Arashi no ōkam (3.5e Racial Paragon Class)
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|Status:||Really Under Construction|
|Editing:||Constructive edits welcome|
Kuldifolk use their patience to drive others insane, but some decide to harness the power of their deity, Wulfkuldi, and gain great power. Those who stand in their way will be driven mad, frozen solid, chopped to bits, and lye dead in the snow for eternity. With their strength they are like a berserker, but with their patience they are like a Sage.
Making a Arashi no ōkami
For Arashi no ōkami true in spirit, this class is what they take before all other classes.
Abilities: The most important stats in order from least to greatest for Arashi no ōkami are Strength to fight by, Constitution for a hardened mind and body, Dexterity to escape into the horizon, and Intelligence to become one with their God.
Races: Must be a Arashi no ōkami.
Alignment: Must be Neutral or Chaotic.
Starting Gold: 2d20.
Starting Age: Moderate.
|1st||+1||+2||+1||+0||Snowstride, Detect Alignment, Stare|
|2nd||+2||+3||+2||+1||Weapon Focus [Natural Weapons]|
|4th||+4||+4||+2||+1||Bane 5/day, Icy Surface|
|5th||+5||+4||+2||+1||Winter's Gift +1|
|9th||+9/+4||+6||+4||+3||Electromagnetic Aurora 3/day|
|11th||+11/+6/+1||+7||+4||+3||Divine Health, Winter's Gift +2|
|15th||+15/+10/+5||+9||+6||+5||Chaotic Mind, Power Intimidate|
|17th||+17/+12/+7/+2||+10||+7||+5||Howl of Chaos 5/day|
|18th||+18/+13/+8/+3||+11||+8||+6||Greater Electromagnetic Aurora 2/day, Winter's Gift +3|
|19th||+19/+14/+9/+4||+11||+9||+6||Create Blizzard 2/day|
|20th||+20/+15/+10/+5||+12||+10||+6||Wulfkuldi's Wrath 1/day|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
From god, to Kuldifolk, to frost, to death. All of the following are class features of Kuldifolk.
Weapon and Armor Proficiency: Kuldifolk have basic weapon proficiency in their humanoid form. In their wolf form they can only use their natural weapons.
Cloud Walk (Ex): They can walk on clouds.
Detect Alignment (Su): As a free action, a Kuldifolk can detect the alignment of a single creature. This ability acts exactly like the spell Detect or the Paladin Detect Evil ability. However, it detects any alignment, instead of just evil.
Ancient Mist (Ex): As a instant action, you can create clouds that are 10ft in diameter. This increases by 10ft every 5 levels.
Weapon Focus [Natural Weapons]: You gain a +1 bonus on all attack rolls you make when using a natural weapon.
Lightning Beam (Ex): As a standard action, you can create a line of lightning 100ft dealing 2d6 damage and 1d4 sonic damage. This increases by a d6 every other level.
Rake (Ex): A creature with this special attack gains extra natural attacks when it grapples its foe. Normally, you can attack with only one of its natural weapons while grappling, but with the rake ability usually gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual –4 penalty for attacking with a natural weapon in a grapple. A monster with the rake ability must begin its turn grappling to use its rake—it can’t begin a grapple and rake in the same turn.
Electrified Plane (Ex): You can create a 30ft burst dealing 1d6 lightening damage to all who enter for 1d4 rounds.
Improved Jump (Sp): +6 to jump checks.
Pounce (Ex): When a creature with this special attack makes a charge, it can follow with a full attack—including rake attacks if the creature also has the rake ability.
Electrified Coat (Su): By touching you, you deal 1d6 damage per round of concentration in addition to a 1d4.
Fog Veil (Su): Arashi no ōkami after 2 rounds of concentration, at the 8th level, can become invisible in fog.
Arc (Ps): At 7th level, a your electrified coat can arc 5 ft.
Magnet (Ex): As a standard action, you can become a magnet in a 5ft radius for 1d4 rounds. All metal objects are attracted to you with great force.
Lightening Form (Ex): You can turn into lighting and travel freely through conductive surfaces for 120 ft after a round of concentration. They must be connected.
Perfect Health (Ex): At the 12th level, a Kuldifolk gains immunity to all normal diseases, including supernatural diseases.
Vicious Strike (Ex): The critical multiplier on their natural attacks increases by 1 (usually from x2 to x3).
