max-width: 1200p
Deep within the ice of the Amiraz Floe lie the frozen spirits of time immemorial. These poor souls are unable to descend to the Catacombs, bound in the cold and denied eternal peace. These frozen spirits are watched over by the Frost Hawks, a militia composed of a variety of spiritual peoples. Frost Hawk expedition teams journey out in search of frozen souls and use their magic to set them free.
When the Frost Hawks encounter the many dangers of the tundra, they weaponize their native ice, snow, and cold, as well as the stories of the greatest legends. These legends are brought from many cultures, sourced from the myths and stories of good and evil, law and chaos. It is the belief of the Frost Hawks that there is power to be gained from every story.
The Frost Hawks are composed of a variety of residents of the Amiraz. The nattinuq who live beneath the icy tundra often find themselves drawn to Frost Hawk expedition teams, using their connection to nature and ability to survive in the cold to help free and recover frozen spirits. Vanara, with their thick fur and wise outlook, are well at home in these spiritual groups. Shifuni, with their penchant for hard work and sense of fulfillment from mundane tasks, often work building sleds and creating potions of endure elements for expedition teams. Humans, especially those from the Ice Fish School or the Snow Leopard Caste, are quick to join the Frost Hawks to learn the magic taught to initiates.
When the Frost Hawks encounter the many dangers of the tundra, they weaponize their native ice, snow, and cold, as well as the stories of the greatest legends. These legends are brought from many cultures, sourced from the myths and stories of good and evil, law and chaos. It is the belief of the Frost Hawks that there is power to be gained from every story.
The Frost Hawks are composed of a variety of residents of the Amiraz. The nattinuq who live beneath the icy tundra often find themselves drawn to Frost Hawk expedition teams, using their connection to nature and ability to survive in the cold to help free and recover frozen spirits. Vanara, with their thick fur and wise outlook, are well at home in these spiritual groups. Shifuni, with their penchant for hard work and sense of fulfillment from mundane tasks, often work building sleds and creating potions of endure elements for expedition teams. Humans, especially those from the Ice Fish School or the Snow Leopard Caste, are quick to join the Frost Hawks to learn the magic taught to initiates.
The sagas of the world’s greatest legends teach those who know their stories great power. From powerful lords, to merciful heroes, to vengeful antiheroes, there is power to be found in everyone’s story. Members of the Frost Hawks learn to embody the spirits of the greatest legends, gaining great powers for short bursts of time. These legends are listed below.
Frost Hawk Legends are not specific to a certain discipline. If a character knows the sagas of Frost Hawk Legends from multiple class features or feats, they may embody those legends in with any class feature or feat that allows it. The saga of a single hero cannot be learned more than once. A character cannot embody more than one Frost Hawk Legend at once. When embodying a Frost Hawk Legend, the character detects as both their own alignment and the alignment of the Legend they are channeling.
Frost Hawk Legends are not specific to a certain discipline. If a character knows the sagas of Frost Hawk Legends from multiple class features or feats, they may embody those legends in with any class feature or feat that allows it. The saga of a single hero cannot be learned more than once. A character cannot embody more than one Frost Hawk Legend at once. When embodying a Frost Hawk Legend, the character detects as both their own alignment and the alignment of the Legend they are channeling.
Frost Hawk Legends
Alyra, Flame of Battle
|
Neutral Good
|
“The truth is here, on the battlefield. It is the roaring flame, the ringing steel, the rising of the spirits of the fallen. If you wish to learn, then fight!”
When you embody Alyra, Flame of Battle, you may launch a ball of roaring flames from you melee weapon in place of a melee attack. This functions in all ways as a melee attack, except your target may be anywhere within 30 feet of you, and the damage from your attack is fire damage. |
Asenika, Herald of the Future
|
Neutral Good
|
“I have seen the future, and you are not a part of it.”
When you embody Asenika, Herald of the Future, you may spend a swift action or a move action to grant a creature within 30 feet an insight bonus on its next attack roll, saving throw, skill check, or ability check equal to your level. This bonuses cannot be used on rolls involving creatures who are currently warded against divination effects (such as by nondetection). |
Dakata, Grave Tested Martyr
|
Neutral Good
|
“If it is the only way, that I sacrifice my life for the good of all people, then I shall do so. But even from the grave, I will grace the world with my presence. I am not forgotten...”
While you embody Dakata, Grave Tested Martyr, you gain a bite natural attack (primary attack, 1d8 damage, 1d6 if small) and the Bone Spikes ezymir racial trait. Any continuous or use activated magic items you are wearing in your wrist or ring magic item slots are absorbed into your spikes and continue to function. Any item you are holding is absorbed into your bone spikes, and returns to you hands when you stop embodying Dakata, Grave Tested Martyr. This a polymorph effect. |
Ebillico, Staunch Defender
|
Lawful Neutral
|
“The center is cracking, soon this nation will not hold.”
