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.