Dahren
Table of Contents

Dahren are big, patient, powerful, often well-intentioned, and just as often long-winded. That is, when they speak, they are. They are also prone to long periods of silence. They seldom say something unless they feel it worth saying. When they say anything, they use the most grandiose way possible. They might seem slow at times, but their wits are quite sharp. They are deliberate and proactive thinkers who are patient in the extreme. Like the earth itself they are quiet, yet resolute. However, when they choose to speak or act, there is no ignoring them.

Personality

The personalities of the dahren are just as extreme as that of their physical form. They are calm, cautious and gentle, unless driven to anger. When angry, they become warlike, territorial, and deadly. Most dahren are in tune with their peaceful side; however, a few still burn with barely controlled anger left over from a recent war with the ruishishen. Some have difficulty leaving their anger behind; they are no longer in pursuing war, but they have not completely returned to a peaceful state either. It is as if the tainted legacy of the war unduly influenced many, especially those currently in power. The severely decreased birthrate of the last few generations may also be connected.

Physical Description

Dahren are about 7 feet tall, as they come into maturity. Only through ritual can a giant achieve his full height, which can reach 10 to 12 feet. Males often try to grow beards, though seldom with great success, despite their preferences for them. Females like to grow their hair long. They have a golden cast to their complexion, and almond-shaped eyes formed from the epicanthic folds of skin around them. They often wear their hair in a long queue with the front of their heads shaved.

Relations

In their dealings, the dahren tend to take a parental attitude. This other races feel patronized, which can cause problems. Relations with the humans are rocky at best. The humans once appreciated what the dahren did for them. However, that is long in the past. Humans want to govern themselves without interference, no matter how well intentioned the dahren may be. Not all dahren in the empire’s government are well intentioned. To the dahren, humans are like teenagers: rebellious, obstinate, and rushing about doing all sorts of things that don’t necessarily make sense. (But to the humans, a dahren’s long-term perspective can be dificult to understand.) Dahren tend to do things that won’t benefit humans for generations.

To the dahren point of view, humans just want it their way. Dahren don’t see things this way. To a dahren, sacrificing yourself, your time, and your possessions for another is a noble pursuit. It saddens them that humans can’t see this for themselves. They realize that this is not true of all humans, which gives them hope for the race.

The naga remain a mystery in their relative isolation so the dahren remain leery, but respectful. They cannot understand what would possess a human to become a naga, though they understand the necessity. Dahren may display more respect to naga that were once human. The dahren are leery and untrusting of the newer generations of naga, who often show little of the dedication to duty, honor, or sense of sacriice that the once-human naga have. To continue the parent/adolescent analogy, the once-human naga are like the elder son that left home for an honorable life and line of work. That makes the dahren proud (even if they are standoffish about it). The newer, never-human naga are like the younger, self-centered and delinquent sibling. The fact that it is difficult to tell the two types of naga apart does not help first impressions.

Relations with the goushen are easier, but no less saddening. The dahren convinced the goushen to take physical form during a war, but regretted doing so. They felt responsible ever since then. Dahren hoped the rashidashen races would develop their own culture and moral standards without dahren help, but the goushen constantly follow the dahren lead. The goushen value devotion and loyalty, but the benevolent dahren fear that they take it to the extreme, since some controlling dahren take advantage of the goushen devotion.

The dahren respected the wishes of the ruishishen to live in peace on the plains after their abandonment by the heavens. There was never any bad blood between the two races until the last century, when the dahren sought to make the ruishishen part of their territory. The resulting war almost destroyed the ruishishen until they agreed to be accepted into the empire. The dahren now know that they made a big mistake by underestimating the ruishishen need for freedom and independence. Consequently, the more conscientious dahren feel some measure of guilt, while others let hatreds that built up during the war influence their attitudes.

Faen seem eccentric, rushing about even more than the humans. They have a way of growing on the dahren, like young, irritating children that they can’t help but like. Often faen and dahren form lasting relationships. Dahren ind the way that faen and liang do not take themselves or others too seriously to be a very endearing trait. The dahren also know that their dark side should not be taken lightly.

Relations with the sanesaram and yueren are based on the individual. The dahren respect their serious natures and appreciate their craftsmanship. The yueren are respected for their patience, but watched closely. They take care around the sanesaram, because of their aggressive natures and because the sanesaram are offended so easily. Yet the great sanesaram make items and structures of such fantastic and majestic quality that the dahren wonder if they were made by the same race.

Bakemono dislike for the dahren manifests itself in many different ways, from inconvenient pranks to outright warfare. Needless to say, dahren have little use for such attitudes and view bakemono with a great deal of suspicion and animosity. The more knowledgeable dahren may feel sympathy for what happened to the bakemono under the infernal dragon rule, but they do not feel that it justifies bakemono anger against other races.

