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<blockquote data-quote="Obly99" data-source="post: 8968816" data-attributes="member: 7035194"><p style="text-align: center"><strong><span style="font-size: 26px">Viking (Barbarian Archetype)</span></strong></p><p></p><p><strong>Modifies</strong> rage; <strong>Replaces</strong> damage reduction, fast movement, rage powers of 4th, 6th, 8th, 10th and 12th level, trap sense</p><p></p><p>Coming from the harsh wastelands of the North, the Vikings are a fearsome group who kill, pillage, and destroy anything in their path. Despite their rather barbaric nature, upon returning home they live out mostly peaceful lives which include farming and raising their children to become just as fond of combat as they are.</p><p></p><p><strong>Northland Life (Ex) </strong>Due to the extreme nature of her native environment, the Viking is a tough survivor capable of thriving amidst the harshest of climates. At 1st level, she gains a +4 bonus to all Survival skill checks made in any cold environment. At 5th level, the Viking’s familiarity with her native land is so attuned that she gains a +2 bonus to all Perception and Stealth checks made in cold terrain. By the time she reaches 10th level, the Viking learns how to move swiftly through her homeland while tracking. She can move at her normal speed while following tracks in any cold environment without taking the normal –5 penalty. Furthermore, she only takes a –5 penalty (instead of the normal –20) when moving at up to twice her normal speed while tracking in such terrain. This replace the rage power of 10th level.</p><p></p><p><strong>Northland Rage (Ex)</strong> This work like the normal rage class feature with the following difference: additionally to the normal effects, the northland rage produces a fear effect. Any foe with fewer Hit Dice than the Viking within 30 ft. of her when she enter the rage must succeed at a Will save (DC 10 + ½ Viking level + Viking’s Charisma modifier) or become shaken for 1d4 rounds. Those who have witnessed this rage before gain a +2 bonus to their Will saving throw. An opponent who successfully saves against the fear effect of the northland rage cannot be affected by the same Viking’s rage for a period of 24 hours. This modifies rage.</p><p></p><p><strong>Sea Legs (Ex) </strong>A Viking becomes adept at moving on ships, boats, and similar vessels. She gains ½ her Viking level (minimum 1) as a bonus to Acrobatics, Climb, Profession (sailor), Survival and Swim checks. Also, whenever the Viking is on a ship, she gains a +2 bonus on Attack Rolls, AC, and Reflex save. At 8th level the Viking gains a swim speed equal of her land speed (or 30 ft. if she has not a land speed). This ability replaces fast movement and the rage power of 8th level.</p><p></p><p><strong>Resist Cold (Ex)</strong> At 3rd level, the Viking become so accustomed to the harsh elements of her native homeland that she gains the extraordinary ability to shrug off some of the damage she receives from cold energy. Effectively, the Viking gains energy resistance 5 against cold, meaning each time she is subjected to cold damage, whether from natural or magical source, this damage is reduced by 5 points before being applied to her hit points. The value of the cold resistance increases by 5 every three levels thereafter (10 points at 6th level, 15 points at 9th, and so on). This replace trap sense.</p><p></p><p><strong>Northland Stride (Ex)</strong> Starting at 4th level, a Viking may move through any sort of snowy and icy terrain at her normal speed and without taking any damage or suffering any other impairment. However, enchanted or magically manipulated frost, ice, and snow restricting movement affect her normally. At 12th level, the Viking can move upon any snowy or icy surface unhindered, regardless of whether it is natural or not and see perfectly well in snowy conditions, and does not take penalties on Perception checks when in snowy or blizzard conditions. This ability replaces the rage powers gained at 4th and 12th level.</p><p></p><p><strong>Low Blow (Ex)</strong> At 6th level, a Viking gains Improved Feint as a bonus feat without the need to meet its prerequisites. If a Viking successfully feints against an opponent, any attacks she makes in the same round against that opponent deal an extra 1d6 damage. This damage increases by 1d6 every three levels thereafter. This extra damage is precision damage and is not multiplied on a critical hit. This ability replaces the rage power gained at 6th level.</p><p></p><p><strong>Pillage (Ex)</strong> At 7th level, a Viking gains Improved Sunder as a bonus feat without the need to meet its prerequisites. Also, a Viking ignores half the hardness of an object when trying to break it. At 13th level a Viking totally ignore any hardness that is less of 20 of an object when trying to break it. This replace damage reduction.