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    Ogre in the Playground
    Join Date
    Oct 2011
    The last place you look

    Default Re: GiTP Pathfinder Grab Bag Competition X - Have a Holly, Jolly Brewmas!

    Gather round, kiddies, it's story time!

    Long ago, there was a paladin who lived in the snowy north. He lived there for so long, that legend says he became a being of living ice. He then proceeded to help the poor by delivering presents to them in the night, ported around by a magic reindeer he met there. Now unfortunately, his name has been lost to time. The only name we have any more is that given to him by the drow– Sahn'ta Cl'aa's. But whatever his name was, this nameless paladin left a legacy– the Defenders of the North

    Defender of the North

    "I came to give presents to kids and punch heretics. I just ran out of presents."

    Every year, warriors go on pilgrimages to the snowy north in honor of Sahn'ta Cl'aa's. Here they learn to control the snow and follow in his footsteps. While not all are paladins anymore (the trip is quite popular with rangers, druids and barbarians), they all still dedicate their lives to helping others, as Sahn'ta Cl'aa's did.

    Role: Defenders of the North are primarily fighters. They are built to be on the front lines in combat. In addition, they have limited healing capabilities like the Paladin. Finally, they have a pool of gold they can spend per day to gift items to those who need them.

    Alignment: Defenders of the North are always good, because they focus on helping others.

    Hit Die: d8

    To qualify to become a Defender of the North, a character must fulfill all of the following criteria.
    Base Attack Bonus: +5
    Feats: Improved Unarmed Strike
    Alignment: Any good
    Special: Must have spent a week alone in the tundra

    Class Skills
    Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Survival (Wis)

    Skill Points at First Level: (2 + Int modifier)

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Unarmed Strike|Gift Giving

    |Unarmed Strike, Paladin Abilities, Smite Evil, Icy Skin +1, Enchanted Fist +1|1d6|--

    |Arctic Intuition, Snow Walk, Divine Bond, Gift Giving, cold resistance 10|1d8|2000 gp

    |Enchanted Fist +2, Icy Skin +3|1d10|4000 gp

    |Icy Wind, Gift Giving, cold resistance 20|2d6|8000 gp

    |Enchanted Fist +3, Man of Ice, Snowy Construct|2d8|16000 gp[/table]

    Class Features
    All of the following are class features of the Defender of the North.

    Weapon and Armor Proficiencies: No additional proficiencies are gained

    Unarmed Strike (Ex): As the monk ability of the same name, but with a faster progression as shown in the table

    Paladin Abilities (varies): A Defender of the North uses his character level in place of his Paladin level for determining numerical effects of Paladin class abilities

    Smite Evil (Su): If a Defender of the North does not already have Smite Evil as a class feature, he gains it as a Paladin of his character level.

    Icy Skin (Ex): At level 1, a layer of ice begins to form on the Defender of the North's skin, granting a +1 boost to his natural armor bonus. This increases to +3 at level 3. The layer of ice also grants cold resistance 10 at level 2. This increases to 20 at level 4

    Enchanted Fist (Ex or Su): At level 1, a Defender of the North's fists are treated as +1 magic weapons. This can stack with the bonus granted by Divine Bond. This bonus increases to +2 to level 3, and +3 at level 5.

    His fists also gain the frost weapon property. At level 3, he can choose to treat his unarmed strikes as adamantine, silver or cold iron for overcoming damage reduction. At level 5, his fists are additionally treated as good for overcoming damage reduction.

    The weapon bonus and frost property are extraordinary abilities. The materials and alignment are supernatural abilities.

    Arctic Intuition (Ex): Beginning at level 2, a Defender of the North gains an untyped bonus to Survival equal to his Defender level when in cold climates.

    Snow Walk (Ex): Beginning at level 2, a Defender of the North no longer leaves tracks in snow

    Divine Bond (Sp): If a Defender of the North chose bonded weapon, he may choose his fists for this ability. In addition, replace flaming and flaming burst with frost and icy burst.

    If a Defender of the North chose to have a mount, the mount changes its type to magical beast. In addition, the mount gains a fly speed equal to its base land speed with good maneuverability. This flight is a supernatural ability

    If a Defender of the North does not already have the divine bond class ability, he gains it as a Paladin of his character level. Whichever bond he chooses, he still gains the bonus ability from this class. If he chooses weapon bond and is chaotically aligned, replace axiomatic with anarchic. If he chooses weapon bond and is neutral with respect to law and chaos, he may choose either axiomatic or anarchic to be on his list. He may not change this decision once made.

    Gift Giving (Su): A Defender of the North cares about others, and always seems to have the perfect gift for the occasion. Beginning at level 2, he may pull an item of his choice out of a backpack or similar item as a standard action. It must be able to conceivably fit in the backpack. He may use this any number of times per day, as long as he does not surpass his daily limit for value. A Defender's gp limit is refreshed by 8 hours of sleep. It may only be refreshed once per day, just like spells.

    Limits: Defenders of the North may create any of the following:
    • Alchemal Items
    • Musical instruments
    • Kits and tools (disguise kits, theives' tools, etc.)
    • Weapons (Masterwork or magical. Must be proficient)
    • Armor (Masterwork or magical. Must be proficient)
    • Toys (Mundane)
    • Food
    • Scrolls and potions for any spell he can cast

    All items must be of at least masterwork quality if possible. Weapons and armor crumble to snow and become useless when the Defender next refreshes his spending limit. Scrolls, potions and alchemal items must be used within an hour, or they crumble into snow and become useless.

    Beginning at level 4, a Defender may spend 1000 gp from his limit to replicate the effects of a heroes' feast spell. This may only be used once per day. Also at this level, Defenders may price magic weapons and armor for this ability as if the enchantment bonus were one lower. (For instance, +3 to a weapon is worth 8000 gp). Finally at this level, alchemal items, scrolls and potions no longer turn to snow after an hour.

    Icy Wind (Su): Beginning at level 4, Defender of the North may choose to deal cold damage when using channel energy. If he did not already have this ability, he gains channel positive energy as a cleric of level equal to his character level, except it may only be used to deal cold damage. Either way, this will not harm a Defender's allies

    Man of Ice (Ex): By level 5, enough of a Defender of the North's skin is covered in ice, that his skin is effectively made of ice. His bonus to natural armor from the class increases to +5, and he gains immunity to cold.

    Snowy Construct (Sp): For a number of rounds per day equal to his character level plus twice his Charisma modifier, a Defender of the North may summon a snowy construct under his control. Use the stats for an Ooze Golem, but change all mentions of acid damage to cold damage. If it falls in battle, a Defender of the North must meditate for an hour before being able to use this ability again. This ability is also regained when a Defender refreshes his spending pool
    Last edited by Razanir; 2012-12-30 at 01:18 PM.
    Avatar by Venetian Mask. It's of an NPC from a campaign I may yet run (possibly in PbP) who became a favorite of mine while planning.

    Quote Originally Posted by Razanir View Post
    Everyone knows frying pans are actually weapons that people repurpose for cooking
    I am a 10/14/11/15/12/14 LG Clr 2