Dahren see the mystical verrik and exotic mandragorans as very strange. Their ways are mysterious, but they show an aptitude for patience and a long term view. The combination of these qualities lead dahren to judge these races on an individual basis.

Outlook

Many dahren have let their sense of order and responsibility outweigh their desire for peace and safety in recent times. This led to good things in their territory, such as a strongly ordered government, whose decisions can directly influence other countries. However, the same strong influence affects things in unfortunate ways that the dahren cannot always predict. Other races often lack the selfless attitudes the dahren try to cultivate in themselves. The dahren desire for order can cause great problems when it takes precedence over other matters and values.

Dahren Lands

The dahren love the seas, lakes, and rivers. They ably administer their lands. However, due to various troubles, there are areas on the fringe of their lands that are only ruled in name and on maps. In truth, unscrupulous and malcontent rulers there defy the dahren.

Religion

Dahren are open minded and are usually the first to accept new philosophies and ideals, provided they do not impugn the beliefs of others or affect their empire. The empire has a melting pot of cultural, religious, and philosophical beliefs. All dahren believe that they have a divine origin since they were brought to the earthly kingdom to establish order.

Languages

Dahren speak dahren and common, though many learned nobles study other languages. The dahren language is longwinded. It takes a long time to make a complete statement; however it can convey more information than an equivalent in another language.

Names

Dahren family names are long. They relax these to the first two syllables in the presence of non-dahren. ( “for the sake of diplomacy with the less-patient.”) For example, Fu-Chia-han-Seiladze-Long-tou would become Fu-Chia.

Noble House Family Names: Fu-Chia-han-Seila-dze-Long-tou (Great Hero and Destroyer of Dragons), Yi-shang-Sei-la-Dou-Hai (The One to Destroy All Evil), Fu-Mo-go-Long-da-Chia (Great Demon and Dragon Catching Hero), Dai-shi-Shao-Chih-Yi-Ditou (Big but Little Golden One of the Earth), Chun-Shih-Shenghan-Tao (Noble Seeker of Knowledge and Perfection), Dzin-gatshi-Hsiao-han-Sing-Chia (Mean but Faithful and Honest Hero), Sheng-zai-Tian-Sing-tou-han-Yue (Wise One in the Sky of Stars and Moon), Yu-na-Feicong-Tian-tou (Jade that Flies from the Heavens), Huo-go-Fei-zai-zai-Gui-tou (Fire that Flies in the Soul), Shou-Biao-cong-Xian-Shan-Lin (Watcher from the Immortal Mountain Grove), Chung-Punyu-han-Yung-Chia (Loyal Friend and Eternal Champion), and Fan-chuan-wei-Fu-An-Lang-tou (Sailor of the Great Dark Waves)

Personal Names

These are much the same as human names in the region, but lengthy as since they represent individual dahren accomplishments. Like the family name, they abbreviate to something shorter for the sake of non-dahren. A dahren truename is extremely long by any standard. They speak the family name first followed by the personal name.

Adventurers

Giants go on adventures while carrying out imperial business or on the business of an honored master (sifu). Sometimes they go as part of a rite of passage or on behalf of allies. They enjoy the challenge of proving themselves, but are seldom reckless.

Favored Drink: Strongly spiced tea and rice wine; Favored Food: Fruits and vegetables (meat in small amounts); Favored Weapon: Heavy swords and axes.


Dahren Racial Traits

  • The Dahren’s massive physique grants them prodigious Strength and Constitution. They enjoy choosing to focus on their physique granting a single +2 racial bonus to Strength; or focusing on physical and mental fortitude granting a +2 racial bonus to Constitution, a +2 racial bonus to Wisdom, and a -2 penalty to Intelligence.
  • Medium: As Medium creatures, Dahren have no special bonuses or penalties due to their size. Dahren can grow to even greater size.
  • Low-Light Vision: Dahren can see twice as far as humans in conditions of dim light.
  • Dahren base speed is 30 feet
  • Dahren are used to lording their size over those around them and possess a +2 racial bonus to Intimidate and Sense Motive skill checks.
  • Dahren enjoy a +2 racial bonus to all Craft skill checks.
  • Dahren are humanoids with the giant subtype.
  • Automatic Languages: Common and Giant.
  • Bonus Languages: Any.
Dahren Age Table
Middle Age Old Venerable Maximum
150 450 700 +3d100
Dahren Height and Weight Table
Size Base Height Height Modifier Base Weight Weight Modifier
Medium 6’5” x 2d6 in. 250 lbs. x 2d6 lbs.
Large 9’3” x 2d8 in. 900 lbs. x 2d12 lbs.
Huge 20’1” x 2d10 in. 11,800 lbs. x 3d8 lbs.
Gargantuan 38’4” x 3d12 in. 24,700 lbs. x 4d8 lbs.
Colossal 58’6” x 4d8 in. 49,500 lbs. x 3d20 lbs.

