Jotun Alternate Racial Traits in Zheng-Kitar | World Anvil

Jotun Alternate Racial Traits

Racial Variants

 
Frost Giant: Take the "Frozen Ravager", "Blood Sacrament", and "Faulty Furnace" Alternate Racial Traits.   Full Set Bonus: You gain Scent out to 60ft. This scent doubles against creatures suffering from bleed damage or creatures below 50% health.   Though most conflate "Frost Giant" and "Jotun", they are in fact different - and altogether different from one another. In truth, Frost Giants are the frothing, barbaric descendants of the Jotun whose malfunctioning Fomorian Furnaces(Internal Organs that normally grant Jotun their famed invulnerability) constantly fill their minds with rage, rewarding them with bursts of dopamine and adrenaline for each kill and eventually turning them into psychotic sadists. The Frost Giants are feared and hated by most all who encounter them, as they tend to prefer the company of themselves and frozen beasts to other sentient life(Which they mostly keep as food or slaves) - most of all Jotun, who tend to kill them on sight out of shame. Frost Giants, however, vastly outnumber Jotun - a byproduct of their malfunctioning furnaces which allows them much greater reproductive speed. Rare is the Frost Giant that overcomes this rage and ventures out from their people - though when such a Giant is found by the Jotun, efforts are typically made to rehabilitate them by Jotun Shamans, who can, with time and proper ingredients, fix their faulty Furnaces to allow them normal lives in society.
 
Varganfrust: Take the "Everwinter Heart", "Fimbulwinter's Shroud", and "Hoarfrost Shards" Alternate Racial Traits.   Full Set Bonus: Whenever you deal cold damage, you may convert a number of dice equal to 1/2 your HD(Minimum 1) into Uttercold(For static damage effects, you can convert an amount of static damage equal to your HD). Additionally, you are capable of seeing through snowstorms, blizzards, and other cold based extreme weather conditions, ignoring the miss chance and perception penalties for these obstructions up to your normal normal range of vision.   Rare and few in number, the Varganfrust are a unique band of Jotun that are commonly believed to be the heralds of the Fimbulwinter - the world-ending winter apocalypse that will, according to Jotun prophecy, cover the world to herald the return of the Spirit Kings. These Jotun are typically solitary, but are given wide berths and immense respect by their fellows - as many inhabitants of the Tundra, not just giants, see them as bad omens that are even worse when denied food and board. The Varganfrust, themselves, are frustratingly quiet about their origins - rumors abound of a secluded Varganfrust Fortress embedded in the northern glaciers of Zheng-Kitar, of deep chambers where rituals are performed to bring about the Fimbulwinter...but these are little more than superstition.
 
Sunbreaker: Take the "Viking God of Fitness", "Solar Body", and "Fell-Handed Mastery" Alternate Racial Traits.   Full Set Bonus: During the day, you gain a +10ft enhancement to your base land speed and count your fire resistance towards Godfire/Hellfire damage. During the Nighttime, you gain the use of Daylight 1/day that has the additional effect of dealing 1 point of fire damage to all hostile creatures that end their turn within its radius - this fire damage can set things on fire.   By far the most divisive of the Jotun Variants, the Sunbreakers are towering, bronze-skinned Adonises that wield the power of the sun as their own - widely considered a "cult" by Dai-Yukai led giant communities for their propensity to give almost religious worship to the perfection of the physical form and the zealotry by which they revere the sun and fire, the Sunbreakers are in truth staunch traditionalists of Jotun Society. They are staunch believers in the Jotun's ancestral right to rule themselves, and stand in fierce opposition to the Dai-Yukai who they view as having subjugated and broken their kind. While many mistake them for Sun Giants, their demeanor is typically fiercely emotional, welcoming, and larger than life - they are encouraging to a fault in regards to persuading others to train and perfect their physical forms, and love nothing more than teaching others to better themselves or the world around them. However, they can be paranoid and reclusive due to their numerous foes - typically dwelling in higher elevations or in secluded frozen valleys which give them easy access to the sun.
 

