Average Height: 7’5”-9’8”
Average Weight: 350-500 lbs

Ability Scores: +2 Str, +2 Con OR +3 Str or Con, +1 Str or Con
Size: Large
Speed: 6 squares
Vision: Normal

Languages: Common, Kurothe
Skill Bonuses: +5 Endurance, +2 Insight or Nature
Break Upon the Rocks: Kurothe have a tendency to be the anvil that breaks the hammer. All Kurothe have damage reduction 3 physical.
Blood of the Mountain: The Kurothe’s legendary strength and endurance stem both from their eternal connection to stone. A Kurothe may substitute his Str or his Con for the other for skill checks or defense checks.
Skin of the Mountain: Kurothe have this habit of just…not dying, much to the annoyance of their opponents. Kurothe stack temporary hit points up to the value of their healing surge. If a single application of temporary hit points is greater than their healing surge value, it replaces the ones they have stacked.
Mighty Reach: As Large creatures, all Kurothe have Reach 1. It is not considered threatening reach.
Kuma’s Legacy: All Kurothe gain proficiency with axes.
Strength of Stone: Gain Strength of Stone power described below.
Earth Shock: Gain Earth Shock power described below.
Fling: Gain Fling power described below.

Strength of Stone
The Kurothe squares his stance and roars a challenge, suddenly as imposing as a mountain
Target: Self
Minor Action
Special: The Kurothe must be standing on earth or stone for this power to function.
Effect: The Kurothe adopts the strength and immovability of the mountains from which they sprang. They plant their feet and render themselves immobile and immune to forced movement. In addition, they receive a +4 power bonus to damage rolls, +2 to AC, and +5 bonus to halt moving objects up to one size class larger than they while Strength of Stone is active. Uprooting oneself to end Strength of Stone is a standard action.

Earth Shock
With a mighty swing of their weapon, the Kurothe sends a shockwave of angry spirits to bring enemies to their knees or sending them flying
Special: The Kurothe must be utilizing Strength of Stone to use this power. They may use it any number of times while utilizing Strength of Stone.
Standard Action
Close blast 5
Target: Each enemy
Str + 2 vs Reflex
Hit: The target is knocked prone. If the attack succeeds by 10 or more, the target is actually launched into the air and tossed 3 squares in a random direction (read: scatter die). The target is prone when it comes to a stop.

Who says nobody tosses a dwarf? The Kurothe seem to do this just fine!
Standard Action
Target: One creature Medium size or smaller
Str + ½ lvl vs Reflex or Fort, whichever is lowest
Special: The Kurothe must have at least one free hand to perform this action
Hit: The target is now Restrained. If the Kurothe successfully performs the attack, they may immediately make a secondary attack as follows:
Target: One creature or square
Ranged 10 + ½ lvl
Str vs Fort (if aiming for another creature, use the target creature’s Fort)
Hit: The Kurothe flings the creature in his grip. That creature takes 1d8 + Str dmg and is knocked prone when the attack resolves. If the flung creature hits a second creature, the second creature takes 1d6 + the Kurothe’s Str damage and is also knocked prone. If the second creature is Large size or greater, they are not knocked prone.
Miss: If the attack roll fails by 10 or more, the Kurothe drops the creature in a square adjacent to them. If the attack roll fails by less than 10, the flung creature ends up in a random space determined by the DM (read: scatter die).
Note: If a Kurothe chooses to pick up and throw a willing creature, they do not need to make an attack roll to grab the creature. They only need to make a roll to succeed in the throw.

Physical Description
Big. Big big big. Kurothe are the largest of the known sentient races. They resemble extremely large, burly humans with sandstone skin and black or brown hair. Tribal tattoos often decorate their flesh. Men wear their hair short, in Mohawks, or go bald. Women often wear their hair in thick braids or pleats. They often dress in large, loose robes woven from coarse material or hides of many creatures stitched together to form leather garb. Decorations of wood, fur, bone, or stone might adorn their clothing in traditional tribal environments.

Kurothe Society
Kurothe live in small tribes or conclaves, often within large caves in the mountains that they’ve occupied for generations. A warlord rules over all the tribes in his dominion (which might be several, spanning thousands of square miles) and holds council with the tribal chiefs and spiritual advisors. Each tribe has its own chief, and each chief has his or her shamanistic advisors that help them understand omens from the spirits.

Kurothe have always had strong ties to the land like their dwarven and Garaou allies. Yet while the dwarves busy themselves with burrowing ever-deeper into the mountains’ molten cores in search of treasure and the Garaou stalk the dark recesses of forest and human city with their ever-conflicted egos, the Kurothe have always had a disarmingly simple view of things: from the earth they sprang, and so the earth speaks to them. Recent times have had the Kurothe fall deaf to the language of the earth (unlike the giants they descended from) and so must invoke the natural spirits of the land to learn what the world wishes of them. A Kurothe can tell the size of a harvest from the color of the moon or how long the winter will be from the shape of the raven flock, and their shamans can decipher even the most complex or vague signals from the spirit world.

