Jotun Paragon Class

Racial Paragon Classes

In most campaigns, the ideas of class and race are separate concepts. But, with racial paragon classes, the line between the two becomes blurred. Racial paragons are, as the name suggests, nearly ideal examples of the strengths and abilities of the character’s race. Unlike members of other classes, however, racial paragons are more than merely powerful individuals. They are strong in all the ways that their race is strong, while still vulnerable in the ways that their race is vulnerable. Beyond that, they possess powers and capabilities that supersede those of normal members of their race.

Racial paragons rarely undergo the rigorous training or study that members of other classes commonly undertake between levels. Their experience, wisdom, and heroic abilities simply manifest in the form of superior innate racial abilities. Despite this strong association with race, racial paragons need not have specific views or special dedication to their race’s beliefs or typical attitudes (although many do).

Obviously, a character can only take levels in the racial paragon class associated with his race. Like the fighter, wizard, and other standard character classes, racial paragon classes have no prerequisites (other than being a member of the appropriate race).

Levels in racial paragon classes are considered to be advancing in a favored class.

Jotun Paragon Class

The Jotun race and the Jotun Paragon class are designed to give players a chance to bring classical giants into the game without unbalancing it, yet still remaining a fun and rewarding experience.

In most campaigns, the ideas of class and race are separate concepts. But, with racial paragon classes, the line between the two becomes blurred. Racial paragons are, as the name suggests, nearly ideal examples of the strengths and abilities of the character’s race. Unlike members of other classes, however, racial paragons are more than merely powerful individuals. They are strong in all the ways that their race is strong, while still vulnerable in the ways that their race is vulnerable. Beyond that, they possess powers and capabilities that supersede those of normal members of their race. While any jotun might rise in power, prestige, and (in game terms) level, few do so by gaining levels in the standard character classes—the majority are so in tune with their heritage and racial abilities that they become racial paragons.

Racial paragons rarely undergo the rigorous training or study that members of other classes commonly undertake between levels. Their experience, wisdom, and heroic abilities simply manifest in the form of superior innate racial abilities. Despite this strong association with race, racial paragons need not have specific views or special dedication to their race’s beliefs or typical attitudes (although many do).

Obviously, a character can only take levels in the racial paragon class associated with his race. A human cannot take levels in jotun paragon—only jotun are capable of reflecting the highest virtues of jotunhood by gaining levels in the jotun paragon class. Like the fighter, wizard, and other standard character classes, racial paragon classes have no prerequisites (other than being a member of the appropriate race). Unlike normal paragon classes the jotun paragon class levels can only be taken at 1st level, as this is the point in their growth cycle when it is possible otherwise their elemental and giantish power is “stunted.” You either decide, at the start to become a paragon and advance to at least 6th level or you progress in something else entirely. A jotun cannot multiclass freely between standard character classes, prestige classes for which he or she qualifies, unil the jotun reaches at least 6th level in the jotun paragon class due to this life cycle.

Jotun can take up to twenty levels in “jotun paragon,” each level represents the character growing in elemental and giantish might and reaching a growth cycle of her giantish heritage. Still not all jotun choose to take paragon levels instead becoming one of the stunted.

Levels in racial paragon classes are always considered to be advancing in a favored class.

Alignment: Any

Hit Die: d8

Class Skills

The jotun paragon’s class skills are Climb (Str), Craft (Int), Intimidate (Cha), Perception (Wis), Perform (Cha), Sense Motive (Wis), Stealth (Dex) and Swim (Str).

