Master of the North (3.5e Prestige Class)

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Master of the North[edit]

A Master of the North is a rare individual. Some come from the great cities on the northern mountains. Others are nomadic wanderers searching for some semblance of adventure. Many masters of the north scour the snowy areas of the world attempting to help travelers in need; others are as cold and bitter as the winter itself. Many druids follow this path, as do some rangers and barbarians. Occasionally sorcerers and wizards are Masters of the North. Some monks also attempt to become Masters of the North, but find the path much more difficult than members of other classes. Any other class has not yet been known to take this path.

Prerequisites[edit]

  • Base Attack Bonus: +5.
  • Skills: Knowledge (nature) 8 ranks, and Survival 8 ranks.
  • Feats: Endurance and Diehard.
  • Special: Must make a journey to the far north and survive three nights without heat of any sort beyond clothing and a minimal blanket.


Hit Die: d10
Table: Master of the North
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1 +1 +2 +0 +0 Animal companion, cold resistance 5
2 +2 +3 +0 +0 Crisp senses, iceland stride
3 +3 +3 +1 +1 Path of ice
4 +4 +4 +1 +1 Icy resilience
5 +5 +4 +1 +1 Cold subtype
6 +6 +5 +2 +2 Winters touch (1/day)
7 +7 +5 +2 +2 Winters touch (2/day)
8 +8 +6 +2 +2 Winters touch (3/day)
9 +9 +6 +3 +3 Wind of the frozen north
10 +10 +7 +3 +3 Shatter hand

Class Skills (6 + Int modifier per level)
Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Class Features:[edit]

All the following are the Class Features of the Master of the North.

Animal Companion (Ex): This ability is exactly the same as that of the druid except as noted here. The Master of the North has a much more limited selection. A Master of the North may acquire an animal companion selected from the following list: dog, riding dog, fox, owl, snow owl, raven, or wolf. If the Master of the North already has the Animal Companion class feature, his levels stack for purposes of determining bonuses.

Cold Resistance (Ex): The Master of the North gains cold resistance 5 due to his experience in cold environments.

Crisp Senses: A Master of the North ignores circumstance penalties to Search and Spot checks in glacial environments.

Iceland Stride (Ex): Starting at 2nd level, a Master of the North may move through any sort of glacial environment (deep snow, blizzards, and similar conditions) at his normal speed and without taking damage or suffering any other impairment. However, snowy areas that have been magically manipulated to impede motion still affect her. This ability also allows a Master of the North to ignore circumstance penalties to Hide and Move Silently checks in such environments.

Path of Ice (Sp): This spell-like ability lets the Master of the North coat a 10’ x 10’ portion of ground with ice. This ability acts as a Grease Spell with caster level equal to the Master of the North's class levels. This spell is cast with a cold subtype. The Master of the North also receives a +4 on his check for resolving bull rushes against targets in the area of effect. The Master of the North can perform this spell like ability once per day for every three Master of the North levels.

Icy Resilience (Sp): The Master of the North may call upon the spirits of ice a number of times equal to 1 + his constitution modifier per day. Icy resilience gives the Master of the North damage reduction of constitution modifier/- for a number of rounds equal to his Master of the North level. For example: A character with 5 levels in the Master of the North prestige class and a +3 constitution modifier may use this ability 4 times per day to gain a damage reduction of 3/- for 5 rounds.

Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.

Winter’s Touch (Sp): A Master of the North can attempt a Winter’s Touch. He must designate the attack prior to resolving success. If he misses the use is expended. On a successful touch attack the Master of the North deals d10 points of cold damage. Additionally, the target must make a Fortitude save DC equal to 10 + Master of the North level + wisdom modifier. Failure indicates the ability has frozen the target solid for d4 rounds. This effect is similar to a Hold Person and has no other detrimental effects.

Winds of the Frozen North (Sp): The Master of the North can breathe forth a Cone of Cold with a caster level equal to his current Master of the North level. The Master of the North can perform this spell-like ability once per day for every three Master of the North levels.

Shatter Hand (Su): This chilling attack is the fearsome pinnacle of a Master of the North's abilities. Any time a creature is frozen due to Winter's Touch, the Master of the North may attempt this attack. As a full round action the Master of the North strikes a stress point on the frozen creature. If the creature fails a fortitude save DC 10 + Master of the North level + wisdom modifier, it shatters, instantly killing the creature.



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