Jotun Alternate Racial Traits
Corexus
Jotun Alternate Racial Traits
Blistersnap Viking: Gain +4 to all saves vs death effects and +2 to your natural armor. Replaces ferocity.
Some Jotun, rather than carrying an inborn ferocity within them that lets them continue fighting even beyond the norm, instead carry the blistering cold and odd necromantic energy of the eponymous Blistersnap Glacier inside of them, their hearts beating black with evil necromancy and granting them resistance to death effects and other evil magics.
Dai-Yukai Hunter: Gain a +4 to your CMD/CMD for the purposes of avoiding all combat maneuvers, and gain a +2 to AC against foes with the giant subtype. Replaces Ancient Foe, Dwarf.
Because of their unique nature as an all-male race, and one of two giant races that call the frozen, blisteringly cold lands of Venau their home the Jotun are the preferred mates of the similarly All-Female Giants, the Dai-Yukai. The two races meet each other constantly, and the Jotun often take up a vassal role to the all women race due to their immense size and strength which so often dwarfs their own. Yet, some Jotun would rather hunt their Female Overlords than serve them, and train their bodies and minds to avoid their fearsome tramples and dodge their attacks.
Dai-Yukai Vassal: Gain a racial +2 on two strength-based skill checks of your choice. One charisma-based skill check now runs off strength instead. Replaces Strength in all forms.
Because of their unique nature as an all-male race, and one of two giant races that call the frozen, blisteringly cold lands of Venau their home the Jotun are the preferred mates of the similarly All-Female Giants, the Dai-Yukai. The two races meet each other constantly, and the Jotun often take up a vassal role to the all women race due to their immense size and strength which so often dwarfs their own...some amongst them go even further, and strive to emulate the unstoppable, unbending strength that the Dai-Yukai possess. These Jotun train their entire lives to attain physical perfection, and become adept at using their strength to muscle their way around conversations.
Jotunbeard: Gain the 'Prehensile hair' witch hex a number of uses per day equal to (1 + CONMOD, minimum 1) as a witch of your level that deals 1d4 damage instead of 1d3. You may only animate your beard in this way, and your beard can never be cut, trimmed, sundered, destroyed, or damaged unless you wish it, even when not using this ability. All facial hair you have grows twice normal speed. Replaces Bladetrained.
Though rare, an odd Jotun is occasionally born that, rather than take to a peerless skill with blades as is common for most of their kind, instead finds themselves able to manipulate and whip around their mighty beards as if they were hardened weapons, their fabulous follicles said to be unbreakable and invincible...not to mention capable of growing twice as fast as normal. These Jotun carry both a social and physical presence, as most other Jotun grow envious of their peerless facial hair.
Primordial Training: You gain a racial +2 bonus to all combat maneuver checks. Reduce the AC penalty for being large sized by 1, and an additional +1 for every size you grow above large. Replaces Bladetrained and Ancient Foe, Dwarf.
Jotun, said to be the primal form of life itself and even said to be descended from the loins of the titans themselves, carry a legacy of martial combat that stretches back as close to the beginning as any other race. This martial style that some Jotun strive to carry on the legacy of specializes in mitigating the inherent penalty to one’s defenses because of their size and how to become more adept at combat maneuvers.
Relic of the Jotunwars: Gain Ancient Foe, Giant, gaining a +2 dodge bonus to AC against monsters of that type and a +2 racial bonus on combat maneuver checks made to grapple creatures of that type. Replaces Ancient Foe, Dwarf.
The Jotun are a race more familiar than any other with the truths and horrors of slaughter borne out of hatred and racism. Having been first hand witnesses to the horrific times known as the “Jotunwars” where all manner of races, themselves included, made frantic dashes to hunt and skin the Dai-Yukai so that they might prove themselves in combat, or prove themselves a hero, by felling one of the mythically mighty woman giants, the Jotun who remember these times recall the specialized training that was borne of such a time to fell the Dai-Yukai as quickly as possible...no matter how many of them would prefer to forget such a time.
Undying Fury: As Ferocity, but additionally, you may continue on in the staggered condition to twice your negative Constitution score before dying. Replaces Ferocity and Frenzy.
Said to carry the undying rage of Ymir himself within their chests, the Jotun who embrace their inherent battle-rage find themselves able to sustain their bodies and minds with the sheer force of this rage alone, their body holding itself together even when all other creatures would fall and break apart...they alone stand tall after such a storm, and are feared for their terrific resilience.
Coastal Raider: Gain waterbreathing, a swim speed equal to your base land speed, and a +2 to all checks made to control, sail, defend, or repair a seagoing vessel. Replaces ferocity.
Though most consider them to be mainly land-based raiders, Jotun are just as familiar with the ways of the ocean and the sea. Some amongst them find greater value in raiding and pillaging coastal towns, coastal forts or strongholds, or even coastal cities...these Jotun, over time, are said to become one with the ocean they so often raid upon, and become able to breathe and swim within it as if they were a fish. Not to mention, their ability to guide their ships is second-to-none.