Skill Ranks per Level: 4 + Int modifier

Table: Jotun Paragon Class
Level Base Attack Bonus Fort Save Ref Save Will Save Slam Damage Natural Armor Special
1st +0 +2 +0 +0 1d6 +4 Elemental power, slam attacks
2nd +1 +3 +0 +0 1d6 +4 +2 Strength and Constitution
3rd +2 +3 +1 +1 1d8 +5 Elemental power, size increase (Large)
4th +3 +4 +1 +1 1d8 +5 Rock throwing
5th +3 +4 +1 +1 1d8 +6 +2 Strength or Constitution, rock catching
6th +4 +5 +2 +2 1d8 +6 Elemental power
7th +5 +5 +2 +2 1d8 +7 Improved rock catching
8th +6/+1 +6 +2 +2 1d8 +7 +2 Strength and Constitution
9th +6/+1 +6 +3 +3 1d8 +8 Elemental power
10th +7/+2 +7 +3 +3 2d6 +8 Size increase (Huge)
11th +8/+3 +7 +3 +3 2d6 +9 +2 Strength or Constitution
12th +9/+4 +8 +4 +4 2d6 +9 Elemental power
13th +9/+4 +8 +4 +4 2d6 +10 Over-sized weapon
14th +10/+5 +9 +4 +4 2d6 +10 +2 Strength and Constitution
15th +11/+6/+1 +9 +5 +5 2d6 +11 Elemental power
16th +12/+7/+2 +10 +5 +5 3d6 +11 Size increase (Gargantuan)
17th +12/+7/+2 +10 +5 +5 3d6 +12 +2 Strength or Constitution
18th +13/+8/+3 +11 +6 +6 3d6 +12 Elemental power
19th +14/+9/+4 +11 +6 +6 3d6 +13 Militant
20th +15/+10/+5 +12 +6 +6 4d6 +13 +2 Strength and Constitution, size increase (Colossal)

Class Features

Weapon and Armor Proficiency

A jotun paragon is proficient with all simple weapons and no armor, or shields.

Elemental Power

At 1st level, a jotun paragon must select one of the 4 elements (energy descriptor), Air (electricity), Earth (acid), Fire, or Water (cold), this choice is permanent and cannot be undone as it ties into your very nature and essence. This also prevents the jotun paragon from taking any other class levels. Until you are at least 6th level, if you do you will be destroyed within a 12 days time by your own unchecked power (GM rolls 2d6 secretly to determine the exact number of days). The jotun’s elemental might manifests in the form of abilities chosen from the list below gained at 1st, 3rd, 6th, 9th, 12th, 15th, and 18th level.

Armtwist (Ex): You must have established a grappling hold to use this ability. You utilize this particular grapple combat maneuver to inhibit strong opponents by twisting the victim’s arm behind his back and pulling it up toward his neck. Using this ability does normal slam damage plus your Strength Modifier, plus 1 point of Strength damage with a successful combat maneuver check as an attack action. A Fortitude save (DC 10 + half your jotun paragon level + your Strength modifier) negates the Strength damage. This ability is only effective against creatures within one size category of you.

Backbreaker (Ex): You must have established a grappling hold to use this ability. You opt for this grapple combat maneuver to restrict the movement of dexterous adversaries by positioning the foe atop your shoulders and contorting the victim’s body around your neck. Using this ability does normal slam damage plus your Strength Modifier, plus 1 point of Dexterity damage with a successful combat maneuver check as an attack action. A Fortitude save (DC 10 + half your jotun paragon level + your Strength modifier) negates the Dexterity damage. This ability is only effective against creatures within one size category of you.

Call Lightning (Sp): You must possess the Aspect of Air (storm giant) feat and be at least 5th level to gain this ability. 1/day you can use call lightning as a spell like ability, your caster level is equal to your jotun paragon class level.

Chain Lightning (Sp): You must possess the Aspect of Air (storm giant) feat and be at least 11th level to gain this ability. 1/day you can use chain lightning as a spell like ability, your caster level is equal to your jotun paragon class level.

Control Weather (Sp): You must possess the Aspect of Air (storm giant) feat and be at least 13th level to gain this ability. 2/day you can use control weather as a spell like ability, your caster level is equal to your jotun paragon class level.