Dahren Paragon Levels

While the majority of dahren might rise in power, prestige, and (in game terms) level by gaining levels in the standard character classes — a few are so in tune with their heritage and racial abilities and have such a thirst for power that they become racial paragons through racial, mystical rituals.

Their experience, wisdom, and heroic abilities manifest in the form of superior innate racial abilities. Despite this strong association with race, racial paragons need not have specific views or special dedication to their race’s beliefs or typical attitudes (although many do).

Unlike normal paragon classes the dahren paragon class levels can only be taken at 1st level, as this is the point in their growth cycle when it is possible otherwise their elemental and giantish power is “stunted.” You either decide, at the start to become a paragon and advance entirely in this class, or you progress in something else entirely. A dahren cannot multiclass freely between standard character classes, prestige classes for which he or she qualifies, and the dahren paragon class due to this life cycle. Levels in racial paragon classes are always considered to be advancing in a favored class.

Dahren can take up to twenty levels in “dahren paragon,” each level represents the character growing in elemental and giantish might and reaching a growth cycle of her giantish heritage. Still, most dahren choose not to take paragon levels. This is because a dahren’s personality and outlook can change drastically as they become more and more like traditional giants. Dahren society tends to frown on giants who lack self-discipline and restraint to temper their physical power. As they grow larger, they become more predisposed to the violent and territorial behavior that often gives giants a bad name. However, a dahren that embraces his giantish heritage through paragon levels and does not give in to his violent urges is readily hailed as an iconic hero of the race.

Alignment: Any

Hit Die: d8.

Class Skills: The giant paragon’s class skills are Climb (Str), Craft (Int), Intimidate (Cha), Perception (Wis), Perform (Cha), Sense Motive (Wis), Stealth (Dex) and Swim (Str).

Skill Ranks per Level: 4 + Int modifier

Class Features

Table: Dahren Paragon Class
Level Base Attack Bonus Fort Save Ref Save Will Save Slam Natural Armor Special
1 +0 +2 +0 +0 1d6 +4 Elemental Power, Slam Attacks
2 +1 +3 +0 +0 1d6 +4 +2 Strength and Constitution
3 +2 +3 +1 +1 1d8 +5 Large Size, Elemental Power
4 +3 +4 +1 +1 1d8 +5 Rock Throwing
5 +3 +4 +1 +1 1d8 +6 +2 Strength or Constitution, Rock Catching
6 +4 +5 +2 +2 1d8 +6 Elemental Power
7 +5 +5 +2 +2 1d8 +7 Improved Rock Catching
8 +6/+1 +6 +2 +2 1d8 +7 +2 Strength and Constitution
9 +6/+1 +6 +3 +3 1d8 +8 Elemental Power
10 +7/+2 +7 +3 +3 2d6 +8 Huge
11 +8/+3 +7 +3 +3 2d6 +9 +2 Strength or Constitution
12 +9/+4 +8 +4 +4 2d6 +9 Elemental Power
13 +9/+4 +8 +4 +4 2d6 +10 Oversized Weapon
14 +10/+5 +9 +4 +4 2d6 +10 +2 Strength and Constitution
15 +11/+6/+1 +9 +5 +5 2d6 +11 Elemental Power
16 +12/+7/+2 +10 +5 +5 3d6 +11 Gargantuan
17 +12/+7/+2 +10 +5 +5 3d6 +12 +2 Strength or Constitution
18 +13/+8/+3 +11 +6 +6 3d6 +12 Elemental Power
19 +14/+9/+4 +11 +6 +6 3d6 +13 Militant
20 +15/+10/+5 +12 +6 +6 4d6 +13 +2 Strength and Constitution, Colossal

Weapon and Armor Proficiency

A dahren paragon is proficient with all simple weapons and no armor, or shields.

Elemental Power

At 1st level, a dahren paragon must select one of the elements (energy descriptor), Air (electricity), Earth (acid), Fire, Metal (electricity), Water (cold), or Wood (acid). This choice is permanent and cannot be undone as it ties into your very nature and essence. This also prevents the dahren paragon from taking any other class levels until you are at least 6th level. If you do you will be destroyed within a week’s time by your own unchecked power. The dahren’s elemental might manifests in the form of abilities chosen from the list below gained at 1st, 3rd, 6th, 9th, 12th, 15th, and 18th level.

Air Walk (Sp)

You must possess the Aspect of Metal (rune giant) feat and be 9th level to gain this ability. 2/day you can use air walk as a spell like ability, your caster level is equal to your dahren paragon class level. After reaching 15th level, you can take this ability a second time to use this ability at will.