Alternate Racial Traits

 
Jotun Scholar: Racial Ability Scores become (+2 Strength, +2 Intelligence).   Dedicated in their pursuit of true strength, many Jotun further their mind as much as they do their body.
 
Glacier Child: Racial Ability Scores become (+4 Strength, +4 Constitution, -4 Intelligence, -2 Wisdom)   The Glacier Children are somewhat unique among their fellows - they are pariahs in Jotun-dominated Giant Communities, but lauded heroes of Giant Communities led by their mates the Dai-Yukai. Their origins are murky and hotly debated(As many whisper that an ancient Dai-Yukai Witch engineered the Glacier Children to bring the Jotun into line beneath the Dai-Yukai), but their name is nonetheless accurate - born from the hearts of Glaciers as children, these Jotun have massively mighty bodies but poorly developed minds.
 
Ísseðnar Inheritor: Start as a huge sized creature instead of a large sized creature. Alters Size Category.   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.
 
Viking God of Fitness: Gain Cold Resist 10, Fire Resist 10, and Immunity to Effects caused by Cold Weather Environments. Gain the Compression Universal Monster Rule. Replaces Frostborn.   Though many often associate the mythically mighty Dai-Yukai with physical perfection, a rare few Jotun not only take this as a wound to their egos, but an insult to their entire people and way of life - with sculpted physiques colored beautiful golden-bronze from years of exposure and tanning beneath teh sun's rays, these Jotun strive towards physical perfection through hard work, constant training, and countless hours of tanning to maintain their "Adonis" physiques.
 
Everwinter Heart: Gain Immunity to Cold and effects caused by Cold Weather Environments. Replaces Frostborn.   Their hearts crystalline and frozen over, these Jotun have bodies almost as freezing-cold as the Dai-Yukai they live alongside - their skin tinged bluer than most of their kind as their breath frosts on contact with the air. Winter seems to follow them wherever they go, as well - almost as if they are cursed to bring cold weather with them wherever they go like a frozen plague. While undeniably useful, those with these hearts are feared in most Jotun and Dai-Yukai communities.
 
Hairy Destroyer: Gain the Prehensile Hair witch hex as a witch of your level that deals 1d8 damage instead of 1d3 and counts its STR score as your STR OR INT score(Whichever is higher), and the attack becomes a primary natural attack instead of a secondary attack as usual for Prehensile Hair. However, 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. In addition, you can pick one of the following Special Abilities to add onto this attack when this trait is taken. Replaces Frostborn.  
  • Icy Burst
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  • Flaming Burst
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  • Phase-Locking
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  • Furyborn
  A product of diligent training on the part of many a Jotun to refine their normally less impressive beards and prehensile hair, these Jotun have mastered the art of fighting with their hairy beards and after countless years of training beneath the foremost masters of Jotun Bearded Combat, they earn their final graduating stripes as they go through a secretive ritual to weave magic into their facial hair and grant it special powers, alongside several beautiful beard jewelry to mark their station as a graduate of that esteemed school of Warfare.
 
Hlodvi's Champion: Gain Immunity to Death Effects. Once per combat, if an ally within 30ft would be dealt enough damage to kill them, you can transfer that damage to yourself instead - though you take ALL damage from the attack, not just the amount that would have killed them. Replaces Frostborn.   In the millennia since the death of the great Hlodvi Ísseðnar, foremost hero to the Jotun people who saved the entire world from oblivion and since passed into legend, many Jotun have begun to display signs of his heritage and blessing even so long after his death - gaining increased resistance to the oblivion-powered death effects that claimed his life, and learning to protect others as he did on the final day of his life.
 