When you embody Ebillico, Staunch Defender, you may spend a swift action or a move action to grant each creature in a 30 foot cone a +2 sacred and +2 profane bonus to their Armor Class for 1 round. Creatures who gain their power from a deity or ideal of good or evil (such as a paladin or cleric of a good or evil deity) cannot gain the sacred or profane bonus granted by this ability (respectively). |
Eran, Wisdom of Ages Past
|
True Neutral
|
“There is much we can learn from the stories of our ancestors. What do you wish to know?”
When you embody Eran, Wisdom of Ages Past, you gain an insight bonus on Knowledge skill checks made to identify a creature’s strengths and weaknesses equal to that creature’s HD, and you may make such checks untrained. |
Evryn, the Healing Hands
|
Lawful Good
|
“Your wound will knit, your soul will heal, and you will live to walk this earth a while longer. Do not fear, for I have come to save you.”
When you embody Evryn, the Healing Hands, you may spend a swift action or a move action to heal a single creature within 30 feet for 1d6 hit points per two levels you possess (minimum 1d6). If that creature would gain more health than it needs to be fully healed, that creature may make a new saving throw against a single spell affecting it that allows for a new saving throw each round. |
Lucas Abner, the Lost Brother
|
Chaotic Evil
|
“You escaped the torturer’s touch, gained power and friends and family. But I am still here, suffering under the knife, the boot upon my neck. When I am free, I will find you, and punish you for leaving me behind...”
While you embody Lucas Abner, the Lost Brother, you may make a melee attack at your highest Base Attack Bonus as a move action or a melee attack at your highest base attack bonus -5 swift action. |
Umoya Brionne, Forsaken of the Spirits
|
Lawful Evil
|
“I put my trust in the wendo, offered contracts and gained power. It was not enough. Now, I rely on my own power, for I alone am strong enough to defend the ones I love.”
When you embody Umoya Brionne, Forsaken of the Spirits, you may spend a swift action or a move action to shroud an ally in a protective illusion for one round. A shrouded ally gains concealment for the illusion’s duration. That ally may dismiss this illusion as an immediate action when targeted by an attack in order to cause that attack to miss. This is an Illusion effect |
The wardens are the foremost protectors of frost hawk expeditions. Their resilient mentors teach them the sagas of their ancestors, and watch over their expedition teams with care and warmth.
Type: Paragon Archetype Removes or Modifies: Doctrine | Pure Paragon | Belief gained at 4th level | Greater Purity |
Deep within the Amiraz Floe, the spirits of ages past lie trapped in stasis. These departed souls are unable to die, frozen into existence by the bitter cold. The Frozen Spirit Binder calls to these poor spirits, granting them a new body and a chance to finally descend to the Catacombs.
Type: Medium Archetype Removes or Modifies: Influence | Seance Boon | Shared Seance | Spacious Soul |
The snow speaker is an invaluable member of any Frost Hawk expedition team, communing with the landscape, removing obstacles, and animating the very tundra itself to aid their team.
Type: Kineticist Archetype Removes or Modifies: Element | Expanded Element | Kinetic Blast | Utility Wild Talents gained at 2nd, 6th, 10th, 12, and 18 levels | Omnikinesis |
Clerics of the Frost Hawks help their people draw strength from their ancestors and legends. Strong and purposeful, these teachers are often the keepers of legends within Frost Hawk communities.
Type: Cleric Archetype Removes or Modifies: Class Skills | Domains | Channel Energy |
Embodiment Initiate
Prerequisites: Charisma 13, Member of the Frost Hawks
You have learned the art of Embodiment, and can embody the saga of one of your ancestors, drawing forth power from that story. You learn the saga of a single Frost Hawk Legend. You can can embody a legend once per day as a free action for 1 round + 1 round for every 5 character levels you possess.
Extra Legend
Prerequisites: Able to embody a Frost Hawk Legend
You learn the saga of an additional Hawk Legend, and can embody that legend as per the ability which provides that legend.
Special: You may select this feat multiple times, its effects stack.
Dakata’s Test
Prerequisites: Able to cast phasic challenge, saga of Dakata, Grave Tested Martyr
Once per day when you cast phasic challenge, you embody Dakata, Grave Tested Martyr for the duration of the challenge. You need not activate the ability that taught you this saga in order to embody Dakata this way.
Lucas’s Resolve
Prerequisites: Character level 7th, Evil Alignment, Saga of Lucas Abner
While you embody the legend of Lucas Abner, the Lost Brother, each time you strike a creature for the second time in one round, that creature takes 2 points of bleed damage. Each time you strike a creature for the fourth time in one round, that creature takes 2 points of Charisma damage.