Armtwist (Ex)

You must have established a grappling hold to use this ability. You utilize this particular grapple combat maneuver to inhibit strong opponents by twisting the victim’s arm behind his back and pulling it up toward his neck. Using this ability does normal slam damage plus your Strength Modifier, plus 1 point of Strength damage with a successful combat maneuver check as an attack action. A Fortitude save (DC 10 + half your dahren paragon level + your Strength modifier) negates the Strength damage. This ability is only effective against creatures within one size category of you.

Backbreaker (Ex)

You must have established a grappling hold to use this ability. You opt for this grapple combat maneuver to restrict the movement of dexterous adversaries by positioning the foe atop your shoulders and contorting the victim’s body around your Using this ability does normal slam damage plus your Strength Modifier, plus 1 point of Dexterity damage with a successful combat maneuver check as an attack action. A Fortitude save (DC 10 + half your dahren paragon level + your Strength modifier) negates the Dexterity damage. This ability is only effective against creatures within one size category of you.

Charm Animal (Sp)

You must possess the Aspect of wood (wood giant) feat and be 6th level to gain this ability. Three times per day you can use charm animal as a spell like ability, your caster level is equal to your dahren paragon class level.

Charm person (Sp)

You must possess the Aspect of Metal (rune giant) feat and be at least 3rd level to gain this ability. 2/day you can use charm person as a spell like ability, your caster level is equal to your dahren paragon class level. After reaching 15th level, you can take this ability a second time to use this ability at will.

Call Lightning (Sp)

You must possess the Aspect of Air (storm giant) feat and be at least 5th level to gain this ability. Once per day you can use call lightning as a spell like ability, your caster level is equal to your dahren paragon class level.

Chain Lightning (Sp)

You must possess the Aspect of Air (storm giant) feat and be at least 11th level to gain this ability. Once per day you can use chain lightning as a spell like ability, your caster level is equal to your dahren paragon class level.

Command Giant (Sp)

You must possess the Aspect of Metal (rune giant) feat, have the charm person ability, and be at least 6th level to gain this ability. You gain a +4 racial bonus on the save DC of charm or compulsion effects used against giants or dahren.

Control Weather (Sp)

You must possess the Aspect of Air (storm giant) feat and be 13th level to gain this ability. Twice per day you can use control weather as a spell like ability, your caster level is equal to your dahren paragon class level.

Crush (Ex)

You can only use this ability if you are size Huge or greater, When charging or jumping can fall or land on foes as a standard action or as part of the charge, using your whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than you. A crush attack affects as many creatures as it in your space. Creatures in the affected area must succeed on a Reflex save (DC equal to 10 + ½ your paragon class level + your Constitution modifier) or be pinned, automatically taking bludgeoning damage during the next round unless you move off them. If you choose to maintain the pin, you must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. A crush attack deals double your slam damage plus 1-½ your Strength bonus.

Darkvision (Ex)

You must possess the Aspect of Earth (ogre) or the Aspect of Water (troll) gain this ability. You now possess darkvision 60 ft.

Demand (Sp)

You must possess the Aspect of Metal (rune giant) feat and be at least 15th level to gain this ability. Once per day you can use demand as a spell like ability, your caster level is equal to your dahren paragon class level.

Dominate Person (Sp)

You must possess the Aspect of Metal (rune giant) feat and be at least 9th level to gain this ability. Once per day you can use dominate person as a spell like ability, your caster level is equal to your dahren paragon class level. After reaching 12th level, you can take this ability a second time to use this ability three times per day.

Elemental Arc (Sp)

As a standard action, you can unleash an arc of energy targeting any foe within 30 feet as a ranged touch attack. This arc of energy deals 1d6 points of energy damage + 1 point for every two dahren paragon levels you possess. This energy is the same type as you chose for your elemental power ability a number of times per day equal to 3 + your Constitution modifier.

Elemental Aura (Su)

You can use this ability as a free action for a number of rounds equal to your dahren paragon class level. This energy is the same type as you chose for your elemental power. You generate an energy aura in a 5’ radius that deals energy damage to any non within range the amount depending on your dahren paragon class level. You can use this ability a number of times per day equal to 3 + your Constitution modifier.

Special: If you take this ability a second time you add an additional die of damage

Class Level Energy Damage
1st 1d4
9th 1d6
15th 1d8

Elemental Bellow (Sp)

You must be at least 9th level to take this ability. You can loose a powerful bellow as a standard action that functions like a shout spell; if you are at least 15th level this functions like a greater shout spell. You can use this ability a number of times per day equal to 3 + your Constitution modifier.

