Way of the Wyrmcrusher:
Prerequisites: Jotun race, ‘Primordial Training’ alternate racial feat, No other ‘Way of the-” Racial Feat,
Effects: When you successfully deal damage to any creature with a flying speed, their flying speed is reduced by 10 feet for 1d8 rounds and they must make a reflex save (DC 10 + 1/2 HD + STRMOD) if they are currently flying or drop 15 feet. You cannot stack the effects of this feat if doing so would reduce the creature's fly speed below 0.
Special: If the creature has the Dragon type, double all penalties from this feat and the DC for the save increases by 4.
Of the four penultimate schools of Jotun martial might that exist in the world today, the Way of the Wyrmcrusher exists as a way for the ancient and present Jotun to more readily deal with creatures that fly through the sky. These Jotun train to strike their blows to such creatures in such a way that they cripple the flight they can wield, each blow dropping them out of the sky and reducing their fly speed until they may be dragged down to the ground and slain.
Way of the Krakenbreaker:
Prerequisites: Jotun race, ‘Primordial Training’ alternate racial feat, No other ‘Way of the-” Racial Feat
Effects: Once a day, when you fail a saving throw against a poison, you may reroll the save, but must take the second result even if it worse. You may move at normal land speed underwater, and you gain a +4 to all grapple checks made against sea creatures or while underwater.
Special: You gain a racial +4 to all Profession(Sailor) checks, and are always treated as having this skill for the purposes of creatures with Rend Ship, Capsize, or similar universal monster rules.
Of the four penultimate schools of Jotun martial might that exist in the world today, the Way of the Krakenbreaker was said to have been created by a singular, ancient Jotun said to have been so stymied by his ancient foe that he designed an entire school of combat to defeat it, so that those he trained may one day slay the foe he could not. The Way of the Krakenbreaker focuses on hardening ones’ body against the most virulent of poisons as well as moving, grappling, and fighting underwater as well as one can on land. Those who train in such a style are incredibly deadly foes in and on the water, even more so sometimes than they are on land, their limbs and bodies capable of holding and grappling the normally slippery sea creatures and underwater where other creatures would find them ungrabbable.
Way of the Giantslayer:
Prerequisites: Jotun race, ‘Primordial Training’ alternate racial feat, No other ‘Way of the-” Racial Feat,
Effects: You negate all bonuses a giant foe of your choice within 30ft gets for being a large size, if they are within one size of you. If they are two or larger, you half such bonuses. You may only have one such foe designated this way, and designating a foe is a swift action. Additionally, you gain a +2 to AC against foes with the giant subtype and gain a +2 to hit such creatures.
Special: By studying a designated foe as a full round action, you learn an immunity and a weakness they have, if any.
Of the four penultimate schools of Jotun martial might that exist in the world today, The way of the Giantslayer was developed during the Jotunhunts as the primary style of martial combat to be used to fell the titanic Dai-Yukai as quickly and efficiently as possible. This school of martial combat focuses heavily on negating and counteracting the bonuses a creature may gain from being larger than you, learning their strengths, immunities, and weaknesses as well as more readily defending against giants and all creatures related to them.
Way of the Mortalbane:
Prerequisites: Jotun race, ‘Primordial Training’ alternate racial feat, No other ‘Way of the-” Racial Feat,
Effects: Gain lifesense 100ft against creature of the humanoid type, choosing two specific subtypes. By focusing as a full-round action, you may choose to become aware of one of the following:
- A) The Total Remaining Hitpoints of one applicable creature within range
- B) 1 Weakness of an applicable creature within range
- C) 1 Immunity or Resistance of an applicable creature within range
- D) 1 creature within range's highest or lowest save
Of the four penultimate schools of Jotun martial might that exist in the world today, The Way of the Mortalbane is the newest of them, created recently by the Jotun and Dai-Yukai who grew to hate the smaller races during and after the Jotunhunts for committing such barbaric acts that they would hunt and skin they kind for displays of power and heroism. This school of combat focuses heavily on detecting humanoids of specific subtypes long before they can get the advantage on you, and learning what makes them tick and how best to slaughter them so as to crush them before they can dare to commit such barbaric acts again.
Herald of the Fimbulwinter:
Prerequisites: Jotun Race, Character level 6th
Effects: All spaces within 10ft of you are treated as the cold terrain. All enemies within 30ft count as moving through difficult terrain so long as they move towards you, but you can only maintain this effect for (CONMOD) rounds, minimum 1, each day.
The Fimbulwinter, spoken of by the Jotun as the grand apocalypse that will be wrought by their god Ymir at the end times of reality where infinite, unending cold will overtake the world and bury it beneath the snow and ice, is a tradition and cornerstone in Jotun society. Some Jotun carry the ideal of the Fimbulwinter, when their god will come to them in person, and learn to carry a fragment of unending winter within their bosoms, the area around them as icy and cold as their snowy homelands and giving their enemies incredibly difficult terrain to move through.
Beard of Legend:
Prerequisites: Jotun Race, 'Jotunbeard' alternate racial trait,
Effects: Whenever you use your ‘Jotunbeard’ alternate racial trait the reach of your beard is doubled, its damage die as a natural attack goes up by two steps(one step if already at least 1d6). You may instead use this hair to give you +2 natural armor and fire resistance 5, though all other functions of this hex cannot be used while doing so, and your movement speed drops by 10ft due to the hair wrapping around your body.
Among the Jotun capable of of manipulating their beards and hair as naturally as their weapons, some take this ideal to even greater heights and learn how to wrap their beard around them to shield themselves from harm, as well as do more damage with it.