Crush (Ex): You can only use this ability if you are size Huge or greater, When charging or jumping can fall or land on foes as a standard action or as part of the charge, using your whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than you. A crush attack affects as many creatures as fit in your space. Creatures in the affected area must succeed on a Reflex save (DC equal to 10 + ½ your jotun paragon class level + your Constitution modifier) or be pinned, automatically taking bludgeoning damage during the next round unless you move off them. If you choose to maintain the pin, you must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. A crush attack deals double your slam damage plus 1-1/2 times your Strength bonus.

Darkvision (Ex): You must possess the Aspect of Earth (stone or ogre) or the Aspect of Water (troll) feat to gain this ability. You now possess darkvision 60 ft.

Elemental Arc (Sp): As a standard action, you can unleash an arc of energy targeting any foe within 30 feet as a ranged touch attack. This arc of energy deals 1d6 points of energy damage + 1 point for every two jotun paragon levels you possess. This energy is the same type as you chose for your elemental power. You can use this ability a number of times per day equal to 3 + your Constitution modifier.

Elemental Aura (Su): You can use this ability as a free action for a number of rounds equal to your jotun paragon class level. This energy is the same type as you chose for your elemental power. You generate an energy aura in a 5′ radius that deals energy damage to any non-ally within range the amount depending on your jotun paragon class level. You can use this ability a number of times per day equal to 3 + your Constitution modifier.

Table: Elemental Aura Damage by Class Level
Class Level Energy Damage
1st 1d4
9th 1d6
15th 1d8

Special: if you take this ability a second time you add an additional die of damage.

Elemental Bellow (Sp): You must be at least 9th level to take this ability. You can lose an powerful bellow as a standard action that functions like an shout spell; if you are at least 15th level this functions like a greater shout spell. You can use this ability a number of times per day equal to 3 + your Constitution modifier.

Elemental Blast (Sp): Three times per day you create a burst of energy as a swift action that fills a 30-foot spread centered on your weapon. This energy is the same type as you chose for your elemental power. This burst of energy deals damage dictated by your Jotun Paragon level, as indicated below. Anyone in this area must make Reflex saves (DC 10 + ½ your jotun paragon class level + your Constitution modifier) for half damage. You focus your elemental power into your weapon, drawing upon energy that you can barely control. With a single, jarring impact, you unleash a burst of energy that consumes your foes.

Elemental Blow (Su): You can imbue your melee or ranged attacks with a special effect based on the elemental power you have chosen. A creature damaged by such an attack must succeed on a Fortitude save (DC 10 + half your jotun paragon class levels + your Strength modifier) or be subject to the special effect for 1 round. You can use this ability a number of times per day equal to 3 + your Constitution modifier.

Table: Elemental Blow Condition Caused by Element Type
Element Condition
Air Nauseated
Earth Knocked prone
Fire Dazed
Water Slowed

Elemental Burst (Su): Upon a successful critical hit your attacks explode with energy. The energy does not harm the wielder. You deal an extra 1d10 points of energy damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of energy damage instead, and if the multiplier is ×4, add an extra 3d10 points of energy damage. This energy is the same type as you chose for your elemental power.

Table: Elemental Burst Damage by Class Level
Class Level Damage
1st 1d6
3rd 2d6
5th 3d6
7th 4d6
9th 5d6
11th 6d6
13th 7d6
15th 8d6
17th 9d6
19th 10d6

Elemental Empathy (Ex): You may attempt to change the attitude of other creatures that are of your chosen elemental type (if you have chosen Water, you can also affect creatures of the cold subtype), due to your readily apparent role as an archetype of the powers of your chosen element, along with intuitive knowledge in the particular modes of communication of every subtype creature of your chosen element. This works exactly like a Diplomacy check made to improve the altitude of a Non-Player Character, except you use your jotun paragon class level plus your Constitution modifier to determine the elemental empathy check result. Elemental empathy works on animals and intelligent creatures alike, so long as they are of the appropriate type or subtype.

Elemental Laugh (Su): As a standard action, you can unleash a bellowing laugh that strikes fear into the hearts of any non-ally within 5 feet per class level that hears it. Affected creatures that make a successful Will save (DC 10 + half your jotun paragon class levels + your constitution modifier) are shaken for 1 round and are immune to the elemental laugh for 24 hours. On a failed save, that creature is panicked for as long as it remains within 5 feet per class level of you for 2d4 rounds. You can use this ability a number of times per day equal to 3 + your Constitution modifier.

