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Derjuin
2011-06-06, 02:47 AM
Shortly after creating the armsman, I saw a picture (used below, in fact) and it sparked this idea, a snow-and-ice themed pseudo-gishy-thing(?). I took what I heard about the Armsman class (solidly tier 4 because all it can do is FITE FITE FITE) and tried to fold that in when making this class (hopefully a bit more useful melee combatant PRC when FITE FITE FITE isn't necessary). My main concerns are with the strength of its abilities and the balance between MOAR FITE and out-of-combat use.

Oh yeah, it could use a new name too...any suggestions? I was thinking "Glacial Sovereign" as well, given the image.

Edit: Pre-emptive link (http://www.d20srd.org/srd/weather.htm) to the SRD's Weather page, which details wind, snow and other effects.

WINTRY CHAMPION


http://www.wizards.com/dnd/images/spotlight_witch.jpg


Hit Die
d8.

Requirements

To qualify to become a wintry champion, a character must fulfill all of the following criteria:

Base Attack Bonus
+4

Skills
Survival 8 ranks, Knowledge (Geography) 4 ranks

Feats
Cold Endurance (see Frostburn pg. 47)

Special
The character must have survived in blizzard conditions for the duration of the storm (typically 1d3 days) without the aid of magic, and must have taken at least half its HP in nonlethal damage from cold conditions during the storm.

Class Skills
The wintry champion's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), and Survival (Wis).

Skill Points
6 + Int modifier.

{table=head] Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1 |
+1 |
+2 |
+0 |
+0 | Snowfall, Icy Veins
2 |
+2 |
+3 |
+0 |
+0 | Freezing Touch
3 |
+3 |
+3 |
+1 |
+1 | Tundra Stalker
4 |
+4 |
+4 |
+1 |
+1 | Chilblains, Solidify
5 |
+5 |
+4 |
+1 |
+1 | Snowstorm, Verglas
6 |
+6 |
+5 |
+2 |
+2 | Rimefire Weapon
7 |
+7 |
+5 |
+2 |
+2 | Snow Stalker
8 |
+8 |
+6 |
+2 |
+2 | Permafrost
9 |
+9 |
+6 |
+3 |
+3 | Deep Freeze
10 |
+10 |
+7 |
+3 |
+3 | Blizzard
[/table]

Weapon and Armor Proficiency: The Wintry Champion does not gain any proficiencies with weapons or armor.

Snowfall (Su): The Wintry Champion exudes an aura of cold. Typically, this aura results in an immediate cold snap in any climate she enters (reducing the air temperature by about 10 degrees Fahrenheit) within 25 feet per Wintry Champion level the character has. In addition to the cold snap, snow begins falling around the Wintry Champion. If the air within 25 feet per Wintry Champion level is cold enough (lower than 30 degrees Fahrenheit), the snow is preserved and hampers vision and hearing as snowfall does: -4 to Spot, Search and Listen checks, visibility is cut in half, and -2 to ranged attacks. If the air is too warm, the snow vanishes without effect. The Wintry Champion may suppress or reactivate this ability as a Free action. The snowfall produced by this ability does not actively collect on the ground and does not hamper movement.

The Wintry Champion may designate any number of creatures as her ally for the purposes of this ability. Allies, including the Wintry Champion herself, within the radius of her Snowfall aura are not subject to penalties that would normally be applied to those in a snowstorm of any strength. This protection applies to her Snowstorm and Blizzard abilities as well.

Use this table to determine if an area affected by Snowfall changes its temperature band due to the cold snap experienced:

Temperature Bands
{table=head]Temperature Band|Range
Extreme Heat|140 degrees or more
Severe Heat|110 to 140 degrees
Hot|90 to 110 degrees
Warm|60 to 90 degrees
Moderate|40 to 60 degrees
Cold|40 to 0 degrees
Severe Cold|-20 to 0 degrees
Extreme Cold|-50 to -20 degrees
Unearthly Cold|-50 degrees or less[/table]

Icy Veins (Ex): The blood in the veins of a Wintry Champion slows down dramatically, forming microscopic ice crystals as her body is maintained at a much lower temperature than other living beings'. Beginning at 1st level, the Wintry Champion is inured to effects of environments below 0 degrees Fahrenheit and gains Cold Resistance 2 for every level of Wintry Champion she has.

