Kuldifolk Paragon (3.5e Racial Paragon Class)
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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 Kuldifolk
For Kuldifolk 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 Kuldifolk 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 Kuldifolk.
Alignment: Must be Neutral or Chaotic Evil.
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.
Snowstride (Ex): Kuldifolk can move through heavy snow without any impediment they would otherwise provide. Any heavy armor will suppress this ability.
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.
Stare (Ps): As long as a Kuldifolk stares and stands perfectly still (as a standard-action) at a creature of half the character's HD + 2 the creature cannot move for 1d4 rounds. If the creature's intelligence is less than 3 add an additional d4. This can only be used once per encounter.
Weapon Focus [Natural Weapons]: You gain a +1 bonus on all attack rolls you make when using a natural weapon.
Zealous Courage (Ex): Beginning at 3rd level, Kuldifolk are immune to fear (magical or otherwise).
Icy Surface (Ex): Kuldifolk can create a 30ft cone dealing 1d2 damage and make any stony or metal surface mirror like and icy.
Winter's Gift (Su): Kuldifolk are much stronger and tougher in an extremely cold region. While in cold region (temperature below 40°F), Kuldifolk gain a +1 bonus to their attack bonus, damage rolls, save rolls, and AC. At level 11, when in severely cold region (temperature below 0°F), this bonus increases to +2. At level 18, when in extremely cold region (temperature below -20°F), this bonus increases to +3.
Ice Pelt (Ex): A Kuldifolk's pelt becomes lined with crystal ice. In a region warmer than 32°F the Kulfifolk receive a Natural Armor bonus of +1. In a region colder or equal to 32°F the Kulfifolk receive a Natural Armor bonus of +2. In a region colder than -20°F the Kulfifolk receive a Natural Armor bonus of +3.
Icewalk (Ex): Kuldifolk can walk freely on ice. As long as they are on ice, Kuldifolk have thier basic land speed increased by 20 feet and do not take penalty to tumble and balance checks. Also, if attempting to climb an icy surface, they gain the ability to climb as if the Kuldifolk had the Spider Climb spell on him as long as the surface is icy. Any heavy armor will suppress this ability.
Shiver (Ps): At 7th level, a Kuldifolk’s body constantly reduces the temperature around him in a 20 ft. radius, allowing him to lower the temperature by 2 degrees Fahrenheit per Kuldifolk Paragon level.
Snow Veil (Su): Kuldifolk at the 8th level can become incorporeal in heavy snow, fog, sleet, or hail.
Electromagnetic Aurora (Sp) An aurora with magnetic properties is created in a 20 ft radius within 100 ft of the caster. Any creature wearing metal armor's weight is reduced by two and if the creature weighs less than 30 lbs (300lbs on a full moon) it is tossed upwards by 20 ft and recives 1d4 of shock damage. Any creature wielding weapons made from metal must make a strength check (DC 5) or they will be disarmed.
Resist Fire (Ex): A Kuldifolk is so cold, they can negate their fire vulnerability with a successful fortitude save. If he makes a DC of 10 + the number of dice rolled for the fire damage, their fire vulnerability is rendered inert and the Kuldifolk takes damage as normal.
Divine Health (Ex): At the 12th level, a Kuldifolk gains immunity to all diseases, including supernatural and magical diseases.
Vicious Strike (Ex): Kuldifolk know how to get the biggest advantage out of their attacks. The critical multiplier on their natural attacks increases by 1 (usually from x2 to x3).
Razorhail (Ps): By cooling and solidifying the moisture in the air around them, a Kuldifolk can create thin, razor-sharp sheets of ice that form a cloud of flying shards around him. This functions as the blade barrier spell with a caster level equal to the Kuldifolk's level. It can be disrupted by fire.
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.
Power Intimidate (Ex): Intimidate now uses a Str modifier rather than a Cha modifier.
Howl of Death (Su): Any creature within the area who hears the "Howl of Death" suffers the following ill effects. The effects are cumulative and concurrent. No saving throw is allowed against these effects.
|Equal to Character Level||Deafened|
|Up to Character Level –1||Stunned, deafened|
|Up to Character Level –5||Confused, stunned, deafened|
|Up to Character Level –10||Killed, confused, stunned, deafened|
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 Blizzard (Sp) You create a freezing cold dense blizzard that takes 10 minutes for the effects to manifest in a 2 mile radius. The effects last for 4d20 hours. All creatures in the storm that are affected by cold now have the effects of the spell slow. Creatures vulnerable to cold take 2d4 cold damage per hour. All ranged attacks have a 75% miss rate.
1st Round: A black blizzard rains dealing 1d6 points of negative energy damage.
2nd Round: Sharp crystals rain down, dealing 1d6 points of ice 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.
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 Kuldifolk
Religion: They hold their own religion above all others. Kuldifolk never prey or sacrifice as this is frowned upon by Wulfkuldi.
Other Classes: Kuldifolk are typically isolated from the world. When they come in contact with new people and beliefs they are extremely shy. Often avoiding them. Kuldifolk instincts may kick in for those who cannot withstand the winter cold and they will try to kill them.
Combat: They throw themselves in melee combat and destroy all who cross their paths. As they become stronger, they gain the ability to augment their fighting with Features or even watch death ensue from a distance.
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.