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8968816, member: 7035194"] [CENTER][B][SIZE=7]Viking (Barbarian Archetype)[/SIZE][/B][/CENTER] [B]Modifies[/B] rage; [B]Replaces[/B] damage reduction, fast movement, rage powers of 4th, 6th, 8th, 10th and 12th level, trap sense Coming from the harsh wastelands of the North, the Vikings are a fearsome group who kill, pillage, and destroy anything in their path. Despite their rather barbaric nature, upon returning home they live out mostly peaceful lives which include farming and raising their children to become just as fond of combat as they are. [B]Northland Life (Ex) [/B]Due to the extreme nature of her native environment, the Viking is a tough survivor capable of thriving amidst the harshest of climates. At 1st level, she gains a +4 bonus to all Survival skill checks made in any cold environment. At 5th level, the Viking’s familiarity with her native land is so attuned that she gains a +2 bonus to all Perception and Stealth checks made in cold terrain. By the time she reaches 10th level, the Viking learns how to move swiftly through her homeland while tracking. She can move at her normal speed while following tracks in any cold environment without taking the normal –5 penalty. Furthermore, she only takes a –5 penalty (instead of the normal –20) when moving at up to twice her normal speed while tracking in such terrain. This replace the rage power of 10th level. [B]Northland Rage (Ex)[/B] This work like the normal rage class feature with the following difference: additionally to the normal effects, the northland rage produces a fear effect. Any foe with fewer Hit Dice than the Viking within 30 ft. of her when she enter the rage must succeed at a Will save (DC 10 + ½ Viking level + Viking’s Charisma modifier) or become shaken for 1d4 rounds. Those who have witnessed this rage before gain a +2 bonus to their Will saving throw. An opponent who successfully saves against the fear effect of the northland rage cannot be affected by the same Viking’s rage for a period of 24 hours. This modifies rage. [B]Sea Legs (Ex) [/B]A Viking becomes adept at moving on ships, boats, and similar vessels. She gains ½ her Viking level (minimum 1) as a bonus to Acrobatics, Climb, Profession (sailor), Survival and Swim checks. Also, whenever the Viking is on a ship, she gains a +2 bonus on Attack Rolls, AC, and Reflex save. At 8th level the Viking gains a swim speed equal of her land speed (or 30 ft. if she has not a land speed). This ability replaces fast movement and the rage power of 8th level. [B]Resist Cold (Ex)[/B] At 3rd level, the Viking become so accustomed to the harsh elements of her native homeland that she gains the extraordinary ability to shrug off some of the damage she receives from cold energy. Effectively, the Viking gains energy resistance 5 against cold, meaning each time she is subjected to cold damage, whether from natural or magical source, this damage is reduced by 5 points before being applied to her hit points. The value of the cold resistance increases by 5 every three levels thereafter (10 points at 6th level, 15 points at 9th, and so on). This replace trap sense. [B]Northland Stride (Ex)[/B] Starting at 4th level, a Viking may move through any sort of snowy and icy terrain at her normal speed and without taking any damage or suffering any other impairment. However, enchanted or magically manipulated frost, ice, and snow restricting movement affect her normally. At 12th level, the Viking can move upon any snowy or icy surface unhindered, regardless of whether it is natural or not and see perfectly well in snowy conditions, and does not take penalties on Perception checks when in snowy or blizzard conditions. This ability replaces the rage powers gained at 4th and 12th level. [B]Low Blow (Ex)[/B] At 6th level, a Viking gains Improved Feint as a bonus feat without the need to meet its prerequisites. If a Viking successfully feints against an opponent, any attacks she makes in the same round against that opponent deal an extra 1d6 damage. This damage increases by 1d6 every three levels thereafter. This extra damage is precision damage and is not multiplied on a critical hit. This ability replaces the rage power gained at 6th level. [B]Pillage (Ex)[/B] At 7th level, a Viking gains Improved Sunder as a bonus feat without the need to meet its prerequisites. Also, a Viking ignores half the hardness of an object when trying to break it. At 13th level a Viking totally ignore any hardness that is less of 20 of an object when trying to break it. This replace damage reduction. [/QUOTE]
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