Dino-might (Vaxasaurian Racial Class)

**Dino-might**

**Race:** Vaxasaurian

**Hit Die:** D12

**Class Skills:** 2+ Int mod.

**Role:** Vaxasauians are able to increase their natural strength and resilience by increasing their size via becoming a Dino-might.

**Proficiencies:** A Dino-might is proficient with simple weapons and light armor.

**Ferocity:** At first level, a Dino-might gains the Ferocity universal monster ability. You are treated as a Kaiju for the purposes of taking kaiju feats, and for things that effect kaiju.

**Mighty Resistance:** At 1st level the Dino-might gains a +2 bonus to saving throws vs. mind-affecting, paralysis, petrification, polymorph, immobilizing effects (including binding and temporal stasis but not including temporal stasis), Ability damage, ability drain, death effects, disease, energy drain, and fear. At second level, once per day as an immediate action, you may heal 1d6 hitpoints per character level (Max 20d6 hp). At 3rd level, this instead heals d12s. At 4th level, once per day when reduced to 0 hp, you may immediately heal 5d8+25 Hp, as if by breath of life. At 5th level, once per year, if a Dino-might takes an amount of damage that would normally kill it by reducing its hit points to a negative amount equal to its Constitution or Charisma score, the damage instead heals them of twice the amount of damage—but this healing leaves them disoriented and demoralized. At this point, the creature becomes nauseated and seeks only to return to its lair. Any amount of damage dealt to it by an external source before it reaches its lair, though, immediately negates the nauseated effect and allows the Dino-might to end its retreat and attack.

**Powerful Growth:** At 2nd level, a Dino-might may increase its size and strength as a swift action. You may use your powerful growth for 3 rounds per day+2 rounds per level of Dino-might. These rounds need not be consecutive. If you are smaller than the listed size, you immediately become that size. If you are already that size, your size does not increase by you gain all other abilities. You may end your powerful growth as a free action. If you are rendered unconscious, your Powerful Growth immediately ends. You are fatigued after your Powerful Growth ends for a number of rounds equal to 2 times the number of rounds spent in the form. A Dino-might cannot enter the form while fatigued or exhausted but can otherwise enter the form multiple times during a single encounter or combat.

This functions similarly to Enlarge Person and does not stack with it.

At 2nd level, the size you assume is Large, and you gain a +2 bonus to Str and Con and - 2 Dex, a +2 bonus to Natural Armor, your reach increases by 5 feet, your DR increases by 2/-, and you gain a +1 bonus to CMB/CMD. You also take a -1 penalty to AC and attack rolls. Your DR increases by 2/ level in this class (max 25).

At 3rd level, you instead become Huge, gaining an additional +2 Str and Con and -2 Dex, +2 Natural Armor, +2 DR/-, +1 CMB/CMD, -1 AC and attack rolls. You also gain Energy resistance 5 to 2 of the following: Acid, Cold, Sonic, or Negative Energy. This resistance increases by 5 per level in this class (max 30)

At 4th level, you become Gargantuan in this form. You gain an additional +4 Str and Con and -2 Dex, +3 Natural armor, -2 Dex, +2 CMB/CMD, and -2 AC and attack rolls. You also gain Fast Healing 3 while in this form, which increases by 3/ level you have in this class (max 30). You select one additional energy resistance from the 3rd level list.

At 5th level, you become Colossal. You gain an additional +4 Str and Con, -4 Dex, +3 Natural armor, +4 CMB/CMD, -4 AC and attack rolls. You gain an additional energy resistance from the 3rd level list.