Solar Body: All light levels within 60ft of you increase by one step(supernatural darkness becomes normal darkness). This does not count as a light effect for the purpose of light and darkness effects, and is applies after all light and darkness effects. As a move action, you can call down a golden beam of fiery light into an unoccupied square that automatically deals one point of fire damage per HD you possess to all who pass through it and causing them to catch fire for the same damage each turn until extinguished. You can widen the area of the beam to 10x10ft by spending a standard action to create it. If you spend a full-round action to create it, the beam automatically dazzles any who pass through it for 1 minute. The beam lasts for 1d4 rounds when created. Replaces Blizzard Breath.   The Solar-Bodied Jotun are those who eschew the typical frosty, frigid nature of their people in favor of a bright, radiant physique that pulses with the light of the sun - their veins lit up sparkling gold and their skin giving off a warm radiance as their roil like burning suns. Imbued with the power of light and fire, these Jotun are capable of calling down the sun's righteous fury with a flick of the wrist, even in the darkest depths of the world's dungeons. None are sure if these Jotun are born with this trait or if they are later "claimed" in some way by it...
 
Song of Thangoradrix: You gain the use of Stone Shape as an at-will Spell-Like ability, though to use it you must "sing" to the stone to replicate the effect. As a standard action, you can deal your HD in piercing/bludgeoning damage to a number of creatures within 30ft equal to your CONMOD(Min 1) and have them treat all terrain within 30ft of you as difficult terrain. You can maintain this effect on subsequent rounds as a move action. If you have the Bardic Performance Class feature, this standard action ability instead counts as a Bardic Performance. Replaces Blizzard Breath.   Once the greatest friend of Hlodvi Ísseðnar, Thangoradrix was the last of the High Dwaves whose songs and words of power shaped the planet of Ea itself, untold millions of years ago - and though his death shortly before that of his friend Hlodvi was felt around the world, his song lives on in the Jotun; In the Jotun skalds who sing of the glory of their people, of the High Dwarves of shaped the world, and the stone that even now, responds to the call of its creators.
 
Maelstrom Breath: Once every 1d4+1 rounds, you can exhale a 60ft cone or 120ft line(Chosen each time the ability is used) of hurricane-force wind that pushes and slams all in its path - all inclement weather in the area is cleared for one minute, and all creatures you designate within the area are subject to bull rush checks at a +15(Using HD in place of BAB if doing so would be beneficial to you). This ability can be used as an immediate action to negate a single ranged attack targeting you or an adjacent ally, even siege-class ranged attacks. When the line is chosen, it can make a free strength check at a +15 to break through one obstacle in its path and continue unimpeded. Replaces Blizzard Breath.   A rare genetic aberration brought on in the Jotun people a few thousand years ago when, supposedly, an ancient Jotun swallowed an entire hurricane to protect his village from destruction, the Jotun who carry these aberration have lungs of seemingly infinite windflow - able to exhale winds in excess of a hundred Miles per Hour to match even the mightiest hurricanes, they blow enemies and objects around with vicious abandon, producing winds strong enough to strip steel and fracture stone.
 
Fimbulwinter's Shroud: All spaces within 10ft of you are treated as the cold terrain, and deal 1d4 points of cold damage automatically to all hostile creatures who end their turn within this area. This damage increases by 1 step at every 4HD you possess. Replaces Jotunbody.   Their eyes frozen over as solid icy-blue, these Jotun are feared as bringers of calamity and heralds of the end times - the legendary Fimbulwinter that, according to Jotun prophecy, will descend and cover the world in eternal ice and snow when the time comes for the Spirit Kings to return to the world once more. Enshrouded in the cursed blue winds of the Fimbulwinter, these Jotun carry a heavy burden with them that hangs around them like an inescapable depression or dourness; no matter how far they walk or run, theirs is a curse that cannot be escaped.
 
