ErrantX
2010-09-08, 12:19 AM
Frostwrought Scion
http://i262.photobucket.com/albums/ii99/lythonv66/Lich.jpg
Shah Xerxes the Iron Winter, a frostwrought scion
To truly understand the nature of death, one must experience it. So it was said long ago by the one would become the Ebon Scholar. An unassuming name for the one who fell into the darkness of death and returned with power ages ago, and one who has begotten much pain and sorrow ever since. His learning was passed on through morbid scholar to twisted mortician and it is said that he was the first to ever walk the path of the ebon initiate. Those that followed in this one’s bleak footsteps learned to master the powers of bone, blood, and frost. Some that came after, however, learned of secret methods, encoded into the dark treatises left behind, the Grimoire Necrotika, that spoke of a path that led to power through the frigid embrace of undeath. The Frostwrought are the legacy of this hidden knowledge.
All frostwrought scions hail from the ebon initiate class (http://www.giantitp.com/forums/showthread.php?t=163297), some multiclassing into other branches of eldritch study, before discovering the methods to join this class. Those that do come from other classes tend to be dread necromancers, wizard specialists in necromancy, or the occasional cleric or sorcerer.
Hit Die: d4
Prerequisites:
Alignment: Any non-good.
Skills: Knowledge (arcana) 10 ranks, Knowledge (religion) 8 ranks, Linguistics 8 ranks, Spellcraft 10 ranks.
Feats: Craft Wondrous Item, Spell Focus (Necromancy), Necromantic Affinity (or Tomb Tainted Soul if 3.5)
Invocations: Must be capable of performing lesser invocations, including Deadly Contagion and The Dead Shall Rise, and any one cold type nether essence invocation.
Special: Netherchannel (http://www.giantitp.com/forums/showthread.php?t=163297) +3d6, must have deciphered from an ancient Grimoire Necrotika the secrets of becoming frostwrought. May not know any fire nether essence invocations.
Frostwrought Scion
http://i262.photobucket.com/albums/ii99/lythonv66/FrostwroughtScion_zpsb8243965.png (http://s262.photobucket.com/user/lythonv66/media/FrostwroughtScion_zpsb8243965.png.html)
Class Skills: Craft (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (any) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Spellcraft (Int).
Skill Points per Level: 2 + Intelligence modifier
Class Features:
Weapon and Armor Proficiencies: The frostwrought scion gains no additional weapon or armor proficiencies. The spells of a frostwrought scion are slightly more complicated than those of his invocations, and as such, casting spells wearing medium or heavy armor, or with a shield, cause arcane spell failure as normal.
Invocations: At each level except for 1st and 10th, the frostwrought scion gains an increase in netherchannel (http://www.giantitp.com/forums/showthread.php?t=163297) damage, caster level and new invocations as if he had gained a level in a previous invocation-using class. He does not gain any additional class features from this class; he gains an increase to caster level and new invocations only. If he possessed more than one invocation-using class previous to becoming a frostwrought scion, the he must choose one to increase.
Spells: The frostwrought scion gains the ability to cast a number of arcane spells in a manner similar to a wizard. To cast a spell, the frostwrought scion must have an Intelligence of 10 + the level of the spell he is casting. Bonus spells are based on Intelligence, as are spell saving throw DC's. When the spell table indicates a 0, this means that if the character has a bonus spell of that level, he is capable of casting a spell of that level. If he does not, then is incapable of casting a spell of that level until the following level. His caster level is equal to his Frostwrought Scion level plus any additional arcane caster levels granted through invocation using classes (not to exceed his character level).
Frostwrought scion spells are identical to wizard spells and are prepared and cast in the same manner except for the following. At each level, the frostwrought scion does not gain any free spells; any spells he has in his book are spells he must find or purchase on his own. This is due in part due to his split focus, and in part of his not going through formal wizard training. Additionally, all frostwrought scions are to be considered specialists in the school of necromancy (gaining a +2 to Spellcraft checks involving this school, but not the additional spell slot at each level), and must pick two schools of magic to be barred from (excluding divination). A frostwrought scion must rest 8 hours just as a wizard must before he can sit and prepare his spells, and he must use a spellbook to record his spells. He has access to learn any spell on the sorcerer/wizard list (that is not of a school he is barred from). Spells that deal fire damage or have the fire descriptor are barred from his training, the uttercold that his power comes from forbids capability in this type of magic.