Elemental Blast (Sp)

Three times per day you create a burst of energy as a swift action that ills a 30-foot spread centered on your weapon. This energy is the same type as you chose for your elemental power. This burst of energy deals damage dictated by your Dahren Paragon level, as indicated below. Anyone in this area must make Reflex saves (DC 10 + ½ your dahren paragon class level + your Constitution modifier) for half damage.

You focus your elemental power into your weapon, drawing upon energy that you can barely control. With a single, jarring impact, you unleash a burst of energy that consumes your foes.

Class Level Damage Class Level Damage
1st 1d6 11th 6d6
3rd 2d6 13th 7d6
5th 3d6 15th 8d6
7th 4d6 17th 9d6
9th 5d6 19th 10d6

Elemental Blow (Su)

You can imbue your melee or ranged attacks with a special effect based on the elemental power you have chosen. A creature damaged by such an attack must succeed on a Fortitude save (DC 10 + half your dahren paragon class levels + your Strength Modifier) or be subject to the special effect for 1 round. You can use this ability a number of times per day equal to 3 + your Constitution modifier.

Element Condition
Air Nauseated
Earth Knocked Prone
Fire Dazed
Metal Blinded
Water Slowed
Wood Entangled

Elemental Burst (Su)

Upon a successful critical hit your attacks explode with energy. The energy does not harm the wielder. You deal an extra 1d10 points of energy damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of energy damage instead, and if the multiplier is ×4, add an extra 3d10 points of energy damage. This energy is the same type as you chose for your elemental power.

Elemental Empathy (Ex)

You may attempt to change the attitude of other creatures that are of your chosen elemental type (if you have chosen Water, you can also affect creatures of the cold subtype and if you have chosen Wood, you can affect all nonmagical animals as well as all plants), due to your readily apparent role as an archetype of the powers of your chosen element, along with intuitive knowledge in the particular modes of communication of every subtype creature of your chosen element. This works exactly like a Diplomacy check made to improve the altitude of a Non-Player Character, except you use your dahren paragon class level plus your Constitution modifier to determine the elemental empathy check result. Elemental empathy works on animals and intelligent creatures alike, so long as they are of the appropriate type or subtype.

Elemental Laugh (Su)

As a standard action, you can unleash a bellowing laugh that strikes fear into the hearts of any non-ally within 5 feet per class level that hears it. Affected creatures that make a successful Will save (DC 10 + half your dahren paragon class levels + your constitution modifier) are shaken for 1 round and are immune to the elemental laugh for 24 hours. On a failed save, that creature is panicked for as long as it remains within 5 feet per class level of you for 2d4 rounds. You can use this ability a number of times per day equal to 3 + your Constitution modifier.

Elemental Sheath (Su)

You can use this ability as a free action a number of times per day equal to 1 +1 for every dahren paragon class levels you posses. This energy is the same type as you chose for your elemental power. Your attacks deal extra damage of that type for a number of rounds equal to your dahren paragon class level, the amount depending on your dahren paragon class level.

You summon elemental power to bathe your weapon—or even your bare fists—in energy, allowing you to deal extra energy damage with your strikes.

Class Level Extra Damage
1st 1d4
9th 1d6
15th 1d8

Special: if you take this ability a second time you add an additional die of damage.

Energy Resistance/Immunity (Ex)

You gain resistance to the energy type you chose for your elemental power. The value of this resistance is equal to your class level, at 10th level you gain immunity and the subtype appropriate for chosen elemental power you also gain a vulnerability to the opposing element (and energy type). Your mastery of your elemental power allows you to resist an attack form involving your specified energy type. If you have the Aspect of Metal (rune giant) feat, you can take this ability a second and third time to gain resistance to fire and/or cold.

Ettin of the Earth (Ex)

You must possess the elemental power (earth) to gain this ability. You gain a second head. Because of this second head, you gain a +2 bonus on all Perception checks. You also gain the Two-Weapon Fighting feat as a bonus feat.

Fling (Ex)

If you begin your turn with an opponent grappled in your hand (see Grab) that is two size categories smaller than you, you can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, you can hurl your opponent as a improvised thrown weapon (-4 to the attack roll.) A creature that is lung off a mountain takes this amount of damage or the appropriate falling damage whichever is greater. The dahren also can throw the lung creature as though it were a boulder. In this case, the lung creature takes normal slam damage plus your strength modifier, and any opponent the lung creature strikes takes your normal slam damage plus your strength modifier.

Fiery Militant (Ex)

You must possess the Aspect of Fire feat to gain this ability. You gain proficiency in all marital weapons, armors and shields.

Freedom of Movement (Sp)

You must possess the Aspect of Air (storm giant) feat and be at least 7th level to gain this ability. You possess constant freedom of movement as a spell like ability; your caster level is equal to your dahren paragon class level.