Elemental Sheath (Su): You can use this ability as a free action a number of times per day equal to 1 +1 for every jotun paragon class levels you posses. This energy is the same type as you chose for your elemental power. Your attacks deal extra damage of that type for a number of rounds equal to your jotun paragon class level, the amount depending on your jotun paragon class level. You summon elemental power to bathe your weapon (melee and/or ranged)—or even your bare fists—in energy, allowing you to deal extra energy damage with your strikes even if you are not the one wielding the weapon. Special: If you take this ability a second time you add an additional die of damage.

Table: Elemental Sheath Damage by Class Level
Class Level Extra Damage
1st 1d4
9th 1d6
15th 1d8

Energy Resistance/Immunity (Ex): You gain resistance to the energy type you chose for your elemental power. The value of this resistance is equal to your class level. At 10th level you gain immunity; you also gain a vulnerability to the opposing element (and energy type). Your mastery of your elemental power allows you to resist an attack form involving your specified energy type.

Ettin of the Earth (Ex): You must possess the elemental power (earth) to gain this ability. You gain a second head. Because of this second head, you gain a +2 bonus on all Perception checks. You also gain the Two-Weapon Fighting as a bonus feat.

Fling (Ex): If you begin your turn with an opponent grappled in your hand (see Grab) that is at least two size categories smaller than you, you can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, you can hurl your opponent as a improvised thrown weapon (-4 to the attack roll.) A creature that is flung off a mountain takes this amount of damage or the appropriate falling damage whichever is greater. The jotun also can throw the flung creature as though it were a boulder. In this case, the flung creature takes normal slam damage plus your strength modifier, and any opponent the flung creature strikes takes your normal slam damage plus your strength modifier.

Fiery Militant (Ex): You must possess the Aspect of Fire feat to gain this ability. You gain proficiency in all marital weapons, armors and shields.

Freedom of Movement (Sp): You must possess the Aspect of Air (storm giant) feat and be at least 7th level to gain this ability. You possess constant freedom of movement as a spell like ability; your caster level is equal to your jotun paragon class level.

Grab (Ex): If you hit with a slam attack your deal normal slam damage and attempt to start a grapple as a free action without provoking an attack of opportunity. Grab works only against opponents at least one size category smaller than you, you have the option to conduct the grapple normally, or simply use one hand. If you choose to do the latter, you take a –20 penalty on its CMB check to make and maintain the grapple, but do not gain the grappled condition yourself. A successful hold does not deal any extra damage unless you also have the armtwist, backbreaker, or great hug ability. If you do not use those abilities, each successful grapple check you make during successive rounds automatically deals normal slam damage. Otherwise, it deals the damage listed for the other special abilities instead (the amount is given in those ability descriptions). You receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Jotun’s Bag (Ex): If you begin your turn with an opponent grappled in your hand (see Grab) that is at least two size categories smaller than you, you can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, you put your opponent in your magical jotun’s bag, and the opponent takes slam damage. A bagged creature keeps the grappled condition, while you do not. A bagged creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 your total hit points), or it can just try to escape the bag DC = to your combat maneuver defense. The Armor Class of the interior of the bag is normally 10 + 1/2 your natural armor bonus, with no modifiers for size or Dexterity. If a bagged creature cuts its way out, the bag gains the broken special condition and cannot use the jotun’s bag until the bag is repaired. If the bag creature escapes the bag, success causes it to fall, where it may be grabbed and bagged again.

Great Hug (Ex): You must have established a grappling hold to use this ability. You wrap your burly arms around your victim’s torso, literally squeezing the life out of your foe. Using this ability pins your opponent and does double your normal slam damage plus one and a half your Strength Modifier with a successful combat maneuver as a standard action This ability is only effective against creatures within one size category of you.