Spellbook: A frostwrought scion must study his spellbook each day to prepare his spells. He cannot prepare any spell that is not in his spellbook, except for read magic, which all frostwrought scions may prepare from memory. At any time, the character may add new spells to his spellbook of schools he is capable of learning from from either scrolls or other spellbooks.
Command Undead (Su): The frostwrought scion may command undead as an evil cleric with the Command Undead feat. Previous levels of classes such as cleric or ebon initiate which grant channel negative energy stack with the frostwrought scion's ability to do this.
Path of the Damned: The path of the frostwrought scion is a dangerous and demanding one, as it is the path of the embrace of undeath and the dark, frozen power that it grants. Once a character has begun walking this path, deviation from this path shows that he was not strong enough to finish it and thus is never able to walk it again. Characters who take a level in a class other than frostwrought scion after the first level may never take a level in this class unless they have reached 10th level in frostwrought scion. After this point, the character has walked the path and mastered its secrets and may advance how he chooses. Characters who multiclass out of frostwrought scion before finishing the class to 10th level may never take levels in this class thereafter. Additionally, levels in invocation-using and spellcasting classes stack with frostwrought scion to determine the caster level of the character's frostwrought scion spells and invocations, but never to exceed the the frostwrought scion's character level.
Chilling Nimbus (Su): The very essence of the freezing cold underworld permeates the form of the frostwrought scion, causing him to radiate unnatural cold. Beginning at 2nd level, the character may produce glacial conditions in a 20-foot-radius emanation with himself at the center. The temperature band in that area decreases by one step or to cold, whichever produces the colder result (See Frostburn page 9.) The frostwrought scion can suppress this effect for 1 round as a free action, but it renews automatically on his next turn unless he consciously suppresses it again.
Icy Touch (Su): The chill of the grave that lingers in the scion's very bones radiates outwards with every touch. The character gains a touch attack that does 1d6 points of cold damage, plus the frostwrought scion's Intelligence modifier. This ability can be used in combination with the character's ability to netherchannel.
Bonus Metamagic Feat: At 4th and 7th level, the frostwrought scion gains a bonus metamagic feat of his choosing. The character must meet the prerequisites of the feat he is selecting.
Spectral Senses: At 5th level, the senses of the grave come in tune with the character's, and his awareness of his surroundings is enhanced by his soul's sight. The frostwrought scion gains Alertness as a bonus feat.
Glacial Presence (Su): The endless cold that threatens to freeze the very being of the frostwrought scion grows ever outward, covering all around him with bitter winter. Beginning at 6th level, the frostwrought scion can produce extreme wintry conditions in a 100-foot radius emanation with himself at the center. The temperature band in that area decreases by two steps or to severe cold, whichever produces the colder result. (See Frostburn page 9.) The frostwrought scion can suppress this effect for 1 round as a free action, but it renews automatically on his next turn unless he consciously suppresses it again. This effect supersedes that of the chilling nimbus ability.
Netherspell (Su): Such is the skill of the frostwrought scion that even his magic spells bears the freezing potency of death. Whenever the character casts a spell with the range of touch, while he is delivering this spell he may also use his netherchannel ability to damage the target. If the spell is a ranged touch spell, he may add his netherchanneling to this if he possesses the nether spear essence invocation.
Rebuke the Living (Su): The might of death has suffused the frostwrought and through the nearing of the path's completion, they know how to use their negative energy channeling to ward off the forces of the living through the terrifying unknown of dying. The frostwrought scion makes a rebuke attempt against a group of living creatures as if they were undead. If this is successful, then the targets are considered cowed. Any target that would be automatically destroyed by a turning attempt is instead treated as panicked. This is a fear effect.
Frostwrought Apotheosis: Upon reaching the final understanding of his journey, the frostwrought scion goes into seclusion to finish his dark path. First, he constructs a phylactery for himself (an item worth 120,000gp, and an XP cost of 4800xp, and it must be something that can withstand the cold). Secondly, he alchemically prepares a small pool or pond (big enough to submerse himself completely in) with poisons and toxins (200gp worth) and, on a moonless night, walks into his bath for his final moments of life. Submersing himself in this pool he draws in a deep breath of the foul water and allows his presence to freeze the pool solid. He then spends the entire lunar cycle frozen and entombed in poisonous ice before bursting free of it on the next new moon, seeing the world for the first time with the eyes of undeath as a frost lich. If this ice is disturbed or broken during this time, the would-be frost lich is instantly killed and does not become one of the undead.
