Hit Dice: d8
{table]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0|Titanic Body, Titanic Strength, Titanic Magic (Least)
2|+2|+3|+0|+0|Brute Force
3|+3|+3|+1|+1|Titan Battle Style (Damage)
4|+4|+4|+1|+1|Skin of the Titan (DR/Magic)
5|+5|+4|+1|+1|Growth (Large)
6|+6|+5|+2|+2|Skin of the Titan (SR), Titanic Magic (Lesser)
7|+7|+5|+2|+2|Bonus Feat
8|+8|+6|+2|+2|Change Shape
9|+9|+6|+3|+3|Titan Battle Style (Full Attack)
10|+10|+7|+3|+3|Growth (Huge)
11|+11|+7|+3|+3|Titanic Magic (Intermediate), Unstoppable
12|+12|+8|+4|+4|Skin of the Titan (DR/Lawful)
13|+13|+8|+4|+4|Swat
14|+14|+9|+4|+4|Bonus Feat
15|+15|+9|+5|+5|Skin of the Titan (SR+Cha)
16|+16|+10|+5|+5|Titanic Magic (Greater)
17|+17|+10|+5|+5|I'll be back!
18|+18|+11|+6|+6|Titan Battle Style (Overcome DR)
19|+19|+11|+6|+6|Get to da choppa!
20|+20|+12|+6|+6|Skin of the Titan (DR/Epic & Lawful)
21|+21|+12|+7|+7|Bonus Feat, Supreme Titanic Magic[/table]
Class Skills: 4+Int Mod (x4 at first level) Bluff, Climb, Concentration, Craft, Heal, Intimidate, Jump, Knowledge (any one), Listen, Perform, Sense Motive, Search, Spellcraft, Spot, Swim.
Proficiencies: Titans are proficient with their own natural attacks, as well as all simple and martial weapons. They are proficient with light, medium & heavy armour but not shields.
Class Features:
Titanic Body (Ex): At first level the Titan loses all racial traits and features and gains the Outsider traits. It gains the Chaotic subtype, as well as the Native subtype when on a Chaos aligned Plane and the Extraplanar subtype when anywhere else.
It is medium sized and has a base land speed of 30ft.
It gains a primary Slam attack that deals 1d4+Str Mod damage, and a natural armour bonus equal to it's Con Mod.
At each level the Titan gains a bonus to one or more Stats, as shown on the table below:
{table]Level|Str|Con|Cha
1|+1||
2||+1|
3|+1||
4|||+1
5|+1||
6||+1|
7|+1||
8|||+1
9|+1||
10||+1|
11|+1||
12|||+1
13|+1||
14||+1|
15|+1||
16|||+1
17|+1||
18||+1|
19|+1||
20|||+1
21|+1||
Total|+10|+5|+5[/table]
Titanic Strength (Ex): Titans have the Powerful Build quality. When they increase in size via the abilities of this class (but not from any other means) Powerful Build increases too.
Titanic Magic (Sp): Magic flows in the blood of Titans, and as such they can utilise many spell-like abilities. Spell-likes are gained at the HD shown on the table below and may be used as many times as shown. The Titanic Magic level shown (Least, Lesser, Intermediate, Greater) is the ability level that you require before being able to use those spell-likes.
Brute Force (Ex): A Titan's raw strength is their biggest asset. Titans may use their Str Mod instead of the usual one on Disable Device, Open Lock, Intimidate & Survival checks.
Titan Battle Style (Ex): Titans train from birth with weapons far bigger than normal for most races. Thanks to their Powerful Build they can use weapons of this size without penalty, and only when using a masterwork weapon (excluding natural weapons) one size bigger than themselves do they gain the benefits of this ability.
- At third level when a Titan threatens a Critical Hit they may use one of their SLAs that is useable 1/HD each day (or at will if they have the Supreme Titanic Magic ability) as a Swift action, provided they haven't used their Swift/Immediate action for that round already.
- At ninth level they may make a full-attack as a standard action.
- At eighteenth level they may overcome 1 point of DR per Titan level, regardless of what would normally overcome it (if it is DR/- then they ignore 1 point/2 Titan levels).
Skin of the Titan (Ex): The magic inherent within Titans grants them potent protection.
- At fourth level they gain DR/Magic equal to half their HD.
- At sixth level they gain Spell Resistance equal to 10+HD.
- At twelfth level their DR becomes DR/Lawful.
- At fifteenth level they gain +Cha Mod to their Spell Resistance.
- At twentieth level their DR becomes DR/Epic & Lawful.
Growth (Ex): At fifth level the Titan grows to Large Size, it's Slam attack increases to 1d6+Str damage and it gains +10ft to it's land speed. It's natural armour bonus increases by one.
At tenth level they grow again to huge size. Their Slam now deals 1d8+Str damage and their land speed increases to 60ft. Their natural armour again increases by one.
Bonus Feat (Ex): At levels 7, 14 & 21 Titans gain a bonus feat. This feat must be either a Fighter bonus feat or a spell-like metamagic feat.
Change Shape (Su): From eighth level Titans may assume the form of any small or medium humanoid for 1 hour/day for each Titan level it possesses.
Changing shape is a move equivalent action that may be done at will, but no more than 1/round.
Unstoppable (Ex): Titans are born to battle, and over the generations they have learned techniques that mean they may continue in the fray long after others have fallen. From now on the Titan may use his Cure Critical Wounds SLA on himself as a Swift action. He may still use the SLA on others, but it takes it's normal casting time when doing so.