Recent times have seen some curious Kurothe venture into Oros Milav society at large. More often, however, are the shamans of the Kurothe sought for their wisdom and counsel. Rural folk tend to hold the giant descendants in higher regard than city folk, but even the most jaded are eventually won over by the Kurothe’s steady patience and oddly gentle natures. They may not speak Common with the greatest fluency, but they certainly know what they’re talking about.

The flipside to the gentle, betimes jolly nature of the Kurothe is their warrior tradition. The Kurothe haven’t had any real enemies in centuries, partially due to their natural ability to make friends with most of the folk they encounter, and partially due to the size and strength of their warriors. An enraged Kurothe is a focused landslide of destruction that can level a small human village, and a war party of battle-ready stone people gives even the most disciplined of armies cause to shake in their boots. When the Kurothe go to war, the land goes with them. And so does anything within reach.

Playing a Kurothe

While most of your tribe is still content to stick to their ancestral holdings, you have decided to venture out into the wild world on your own. You understand that you are a great oddity to most folk, but like most notions, you tend to take it in stride. The world is changing, and you believe the Kurothe must understand the shifts of power taking place to be better prepared for whatever comes their way.

As Large creatures, Kurothe sometimes find their size coming into play in interactions with other races. Dwarves have always been allies of the Kurothe, and even the largest of the stone-children can enter the great subterranean cities of the dwarves. They may not fit inside the individual buildings within the city at large, but at least they’re out of the elements with plenty of comfy stone to sleep on. Unlike most races – particularly humans, who insist on those itchy fabrics – Kurothe forsake traditional bedding material. Just as dragons find gold the most comfortable of beds, Kurothe prefer living stone and earth upon which to sleep. Sleeping in a giant-sized bed often makes them wake as groggy as if a human slept a night on the cold earth. They may have to shack up in stables in less-acclimated human areas, but it’s certainly more preferable to them than trying to squeeze into a tiny, itchy, smelly human bed. They never seem to frighten the animals, anyway.

Relations with other races

Humans: Humans and Kurothe have had odd relations over the years. Learned scholars in their stone libraries in Salanista scribble them away as ancient races now delegated to the explicit province of fairy-tales. Rural folk, especially those that border Kurothe territory, teach their children to tread lightly in the forest and plant a tree for every one that they cut down, lest the spirits bring the wrath of the Kurothe upon them. Some villages even welcomed the Kurothe openly, utilizing their great strength at harvest time in exchange for livestock and other goods. Now the Kurothe venture into human cities, bringing the children’s tales of the giants to life. They don’t fit in many of the buildings, but that hasn’t slowed down the exchange of goods, services, or stories one whit.

Lilithiul: Sky-people. Silly, strange, always flitting about from one place to another, red eyes anywhere but on the present. The Kurothe don’t dislike the Lilithiul, but they know their disregard for the common tongue makes the pragmatic fliers uncertain of just what they’re dealing with. Kurothe tend to find this amusing and have been known to play pranks that last for days, playing dumb while a Lilithiul thinks he’s ‘educating’ them, only to turn the tables later. The Lilithiul don’t understand the ways of the spirits, but how could they? They belong in the sky, as the Kurothe belong on the ground. The gesture of their attempted learning is appreciated, but the Kurothe have little hope of the Lilithiul actually grasping shamanism.

Garaou: The Kurothe liken the Garaou to an orphaned child dumped on their doorstep one frigid winter’s eve. They took the Garaou under their wing after the Fall of the Lilithiul, teaching them the ways of the spirits and how to listen to the land they’d sworn to protect. Even the most surly of Garaou would admit that this has saved a few packs from falling to the benyem. Garaou are often seen with Kurothe in larger human settlements, and the Kurothe have a calming influence on the otherwise volatile tempers of most Garaou. This is a time of great change for all, and while the Kurothe weather such changes with the implacable patience of a mountain, they can only hope the Garaou will follow their example.

Gnomes: Just as gnomes tend to pick human dwellings, they also tend to pick Kurothe caves. Kurothe view gnomes as earth-spirits made corporeal and place the little people in high regard. Few Kurothe have ventured far from home without a helpful gnome along for the ride, and there is always food to share with their small friends. Gnomes see things the Kurothe can’t, and the Kurothe rely on them for various signals and other signs of seasonal shift or imbalance.

Dwarves: Kurothe steward the stone, the dwarves steward the steel. The Kurothe have been the advanced guard for dwarven strongholds since the dawn of the two races, and they have always been able to count on their small but stout allies for aid in dire times. Like the Kurothe, most dwarves hold some form of shamanism as their spiritual centers but modern times have seen some dwarves take to Goddess-worship like the humans, Lilithiul, and Garaou. The dwarves act as liaisons between their Kurothe allies, humans, and the occasional baffled Lilithiul, only too happy to flap their bearded lips about the ancient history of the two races while the Kurothe tend to what needs tending.


Oros Milav Takinator