Ancestral Strength: You count your strength as 20 higher for the purposes of carrying capacity and lifting weight, and can apply 1.5x your STRMOD on the damage rolls of all thrown weapons. Once per day, you lock anything you touch with your hands in place - preventing it from moving or falling - for up to one minute, regardless of its size(Though exceptionally large objects may harm you as you do so, GM Discretion). Replaces Jotunbody.   Muscles swollen with ancestral power in pale echo of the legendary might of Hlodvi who once held an entire continent aloft to preserve it from destruction, these Jotun are capable of incredible feats of strength that nearly match even that of the Dai-Yukai or Eldragi...and in some ways, even exceed them.
 
Infernal Survivor: You can innately sense the presence of Good and Evil Outsiders within one mile(Merely whether they are present or not), and get a more specific location when they are within 120ft as per blindsense. You must concentrate as a movement action to "ping" this sense - though within 30ft, you automatically sense them as per Blindsense. You gain a +2 to attack and damage rolls made versus outsiders, and gain the basic Planar Infusion of either Abaddon, The Abyss, or the Nine Hells. Replaces Jotunbody.   The ancient Jotun tribes of the frozen north suffered the most during the Invasion of the Infernal Host, in truth - though few remember their sacrifice after the brutal losses experienced by the Ezdhulians and their Rockcrusher Legions later during the Invasion. But, if not for those brave Jotun who led the charge to hold off the Infernal Host, the war would have gone much differently - and when 9/10ths of those Jotun died, and the other 1/10 came back after years of slavery in the Abyss, Nine Hells, or Abaddon, few remember or cared; fewer thanked them. Yet, these unsung heroes passed on the corruption that tainted them during that slavery onto their children - and onto their children's children...who would always remember the bravery of tehir ancestors who braved those infernal pits of torture.
 
Child of the Valkyrie: Gain Deathwatch as an at-will Spell-Like ability. By spending one round in contact with a creature, you can ward their soul against interference and grant them SR 13 + their HD that any caster must pierce to raise them as an undead creature or to use their soul for the purposes of magic spells such as trap the soul. This SR lasts until a caster attempts to overcome it once a creature is dead, but while they live the protection lasts for 24 hours. Replaces Jotunbody.   Another breed of Jotun that can trace its roots back to odd sources, these Jotun are said to be children of the 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, and find themselves standing above their peers because of it.
 
Frozen Ravager: Gain two claw attacks that deal 1d8 damage at base for a large sized creature. These are primary natural attacks. Gain the Rock Throwing and Rock Catching Universal Monster Rules. Replaces Empty-Handed Mastery.   Giving into their bestial side, these Jotun are shunned by their peers for giving into their animalistic, barbaric fury - fighting with tooth and claw and earning the shameful title "Madclaw" for their efforts. Most of these Jotun become either berserkers, Frost Giants, or are in some way outcast from Jotun society.
 
Hoarfrost Shards: As a swift action, you can release a glowing green-blue shard of ice out of your shoulders or back into an unoccupied square you can see within 30ft. This ice shard turns its square and all adjacent squares into difficult terrain for 1 round, at the end of which it bursts apart, dealing 1 point of cold damage per HD you possess and automatically entangling all adjacent creatures for 1 round. Replaces Empty-Handed Mastery.   With glowing shards of green-blue ice embedded in their shoulders, upper arms, and back that constantly regrow and return if used, these Jotun are believed to be lost souls fragmented by the power of the Fimbulwinter - lost souls who died in the far-future from the wintery end of the world who were so utterly consumed by that terrible worldstorm that they were given new life in the past, with shards of their former selves embedded into them as they were made agents of the winter that claimed them.
 
