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Gargoyles.....................................................................................pg 1
Designer: T. H. Gulliver
Giants.........................................................................................pg 13
Designer: Steven D. Russell
Ironborn.....................................................................................pg 29
Designer: Steven D. Russell
Minotaurs..................................................................................pg 44
Designers: Jonathan McAnulty and Steven D. Russell
Restless Souls...........................................................................pg 61
Designer: Steven D. Russell
Wyrd.........................................................................................pg 74
Designer: Steven D. Russell
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Adventurers
We Jotunnar find great joy in the lifestyle of the adven-
turer. The drinking, feasting, and the chance to become
part of a great tale are a siren’s call to our nature. Further
appeal comes from the chance of challenging ourselves
from wrestling with dragons, to tossing boulders with
the Titians of the earth; we consider every battle to be the
greatest of sport. Many also use this as a chance to explore
our elemental nature, while others see it as a chance to
defend the principles of the Vird and Jotunheim itself.
The few “stunted ones” that peruse a different path
often choose the life of an adventurer so as to avoid the
stigma of giantish society. However, they can find prestige
in the service of the Churches of the Great Pantheon, these
runecasters and shamans of the giants often send jotun
on quests in the service of the giant tribes leading to yet
another path to adventure or my people.
Names
Outside of formal introductions between giants, we Jo-
tunnar only use personal names with a byname, if need.
Nicknames are often frequent amongst my people, for they
are also a form of story to be told. But patronymics, more
so: “son” meaning “Son of” or “dottir” meaning “Daughter
of” was added after the genitive case of the father’s per-
sonal name for males and the mother’s personal name for
females. For instance my daughter’s name is Bera Eyjis-
dottier while my sons name is Gellir Aevarrson.
For formal introductions, include the name of your clan
and the name of the tribe you now belong to, along with
your current profession and location. For example my
daughter’s formal name is different than my own, having
The jotun paragon Aevarr “Grinsaga” Valisson telling a tale married into another clan and having embraced a differ-
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Special: if you take this ability a second time you add an ing upon energy that you can barely control. With a single,
additional die of damage. jarring impact, you unleash a burst of energy that con-
Elemental Bellow (Sp): You must be at least 9th level sumes your foes.
to take this ability. You can lose an powerful bellow as a Elemental Blow (Su): You can imbue your melee or
standard action that functions like an shout spell; if you ranged attacks with a special effect based on the elemen-
are at least 15th level this functions like a greater shout tal power you have chosen. A creature damaged by such
spell. You can use this ability a number of times per day an attack must succeed on a Fortitude save (DC 10 + half
equal to 3 + your Constitution modifier. your jotun paragon class levels + your Strength Modifier)
Elemental Blast (Sp): Three times per day you create a or be subject to the special effect for 1 round. You can use
burst of energy as a swift action that fills a 30-foot spread this ability a number of times per day equal to 3 + your
centered on your weapon. This energy is the same type Constitution modifier.
as you chose for your elemental power. This burst of en- Elemental Burst (Su): Upon a successful critical hit
ergy deals damage dictated by your Jotun Paragon level, your attacks explode with energy. The energy does not
as indicated below. Anyone in this area must make Reflex harm the wielder. You deal an extra 1d10 points of energy
saves (DC 10 + ½ your jotun paragon class level + your damage on a successful critical hit. If the weapon’s critical
Constitution modifier) for half damage. multiplier is ×3, add an extra 2d10 points of energy dam-
You focus your elemental power into your weapon, draw- age instead, and if the multiplier is ×4, add an extra 3d10
points of energy damage. This energy is the same type as
Class Damage Class Damage you chose for your elemental power.
Level Level
1st 1d6 11th 6d6 Element Condition
3rd 2d6 13th 7d6 Air Nauseated
5th 3d6 15th 8d6 Earth Knocked Prone
7th 4d6 17th 9d6 Fire Dazed
9th 5d6 19th 10d6 Water Slowed
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Languages
Our stories say that Astaurian’s wife was a jotun, a gi-
antess. Astaurian himself, it is assumed, used the com-
mon tongue of men. Thus it perhaps natural that our own
tongue is clearly a combination of the two languages. Most
taurians can speak our own tongue fluently, as well as the
common tongue and the giant tongue. Indeed, we have
something of a gift with tongues and, when we put our
minds to it, can learn most any language with ease.
Though we rely on oral traditions more than written re- Taurian Warrior
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Rog-Kalem guardian
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Taurian Raider
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jacent to the first who is also within reach using the same Taurian Spike Axe: Instead of the traditional rounded
attack modifier as was used in the missed attack. When axe-blade, the spike axe utilizes a large triangular blade,
you use this feat you take a -2 penalty to your AC until well suited for punching through armor. When wielded by
your next turn. a warrior proficient in its use, this two handed weapon re-
Special: This feat may not be combined with cleave or duces an opponent’s armor class bonus or natural armor
greater cleave in the same round.
class bonus by 1.
Trapworker (General)
You are skilled at working with traps Taurian Throwing Axe: The taurian throwing axe is a
Benefit: You gain a +3 competence bonus to Perception solid metal weapon with two axeheads, one at either end
skill checks made to find traps and a +1 competence bonus of the metal shaft facing opposite each other so that when
to skill checks to either craft or disable traps. thrown true, one axehead will always strike the target.
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No Last Rites
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Terrifying Visions
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