Lightening strike (Ps): A bolt of lighting comes out of a pre-existing cloud and strikes one target dealing 2d12 damage of lightening.
Chaotic Mind (Ps): Creatures and characters who have an insight bonus on their attack rolls, an insight bonus to their Armor Class, or an insight bonus on skill checks or ability checks do not gain those bonuses against you. The benefit of this feat applies only to insight bonuses gained from psionic powers and psi-like abilities. This is an exception to the psionics–magic transparency rule.
Improved Intimidate (Ex): +5 to intimidate.
This always affects incorporeal creatures.
Creatures whose HD exceed your [Character Level are unaffected by Howl of Death.
Greater Electromagnetic Aurora (Sp) An aurora with magnetic properties is created in a 100 ft radius within 500 ft of the caster. Any creature wearing metal armor's weight is reduced in half and if the creature weighs less than 150 lbs (1500 lbs on a full moon) it is tossed upwards by 60 ft and receives 4d6 of shock damage. If the creature weighs less than 50lbs it is tossed 240 ft upwards. Any creature wielding weapons made from metal must make a strength check (DC 15) or they will be disarmed. The caster can choose to disregard the effects of this spell to particular creatures (i.e. party members).
Create Storm (Sp) You clouds can now be turned into thunder storm as a standard action.
Wrath of the Storm's Pack (Su): Once a day, a you can summon your pack create a massive black storm 500ft in diameter. The summoner is immune to these effects.
1st Round: A black blizzard rains dealing 1d6 points of negative energy damage.
2nd Round: Sharp electrified crystals rain down, dealing 1d6 points of thunder damage (no save).
3rd Round: You call six bolts of red lightning down from the cloud. You decide where the bolts strike. No two bolts may be directed at the same target. Each bolt deals 8d6 points of electricity damage and 2d6 points of fire damage. A creature struck can attempt a Reflex save for half damage.
4th Round: Chunks of ice rain down in the area, dealing 5d6 points of bludgeoning damage (no save).
5th through 10th Rounds: Violent rain and wind gusts reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters.
Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the Wulfkuldi's Wrath’s save DC + the level of the spell the caster is trying to cast.
Ex-Arashi no ōkami
A Kuldifolk can never renege on his decision to become a devoted to its deity. It is part of their inner nature and spirit. If they do renege Wulfkuldi will kill them slowly and painfully.
Playing a Arashi no ōkami
Kuldifolk in the World
|“||I come. I stare. I kill.||”|
|—Frazz FrostClaw, Kuldifolk|
Kuldifolk usually live in the tundras and frozen wastelands, but some wander astray. They live a very simple lifestyle. Watch. Kill. Hunt
Daily Life: Their daily activity usually consists of finding creatures lost in the snow, leading them to insanity, and killing them. Occasionally they will hunt frost giants who threaten their territory.
Organizations: Kuldifolk often live in packs of up to 15 members.
NPC Reactions: When a Kuldifolk appears in wolf form in front of an average NPC, they are terrified. Those who lack any knowledge of Kuldifolk may mistake them for a Winter Wolf.
Characters with ranks in Knowledge (Nature) can research Kuldifolk to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Kuldifolk are creatures of the winter. Their stare has mysterious powers.|
|10||Kuldifolk are killers with their might claws and bite. Never look a Kuldifolk in the eyes.|
|15||Kuldifolk can shape shift into a humanoid form. Their claws and fangs freeze on impact. They can usually speak common, but rarely do. Their stare is known to drive people insane.|
|20||Kuldifolk only have two-forms: A wolf and a humanoid. Their stare is known to drive people insane. Kuldifolk hate frost giants and are very territorial. Powerful Kuldifolk can create blizzards.|
Kuldifolk in the Game
Kuldifolk goal is to dive their prey insane before hunting it. They do as they please and follow their love for one particular form of chaos lawfully (That balances out to neutral.) They are also very shy in the public, but are actually decent thinkers; much smarter than animals and sometimes smarter then humans.
Adaptation: Werewolves can possibly take the Kuldifolk Paragon if they were bitten during the winter in a freezing cold area.
Sample Encounter: The PCs wander into a blizzard. Seconds later they are surrounded by five white wolves with glowing red eyes that seemed to have come from nowhere.