The Jotun

Glade Riven

Adventurer
A new villainous race for my campaign setting:

Jotun
Str + 2, Con + 4, Dex – 2, Cha – 2
Medium Size
Speed: 30 ft
Troll Blooded: A jotun's flesh heals faster than others, but is more susceptible to burns. This feat grants fast healing of 1 point per round for every two levels in any class, minimum of 1. A jotun take 1 extra point of damage for every two class levels when hurt by fire (minimum 1).
Poison Resistance: Jotun receive a +2 on fortitude saves to resist poison.
Roaring Howls: Jotun can communicate over long distances using a pattern of loud, roaring howls.
Focused Hearing: Jotun have a +2 racial bonus to listen checks to locate the general direction of a sound.
Weapon Familiarity: All Jotun are proficient with great clubs, flails, and heavy flails. Dire flails are considered a martial weapon.

Jotun are troll-like, with shorter legs and longer arms than other humanoid races. They have greasy skin that varies in color by climate. The color is not an indication of breeding – rather, if a jotun changes climate, his or her skin color will change in about a month. In hot climates, a jotun's skin takes on a reddish hue. As the temperature drops, the skin changes from reddish, to brown, to green, and finally to blue hues in icy climate. Ritual scarring indicates which tribe a particular jotun is from.

The jotun usually live on the sunlit side of Phaetos, lacking natural adaptations for living in a world of darkness. Often seen by other races as brutes, most lack much of the noble savagery of the tribal orcs. Their captives often die in rituals of sacrifice to appease their bloodthirsty gods on alters of stone. Sometimes the alter is intricately carved, and other times it is a simple boulder. The race has a reputation for backstabbing, survivalist tactics. In their savagery, civilized folk often forget that jotun are not stupid.

Most jotun are warriors of one sort or another, but some are clever and sneaky. Jotun leaders are usually evil clerics or warlords, although the occasional sorcerer crops up.
I needed an evil race for the light side of Phaetos, and I wanted a little different flavoring than the usual suspects. Orcs have issues with light blindness and all that.

Do you think the racial stats are balanced?
 

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Abilities

Two potential issues: +4 CON means potentially 22 CON characters (dies at -22 hitpoints, +6 Fortitude) at 1st level; emphasizing bonuses to physical abilities restricts class options severely.

Suggested solution: create racial paragon level (or levels), and allow Jotun characters to pick this level (or levels) at any time beyond 5th level. This level would, in addition to special abilities, grant ability bonuses beyond those of first level.

For example:
Starting character: Str +2, Dex -2, Con +2
Racial paragon level (requirement: must be of 5th level): Con +2, Cha -2, d12 hitpoints, regeneration 2 (acid, fire)

Regards,
Ruemere
 

Curious: why did you go with the extra-damage-per-level mechanic, which as written appears to completely ignore the power of the Fire effect itself, instead of just giving them standard Fire Vulnerability?
 

Initial stats were ripped from Iron Kingdom's Trollkin. IK's mechanics are all OGL, though, so I probably could "rip and refluff" the whole race, but I wanted to vary it up a bit. Troll Blooded was a feat I thought up for the setting, and just 'ported that over.

The race is also ment to be as a starting point for bad guys and bad guys only. It does need some more thought, though.
 

Well, I'm going to shelve the jotun to the back burner and let it stew for a while. In the mean time, hobgoblins don't have light-blindness and can easily take over the role of orcs as the evil jackholes on the light side of Phaetos.
 

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