This is the second in my line of Greyhawk God prestige classes. Don't forget to check out the others. I'm always workign on more.
Atroa is the Greyhawk
Oeridian agricultural lesser goddess of spring and renewal. This prestige
class shows the members of a particular sect of her faith that combat the
encroachment of winter and its inhabitants into areas that are meant to be
warmer. They also fight to push cold areas back where people feel the need
for warmth. Like their deity, they favor the sling, turning it into a deadly
weapon and mastering the art of the weapon.
The members of the Ice Foe sect are generally clerics
and druids. Barbarians who live in colder climes sometimes become members
of the Ice Foes to help their people exist in such hash areas, and the Bard
sometimes finds himself drawn to the worship of Atroa for her love of romance
and is then approached by the sect for his martial prowess. Fighters and paladins
dedicated to Atroa find this sect much to their liking. Wizards, Rogues, Monks
and Sorcerers don't become Ice Foes very often.
NPC Ice Foes are usually found travelling and visiting
with loved ones and friends. Despite their combat training and status as the
more militant sect of Atroa worshippers, they are very much like other followers
of Atroa and believe in love and life. They can be found just about anywhere,
but are most likely found combating the cold wherever it is encroaching.
BAB: +6
Feats: Weapon Focus
(Sling), Point Blank Shot, Far Shot.
Special: Must have
Atroa as his patron deity.
Level
|
Attack+
|
Fort+
|
Ref+
|
Will+
|
Special
|
1
|
+1
|
+2
|
+0
|
+2
|
Cold Bane |
2
|
+2 |
+3
|
+0
|
+3
|
Cold Resistance 5 |
3
|
+3
|
+3
|
+1
|
+3
|
Superior Weapon Focus |
4
|
+4
|
+4
|
+1
|
+4
|
Flame Bullets |
5
|
+5
|
+4
|
+1
|
+4
|
Aura of Warmth |
6
|
+6
|
+5
|
+2
|
+5
|
Cold Resistance 10 |
7
|
+7
|
+5
|
+2
|
+5
|
Sling Attack +1 |
8
|
+8
|
+6
|
+2
|
+6
|
Sling Mastery |
9
|
+9
|
+6
|
+3
|
+6
|
Flaming Burst Bullet |
10
|
+10
|
+7
|
+3
|
+7
|
Cold Resistance 15 |
Skill points at each level: 2+Int modifier
The Ice Foe's class skills and their key abilities are: Climb (Str) Diplomacy
(Cha), Intuit Direction (Wis), Jump (Str), Knowledge (Nature), Perform (Any)
(Cha), Wilderness Lore (Wis).
HD:
d8
Weapon and Armor Proficiencies: Ice Foes are proficient with all simple
nd martial weapons and all armors and shields.
Cold Bane (Su): The Ice Foe is blessed to be more effective
against cold enemies. When fighting against an opponent with cold
immunity or that comes only from cold climates, they
gain a +2 holy bonus to attack and a +2 holy bonus to any save they must
make against that opponent.
Superior Weapon Focus (Ex): The Ice Foe has gained greater understanding
of the sling and enjoys an extra +1 attack bonus
when using the sling. This stacks with the effects
of the Weapon Focus feat.
Cold Resistance (Ex): The Ice Foe has become more hearty and able to
withstand the depredations of the cold. They gain cold
resistance 5 at 2nd level, ignoring the first 5 points
of damage received from any cold based effects. At 7th level this increases
to
cold resistance 10.
Flaming Bullets (Su): The Ice Foe gains the ability at 4th level to
make any sling bullet used a flaming bullet, causing an extra
+1d6 fire damage. This can be used on up to 10 + Wis
modifier sling bullets a day. If the bullet misses its target, that use is
still
lost.
Aura of Warmth (Su): An
Ice Foe emits an aura of warmth as a free action. Anyone within 20 ft. of
the Ice Foe can ignore any
environmental penalties or checks for cold conditions.
This ability does not require that the Ice Foe be conscious and so may be
used while sleeping to keep himself and his companions
warm. The warmth shed is noticeable and comfortable, but not enough to
cause damage or even discomfort. It is not enough
to lose the need for winter clothing.
Sling Attack (Su): The Ice Foe's sling attacks are treated as having
a +1 enhancement bonus for purposes of striking creatures
with damage reduction. This enhancement stacks with
any enhancement the sling may have, but not any the bullets may have. Only
mundane bullets may be used to gain this bonus. i.e.
a +2 sling with normal bullets is treated as +3 for purposes of damage
reduction, while a mundane sling with +2 bullets is
still considered as a +2 bonus as it pertains to damage reduction. This bonus
increases by one for every three levels attained (+2
at 6th, +3 at ninth). The total bonus may not exceed +5 under any
circumstance (a weapon that is +2 with a +5 vs. cold
creatures would never geta bonus above +5 in either circumstance).
Sling Mastery (Ex): The Ice Foe has become so precise with his sling
that he can place his shots better. This increases the
sling's critical to 18-20/x3 and allows the Ice Foe
to ignore up to 50% cover when trying to strike an opponent within his first
range increment. If the critical threat range has
already increased from feats etc., increase the threat range by one.
Flaming Burst Bullets (Su): Any bullet fired by an Ice Foe of 9th level
is treated as a flaming burst bullet and causes an extra
+1d10 fire damage on a critical hit. This enchantment
is present on any bullet, including those enchanted with the flaming bullet
ability.
Cold Immunity (Ex): At 10th level, the Ice Foe becomes completely immune
to any cold based damage or effects. However, it
comes with a price. The Ice Foe now takes double damage
from fire. On an attack that allows a saving throw for half damage
(such as a fireball), the Ice Foe takes half damage
on a successful save and double damage as normal on a failure.