Impale Your Opponent (Ex): You use the tactic of grabbing your enemy with one hand, then your great size to pull your opponent onto your blade, often impaling it deeply into your foe’s body. You can impale using any light piercing weapon. 1/day if you begin your turn with an opponent grappled in your hand (see Grab) that is a size category smaller than you, you can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, you automatically threaten a critical hit; if you confirm the critical hit you have impaled your opponent. An impaled creature is immobile, but not helpless. He may attempt to release himself from with a successful combat maneuver opposed by your combat maneuver defense. A failed attempt inflicts piercing damage to the impaled creature as though he had been struck by the impaling weapon, but without any Strength modifier to the damage.

Levitate (Sp): You must possess the Aspect of Air (storm giant) feat and be at least 3rd level to gain this ability. 2/day you can use levitate as a spell like ability, your caster level is equal to your jotun paragon class level.

Pound (Ex): You must have established a grappling hold to use this ability. If you make a successful combat maneuver check against a foe two or more size categories smaller than yourself you can smash the opponent into the ground, walls, nearby trees, or other solid adjacent objects as a standard action. This deals your slam damage plus one and a half times your Strength modifier to your opponent. In addition, the opponent must succeed on a Fortitude save (DC 10 + half your jotun paragon class level + your Strength modifier) or be stunned for one round. You can use this ability a number of times per day equal to 3 + your Constitution modifier.

Regeneration (Ex): You must possess the elemental power (water), the Aspect of Water (troll) feat, and be at least 6th level to gain this ability. You heal damage at a rate equal to your Constitution modifier each round at the beginning of your turn. You cannot die as long as their regeneration is still functioning (although you still fall unconscious when their hit points are below 0). Fire and acid, cause your regeneration to stop functioning on the round following the attack. During this round, you do not heal any damage and can die normally. Attack forms that don’t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of your body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.

Rend (Ex): You must possess the elemental power (water), the Aspect of Water (troll) feat, Regeneration, and be at least 9th level to gain this ability. Your slam attacks become claw attacks. If a you hit with both claw attacks, you latches onto the opponent’s body and tear the flesh. This attack automatically deals an additional amount of damage equal to double you claw attack dice damage plus your Strength modifier. Special Note: Claw attacks gain no benefit from the jotun’s grab ability as that requires a slam attack.

Run and Throw (Ex): You must possess the elemental power (earth), to gain this ability. You can throw a boulder in the same round you take a full move action. This ability functions exactly as the Spring Attack feat, but only applies to a ranged attack with a rock.

Scent the Air (Ex): You must possess the elemental power (air) and be at least 4th level to gain this ability. You gain the scent special quality.

Shift Sleeping (Ex): You must possess the elemental power (earth) and the Ettin of the Earth ability in order to gain this ability. You sleep in shifts. Since at least one head is awake at any time, you can never be taken unaware as you sleep. You can sleep even while the other head is awake and working you can regain hit points and heal ability damage as though ye had bed rest even while remaining active (though you do not gain the benefits of Ettin of the Earth until both heads are awake.)

Spirit Summoning (Sp): You must possess the elemental power (earth), the Aspect of Earth (taiga giant) and be at least 14th level to gain this ability. Once per day, you can perform a 10-minute ritual to summon ancestral spirits to aid it in battle. These invisible spirits grant the giant a +2 deflection bonus to Armor Class, immunity to enchantment and illusion spells, and one of the following spell effects: bless, endure elements, protection from evil, protection from good, or see invisibility. These spell effects last for an entire day (regardless of their normal duration) caster level is equal to your jotun paragon class level.

Stone Calling (Su): You must possess the elemental power (earth) and be at least 9th level to gain this ability. You can cause any rock within 50 feet per class level to fly at a foe simply by calling to it. The rock must be unattended and of a size that you could normally lift and throw. Resolve the attack as though you were standing where the rock is and throwing it at the foe, adding your Strength bonus to damage as normal. You can even use this ability to hurl rocks at creatures you cannot see, including foes that have total cover from your position. However, you must guess where such foes are, and even if you guess correctly, it has a 50% miss chance. You can use this ability to confuse foes and attack enemies outside your normal rock-throwing range. You can use this ability a number of times per day equal to 3 + your Constitution modifier.