Grab (Ex)

If you hit with a slam attack your deal normal slam damage and attempt to start a grapple as a free action without provoking an attack of opportunity. Grab works only against opponents at least one size category smaller than you, you have the option to conduct the grapple normally, or simply use one hand. If you choose to do the latter, you take a –20 penalty on its CMB check to make and maintain the grapple, but do not gain the grappled condition yourself. A successful hold does not deal any extra damage unless you also have the armtwist, backbreaker, or great hug ability.

If you do not use those abilities, each successful grapple check you make during successive rounds automatically deals normal slam damage. Otherwise, it deals the damage listed for the other special abilities instead (the amount is given in those ability descriptions). You receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Dahren’s Bag (Ex)

If you begin your turn with an opponent grappled in your hand (see Grab) that is two size categories smaller than you, you can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, you put your opponent in your magical dahren’s bag, and the opponent takes slam damage. A bagged creature keeps the grappled condition, while you do not.

A bagged creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 your total hit points), or it can just try to escape the bag DC = to your combat maneuver defense. The Armor Class of the interior of the bag is normally 10 + 1/2 your natural armor bonus, with no modifiers for size or Dexterity. If a bagged creature cuts its way out, the bag gains the broken special condition and cannot use the dahren’s bag until the bag is repaired. If the bag creature escapes the bag, success causes it to fall, where it may be grabbed and bagged again.

Great Hug (Ex)

You must have established a grappling hold to use this ability. You wrap your burly arms around your victim’s torso, literally squeezing the life out of your foe. Using this ability pins your opponent and does double your normal slam damage plus one and a half your Strength Modifier with a successful combat maneuver as a standard action This ability is only effective against creatures within one size category of you.

Impale Your Opponent (Ex)

You use the tactic of grabbing your enemy with one hand, then using your great size to pull your opponent onto your blade, often impaling it deeply into your foe’s body. You can impale using any light piercing weapon. Once per day if you begin your turn with an opponent grappled in your hand (see Grab) that is a size category smaller than you, you can attempt a new combat maneuver check (as though attempting to pin the opponent).

If it succeeds, you automatically threaten a critical hit; if you confirm the critical hit you have impaled your opponent. An impaled creature is immobile, but not helpless. He may attempt to release himself from with a successful combat maneuver opposed by your combat maneuver defense. A failed attempt inflicts piercing damage to the impaled creature as though he had been struck by the impaling weapon, but without any Strength modifier to the damage

Levitate (Sp)

You must possess the Aspect of Air (storm giant) feat and be at least 3rd level to gain this ability. Twice per day you can use levitate as a spell like ability, your caster level is equal to your dahren paragon class level.

Mass Charm Monster (Sp)

You must possess the Aspect of Metal (rune giant) feat and be at least 15th level to gain this ability. Once per day you can use mass charm monster as a spell like ability, your caster level is equal to your dahren paragon class level. After reaching 18th level, you can take this ability a second time to use this ability Three times per day.

Pass Without Trace (Sp)

You must possess the Aspect of Wood (wood giant) feat and be 6th level to gain this ability. You can use pass without trace as a spell like ability at will, your caster level is equal to your dahren paragon class level.

Pound (Ex)

You must have established a grappling hold to use this ability. If you make a successful combat maneuver check against a foe two or more size categories smaller than yourself you can smash the opponent into the ground, walls, nearby trees, or other solid adjacent objects as a standard action. This deals your slam damage plus one and a half times your Strength modifier to your opponent. In addition, the opponent must succeed on a Fortitude save (DC 10 + half your dahren paragon class level + your Strength modifier) or be stunned for one round. You can use this ability a number of times per day equal to 3 + your Constitution modifier.

Quench (Sp)

You must possess the Aspect of wood (wood giant) feat and be 9th level to gain this ability. Three times per day you can use quench as a spell like ability, your caster level is equal to your dahren paragon class level.

Regeneration (Ex)

You must possess the elemental power (water), the Aspect of Water (troll) feat, and be at least 6th level to gain this ability. Fire and acid deal normal damage to you. You regenerate nonlethal damage at a rate equal to you Constitution modifier each round. If you lose a limb or body part, the lost portion regrows in 3d6 minutes. You can reattach the severed member instantly by holding it to the stump.

Rend (Ex)

You must possess the elemental power (water), the Aspect of Water (troll) feat, Regeneration, and be at least 9th level to gain this ability. Your slam attacks become claw attacks, if you hit with both claw attacks. If you hit with both claw attacks, you latch onto the opponent’s body and tear their flesh. This attack automatically deals an additional amount of damage equal to double you claw attack dice damage plus your Strength modifier.

Special Note: Claw attacks gain no benefit from the dahren’s grab ability as that requires a slam attack.

