adept:The firbolg can now use the SLAs displacement, major image and whispering wind as SLAs 1/day for each 2HD it has.
Fast Healing:Equal to 1/2 of the HD of the Firbolg, rounded down. At the start of their turn the Firbolg may apply his Fast Healing to his Wilderness Companion instead for that round with no need of an action.
Throw Rock: The Firbolg may begin throwing boulders or other large objects. A firbolg of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 600 feet. A Huge Firbolg can hurl rocks of 60 to 80 pounds (Medium objects). A Gargantuan firbolg can hurl rocks of 90 to 120 pounds (large objects). Inanimate objects of similar size and heft may be substituted, but you lose the racial bonus to attack rolls and have half the range.
Smart Catch: A Firbolg that would normally be hit by any projectile (not only rocks) can make a Reflex save to catch it as a free action. The DC is 15 for a Small projectile, 17 for a Medium one, and 19 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The firbolg must be ready for and aware of the attack in order to make a smart catching attempt.
Trample: The Firbolg can move up to twice his speed and literally run over any opponents at least one size category smaller than itself. The Firbolg merely has to move over the opponents in its path; any creature whose space is completely covered by the Firbolg's space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the Giant moves over all the squares it occupies.
A trample attack deals bludgeoning damage (2d6 damage + 1½ times its Str modifier, increase the die size if the firbolg also increases his size).
Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.
The save DC against the firbolg’s trample attack is 10 + ½ creature’s HD + firbolg’s Str modifier. The firbolg can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
Wilderness Specialist:The firbolg can now use the SLAs Hallucinatory terrain, Shaddow conjuration and reduce person as SLAs 1/day for each 4HD it has. In adition, his reduce person SLA can affect any creature, not just humanoids.
Greater Wilderness companion: The Wilderness Companion now adds the Firbolg's full Wis mod to attack and damage rolls, AC and saves and the ritual to call it only takes 10 minutes.
Wilderness Master:The Firbolg can now use the SLAs feeblemind, persistent image and shadow evocation as SLAs 1/day for each 4HD it has.
Eternal Watcher:The firbolg gains an extra swift action per turn and may catch any number of projectiles per turn with his Smart Catch ability, altough each projectile beyond the first has his DC increased by +2, cumulative.
Wilderness Lord:The firbolg can now use the SLAs animal growth, mislead and veil as SLAs 1/day for each 4 HD it has.
Comments:
The firbolg is a more obscure giant, wich curiously fits right on with their fluff of being giants who like to live in isolation and keep contact with other races and species at minimum.
They're suposed to at the same time having a deep connection with nature and a big love for trickery, thus all the wilderness magic stuff. Do notice he can use ALL his class SLAs as swift actions wich allow him to use his tricks while unleashing the pain in melee.
Kinda running out of ideas for the higher levels so gave him an animal companion since he's pictured with a big badass bear and extra swift action to help using the SLAs.
He gets solid skills and a whooping +11 to Str and Con, altough he only has one good save and medium Bab. Also no natural slam attack. He does gets a small fast healing.
The end result is a powerfull gish wich uses a variety of illusion powers to slow down his oponents while either crushing them in melee or at ranged with rocks.