Stone Tell (Sp): You must possess the Aspect of Earth (stone giant) feat and be at least 11th level to gain this ability. 1/day you can use stone tell as a spell like ability, your caster level is equal to your jotun paragon class level.

Stone-Touch (Su): You must possess the elemental power (earth) and be at least 5th level to gain this ability. As a spell-like ability, you may join and shape stone or mineral matter with your bare hands in a manner similar to stone shape except that fine details are possible, you can do this for a number of times per day equal to your Constitution modifier, (minimum of 1 round). With this ability, solid walls of stone can be erected, stone tools and weapons may be repaired, and stone tools and weapons may be crafted (requires appropriate craft check).

Storytelling (Su): Once per day, you can tell a mythical and mystical story, it takes a minimum of 10 minutes to tell such a story, It affects one person (including yourself) per jotun level you possess who is within the sound of your voice and grants it all of the following benefits. -For 12 hours the persons affected recovers hit points or ability score points lost to ability damage at twice the normal rate. -For 12 hours the persons affected increase their overland movement rate by 50% -If you are 11th level or higher, for 12 hours the persons affected gain the benefits of a heroes’ feast.

Terrain Mastery (Ex): When you take this ability pick a terrain appropriate to your elemental. You gain a +2 competence bonus to Perception, Stealth and one movement-based skill check when operating in this terrain type. Increase this bonus by 1 for every three jotun paragon class levels you possess. You also gain a +1 insight bonus to attack and damage rolls against creatures native to the terrain type chosen. You can select this multiple times each time you must pick a different terrain type appropriate to your elemental abilites.

Table: Terrain & Skill Bonuses by Element Type
Element Terrain Type Movement-based Skill
Earth Hills, Mountains, Underground Climb
Fire Desert, Mountains, Underground Acrobatics
Water Aquatic, Arctic, Marsh Swim
Air Aerial, Mountains Fly

Trample (Ex): You can trample foes up to two size categories smaller than yourself. See the Pathfinder Bestiary for a description of this ability and its effects. The trample deals bludgeoning damage equal to your slam damage, plus 1-1/2 times your Strength modifier.

Transmute Rock and Mud (Sp): You must possess the Aspect of Earth (stone giant) feat and be at least 9th level to gain this ability. 1/day you can use either transmute rock to mud or transmute mud to rock as a spell like ability, your caster level is equal to your jotun paragon class level.

Water Breathing (Ex): You must possess the Aspect of Air (Storm giants) or Aspect of Water (troll) feat and be at least 5th level to gain this ability. You can breathe water as well as air.

Natural Armor (Ex)

Your natural armor increases to the bonus listed above. (You can increase this beyond the bonus listed above by taking the improved natural armor feat if you wish, see the Pathfinder Bestiary).

Slam Attacks (Ex)

you possess two natural slam attacks that deal the damage listed above plus your strength modifier, you can attack with both of these at no penalty when only attacking weapons (You can increase this beyond the amount listed above by taking the Improved Natural Attack (slam) feat.

Strength/Constitution Increase (Ex)

At 2nd level, the jotun paragon’s Strength and Constitution score gains a +2 inherent bonus. At 5th level, you increase one of those inherent bonuses by 2 (your choice). At 8th level, you increase both of those inherent bonuses by an additional 2. At 11th level, you increase one of those inherent bonuses by an additional 2 (your choice). At 14th level, you increase both of those inherent bonuses by an additional 2. At 17th level, you increase one of those inherent bonuses by an additional 2 (your choice). At 20th level, you increase both of those inherent bonuses by an additional 2.

Size Increase (Ex)

You continue to grow in height and weight as you gain power at 3rd level you become size Large, at 10th you become size Huge, at 16th you become size Gargantuan, and at 20th level you become size Colossal.