Run and Throw (Ex)

You must possess the elemental power (earth), to gain this ability. You can throw a boulder in the same round you take a full move action. This ability functions exactly as the Spring Attack feat, but only applies to a ranged attack with a rock.

Runes (Ex)

You must possess the Aspect of Metal (rune giant) feat, the Spark Shower ability, and be at least 6th level to gain this ability. As a free action, whenever you use your spark shower or one of your spell-like abilities, you can cause the runes on your body to lash with light. All creatures within 10 ft. of you must make a Fortitude save (DC equal to 10 + half your dahren paragon level + your Charisma modifier) or be blinded for 1 round.

Scent the Air (Ex)

You must possess the elemental power (air) and be at least 4th level to gain this ability. You gain the scent special quality.

Shift Sleeping (Ex)

You must possess the elemental power (earth) and the Ettin of the Earth ability in order to gain this ability. You sleep in shifts. Since at least one head is awake at any time, you can never be taken unaware as you sleep. You can sleep even while the other head is awake and working you can regain hit points and heal ability damage as though ye had bed rest even while remaining active (though you do not gain the benefits of Ettin of the Earth until both heads are awake.)

Spark Shower (Su)

You must possess the Aspect of Metal (rune giant) feat and be at least 3rd level to gain this ability. As a standard action, you can cause a shower of sparks to erupt out of one of the runes on your body. These sparks function as a breath weapon (30 ft. cone; Reflex save for half damage; save DC equal to 10 + half your dahren paragon level + your Constitution modifier). You inflict 1d6 points of damage equal to your dahren paragon level with the damage being half electricity and half fire. You can use this ability a number of times per day equal to 1 + your Constitution bonus.

Speak With Animals (Sp)

You must possess the Aspect of wood (wood giant) feat and be 6th level to gain this ability. You can use speak with animals as a spell like ability at will, your caster level is equal to your dahren paragon class level.

Spike Growth (Sp)

You must possess the Aspect of wood (wood giant) feat and be 6th level to gain this ability. Once per day you can use spike growth as a spell like ability, your caster level is equal to your dahren paragon class level.

Spirit Summoning (Sp)

You must possess the elemental power (earth), the Aspect of Earth (taiga giant) and be at least 14th level to gain this ability. Once per day, you can perform a 10-minute ritual to summon ancestral spirits to aid you in battle. These invisible spirits grant the giant 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 spell effects last for an entire day (regardless of their normal duration) caster level is equal to your dahren paragon class level.

Stone Calling (Su)

You must possess the elemental power (earth) and be at least 9th level to gain this ability. You can cause any rock within 50 feet per class level to ly at a foe simply by calling to it. The rock must be unattended and of a size that you could normally lift and throw. Resolve the attack as though you were standing where the rock is and throwing it at the foe, adding your Strength bonus to damage as normal. You can even use this ability to hurl rocks at creatures you cannot see, including foes that have total cover from your position. However, you must guess where such foes are, and even if you guess correctly, it has a 50% miss chance. You can use this ability to confuse foes and attack enemies outside your normal rock throwing range. You can use this ability a number of times per day equal to 3 + your Constitution modifier.

Stone Tell (Sp)

You must possess the Aspect of Earth (stone giant) feat and be at least 11th level to gain this ability. Once per day you can use stone tell as a spell like ability, your caster level is equal to your dahren paragon class level.

Stone-Touch (Su)

You must possess the elemental power (earth) and be at least 5th level to gain this ability. As a spell-like ability, you may join and shape stone or mineral matter with your bare hands in a manner similar to stone shape except that fine details are possible. You can do this for a number of rounds equaling to your Constitution modifier, (minimum of 1 round). With this ability, solid walls of stone can be erected, stone tools and weapons may be repaired, and stone tools and weapons may be crafted (requires appropriate craft check).

Storytelling (Su)

Once per day, you can tell a mythical and mystical story, it takes a minimum of 10 minutes to tell such a story, It affects one person (including yourself) per dahren level you possess who is within the sound of your voice and grants it grants all of the following benefits.
*For 12 hours the persons affected recovers hit points or ability score points lost to ability damage at twice the normal rate.

  • For 12 hours the persons affected increase their overland movement rate by 50%.
  • If you are 11th level or higher, for 12 hours the persons affected gain the benefits of a heroes’ feast.

Suggestion (Sp)

You must possess the Aspect of Metal (rune giant) feat and be at least 6th level to gain this ability. Twice per day you can use suggestion as a spell like ability, your caster level is equal to your dahren paragon class level. After reaching 15th level, you can take this ability a second time to use this ability at will.

