2006-12-10, 03:29 PM (ISO 8601)
[Template] Walking in a winter wonderland...
To some the numbing chill and gusting wind is all they have ever known. Though few may survive it others are capable of adapting and surviving. This life can be find in even the most vicious frostfell, eeking out their life within the consistent blizzards and howling winds.
Bitterborn tend to have skin dark as midnight with platinum or white hair or feathers. Even creatures that do not normally possess such coverings gain a thick yet fine fuzz over their entire bodies. Their eyes are regularly an icey blue and deep set with enormous lashes to aid them in seeing through the driving snow.
Bitterborn Wild Elf Druid 3
Medium Humanoid (elf)
Hit Dice: 3d8+12 (25 hp)
Speed: 30 ft. (6 squares), burrow 15 ft. (snow only)
Armor Class: 16 (+2 armor, +1 competence, +3 dex), touch 14, flat-footed
Base Attack/Grapple: +3/+3
Attack: Iuak +7 melee (1d6/19-20x2)
Full Attack: Iuak +7 melee (1d6/19-20x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Blindsense 10 ft., duck under the wind, elven traits, icesure, low-light vision, resistance to cold 5, snowsight, trackless step, woodland stride
Saves: Fort +7, Ref +4, Will +6
Abilities: Str 11, Dex 16, Con 18, Int 8, Wis 16, Cha 9
Skills: Hide +12, Knowledge (nature) +11, Listen +9, Search +1, Spot +5, Survival +17
Feats: Endurance, Primitive Caster, Weapon Finesse
Environment: Cold Forest
Challenge Rating: 3
Alignment: True Neutral
Advancement: By character class
Level Adjustment: +1
Umbra is a slightly short, sleekly muscled young man with dark brown skin with an underlying red tone. His hair is a dull white and hangs in frosty dreadlocks that have been tied together behind his head with leather ties. His face is thin and angular, with a nose that is consistently flaring in and out as he keeps nasal awareness of his surroundings. His blue eyes eyes are quite large and nocturnal, larger than one would expect from even an elf, appearing almost as a deformity. The gaze that comes from them are wholey feral, seeming more animal than sentient. Patches of scars all over his body show signs of struggle with nature and beasts of claw, tooth and beak.
He wears a hooded, wrap-around cloak of some white furred beast and a leather loin cloth. Around his waist is a hemp belt with a couple leather pouches hanging from it. Attached tightly to his upper thigh, but padded with fur, is a leather sheath holding an iuak crafted of thick bone.
Umbra speaks Common and Elven.
Bittercasting (Ex): Umbra may cast spells with the cold descriptor as if he had applied the Piercing Cold metamagic feat to the spell. This spell does not take up a higher spell slot than normal.
As well, he may cast in high winds and blizzard conditions without having to make concentration checks.
Druid Spells: Spells Per Day (4/3/2; caster level 3rd; Save DC 13 + spell level):
0 - Flare, Know Direction, Purify Food and Drink, Resistance
1st - Faerie Fire, Goodberry, *Ivory Flesh
2nd - *Blood Snow, *Numbing Sphere
* Found in Frostburn.
Duck Under The Wind (Ex): Umbra has long become accostomed to fierce blizzards and has since childhood learned to move within even the worst gusts. He is treated as a huge creature for the effects of strong winds. He may also drop prone and move at half his base speed without being checked or blown away. While in the prone position to fight against the winds, he may stand up without provoking an attack of opportunity by allowing the gusts to lift him. Once standing he must again make a fortitude save against the wind affects. Umbra gain a +4 bonus to fortitude saves against wind affects.
Icesure (Ex): Umbra takes no penalties to any movement type or skill, such as climbing or balancing, because of icy surfaces. As well, he can instinctively estimate the thickness and strength of nearby ice and always know if such a surface will support his next step.
Skins (Ex): Umbra treats fur clothing as no different than normal garments and take no armor check penalty from its wearing. He knows how to get the most out of the protection of fur clothing and cold weather outfits, which grant him a +1 competence bonus to AC and an additional +1 bonus to fortitude saving throws against cold weather.
Snowsight (Ex): Umbra can see in snow as per the snowsight spell.
Trackless Step (Ex): Umbra leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
Woodland Stride (Ex): Umbra may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.
Possessions: Fur Clothing, Masterwork Iuak, Mistletoe and Holly, Pouch
Creating a Bitterborn
Bitterborn is an inherited template that can be added to any living creature without the fire subtype, hereafter referred to as the base creature. A bitterborn uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: Size and type is unchanged.
Speed: A bitterborn's speed is unchanged. They gain a burrow speed half that of their land speed to tunnel through snow, though not ice or any other substance. As well, the bitterborn's size is considered to be two larger for determining their snow-impeded movement.
Armor Class: A bitterborn creature's natural armor, if it possesses any, increases by +4.
Attack: A bitterborn retain all the natural attacks, manufactered attacks, and weapon proficiencies of the base creature. Weapon-wielding bitterborn such as humanoids gain proficiency with the ice axe, iuak, glot, and razor skipdisk.
Special Qualities: An bitterborn retains all qualities of the base creature plus the following qualities.
Blindsense (Ex): Bitterborn gain blindsense out to ten feet.
Bittercasting(Ex): Bitterborn that learn the ways of spellcasting may cast spells with the cold descriptor as if they had applied the Piercing Cold metamagic feat to the spell. This spell does not take up a higher spell slot than normal.
As well, a bitterborn may cast in high winds and blizzard conditions without having to make concentration checks.
Duck Under The Wind (Ex): A bitterborn has long become accostomed to fierce blizzards and have since childhood learned to move within even the worst gusts. They are treated as two size categories larger than they actually are for the effects of strong winds. A bitterborn may also drop prone and move at half their base speed without being checked or blown away. While in the prone position to fight against the winds a bitterborn may stand up without provoking an attack of opportunity by allowing the gusts to lift them. Once standing they must again make a fortitude save against wind affects. Bitterborn gain a +4 bonus to fortitude saves against wind affects.
Icesure (Ex): A bitterborn takes no penalties to any movement type or skill, such as climbing or balancing, because of icy surfaces. As well, a bitterborn can instinctively estimate the thickness and strength of nearby ice and always know if such a surface will support their next step.
Resistances (Ex): A bitterborn gains resistance to cold 5.
Skins (Ex): Bitterborn treat fur clothing as no different than normal garments and take no armor check penalty from its wearing. The bitterborn know how to get the most out of the protection of fur clothing and cold weather outfits, which grant them a +1 competence bonus to AC and an additional +1 bonus to fortitude saving throws against cold weather.
Snowsight (Ex): A bitterborn can see in snow as per the snowsight spell.
Abilities: Increase from the base creature as follows: Dex +2, Con +4, Wis +2.
Skills: A bitterborn gains a +6 bonus on survival and hide checks in cold climes. They also gain a +4 bonus to listen checks. A bitterborn gains survival as a class skill. Otherwise same as the base creature.
Feats: A bitterborn gains Endurance as a bonus feat. Otherwise same as the base creature.
Environment: Any cold
Challenge Rating: Same as base creature +1.
Level Adjustment: +2
Last edited by The Vorpal Tribble; 2007-12-22 at 11:19 AM.