Half-Rune giant Medium BaB (See Druid) Good fort save (See Fighter) d10 hit die Base speed: 20ft Proficient in Light armour, shields, simple and martial weapons. Skills: Perception, Survival, Profession, Climb Languages: Common, Giant, Terran Low-Light Vision +2 STR racial score, +3 natural armour bonus Favoured class: +2 energy resistance to Fire, Cold or Electricity 1st Blood Affinity (Savage or Mystic) 2nd 30ft movement speed, Giant Mastery 3rd +2 STR or CON, Bonus Feat 4th Blood Affinity Power 5th +2 STR or CON 6th Blood Affinity Power, Large Size, +4 STR and CON, +6 natural armour bonus, 40ft speed 7th Improved Giant Mastery, +2 STR or CON 8th Blood Affinity Power, Runic Reduction Spell 9th +2 STR or CON, Bonus Feat 10th Blood Affinity Power 11th +2 STR or CON 12th Blood Affinity Power, Huge Size, +2 STR and CON, +9 natural armour bonus, 50ft speed 13th +2 STR or CON 14th Blood Affinity Power 15th +2 STR and CON, Improved Runic Reduction Spell, Bonus Feat Savage 1st Improved Unarmed Strike (Special) 4th 1/- DR per two HRG levels (5/- max) 6th Rock Throwing, Rock Catching 8th Giant's Stomp Attack 10th At Will: Air Walk 12th 15 SR (Spell resistance) 14th Mystic Blood Affinity Power Mystic 1st Spell: Charm Person 3/day 4rd Spell: Mass Charm Monster 1/day 6th Spell: Dominate Person 1/day 8th Ability: Spark Shower 3/day 10th At Will: Air Walk 12th 15 SR (Spell resistance) 14th Savage Blood Affinity Power -Runic Reduction Spell- The Half-Rune Giant can use a spell to shrink their body down to Medium or larger as a full-round action. This effect lasts 10mins per character level, not every minute needs to be consecutive. A Half-Rune Giant shrinking in this way retains their Strength bonus to size. Returning to normal size is a free action. -Improved Runic Reduction Spell- As Runic Reduction spell, except that now the Half Rune-Giant can last 30 minutes per character level at their chosen size. (Maximum 10 hours at 20th) -Improved Unarmed Strike (Special)- The Half-Rune Giant is considered armed when using unarmed strike, they can also choose to deal lethal or non-lethal bludgeoning damage. Additionally the unarmed strike is club-sized to it's wielder, which scales as they increase in size. 1d6 for Medium, 1d8 for Large, 2d6 for Huge, 3d6 for Gargantuan. This damage is not reduced when using Runic Reduction Spell. -Giant's Stomp Attack- A Half Rune-Giant may use a full-round action to strike the ground with incredible force, dealing unarmed damage to all creatures within the affected area. This attack may be used anywhere within reach. The area of this attack increases with size and only applicable at the appropiate size category. Medium size attacks an area 5ft around the Half Rune-Giant, Large size attacks a 10ft radius to any adjacent square. Huge size and larger affects an area 5ft greater each step. The affected creatures must roll a Reflex save (DC 10 + size modifier + 1/2 character level). A failed save deals full damage and knocks the creatures affected prone. A successful save reduces damage by half. -Giant Mastery- Half-Rune Giants gain a +4 bonus to Diplomacy, Intimidation and Bluff checks when communicating with creatures of the Giant subtype. This bonus grows by +2 for each size category the Half-Giant becomes. -Improved Giant Mastery- Half-Rune Giants gain a +4 bonus to attack rolls and AC against creatures of the giant subtype. Additionally, if the Half-Rune Giant succeeds their Diplomacy, Intimidation or Bluff check by 5 or more on a creature of the giant subtype, the target is subject to the effects of 'Charm Monster'. -Mystic bloodline caster level- For the purposes of the spells cast by the Mystic Half-Rune Giant's spells, their character level is used as their caster level. -Spark Shower- As a standard action, the half-rune giant can cause a shower of sparks to erupt out of one of the runes on its body. These sparks function as a breath weapon (30-ft. cone; 3d6 fire and 3d6 electricity damage; Reflex save half). The save DC is Constitution-based. FEATS Rune Blooded Requires: 15th level "Half-Rune Giant grows double in height, width and depth and it's weight multiplied by 8, they become one size category larger and gain a +4 size bonus to Strength and -2 size penalty to Dexterity. Natural armour bonus increases by +3"