Umoya’s Veils
Prerequisite: Caster level 3rd, Spell Focus (Illusion), Saga of Umoya Brionne
While you embody Umoya Brionne, Forsaken of the Spirits, allies you target with illusion effects gain a number of temporary hit points equal to 1/2 your level. These temporary hit points do not stack with themselves, and last for 1 hour.
Eran’s Strategy (Combat)
Prerequisites: Saga of Eran, Wisdom of Ages Past
When you correctly identify the strengths and weaknesses of a creature while you embody Eran, Wisdom of Ages Past, you gain a +4 insight bonus on your next attack and damage roll made against that creature. You cannot gain this bonus against a creature of the same race (such as cassian angels or humans) more than once every 24 hours.
Alyra’s Inspiration (Combat)
Prerequisites: BAB +11 Saga of Alyra, Flame of Battle
When you embodying Alyra, Flame of Battle, you may make a single attack at your highest base attack bonus as a full-round action. This attack deals its minimum damage to each creature between you and your target in addition to its normal damage. A Reflex saving throw halves this damage (DC 10 + 1/2 your level + your Strength modifier).
Ebillico’s Shield (Combat)
Prerequisites: Shield Proficiency, Saga of Ebillico, Staunch Defender
When you embody Ebillico, Staunch Defender and are carrying a heavy shield or tower shield, you gain DR 2/good and evil.
Evrynn’s Resolve
Prerequisites: Saga of Evryn, the Healing Hands
You add you Wisdom, Charisma, or Intelligence modifier (whichever is higher) to the amount of health healed by Evryn, the Healing Hands.
Asenika’s Foresight
Prerequisites: Caster level 4th, Spell Focus (Divination), Saga of Asenika, Herald of the Future
You can cast augury once per day as a spell-like ability. At 8th level, this ability may function as divination instead. At 12th level, this ability may function as prognostication instead. At 16th level, this ability may function as true prognostication instead.
Prerequisites: Charisma 13, Member of the Frost Hawks
You have learned the art of Embodiment, and can embody the saga of one of your ancestors, drawing forth power from that story. You learn the saga of a single Frost Hawk Legend. You can can embody a legend once per day as a free action for 1 round + 1 round for every 5 character levels you possess.
Extra Legend
Prerequisites: Able to embody a Frost Hawk Legend
You learn the saga of an additional Hawk Legend, and can embody that legend as per the ability which provides that legend.
Special: You may select this feat multiple times, its effects stack.
Dakata’s Test
Prerequisites: Able to cast phasic challenge, saga of Dakata, Grave Tested Martyr
Once per day when you cast phasic challenge, you embody Dakata, Grave Tested Martyr for the duration of the challenge. You need not activate the ability that taught you this saga in order to embody Dakata this way.
Lucas’s Resolve
Prerequisites: Character level 7th, Evil Alignment, Saga of Lucas Abner
While you embody the legend of Lucas Abner, the Lost Brother, each time you strike a creature for the second time in one round, that creature takes 2 points of bleed damage. Each time you strike a creature for the fourth time in one round, that creature takes 2 points of Charisma damage.
Umoya’s Veils
Prerequisite: Caster level 3rd, Spell Focus (Illusion), Saga of Umoya Brionne
While you embody Umoya Brionne, Forsaken of the Spirits, allies you target with illusion effects gain a number of temporary hit points equal to 1/2 your level. These temporary hit points do not stack with themselves, and last for 1 hour.
Eran’s Strategy (Combat)
Prerequisites: Saga of Eran, Wisdom of Ages Past
When you correctly identify the strengths and weaknesses of a creature while you embody Eran, Wisdom of Ages Past, you gain a +4 insight bonus on your next attack and damage roll made against that creature. You cannot gain this bonus against a creature of the same race (such as cassian angels or humans) more than once every 24 hours.
Alyra’s Inspiration (Combat)
Prerequisites: BAB +11 Saga of Alyra, Flame of Battle
When you embodying Alyra, Flame of Battle, you may make a single attack at your highest base attack bonus as a full-round action. This attack deals its minimum damage to each creature between you and your target in addition to its normal damage. A Reflex saving throw halves this damage (DC 10 + 1/2 your level + your Strength modifier).
Ebillico’s Shield (Combat)
Prerequisites: Shield Proficiency, Saga of Ebillico, Staunch Defender
When you embody Ebillico, Staunch Defender and are carrying a heavy shield or tower shield, you gain DR 2/good and evil.
Evrynn’s Resolve
Prerequisites: Saga of Evryn, the Healing Hands
You add you Wisdom, Charisma, or Intelligence modifier (whichever is higher) to the amount of health healed by Evryn, the Healing Hands.
Asenika’s Foresight
Prerequisites: Caster level 4th, Spell Focus (Divination), Saga of Asenika, Herald of the Future
You can cast augury once per day as a spell-like ability. At 8th level, this ability may function as divination instead. At 12th level, this ability may function as prognostication instead. At 16th level, this ability may function as true prognostication instead.