So about a week and a half ago now, I released my first dungeon crawl (yay!) and promised to release one every single week. I made that promise right before my direction in life took a strong right hand turn in a positive direction (and ate a lot of my time and energy). One dungeon crawl a week is an ambitious undertaking (all the more so when I get distracted by ideas and concepts) and really isn’t feasible at this time. However, I do believe that I can release a dungeon crawl every two weeks. In addition (somewhat as a way of an apology), I have some yeti themed content to share, namely a Half-Yeti race and two Yeti Bloodlines, one for Bloodrager and one for Sorcerer!
“That guy? Oh that guy was the best! Strong as an ox and never seemed to mind the cold! Saved my entire expedition from falling down the pass to our deaths. I don’t see what his shaggy father has to do with this.” – Don Haverdasher in an interview about a local hero.
Navarians are the result of Yeti and human blood mixing. Whether the result of a crazed wizard, rampaging Yeti savages or a special inbuement of wintry power, Navarians are perfectly adapted for living in colder climates. Navarians are usually tall and heavily muscled with shaggy white hair and strong claws on their hands.
Navarians Racial Traits
+2 Str, +2 Wis, -2 Int: Navarians are strong and deeply connected to nature, but tend to be rigid in their thinking.
Type: Navarians are humanoids with the human and yeti subtypes.
Base Speed: Navarians have a normal land speed of 30ft and a climb speed of 30ft.
Low-Light Vision: Navarians can see twice as far as humans in conditions of low light.
Cold Weather Endurance: Navarians have cold energy resistance 5 and are immune to the effects of cold weather.
Frightening: Navarians receive a racial +2 bonus on intimidate.
Languages: Navarians begin play speaking Common and Aklo.
Yeti Bloodline – Bloodrager
Bonus Feats: Combat Reflexes, Dodge, Great Fortitude, Skill Focus (Stealth), Surprise Follow-Through, Toughness, Wind Stance
Bonus Spells: Snowball (7th), Frigid Touch (10th), Ice Spears (13th), Phantasmal Killer (16th)
A Yeti-blooded bloodrager exhibits traits of a yeti both during a bloodrage and normally.
Winter’s Endurance (Ex): Your hair thickens, turns white and grows at an increased rate. This grants you immunity to the effects of cold weather and resistance 5 to cold. At 7th this increases to 10, at 11th this increases to 20, at 15th this increases to 30 and at 20th you become immune to cold damage. You have these benefits constantly, even while not bloodraging.
Claws of the Snow Demon (Ex): At 4th level, you gain a climb speed equal to your normal land speed.
Winter’s Strike (Su): At 8th level you channel the icy power of your blood into your attacks. The first hit each round gains the benefits of the vital strike feat. This additional damage is cold damage and stacks with the normal effect of using the vital strike feat.
Bulk of the Snow Demon (Su): At 12th level, you increase in size and bulk, gaining a +4 size bonus to strength and increasing in size by one category.
Winter’s Wrath (Su): At 16th level, you may choose to manifest a 20ft aura as a swift action. Each creature within the aura must make a save (DC 10 + 1/2 Bloodrager Level + Charisma Mod) at the beginning of their turn. Creatures that fail the save take 3d6 cold and 3d6 bludgeoning damage and may only make a 5ft move. Creature that pass the save take half damage and treat the aura’s area as difficult terrain.
Avatar of the Snow Demon (Su): At 20th level, when starting a bloodrage you may choose to embody the snow demon living in your blood, transforming into a yeti. While in yeti form, you gain a +8 Strength, +4 Dexterity and +4 Constitution bonus, increase in size by one category, gain darkvision 60ft and scent, and two claw attacks that deal 1d8 damage plus 1d6 cold damage.
Yeti Bloodline – Sorcerer
Class Skill: Stealth
Bonus Feats: Antagonize, Combat Casting, Die Hard, Endurance, Power Attack, Spell Focus, Stealthy, Toughness
Bonus Spells: Snowball (3rd), Unshakable Chill (5th), Sleet Storm (7th), Phantasmal Killer (9th), Icy Prison (11th), Freezing Sphere (13th), Hungry Darkness (15th), Polar Ray (17th), Suffocation, Mass (19th)
Bloodline Arcana: Spells you cast with the cold or fear descriptor increase their save DC (if any) by 1.
Winter’s Endurance (Ex): Your hair thickens, turns white and grows at an increased rate. This grants you immunity to the effects of cold weather and resistance 5 to cold. At 7th this increases to 10, at 11th this increases to 20, at 15th this increases to 30 and at 20th you become immune to cold damage.
Frightful Gaze (Ex): At 3rd level, whenever you demoralize an opponent for more then one round you may reduce the duration to 1 round and increase the severity of the condition by one step (shaken progresses to frightened).
Sapping Pulse (Su): At 9th level, for a number of rounds a day equal to your charisma bonus, you can suck the heat from a 30ft radius area around you as a move action. Enemies within that are gain the fatigued condition.
Winter’s Aegis (Su): At 15th level, you may wreath yourself in the winds and cold energy of deep winter granting you a 50% miss chance as if you had total concealment. Additionally the aura protects you from heat, reducing damage from fire-based attacks, spells and effects by half. Attackers that successfully strike you while the aura is manifested take 3d6 points of cold damage. Manifesting the aura is a swift action and dismissing it is a free action. You may manifest your aura for a number of rounds per day equal to your charisma mod plus your sorcerer level. These rounds do not have to be consecutive.
Winter’s Avatar (Su): At 20th level you become a dark Avatar of winter’s power. Spells with the cold descriptor that you cast benefit from the Empower spell metamagic without increasing the cast time or spell level. Spells with the fear descriptor that you cast increase their DC by 2 (this stacks with the Bloodline Arcana). Additionally, once per day when you would be killed due to hp loss, your body instead explodes into a flurry of snowflakes (this flurry functions as Gaseous Form). While in this form, you remain conscious and may only make move actions. At the end of the duration, you reform at -1 hit points, stable and unconscious.
So this is a taste of what is to come in this upcoming dungeon crawl (its coming on Saturday!). I also have a pile of written things to revise, refine, and digitalize (I have a lot of time to write without access to a keyboard). So as a look to the future, I’ll leave this picture here.