Stoke the Furious Furnace:
Prerequisites: Jotun Race, 'Ursa Furiosa' alternate racial trait, Character level 6th
Effects: Your rage ability can be used for 3 additional rounds, and you may take rage powers with feats you acquire through XP Progression, as well as if your class grants you bonus combat feats.
Though they are already a people very in tune with anger, rage, and fury, some rare Jotun take this even further and harness their inner rage to empower themselves to even greater heights.
Speaker of the Old Tongue:
Prerequisites: Jotun Race
Effects: Gain Old druidic as a bonus language. 3/day you may cast Tree Stride as a spell-like ability as a standard action.
Jotun, despite their appearances, are a race that is deeply in tune with nature, the natural world, and the way of the world. Though they each strive to better themselves in their own way, the ones who take the Jotun ideal of strength in all forms become capable of speaking to the very plants and animals themselves with a language so ancient it predates civilization itself. Capable of using their innate connection to nature and this old tongue to travel through trees as well as talk to them, these Jotun often serve as shamans or spiritualists to their people.
Pillar Viking:
Prerequisites: Jotun Race, 'Viking Gods of Fitness' alternate racial trait
Effects: Gain the Compression universal monster rule. Gain DR5/- against ALL types of damage both physical and magical, and once a day you may decide to reroll the outcome of any strength based skill check.
Called an oddity by the nicer amongst their kind and flat-out freaks by the more gruff amongst them, these Jotun who take the ideal of physical perfection to its furthest find themselves capable of compressing themselves to fit into spaces entirely too small to fit them normally, their bodies twisting and contorting like liquids, solids, and sometimes even semi-solids...this freakish bodily makeup renders these Jotuns more resilient against certain types of physical attack, but also allows them to become incredibly effective at feats of strength once per day.
Child of the Grave:
Prerequisites: Jotun Race, 'Draugr-Born' alternate racial trait,
Effects: You may, as a move action, choose to be healed by the type of energy(Positive or Negative) you are normally damaged by, but at 50% percent effectiveness. You are innately capable of determining whether a creature is healed by positive or negative after studying them for a full-round action.
Special: If you have the 'Pillar Viking' racial feat, you may freely change the type of energy you are healed by as a move action, and be healed 100% effectively by the one you are switched to.
Among the Jotun that trace their heritage back to the undead, some of them are capable of controlling the type of energy they are healed or harmed by with but a thought, though with a bit less effectiveness than normal. Additionally, they are also capable of assessing whether a creature is healed or harmed by positive or negative energy at but a glance.
Herald of the Valkyrie:
Prerequisites: Jotun Race, 'Child of the Valkyrie' alternate racial trait, Character level 6th
Effects: Gain Ride as a class skill if it wasn't already. Armor never impacts your speed, nor do you take Armor check penalties on Ride Checks. 1/day, you may gain metal wings and gain a fly speed equal to your base land speed for a number of minutes equal to (1 + CONMOD), minimum 1.
Though the Jotun who can call themselves scions of the fabled warrior women of Ymir, the Valkyries, rarer is such a scion that trains their innate talents from such a special heritage to such heights that they develop an almost genetic memory of how to expertly ride creatures as mounts, and how to move unencumbered by armor both on foot and how to not let such armor encumber their riding. Surprisingly, they also become capable of sprouting metal wings like the fabled Valkyries and fly through the skies for a number of times per day.
Niflheim Native:
Prerequisites: Jotun Race, Character level 8th
Effects: Gain a breath weapon that can be used once every 1d12 rounds that shoots out in a 30ft cone, dealing 2d8 cold damage to all caught inside it. If those caught inside do not pass a fortitude save (DC 10 + 1/2 HD + CONMOD), they are additionally staggered for one round. The damage increases to 3d8 at 12th level and to 4d8 at 16th.
Though the realm of Niflheim is but legend and myth amongst their people as the realm of their God Ymir, some Jotun have a more vivid claim to heritage from such a land due to their ability to exhale a cloud of frigid cold and ice that snap-freezes all caught within it, their innards churning with ice and snow constantly.
Titankin:
Prerequisites: Jotun Race, Character level 12th, STR 20+, CON 20+
Effects: You no longer age, remaining in the category you are current in, though your age can be reversed by an appropriately powerful spell or effect as normal. You are immune to all aging effects both magical and otherwise, you become immune to death effects, and you gain Regeneration 5 which is negated by your opposing alignment(good or evil). If you are neutral, you may choose.
Perhaps the most infinitely rare of all Jotun mutations are the mysterious Jotun known as the Titankin. They are said to be the original form of the Jotun people, closer to their legendary ancestors, the infamous Titans...and they are said to be immortal and incredibly hard to kill, their flesh knitting back together as rapidly as it cut apart. They are rare and hard to find, but where they appear they are revered as heroes of myth and legends, though the Titankin themselves are often reclusive and secluded from the rest of the world.
The Heat of our Soul:
Prerequisites: Jotun Race, Character level 6th
Effects: All allied creatures(Including you) within 30ft gain Cold Resistance 5, a racial +2 bonus to all saving throws against spells with the [Emotion] descriptor, and are immune to the effects of cold weather of any severity.
Perhaps the most defining of the Jotun traits, these Jotun are said to burn with the fiery intensity that they often live their lives with, their fiery rage and passion manifesting itself as flames and warmth that burns within them to keep their allies safe from cold, and gives them a bonus to resist any effect that would forcibly affect their mind.
© 2019 Jacob Wrightsman
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