Terrain Mastery (Ex)

When you take this ability pick a terrain appropriate to your element. You gain a +2 competence bonus to Perception, Stealth and one movement-based skill check when operating in this terrain type. Increase this bonus by 1 for every three dahren paragon class levels you possess. You also gain a +1 insight bonus to attack and damage rolls against creatures native to the terrain type chosen.

Element Terrain Type Movement-based Skill
Air Cold, Mountain, Plains Fly
Earth Mountains, Plains, Underground Climb
Fire Desert, Mountains, Underground Acrobatics
Metal Mountains, Underground, Urban Ride
Water Cold, Marsh, Water Swim
Wood Forest, Jungle, Marsh Climb

Trample (Ex)

You can trample foes up to two size categories smaller than yourself. See the Pathfinder® Roleplaying Game Bestiary ™ for a description of this ability and its effects. The trample deals bludgeoning damage equal to your slam damage, plus 1-1/2 times your Strength modifier.

Transmute Rock and Mud (Sp)

You must possess the Aspect of Earth (stone giant) feat and be at least 9th level to gain this ability. Once per day you can use either transmute rock to mud or transmute mud to rock as a spell like ability, your caster level is equal to your dahren paragon class level.

Tree Shape (Sp)

You must possess the Aspect of wood (wood giant) feat and be 6th level to gain this ability. Three times per day you can use tree shape as a spell like ability, your caster level is equal to your dahren paragon class level.

True seeing (Sp)

You must possess the Aspect of Metal (rune giant) feat and be 12th level to gain this ability. Once per day you can use true seeing as a spell like ability, your caster level is equal to your dahren paragon class level.

Water Breathing (Ex)

You must possess the Aspect of Air (Storm giants) or Aspect of Water (troll) feat and be at least 5th level to gain this ability. You can breathe water as well as air.

Natural Armor (Ex)

Your natural armor increases to the bonus listed above. (You can increase this beyond the bonus listed above by taking the improved natural armor feat if you wish, see the Pathfinder ® Roleplaying Game Bestiary™).

Slam Attacks (Ex)

Tou possess two natural slam attacks that deal the damage listed above plus your strength modifier, you can attack with both of these at no penalty when only attacking with natural weapons (You can increase this beyond the amount listed above by taking the improved natural attack (slam) feat, see the Pathfinder® Roleplaying Game Bestiary™).

Strength/Constitution Increase (Ex)

At 2nd level, the dahren paragon’s Strength and Constitution score gains a +2 inherent bonus. At 5th level, you increase one of those inherent bonuses by 2 (your choice). At 8th level, you increase both of those inherent bonuses by an additional 2. At 11th level, you increase one of those inherent bonuses by an additional 2 (your choice). At 14th level, you increase both of those inherent bonuses by an additional 2. At 17th level, you increase one of those inherent bonuses by an additional 2 (your choice). At 20th level, you increase both of those inherent bonuses by an additional 2.

Size Increase (Ex)

You continue to grow in height and weight as you gain power at 3rd level you become size Large, at 10th you become size Huge, at 16th you become size Gargantuan, and at 20th level you become size Colossal. No ability score modiications arise as a result of the growth, though you do gain all the other associated penalties and beneits for the size change listed in the table below, the table lists the total bonus or penalty they are not cumulative. Your equipment also resizes to it your new size as long as you possess it at the time you gain the appropriate level.

You can, as a full round action, reduce your size back down one category. It takes a standard action to increase your size back up one category.

Dahren Paragon Size Increase Table
Size AC/Attack CMB/CMD Fly Skill Stealth Skill Base Speed
Large -1 +1 -2 -4 30 ft.
Huge -2 +2 -4 -8 40 ft.
Gargantuan -4 +4 -6 -12 50 ft.
Colossal -8 +8 -8 -16 60 ft.

Rock Catching (Ex)

You can catch rocks you could throw. Once per round, if you would normally be hit by a rock you can make a Relex save to catch it as a free action. The DC is 15 for a rock of a size or smaller that you can throw, DC 20 for a rock one size larger than you can throw, and 25 for a rock two size categories larger than you can throw. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) You must be aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex)

You are an accomplished rock thrower and have a +1 racial bonus on attack rolls with thrown rocks. You can hurl rocks up to two categories smaller than your size; for example, a Large dahren paragon can hurl Small rocks. A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. You can hurl the rock up to ive range increments. The size of the range increment is 10 ft. per dahren paragon class level. Damage from a thrown rock is generally double your slam damage plus 1-½ your Strength bonus.

Improved Rock Catching (Ex)

You gain a +4 racial bonus on your Reflex save when attempting to catch a thrown rock with rock catching.

Oversized Weapon (Ex)

A dahren paragon can wield Gargantuan weapons you are proficient with without penalty.

Militant (Ex)

You gain proficiency with all martial weapons.

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