As a frost lich, his type changes to undead and gains the augmented and cold subtypes, and all current and future hit dice become d12's. His size is unchanged. He gains a +5 bonus to his natural armor and he gains a fear aura (creatures of less than 5 HD within 60ft of the frost lich must make a Will save DC 20 + Charisma modifier or be affected by a fear spell). Frost liches have a +4 turn resistance, darkvision of 90-ft, and are immune to fire, electricity, polymorph (although they can use polymorph effects upon themselves), and mind-affecting effects. They also possess a DR of 15/bludgeoning and magic, fast healing of 5, and its natural weapons are considered as magical weapons. They gain a +2 to their Dexterity, a +4 to Intelligence, and +2 to Charisma, as well +8 to Listen, Seach, Sense Motive, and Spot checks, and lose all ranks in Handle Animal as frost liches are hated by the natural world isntinctively.
Divine Adaptation
Spells: The frostwrought scion gains the ability to cast a number of divine spells in a manner similar to a cleric. To cast a spell, the frostwrought scion must have a Wisdom of 10 + the level of the spell he is casting. Bonus spells are based on Wisdom, as are spell saving throw DC's. When the spell table indicates a 0, this means that if the character has a bonus spell of that level, he is capable of casting a spell of that level. If he does not, then is incapable of casting a spell of that level until the following level. His caster level is equal to his Frostwrought Scion level plus any additional arcane caster levels granted through invocation using classes (not to exceed his character level).
Frostwrought scion spells are identical to cleric spells and are prepared and cast in the same manner except for the following: the character may not spontaneously exchange a prepared spell to cast an inflict spell. A frostwrought scion must rest 8 hours just as a cleroc must before he can sit and prepare his spells, and he must use a divine focus when required to cast his spells. He has access to cast any spell on the cleric/oracle list. Spells that deal fire damage or have the fire descriptor are barred from his ability, the uttercold that his power comes from forbids capability in this type of magic.
Domains: A frostwrought scion gains access to two of the following domains: Air, Death, Knowledge, Magic, and Water. He gains their granted powers and adds the domain spells to his spell list. He does not, however, gain additional spell slots at each spell level to prepare his domain spells and must use normal spell slots to do so.
---
Fluff forthcoming
http://i262.photobucket.com/albums/ii99/lythonv66/Lich.jpg
Shah Xerxes the Iron Winter, a frostwrought scion
To truly understand the nature of death, one must experience it. So it was said long ago by the one would become the Ebon Scholar. An unassuming name for the one who fell into the darkness of death and returned with power ages ago, and one who has begotten much pain and sorrow ever since. His learning was passed on through morbid scholar to twisted mortician and it is said that he was the first to ever walk the path of the ebon initiate. Those that followed in this one’s bleak footsteps learned to master the powers of bone, blood, and frost. Some that came after, however, learned of secret methods, encoded into the dark treatises left behind, the Grimoire Necrotika, that spoke of a path that led to power through the frigid embrace of undeath. The Frostwrought are the legacy of this hidden knowledge.
All frostwrought scions hail from the ebon initiate class (http://www.giantitp.com/forums/showthread.php?t=163297), some multiclassing into other branches of eldritch study, before discovering the methods to join this class. Those that do come from other classes tend to be dread necromancers, wizard specialists in necromancy, or the occasional cleric or sorcerer.
Hit Die: d4
Prerequisites:
Alignment: Any non-good.
Skills: Knowledge (arcana) 10 ranks, Knowledge (religion) 8 ranks, Linguistics 8 ranks, Spellcraft 10 ranks.
Feats: Craft Wondrous Item, Spell Focus (Necromancy), Necromantic Affinity (or Tomb Tainted Soul if 3.5)
Invocations: Must be capable of performing lesser invocations, including Deadly Contagion and The Dead Shall Rise, and any one cold type nether essence invocation.
Special: Netherchannel (http://www.giantitp.com/forums/showthread.php?t=163297) +3d6, must have deciphered from an ancient Grimoire Necrotika the secrets of becoming frostwrought. May not know any fire nether essence invocations.
Frostwrought Scion
http://i262.photobucket.com/albums/ii99/lythonv66/FrostwroughtScion_zpsb8243965.png (http://s262.photobucket.com/user/lythonv66/media/FrostwroughtScion_zpsb8243965.png.html)
Class Skills: Craft (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (any) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Spellcraft (Int).
