Jotunar is a Rjurik term to describe the winter druids of the goddess they call Karesha.
Karesha limits her priesthood to women, and priestess of Karesha wield great influence among her
followers. Those who pursue the great wisdom of the Jotun are known by that name. They have a wisdom and understanding of survival, nature, and the elements which make them crucial leaders in the survival of their clan. They ensure that the clan has the resources and skills necessary to survive in the harsh climate as well as those required to prevail over the clan's enemies. Among the Vos, the chieftains are male, but few wield any power without the support of the wise-women, the priestesses of Karesha. In the lands to the north of the Northlands, there are a number of clans who reject Erik and embrace Karesha. Everywhere the bitterness of winter can drive all but the most devoted followers of Erik to make some offering to grant them respite from the cold.


Abilities: Wisdom determines how powerful a spell a druid can cast, how many spells the druid can cast per day, and how hard those spells are to resist. To cast a spell, a druid must have a wisdom score of 10 + the spell's level. A druid gets bonus spells based on Wisdom. The Difficulty Class of a saving throw against a druid's spell is 10 + the spell's level + the druid's Wisdom modifier.
Alignment: Any Evil.
Hit Die: d8.

[top]Class Skills

The jotunar?s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int), Swim (Str), and Survival (Wis).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
Table: The Jotunar
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpells per Day
1st+0+0+0+2Wild Empathy, Nature Sense, Animal Companion, Cold Energy21????????
2nd+1+0+0+3Arctic Stride22????????
3rd+1+1+1+3Winter Step321???????
5th+2+1+1+4Chill Touch3321??????
6th+3+2+2+5Wild Shape (1/day)3322??????
7th+3+2+2+5Power over Dreams43321?????
8th+4+2+2+6Wild Shape (2/day)43322?????
9th+4+3+3+6Mistress of the Cold443321????
10th+5+3+3+7Wild Shape (3/day)443322????
11th+5+3+3+7Venom Immunity4443321???
12th+6/+1+4+4+8Wild Shape (Large)4443322???
13th+6/+1+4+4+8Cold Resistance 544443321??
14th+7/+2+4+4+9Wild Shape (Tiny)44443322??
15th+7/+2+5+5+9Timeless Body444443321?
16th+8/+3+5+5+10Spirit Sense444443322?
18th+9/+4+6+6+11Wild Shape (dire)4444443322
20th+10/+5+6+6+12Bonus Feat4444444333

[top]Class Features

All of the following are class features of the Jotunar:
Jotunar are proficient with all simple weapons. Karesha favors the mace, and many druids follow her example. The class bonus to AC for Jotunar is +0.
Chaotic and Lawful Spells: A druid cannot cast spells of an alignment opposed to her own.
Wild Empathy (Ex): A Jotunar can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Jotunar rolls 1d20 and adds her Jotunar level and her Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the Jotunar and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The Jotunar can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a ?4 penalty on the check.
Nature Sense (Ex): A Jotunar gains a +2 bonus on Knowledge (nature) and Survival checks.
Arctic Stride (Ex): Starting at 2nd level, a Jotunar may move across snow or ice and similar terrain at her normal speed and without suffering risk of falling or collapse. However, snow or ice that is magically manipulated to to impede motion still effect the Jotunar.
Winter Step (Ex): Starting at 3rd level, a Jotunar leaves no trail in snowy or icy surroundings and cannot be tracked.
Chill Touch (Su): Once per day, a Jotunar can use this spell-like ability which is otherwise identical to the spell Chill Touch.
Wild Shape (Su): At 6th level, a Jotunar gains the spell-like ability to polymorph self into a Small or Medium-size animal and back again once per day. This power is the same as the standard druid power described in the Core Rulebook I. The Jotunar can use this ability more times per day at 8th and 10th levels. The Jotunar gains the ability to take the shape of a Large animal at 12th level, a Tiny animal at 14th level. At 18th level or higher, she can take the form of a dire animal.
Power over Dreams (Su): Begining at 7th level, a Jotunar is able to enter the Dream World via lucid dreaming. The character is now able spend skill points on the skill Lucid Dreaming and acquire feats with the dream descriptor.
Mistress of the Cold (Su): At 9th level, Jotunar gain the spell-like ability to produce a Cone of Cold or Otiluke's Freezing Sphere once per day.
Venom Immunity (Ex): At 11th level, a Jotunar gains immunity to all organic poisons, including monster poisons but not mineral or gas poisons.
Cold Resistance 5 (Ex): At 13th level, a Jotunar gains a limited ability to endure the pain of magical cold attacks.
Timeless Body (Ex): After achieving 15th level, a Jotunar no longer suffers ability penalties for aging and cannot be magically aged. Any penalties she may have already suffered, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.
Spirit Sense (Su): Jotunar who have reached 16th level are able to unerringly identify the true nature of outsiders, elementals, and undead.
Bonus Feat: At 20th level, a Jotunar gains a bonus feat with the Spirit or Dream descriptor.

[top]Spell List of Jotunar

0 Level - Melt Ice, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue

1st Level - Animal Friendship, Animal Tongue, Calm Animals, Cure Light Wounds, Detect Animals, Detect Good, Detect Snares and Pits, Detect Spirits, Endure Elements, Faerie Fire, Invisibility to Animals, Magic Fang, Magic Stone, Magic Weapon, Obscuring Mist, Pass without Trace, Protection from Good, Protection from Spirits, Shillelagh, Summon Nature's Ally I

2nd Level - Animal Messenger, Animal Trance, Barkskin, Beastmask, Charm Person or Animal, Chill Metal, Delay Poison, Frost Trap, Freezing Sphere, Fog Cloud, Hold Animal, Identify Spirits, Invisibility to Spirits, Lessor Restoration, Resist Elements, Speak With Animals, Spirit Claws, Summon Nature's Ally II, Summon Swarm, Whispering Wind

3rd Level - Beast Claws, Blight, Body of Eyes, Call Lightning, Cure Moderate Wounds, Dispel Magic, Dominate Animal, Greater Magic Fang, Magic Circle Against Good, Magic Circle Against Spirits, Materialize, Negative Energy Protection, Neutralize Poison, Protection from Elements, Remove Disease, Snare, Soften Earth and Stone, Speak With Dead, Summon Nature's Ally III

4th Level - Contagion, Dimensional Anchor, Dismissal, Divination, Icy Blast, Ethereal Projection, Freedom of Movement, Greater Magic Weapon, Holy Smite, Polymorphic Projection, Reincarnate, Scrying, Sending, Sleet Storm, Spirit Wall, Stone Shape

5th Level - Atonement, Awaken, Commune with Nature, Contact Other Plane, Cure Critical Wounds, Death Ward, Dispel Good, Dream, Ethereal Jaunt, Greater Dispelling, Greater Ethereal Projection, Magic Jar, Phamtasmal Killer, Unhallow/Profane

6th Level - Antilife Shell, Etherealness, Find the Path, Ice Seeds, Healing Circle, Legend Lore, Mass Ethereal Projection, Spellstaff, Slay Spirit

7th Level - Changestaff, Control Weather, Finger of Death, Greater Scrying, Harm, Insanity, Sequester, Shadow Walk, True Seeing, Vision

8th Level - Earthquake, Finger of Death, Lesser Planar Ally, Trap the Soul, Word of Recall

9th Level - Antipathy, Elemental Swarm, Foresight, Gate, Soul Bind, Shambler, Shapechange, Sympathy, Underworld Projection, Weird

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