No ability score modifications arise as a result of the growth, though you do gain all the other associated penalties and benefits for the size change listed in the table below, the table lists the total bonus or penalty they are not cumulative. Your equipment also resizes to fit your new size as long as you are attending it at the time you gain the appropriate level.

You can as a full-round action reduce your size one category, it also takes a standard action to increase your size back up one category.

Rock Catching (Ex)

You can catch rocks you could throw. Once per round, if you would normally be hit by a rock you can make a Reflex save to catch it as a free action.

The DC is 15 for a rock of a size or smaller that you can throw, DC 20 for a rock one size larger than you can throw, and 25 for a rock two size categories larger than you can throw. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) You must be aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex)

You are an accomplished rock thrower and have a +1 racial bonus on attack rolls with thrown rocks. You can hurl rocks up to two categories smaller than your size; for example, a Large jotun paragon can hurl Small rocks. A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. You can hurl the rock up to five range increments. The size of the range increment is 10 ft. per jotun paragon class level. Damage from a thrown rock is generally double your slam damage plus 1-1/2 its Strength bonus.

Improved Rock Catching (Ex)

You gain a +4 racial bonus on your Reflex save when attempting to catch a thrown rock with rock catching.

Over-sized Weapon (Ex)

A jotun paragon can wield weapons of one size category greater than normal that you are proficient with without penalty.

Militant (Ex)

You gain proficiency with all martial weapons.

Jotun Feats

The following feats are designed specifically for giants or with giants in mind. They draw on these characters’ rock throwing ability and their racial heritage to grant them expanded abilities. Some of these feats are marked with the monstrous feat type, which indicates that only creatures with the giant ability of rock throwing (granted by the jotun paragon class) are eligible to select them. You can only take one aspect of element feat, and you can take it only once.

Aspect of Air (General)

You embrace your cloud or storm giant lineage.

Prerequisite(s): Elemental Power (Air)

Benefit(s): When you take this feat choose cloud, or storm giant. You take on the physical appearance traits of a cloud or storm giant. Your jotun level elemental powers are calculated as if you were two levels higher than you actually are. You suffer a vulnerability to acid (+50% damage from all acid effects). (vulnerabilities do not stack)

Special: Giants consider you to be part of the cloud or storm giant tribes.

Aspect of Earth (General)

You embrace your ogre, ettin, hill, stone or taiga giant lineage.

Prerequisite(s): Elemental Power (Earth)

Benefit(s): When you take this feat choose ogre, ettin, hill, stone, or taiga giant. You take on the physical appearance traits of an ogre, ettin, hill, stone, or taiga giant (to choose ettin you must have the ettin of the earth special ability).

Your jotun level elemental powers are calculated as if you were two levels higher than you actually are. You suffer a vulnerability to lightning (+50% damage from all lightning effects). (vulnerabilities do not stack)

Special: Giants consider you to be part of the ogre, ettin, hill, stone, or taiga giant tribes.

Aspect of Fire (General)

You embrace your fire giant lineage.

Prerequisite(s): Elemental Power (Fire)

Benefit(s): You take on the physical appearance traits of a fire giant. Your jotun level elemental powers are calculated as if you were two levels higher than you actually are.

You suffer a vulnerability to cold (+50% damage from all cold effects). (vulnerabilities do not stack)

Special: Giants consider you to be part of the fire giant tribes.

Aspect of Water (General)

You embrace your frost giant or troll lineage.

Prerequisite(s): Elemental Power (Water)

Benefit(s): You take on the physical appearance traits of a troll or frost giant. Your jotun level elemental powers are calculated as if you were two levels higher than you actually are. You suffer a vulnerability to fire (+50% damage from all fire effects). (vulnerabilities do not stack)

Special: Giants consider you to be part of the troll or frost giant tribes.

Section 15: Copyright Notice

Source In The Company of Monsters © 2011, Rite Publishing, Authors Jonathan McAnulty, T.H. Gulliver and Steven D. Russell.

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