Skill Points per Level: 2 + Intelligence modifier
Class Features:
Weapon and Armor Proficiencies: The frostwrought scion gains no additional weapon or armor proficiencies. The spells of a frostwrought scion are slightly more complicated than those of his invocations, and as such, casting spells wearing medium or heavy armor, or with a shield, cause arcane spell failure as normal.
Invocations: At each level except for 1st and 10th, the frostwrought scion gains an increase in netherchannel (http://www.giantitp.com/forums/showthread.php?t=163297) damage, caster level and new invocations as if he had gained a level in a previous invocation-using class. He does not gain any additional class features from this class; he gains an increase to caster level and new invocations only. If he possessed more than one invocation-using class previous to becoming a frostwrought scion, the he must choose one to increase.
Spells: The frostwrought scion gains the ability to cast a number of arcane spells in a manner similar to a wizard. To cast a spell, the frostwrought scion must have an Intelligence of 10 + the level of the spell he is casting. Bonus spells are based on Intelligence, as are spell saving throw DC's. When the spell table indicates a 0, this means that if the character has a bonus spell of that level, he is capable of casting a spell of that level. If he does not, then is incapable of casting a spell of that level until the following level. His caster level is equal to his Frostwrought Scion level plus any additional arcane caster levels granted through invocation using classes (not to exceed his character level).
Frostwrought scion spells are identical to wizard spells and are prepared and cast in the same manner except for the following. At each level, the frostwrought scion does not gain any free spells; any spells he has in his book are spells he must find or purchase on his own. This is due in part due to his split focus, and in part of his not going through formal wizard training. Additionally, all frostwrought scions are to be considered specialists in the school of necromancy (gaining a +2 to Spellcraft checks involving this school, but not the additional spell slot at each level), and must pick two schools of magic to be barred from (excluding divination). A frostwrought scion must rest 8 hours just as a wizard must before he can sit and prepare his spells, and he must use a spellbook to record his spells. He has access to learn any spell on the sorcerer/wizard list (that is not of a school he is barred from). Spells that deal fire damage or have the fire descriptor are barred from his training, the uttercold that his power comes from forbids capability in this type of magic.
Spellbook: A frostwrought scion must study his spellbook each day to prepare his spells. He cannot prepare any spell that is not in his spellbook, except for read magic, which all frostwrought scions may prepare from memory. At any time, the character may add new spells to his spellbook of schools he is capable of learning from from either scrolls or other spellbooks.
Command Undead (Su): The frostwrought scion may command undead as an evil cleric with the Command Undead feat. Previous levels of classes such as cleric or ebon initiate which grant channel negative energy stack with the frostwrought scion's ability to do this.
Path of the Damned: The path of the frostwrought scion is a dangerous and demanding one, as it is the path of the embrace of undeath and the dark, frozen power that it grants. Once a character has begun walking this path, deviation from this path shows that he was not strong enough to finish it and thus is never able to walk it again. Characters who take a level in a class other than frostwrought scion after the first level may never take a level in this class unless they have reached 10th level in frostwrought scion. After this point, the character has walked the path and mastered its secrets and may advance how he chooses. Characters who multiclass out of frostwrought scion before finishing the class to 10th level may never take levels in this class thereafter. Additionally, levels in invocation-using and spellcasting classes stack with frostwrought scion to determine the caster level of the character's frostwrought scion spells and invocations, but never to exceed the the frostwrought scion's character level.
Chilling Nimbus (Su): The very essence of the freezing cold underworld permeates the form of the frostwrought scion, causing him to radiate unnatural cold. Beginning at 2nd level, the character may produce glacial conditions in a 20-foot-radius emanation with himself at the center. The temperature band in that area decreases by one step or to cold, whichever produces the colder result (See Frostburn page 9.) The frostwrought scion can suppress this effect for 1 round as a free action, but it renews automatically on his next turn unless he consciously suppresses it again.
Icy Touch (Su): The chill of the grave that lingers in the scion's very bones radiates outwards with every touch. The character gains a touch attack that does 1d6 points of cold damage, plus the frostwrought scion's Intelligence modifier. This ability can be used in combination with the character's ability to netherchannel.
Bonus Metamagic Feat: At 4th and 7th level, the frostwrought scion gains a bonus metamagic feat of his choosing. The character must meet the prerequisites of the feat he is selecting.
Spectral Senses: At 5th level, the senses of the grave come in tune with the character's, and his awareness of his surroundings is enhanced by his soul's sight. The frostwrought scion gains Alertness as a bonus feat.