Hlodvi’s Champion: Start as a huge sized creature instead of a large sized creature. Replaces Jotunbody.
Some Jotun are said to carry the lineage of the greatest king their kind ever saw within them, and are born with the merest shard of his mythically mighty size. These Jotun tower over their fellows, and often rise to positions of power within Jotun and Dai-Yukai society.
Emotionally Charged: Gain a racial +2 against all spells and spell-like effects with the [emotion] or [mind-affecting] descriptor. Replaces Frenzy.
Known through the western and eastern lands far and wide as ferocious, frothing vikings that rage with the fury of a dying sun, the Jotun are a race that is incredibly used to extremes of emotion...and, because of this, some among them find that experiencing such peaks and troughs in their emotional spectrum makes them more resilient to any effect that would try to change their mental or emotional state through force, having already conquered such emotions on their own time.
Shaper of Ice and Stone: Gain +2 to all crafting skills. 3/day, may cast Stone Shape but may choose to affect Ice instead of stone. Replaces Bladetrained.
Seemingly blessed by the land itself, these Jotun are capable of crafting the ice and stone of their frozen homelands as easy as breathing, their hands deftly carving out homes, weapons, armors, and more...as such, they often become highly capable crafters.
Viking Gods of Fitness: Gain +2 to any two strength-based skill checks. Anytime you successfully make a grapple check, avoid a grapple, or pass a strength check or skill check of any kind, you may force all creatures you choose within 30ft to make a will save(DC10 + ½ HD + STRMOD) or be dazzled for one round. Replaces Bladetrained.
Though many often associate the mythically mighty All-Female Dai-Yukai with physical perfection and ultimate beauty, fewer realize that some Jotun have already met and perhaps even exceeded the Dai-Yukai in terms of physical perfection. These Jotun are gods among their kind, their bodies chiseled from rock and ice itself until they become incredibly capable at all tests of strength...and sometimes, when they do such a test, others around them cannot help but stare for a few seconds, in awe of their muscles.
Draugr-Born: You are treated as an Undead for the purposes of Negative and Positive energy affinity. Gain DR 5/Bludgeoning. Replaces Frenzy.
Because of their so often incredibly remote and isolated villages that are so often at the edges of civilization, it is not uncommon for Jotun to be the only ones who recall or remember the wars they have fought, or places they have been. Likewise, the Draugr-Born are Jotun with no known heritage or ancestry to call their own, and often show up out of the snow looking for a home, though rarely one is born to normal parents. These Jotun are more durable than their kin, their skin thick and leathery and pale while their bodies themselves healed from Negative energy rather than positive...as if they were an Undead themselves.
Child of the Valkyrie: Gain Deathwatch as a permanent, at-will spell like ability. Replaces Ferocity.
Another breed of Jotun that can trace its roots back to odd sources, these Jotun are said to be children of Ymir’s fabled Valkyries, the winged warriors who descend to the material plane to collect the souls of the dead to take to the afterlife. Though how such a child came to be is unknown, these Jotun find themselves capable of seeing the innate state of being a creature exists in…whether it be dead, alive, or nearly dead, these Jotun find themselves standing above their peers because of it.
Shieldtrained: Gain proficiency with all shields(except tower shields). Replaces Bladetrained.
Rather than being bladetrained, some Jotun instead focus on mastering the ways of the shield, and instead become proficient with all forms of shields instead of bladed weapons.
Traditional Weaponmaster: Gain proficiency with all blunt(Non-Bladed) weapons such as Clubs, Hammers, Etc. Gain the 'Rock Throwing' universal monster rule(120ft range, 2d6 + 1.5x STRMOD damage for a large sized jotun). Replaces Bladetrained.
Though perhaps seen by many as weapons for a more simple people, clubs and rocks are undoubtedly the easier weapons and the more deadly weapons for Giants; easier reach to the ground and better surface area designed for smashing means that clubs can be truly terrifying in the hands of a Giant, to say nothing of blades and arrows(Which many modern Jotun prefer, despite their inefficiency at their size). While many modern Jotun enjoy the challenge of mastering blades despite their racial disadvantages at doing so, many cannot deny the effectiveness of a good old-fashioned club-smashing or rock-throwing, and eschew more modern weaponry in favor of them.
Ursa Furiosa: Gain the rage ability as a barbarian of your level - 4(minimum 1) 1/day. You cannot take rage powers with feats. Replaces Strength in all forms and Frenzy.
The Jotun are a race so inherently used to the ways of rage and ferocity that to some, it comes as naturally to them as breathing. These Jotun, as if they were tried and true barbarians, find themselves capable of raging and gaining power from it moreso than their fellows.
© 2019 Jacob Wrightsman
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