As you may have noticed, this week is Viking Week, in honor of our latest pdf release, which became available just yesterday: Ancient Warriors: The Vikings. These scourges from the north have long fascinated Western society, to the point that anyone today can easily visualize what a Viking might look like (albeit not very accurately, in most cases), even though Viking raiders ceased to be a relevant threat almost 1,000 years ago. We think that makes Vikings cool enough to deserve their own sourcebook. And with the recently-released Midgard campaign setting by Kobold Press, and the next Paizo adventure path taking place in the icy realm of Irrisen, now seems like the perfect time for it.
There’s a lot of things you’ll see in Ancient Warriors: The Vikings, including an overview of Viking culture: fact and fiction, some advice on how to run a Viking-themed campaign, several very detailed archetypes for a wide variety of classes, allowing just about anyone to get a taste of Viking glory, and no less than three full prestige classes for those who want to play as the most elite of the Viking warriors. At a total page count of 37 pages, it’s well worth the $4.99 price tag. One thing you won’t find in it, though, is new feats, and that’s where this article comes in. Speaking of, let’s take a look, shall we?
Blood of the North
You were born in a frigid land and are used to the chill touch of the north.
Benefit: You are affected by cold weather as though it were one category warmer than it actually is. In cold weather (between 40 degrees Fahrenheit and 0 degrees Fahrenheit) you do not suffer any ill effect. In conditions of severe cold or exposure (between -1 degrees Fahrenheit and -20 degrees Fahrenheit), you suffer only the effects normally associated with cold weather. Even in conditions of extreme cold (-21 degrees Fahrenheit or colder), you only suffer the effects normally associated with severe cold or exposure. Further, you gain a +1 bonus on saving throws made to resist spells with the cold descriptor.
Special: This feat may only be taken at 1st level.
Dying Strike (Combat)
Your furious warrior spirit allows you to make a single last attack before dying.
Prerequisite: Diehard, Endurance, base attack +11.
Benefit: When you die, as an immediate action, before dying, you may make a single melee attack. This attack can be made against the creature that killed you, if he is within range, or against another creature, if desired. The target is treated as flat-footed for the purposes of this attack, and the attack threatens a critical hit on a roll of 11 or higher, regardless of the weapon’s actual critical threat range. Further, the weapon’s critical multiplier is increased by 1 for the purposes of this attack. This extra attack does not prolong your life long enough for you to be healed, and even if you regain hit points as part of this attack (perhaps due to a magical weapon property on the weapon you are wielding), you still die after the attack is made.
You are truly burly and imposing, and are a true man’s man.
Benefit: You gain a +2 bonus on Intimidate checks made against male characters, a +2 bonus on Diplomacy checks made against female characters, and a +2 bonus on Bluff checks made to convince characters of either gender about your battle prowess, strength, or other “manly” features (as determined by the GM). Further, the DC for any male character to intimidate you is increased by +4.
Power Critical (Combat)
You swing your weapon with wild abandon, making it less likely to hit, but more likely to deal incredible damage if it does.
Prerequisite: Power Attack, base attack bonus +6.
Benefit: You can choose to take a -2 penalty on all melee attack rolls and combat maneuver checks in order to increase the critical threat range of the weapon you are wielding by 1. If the weapon is a two-handed weapon, this also increases the weapon’s critical multiplier by 1. These bonuses do stack with Improved Critical and similar bonuses, but are always applied last, and can never result in an increase to the critical threat range or critical multiplier of more than one.
You must choose to use this feat before making the attack roll, and its effects last until your next turn. The bonuses do not apply to touch attacks.
You are trained in the Viking ways of seafaring.
Benefit: You gain a +1 bonus on Profession (sailor) checks and Swim checks. Additionally, Profession (sailor) is a class skill for you, and you can use Strength instead of Wisdom when making Profession (sailor) checks. Further, you can use Profession (sailor) instead of Survival in order to predict the weather. Finally, you gain a +2 bonus on Acrobatics and Climb checks made while on a ship.
Warrior of the North (Combat)
You are able to use cold conditions to your advantage, and fight better in cold environments.
Prerequisite: Blood of the North, base attack bonus +4.
Benefit: As long as you are in an area with a temperature of 20 degrees Fahrenheit or colder, you gain a +1 bonus on attack and damage rolls. If the temperature is -20 degrees Fahrenheit or colder, this bonus increases to +2.