Swat (Ex): At second level, the Titan may turn his strength to knocking enemies around rather than simply harming them. A Swat is a standard-action, touch based attack delivered with the Titan's slam attack. Enemies take standard slam damage, but the Titan does not add his Str to damage. Instead, enemies are knocked 5' in the direction of the Titan's choice (excepting movement into the Titan's occupied area), plus 5' for every size category the giant has over them. Increase the distance increment by 5' for every 5HD of the Titan.
Enemies who are knocked into obstacles must make a balance test (DC is 10 + the damage dealt + the Titan's Str modifier) or fall prone. If an enemy is knocked into another enemy's square, both foes must make balance tests.
Flying enemies must pass the same balance test or lose flying for 1 round per size category the Giant has over them.
I'll be back (Su): Titans are unbelievably difficult to keep down. As a free action 1/week a Titan may utter the name of this ability whilst engaged in combat (initiative has been rolled, must have made at least one melee attack or used one of his SLAs against an enemy since initiative was rolled). This effect lasts for 1 round/HD. If the Titan is killed during that duration, anyone attempting to resurrect him at any point after that may forgo any material or XP costs involved.
If killed whilst under the effects of this ability the Titan's soul may also not be trapped or bound in any way.
The power of this effect only works once, and must be renewed after the Titan is raised if they wish to benefit from it again. The week delay before it is usable again begins the day after the previous use expires, unless he is killed whilst under it's effect in which case it begins the day after he is revived.
Get to da choppa! (Su): Titan's may be wild and powerful, but when it's time to fall back they never leave a man behind. As a Swift action he may yell out the name of this ability in the same round that he uses his Gate SLA, and anyone he considers an ally within 50ft/HD may move at the base speed of their choice (land, flight, swim, burrow, climb) during your turn.
Additionally, on an affected ally's next turn all their movement speeds are doubled for that one round as long as they are genuinely aiming to go through the Titan's gate.
Supreme Titanic Magic (Su): At level 21 Titans become masters of their magical abilities. From now on any spell-like abilities they gained from the Titan class that could previously be used 1/HD each day may now be used at will. This has no effect on other spell-like abilities either from other sources or from the Titan class that can only be used less than 1/round.
Titanic Magic:
Spoiler
Show
1HD
- Cure Light Wounds 1/HD each day (Requires Least Titanic Magic)
-- Upgrades to Cure Moderate Wounds at 4HD
-- Upgrades to Cure Serious Wounds at 8HD (Requires Lesser Titanic Magic)
-- Upgrades to Cure Critical wounds at 11HD (Requires Intermediate Titanic Magic)
2HD
- Summon Monster I 1/day (Requires Least Titanic Magic)
-- Upgrades to Summon Monster II etc. as a Sorcerer would gain access to that level of spells (II at 4HD, III at 6HD ... IX at 18HD). Upgrades never require additional Titanic Magic Abilities.
-- Gain an additional use at 10HD (Requires Lesser Titanic Magic) and a third use at 19HD (Requires Greater Titanic Magic)
- Silent Image 1/HD each day (Requires Least Titanic Magic)
-- Upgrades to Major Image at 8HD (Requires Lesser Titanic Magic)
-- Upgrades to Persistent Image at 13HD (Requires Intermediate Titanic Magic)
3HD
- Invisibility 1/HD each day (Requires Least Titanic Magic)
4HD
- Levitate 1/HD each day (Requires Least Titanic Magic)
-- Upgrades to Fly at 12HD (Requires Intermediate Titanic Magic)
5HD
- Lightning Bolt 1/HD each day (Requires Least Titanic Magic)
-- Upgrades to Chain Lightning at 12HD (Requires Intermediate Titanic Magic)
6HD
- Dispel Magic 1/HD each day (Requires Lesser Titanic Magic)
-- Upgrades to Greater Dispel Magic at 13HD (Requires Intermediate Titanic Magic)
- Daylight [Good] or Deeper Darkness [Evil] 1/HD each day (Requires Lesser Titanic Magic).
7HD
- Hold Person 1/HD each day (Requires Lesser Titanic Magic)
-- Upgrades to Hold Monster at 10HD
- Invisibility Purge 1/HD each day (Requires Lesser Titanic Magic)
8HD
-
9HD
- Charm Monster 1/HD each day (Requires Lesser Titanic Magic)
- Remove Curse [Good] or Bestow Curse [Evil] 1/2HD each day (Requires Lesser Titanic Magic).
-- Remove Curse upgrades to Break Enchantment at 14HD (Requires Intermediate Titanic Magic). Bestow Curse does not upgrade.
10HD
-
11HD
- Holy Smite [Good] or Unholy Blight [Evil] 1/HD each day (Requires Intermediate Titanic Magic).
12HD
-
13HD
-
14HD
- Fire Storm 1/4HD each day (Requires Intermediate Titanic Magic)
15HD
- Word of Chaos [Chaos] or Dictum [Law] 2/day (Requires Intermediate Titanic Magic)
-- Gain a third use at 19HD (Requires Greater Titanic Magic)
16HD
- Maze 1/5HD each day (Requires Greater Titanic Magic)
17HD
- Meteor Swarm 1/5HD each day (Requires Greater Titanic Magic)
- Greater Restoration [Good] or Crushing Hand [Evil] 1/5HD each day (Requires Greater Titanic Magic).
18HD
- Gate 1/7HD each day (Requires Greater Titanic Magic)
-- If the Titan wishes to use the Calling option of this SLA he must pay the XP cost as usual.
19HD
- Etherealness 3/day (Requires Greater Titanic Magic)
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Titans receive the SLAs that correspond with their alignment. Neutral aligned Titans may choose at Level 1 whether they wish to gain the [Good] or [Evil] & [Chaos] or [Law] SLAs, and this decision cannot be changed once made.
If the Titan's alignment changes they may not use these alignment based SLAs until they receive an Atonement spell from a creature of their new alignment.