Much like the mighty huge polar bears of their homeland, whitefurs combine fearsome strength with the unforgiving cold of winter itself to vanquish their enemies.
At 1st level, the whitefur gains a +2 bonus on initiative checks and on Climb, Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in any cold region. A whitefur traveling through cold regions normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 5th level and every five levels thereafter, the skill bonus and initiative bonus increase by +2.
At 7th level, the whitefur may move across snow or ice at his normal speed and without taking damage, losing his balance, or suffering any other impairment.
This ability replaces fast movement.
This ability replaces the rage power gained at 2nd level.
This ability replaces trap sense.
At 5th level, the whitefur may breathe an icy gust of wind in a 15-foot cone once per rage. This breath deals an amount of cold damage equal to 1d6 plus the whitefur’s Constitution modifier, and the target is dazed for 1 round.
This damage increases by 1d6 at 10th level and every five levels thereafter. A Reflex saving throw (DC 10 + 1/2 the barbarian’s level + his Constitution modifier) reduces this damage by half and negates the dazed effect. Targets currently grappled by the whitefur do not receive a saving throw against this ability.
Scarred Lands Player’s Guide © 2016, Onyx Path and Nocturnal Publishing, LLC; Authors Bill Ashbless, Jason Bolte, Tanya Cohan-Diaz, Chris Cowger, Steffie de Vaan, Adam Eichelberger, Matt Franklin, Nathan Knaack, Eddy Webb