Fell-Handed Mastery: You can choose to gain one of the following effects when wielding a weapon by focusing on it for a full round. Once picked for a given weapon, it cannot be changed for 24 hours. These bonuses only apply when you are wielding the enhanced weapon. Replace's Empty-Handed Mastery.  
  • Attacks with the given weapon ignore 10 points of hardness on objects.
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  • Apply the Flaming Burst Weapon Special Quality to it.
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  • Increase the damage ability modifier by 0.5x, increasing to a maximum of 1.5x the relevant ability score modifier.
  While the Jotun Technique of Empty-Handed mastery can be likened to absolute masterful technique on the part of the Jotun themselves, the Fell-Handed Mastery technique is one given to the Jotun by the sun itself, long ago, in exchange for some horrible price yet to be revealed - seen as equal parts blessing and curse, these Jotun are frequently given over to the Sunbreakers to be taught how to manage their powers for not only their benefit, but for the safety of all near them...lest they be consumed by a blaze that rages from their bodies.
 
Blood Sacrament: By consuming blood and/or flesh belonging to a living creature in a ritual that takes one minute to perform, you can replicate a Blood Biography effect targeted on the being whom the blood or flesh belonged to. Additionally, if the creature yet lives, you gain a Status effect on them with no save for 1 Hour per HD you possess. A creature can only be affected by this trait once in a 24hr period. Replaces True Strength.   The Blood Sacrament is a technique almost exclusive to the Frost Giants - barbaric descendants of the Jotun gone mad with hunger and rage - which utilizes forbidden Frost Giant Blood Magicks to allow their warriors to hunt and track while indulging their sadistic hunger for flesh and carnage. While few Jotun care to use such a grisly technique, it is not unheard of - as many Jotun believe that "true strength" should not be shackled to morality nor such boundaries.
 
Rugged Survivalist: You gain Survival and Perception as class skills and gain a racial +2 to both. Gain the Wild Empathy Druid Class Feature. Replaces True Strength.   Growing up far from their villages hunting and tracking, it is little wonder many Jotun become more deeply in tune with the natural world and their own primal senses rather than booksmarts and knowledge.
 
Chieftain's Education: You Gain Diplomacy and Sense Motive as class skills and gain a racial +2 to both. You gain an extra skill point for every level you gain. Replaces True Strength.   For the lucky few Jotun who grow up as sons of the powerful Jotun chieftains, they are given special educations to prepare them for a lifetime of public speaking and reading the motivations of others.
 
Faulty Furnace: Gain the Ferocity Universal Monster Rule, though you are not staggered when using it and instead lose 2HP per round. You treat your CON score as double for the purposes of your Death Threshold. Whenever you reduce a sentient hostile creature to 0 HP or below, you may choose to gain one of the following effects, listed below. However, when below 0HP, you cannot benefit from healing of any kind not done by this trait. This trait, at the GM's discretion, may not work or may take longer to work against Minion Enemies. Replaces Fan the Undying Flame.  
  • Gain 2HP per HD you possess. Serves no purpose if your HP is full, and cannot overheal you or grant temp HP.
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  • Deal 1 point of fire or cold damage per HD you possess to all hostile creatures within 10ft of you.
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  • Move 10ft immediately - this movement does not provoke Attacks of Opportunity.
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  • You may subtract 1.5X your STRMOD from the damage of the next attack made against you.
  Better known as "The Berserker Gene", these lucky or unfortunate Jotun are, according to Jotun myth, believed to have been crafted from different stock than the rest of their kin - likely some infusion of orcish rage or, as others believe, an unfortunate splash of Ursine(Bear) heritage. Regardless of origin, these Jotun have a malfunctioning Fomorian Furnace - the gland within their bodies that gives them their unique petrification on death and legendary resistance to damage - that instead constantly floods their systems with adrenaline and unique chemical concoctions that spark within them an endless, burning rage. These Jotun are the Berserkers - an honored and feared class of Jotun who rely on their malfunctioning Furnaces to knit their wounds back together with each kill, coming to relish the act of slaughter with each burst of dopamine and adrenaline that hits their systems after each kill. However, they must be cautious - too much indulgence in slaughter and death will eventually lead to their degeneration into a Frost Giant...mad, frothing zealots whose malfunctioning furnaces have turned them into savage monsters.

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