Kayr

The race of giants known as the Kayr have lived among the humans for hundreds of years, so it’s no exception many are adventures.  Kayrs are the smallest races of giants, usually no bigger than 10-13 feet in height.

Hit Points: 8
Size: Large 
Speed: 30

Ability Boosts
Constitution
Wisdom
Free

Ability Flaw
Dexterity

Languages
Common
Jotun/Kayrn
Additional languages equal to your intelligence modifier (if it’s positive).  

Traits
Humanoid
Giant

Lowlight 

Kayr Heritages

Spellhide Kayr

In times where magic is used against giants, your ancestors developed a resistance against these effects, and this ability manifests in you.  You gain a +1 resistance bonus to spells or effects that are targeted against you.

City Kayr

Living among smaller races in cramped quarters, you learned how to fit through tight spaces.  When squeezing through small spaces, you can treat your size as one size category smaller.

Desert Kayr

You live under the desert’s blazing heat, gaining incredible resilience to warm environments. You gain fire resistance equal to half your level (minimum 1), and environmental heat effects are one step less extreme for you (incredible heat becomes extreme, extreme heat becomes severe, and so on).

Ancestry Feats

First Level

Giant Weapon Familiarity            Feat 1

Kayr
You’ve adapted to heavy weapons commonly used among Giant kind.  You are proficient with great clubs, greatswords, and great axes.  
You also gain access to all uncommon giant weapons. For the purpose of determining your proficiency, martial giant weapons are simple weapons and advanced giant weapons are martial weapons.

Rock Throw                                   Feat 1

Kayr
Like other giants, you can cause damage by throwing rocks.  You picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.  You gain proficiency with Rock ranged attacks and treat it as simple thrown weapons that deal 1d8+your strength modifier.

Giant Lore                                     Feat 1

Kayr
You eagerly absorbed the old stories and traditions of your ancestors and your people, studying in subjects and techniques passed down for generation upon generation. You gain the trained proficiency rank in Crafting and survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Giant Lore.

Mountain Runner                                 Feat 1

Kayr
Living among the uneven surfaces of the mountains you’ve learned to navigate broken ground easily.  You can ignore difficult terrain caused by rubble and uneven ground made of stone and earth. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone or earth, you aren’t flat-footed, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.

Knockdown Strike                               Feat 1

Kayr
You can knock a target prone with your attack.  Make a Strike, when you are using a weapon you are proficient with and the target is one or more size category smaller, you can instead of dealing damage knock the target prone.

Giant Crafter                                       Feat 1

Kayr
You’ve begun learning the secrets of giant craftsmanship.  When you attempt a recall knowledge about structures or equipment made by giants, you treat the result as one rank higher (failure becomes success, etc.)

Adopted Giant Ancestry                      Feat 1

Kayr
You grew up among another type of giant and have learned ways of crafting or trade.  When interacting with other giant types, you gain a +1 circumstance bonus on diplomacy checks, and when in a giant community you gain a +1 circumstance bonus to crafting or lore checks when earning money.

5th Level

Kayrn Crafting                                     Feat 5

Kayr 
Prerequisites Giant Crafter
You’ve delved deeper into your crafting legacy.  When you use crafting to make an income using giant gear, you treat the result as one level higher.  Additionally, when you recall knowledge on structures made by the Kayrn, you gain a +1 circumstance bonus.

Gentle Giant                                        Feat 5

Kayr
You have a gentle disposition, despite your size.  When you interact with NPCs, their attitude (if indifferent) becomes friendly, and you gain a +1 circumstance bonus to diplomacy checks when you are interacting with NPCs with an indifferent or better attitude.  

Mammoth Companions                       Feat 5

Kayr
Prerequisite Animal Companion Feat
You are able to tame creatures as animal companions or mounts as 1 size category larger than their normal ones.  When you take the Mature Companion feats, you can increase a large creature’s size to Huge.

Giant Weapon Cunning                       Feat 5

Kayr
Prerequisites Giant Weapon Familiarity 
You’ve learned cunning techniques to get the best effects out of your giant weapons. Whenever you critically hit using a great clubs, greatswords, or great axes, you apply the weapon’s critical specialization effect.

9th Level

Rock Catcher                                     Feat 9

Kayr
Prerequisite Rock Throw
You’ve learned how to catch rocks or other large objects thrown at you.  You gain the Catch Rock reaction.

Catch Rock [reaction] 

Kayr
Requirements You must have a free hand but can Release anything it’s holding as part of this reaction. 
Trigger You is targeted with a thrown rock Strike or a rock would fall on you.
You gains a +4 circumstance bonus to your AC against the triggering attack or to any defense against the falling rock. If the attack misses or you successfully defends against the falling rock, you catch the rock, takes no damage, and now are holding the rock.

Wide Swing                                         Feat 9

Kayr
You swing wide, able to hit multiple targets.
When you are wielding a two-handed weapon, you can make a single Strike and compare the attack roll result to the ACs of up to two foes within its reach. This counts as two attacks for the giant’s multiple attack penalty.

13th Level 

Friendly Giant                                    Feat 13

Kayr
Prerequisite Gentle Giant
You’re friendly disposition puts others at ease.  NPCs with an unfriendly attitude becomes indifferent, and you gain a +2 circumstance bonus to NPCs who’s attitude are friendly or better, and +1 circumstances bonus to unfriendly or indifferent.  

Giant Weapon Expertise                   Feat 13

Kayr 
Prerequisite Giant Weapon Cunning
Your giant affinity blends with your training, granting you great skill with giant weapons. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency for great clubs, greatswords, or great axes in which you are trained.

17th Level

Giant’s Strike                                   Feat 17

Kayr
Prerequisite Adopted Giant’s Ancestry 
Your skill with your giant heritage grants a special strike.  When you make a strike, you deal the associated additional damage:

Cloud Wind Strike Two Actions (air, evocation, primal) you make Strikes a creature with your weapon, surrounded in a roar of rushing air. On a hit, the target takes an additional2d8 bludgeoning damage and is deafened for 1 minute. Whether or not the Strike hits, each non-cloud giant within a 20-foot emanation, including the target of the Strike, is buffeted by roaring winds and must attempt a Fortitude saving throw.

Critical Success The creature is unaffected.
Success The creature takes 2d8 sonic damage.
Failure The creature takes 4d8 sonic damage and is deafened until the end of its next turn.
Critical Failure As failure, but double damage and also knocked prone.

Fire Flaming Stroke Two Actions (evocation, fire, primal) You imbue your blade with flames and make a Strike with a –2 circumstance penalty against each creature in a 15-foot line. It makes only one attack roll and compares the result to each creature’s AC. This Strike deals an additional 1d6 fire damage and counts as one attack for the fire giant’s multiple attack penalty.

Frost Chill Breath Single Action (cold, evocation, primal) You breathe out a 15-foot cone of freezing moisture that quickly condenses into ice, dealing 4d6 cold damage. Each creature in the cone must attempt a basic Reflex save. A creature that fails its save is also immobilized and takes 2d6 cold damage at the end of each of its turns until it gets free (use your class DC). You can’t use Chill Breath again for 1d4 rounds.

Stone Hardened Strike Single Action You’ve strengthen your punches, dealing an additional 2d8 bludgeoning damage with your fist strike.  On a critical success this damage is doubled.

Storm You raise one hand to the sky, channeling a bolt of lightning into the blade held in the other. You make a greatsword Strike with a –2 circumstance penalty against each creature within your reach. You make only one attack roll and compare the result against each creature’s AC. This Strike deals an additional 2d12 electricity damage and counts as two attacks for your multiple attack penalty.

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System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

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