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Monk of the Katabatic Winds

Ascetics often seek solitude, and no place in the world offers more isolation than the frigid habitats close to the planet’s poles. of course, humanoids sparsely populate these remote areas for good reason. Cold temperatures, ferocious winds, and dense layers of ice and snow dissuade even the hardiest people from settling this unforgiving landscape. Yet from an aesthetic standpoint, polar biomes boast some of nature’s most breathtaking scenery. Magnificent ice sculptures carved into amorphous glaciers, fresh snow coating the verdant trees with a pure, white blanket, and pristine gray mountains soaring into the heavens bewitch awestruck onlookers. Set against this wondrous backdrop, these monks endlessly hone their fighting routines on some of the most spectacular vantage points, repetitively striking imaginary foes while parrying their counterattacks. Monks of the katabatic winds see what others miss in this bleak, desolate realm. They recognize the power concealed within and beneath the bleached tapestry of solidified water. Here, they tap into this mighty reservoir of chilly energy, turning their skin cold, their fists into blocks of solid ice, and their breath into howling gusts of freezing wind. Only the most daring souls accompany them on this mystical journey of selfdiscovery into Winter’s dominion. Outwardly, their personalities emulate the nature of their frozen home — cold and aloof. The few individuals who look past their icy demeanors and choose to take these difficult steps alongside them witness a remarkable metamorphosis from what was once a man or a woman into an otherworldly being wrought from ice and snow.

Skills A monk of the katabatic winds adds Survival to his list of class skills and removes Ride from his list of class skills. This alters the monk’s class skills.

Shivering Fist (Ex)

At 1st level, a monk of the katabatic winds gains Shivering Fist as a bonus feat, even if he does not meet the prerequisites. He may attempt a shivering attack a number of times per day equal to his monk level, plus one more time per day for every 4 levels he has in classes other than monk. At 8th level his shivering fist attack deals an additional 1d6 points of cold damage.

The bonus damage increases to 2d6 points of cold damage at 16th level. This ability replaces Stunning Fist.

Neither Cold Nor Magic (Ex)

At 2nd level, a monk of the katabatic winds gains cold resistance 5 and suffers no penalty to speed or on Acrobatics, Climb, or Stealth checks in snowy or icy terrain. At 6th level and every three levels thereafter, his speed moving across snowy and icy terrain increases by +10 feet. At 9th level, his cold resistance increases to 10 and for a number of rounds per day equal to his monk level he can move normally when magical effects would impede his movement, as if he were affected by freedom of movement. These rounds need not be consecutive, but must be used in 1-round increments. This ability alters fast movement and replaces evasion and improved evasion.

Cold Fire (Ex)

At 3rd level, a monk of the katabatic winds gains a +2 bonus on saving throws against firebased attacks. This ability replaces still mind.

Frozen Strike (Su)

At 3rd level, a monk of the katabatic winds can charge his unarmed strike as a swift action so it ignores the natural armor bonus of any creature with the fire subtype. This benefit lasts for a number of rounds per day equal to the monk’s class level. These rounds need not be consecutive, but must be used in 1-round increments. This ability does not bypass enhancement bonuses to natural armor, such as those gained from barkskin or an amulet of natural armor. This ability replaces maneuver training.

Ki Pool (Su)

When making a ki strike, as a swift action he can wreath his fists, feet, elbows, and knees in frigid air. When he activates this ability, half the damage dealt by his unarmed strikes is bludgeoning damage, and the other half is cold damage. He may use a swift action to deactivate this effect. This ability alters ki pool and replaces purity of body.

Katabatic Blast (Su)

At 11th level, as a standard action costing 2 ki points, the monk may open his mouth and unleash a powerful blast of frigid air in a 5- foot-diameter, 30-foot line lasting until the beginning of his next turn. The direction of the wind is away from his location and remains constant in that direction until the wind subsides. Creatures caught in the katabatic blast are knocked prone and take bludgeoning damage equal to the monk’s unarmed strike damage + his Wisdom modifier in addition to cold damage also equal to the monk’s unarmed strike damage + his Wisdom modifier. A successful Fortitude save (DC 10 + 1/2 the monk’s level + his Wisdom modifier) halves the damage and prevents being knocked prone.

A creature beginning its turn wholly or partially within the katabatic blast must make a Fortitude save (DC 10 + 1/2 the monk’s level + his Wisdom modifier) or be pushed 10 feet in the direction the wind is blowing, take 1d6 nonlethal damage, and be knocked prone. A successful Fortitude save negates the preceding effects.

This ability replaces diamond body.

Frozen Palm (Su)

Starting at 15th level, a monk of the katabatic winds can transform a living creature he hits into solid ice. He can use this frozen palm attack once per day, and he must announce his intent before making his attack roll. Creatures immune to cold damage cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the frozen palm attack succeeds. If the target fails its Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wisdom modifier), the subject along with all its carried gear, is helpless and encased in solid ice, as the icy prison (Pathfinder Roleplaying Game Ultimate Magic) spell, using the monk’s class level as the caster level. This ability replaces quivering palm.

Cold Self

At 20th level, a monk of the katabatic winds foregoes becoming a magical being and instead becomes the living embodiment of the poles. The monk gains the air and cold subtypes, granting him a fly speed of 40 feet with perfect maneuverability. This ability replaces perfect self.