Glacial Presence (Su): The endless cold that threatens to freeze the very being of the frostwrought scion grows ever outward, covering all around him with bitter winter. Beginning at 6th level, the frostwrought scion can produce extreme wintry conditions in a 100-foot radius emanation with himself at the center. The temperature band in that area decreases by two steps or to severe cold, whichever produces the colder result. (See Frostburn page 9.) The frostwrought scion can suppress this effect for 1 round as a free action, but it renews automatically on his next turn unless he consciously suppresses it again. This effect supersedes that of the chilling nimbus ability.
Netherspell (Su): Such is the skill of the frostwrought scion that even his magic spells bears the freezing potency of death. Whenever the character casts a spell with the range of touch, while he is delivering this spell he may also use his netherchannel ability to damage the target. If the spell is a ranged touch spell, he may add his netherchanneling to this if he possesses the nether spear essence invocation.
Rebuke the Living (Su): The might of death has suffused the frostwrought and through the nearing of the path's completion, they know how to use their negative energy channeling to ward off the forces of the living through the terrifying unknown of dying. The frostwrought scion makes a rebuke attempt against a group of living creatures as if they were undead. If this is successful, then the targets are considered cowed. Any target that would be automatically destroyed by a turning attempt is instead treated as panicked. This is a fear effect.
Frostwrought Apotheosis: Upon reaching the final understanding of his journey, the frostwrought scion goes into seclusion to finish his dark path. First, he constructs a phylactery for himself (an item worth 120,000gp, and an XP cost of 4800xp, and it must be something that can withstand the cold). Secondly, he alchemically prepares a small pool or pond (big enough to submerse himself completely in) with poisons and toxins (200gp worth) and, on a moonless night, walks into his bath for his final moments of life. Submersing himself in this pool he draws in a deep breath of the foul water and allows his presence to freeze the pool solid. He then spends the entire lunar cycle frozen and entombed in poisonous ice before bursting free of it on the next new moon, seeing the world for the first time with the eyes of undeath as a frost lich. If this ice is disturbed or broken during this time, the would-be frost lich is instantly killed and does not become one of the undead.
As a frost lich, his type changes to undead and gains the augmented and cold subtypes, and all current and future hit dice become d12's. His size is unchanged. He gains a +5 bonus to his natural armor and he gains a fear aura (creatures of less than 5 HD within 60ft of the frost lich must make a Will save DC 20 + Charisma modifier or be affected by a fear spell). Frost liches have a +4 turn resistance, darkvision of 90-ft, and are immune to fire, electricity, polymorph (although they can use polymorph effects upon themselves), and mind-affecting effects. They also possess a DR of 15/bludgeoning and magic, fast healing of 5, and its natural weapons are considered as magical weapons. They gain a +2 to their Dexterity, a +4 to Intelligence, and +2 to Charisma, as well +8 to Listen, Seach, Sense Motive, and Spot checks, and lose all ranks in Handle Animal as frost liches are hated by the natural world isntinctively.
Divine Adaptation
Spells: The frostwrought scion gains the ability to cast a number of divine spells in a manner similar to a cleric. To cast a spell, the frostwrought scion must have a Wisdom of 10 + the level of the spell he is casting. Bonus spells are based on Wisdom, as are spell saving throw DC's. When the spell table indicates a 0, this means that if the character has a bonus spell of that level, he is capable of casting a spell of that level. If he does not, then is incapable of casting a spell of that level until the following level. His caster level is equal to his Frostwrought Scion level plus any additional arcane caster levels granted through invocation using classes (not to exceed his character level).
Frostwrought scion spells are identical to cleric spells and are prepared and cast in the same manner except for the following: the character may not spontaneously exchange a prepared spell to cast an inflict spell. A frostwrought scion must rest 8 hours just as a cleroc must before he can sit and prepare his spells, and he must use a divine focus when required to cast his spells. He has access to cast any spell on the cleric/oracle list. Spells that deal fire damage or have the fire descriptor are barred from his ability, the uttercold that his power comes from forbids capability in this type of magic.
Domains: A frostwrought scion gains access to two of the following domains: Air, Death, Knowledge, Magic, and Water. He gains their granted powers and adds the domain spells to his spell list. He does not, however, gain additional spell slots at each spell level to prepare his domain spells and must use normal spell slots to do so.
---
Fluff forthcoming