Freezing Touch (Ex): The touch of a Wintry Champion can chill and freeze, as if by magic. Beginning at 2nd level, any metallic weapons, armor or other items the Wintry Champion carries are chilled, causing damage to others that try to touch them. As long as these items are in direct contact with the Wintry Champion, they are considered freezing as per the Chill Metal spell. Items that leave her possession or are not in direct contact, but are within 1 foot of her (such as items in a backpack or on the ground) are considered icy as per the spell. Items in the possession of the Wintry Champion are never at risk of breaking due to freezing temperatures or sudden heating.

In addition, any foe struck by a metallic weapon (including weapons like spiked metallic armor or metallic shield bashes) takes 2d4 cold damage each hit.

Tundra Stalker (Ex): A Wintry Champion excels at navigating cold environments, and gains many benefits from being in one. Beginning at 3rd level, whenever the Wintry Champion is in a Cold or colder environment (any area below 41 degrees Fahrenheit), she gains a +4 bonus to Spot, Listen, Search and Survival checks.

In addition, regardless of the actual temperature of the environment, the Wintry Champion is never hampered by ice- or snow-covered squares (even deep snow) and may move through them at her normal speed. She never needs to make a Balance check to keep her balance on ice. Her vision is never obscured by snowfall, sleet or hail, and she gains a +5 bonus to Fortitude checks to resist being affected by heavy winds.

Chilblains (Ex): The touch of a Wintry Champion can leave her victim afflicted with terribly painful blisters as its body struggles to save itself against extreme temperatures. Beginning at 4th level, each time the Wintry Champion touches a victim (either with her body, as with a touch attack or unarmed strike, or with a metallic weapon), she may choose to force frigidity into the victim's body. Doing so inflicts 1d2 Frostburn damage to the victim's Dexterity each hit; Chilblains can never cause a victim's Dexterity score to drop below 1.

Frostburn damage is difficult to heal, and requires a DC (20 + the Wintry Champion's level) Caster Level check to succeed in healing. If the victim is in a Cold or colder environment, the Frostburn damage is permanent until he or she leaves that environment long enough for all of the Frostburn damage to heal, either on its own or by magic.

Solidify (Su): Beginning at 4th level, the Wintry Champion gains the ability to freeze every particle of moisture in the air in a certain area, creating a plane of ice. This ability operates as the Wall of Ice spell, with the following exceptions: It can only be used to create flat planes of ice; the Wintry Champion's caster level for this ability is equal to twice its Wintry Champion class level; at 4th level, this ability lasts for 1 minute and can be used once every 5 rounds; at 8th level, this ability lasts for 10 minutes. Beginning at 6th level, any enemy that attempts to interrupt the wall and fails its Reflex save (DC is equal to 10 + Wintry Champion class level + the Wintry Champion's Constitution modifer) to do so is automatically subject to a Flesh to Ice spell with a duration equal to that of the wall.

Snowstorm (Su): The Wintry Champion is surrounded by almost perpetual snowfall and wind, making her a deadly foe to approach. Beginning at 5th level, the Wintry Champion's Snowfall ability now reduces the area's temperature by 20 degrees, and always produces snow regardless of air temperature. In addition, severe winds (between 31 and 50 mph) circle the Wintry Champion at the same radius as her Snowfall aura, increasing the penalty ranged attacks suffer in her midst to -4. The Wintry Champion never needs to make a Fortitude check to resist the winds of her own storm.

If the Wintry Champion allows her Snowstorm ability to function for a full day, 1d6 inches of snow are deposited on the ground. As long as she is nearby, the snow will never melt; as soon as the snow exits her Snowfall aura, however, it is subject to temperatures as normal. The Wintry Champion may suppress or reactivate this ability as a Free action.

Verglas (Su): By focusing her control of ice and snow, the Wintry Champion can direct ice to form even where it would not normally be able to, for one reason or another. Beginning at 5th level, the Wintry Champion gains the ability to create patches of ice on the ground, walls, ceilings or objects as a swift or standard action. Doing so covers the surface in extremely slippery ice in a 10' x 10' patch, or a single item. Creatures within the area at the time of the ability's use must make a DC (15 + the Wintry Champion's class levels) Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of ice at half normal speed with a DC 16 Balance check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).

Verglas can also be used to create an icy coating on an item. Material objects not in use are always affected by this ability, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the frozen item. If the item has any mechanical operation (such as a crank or gears), it immediately ceases functioning until the ice is removed.

Items covered in ice are immediately brought down to -20 degrees Fahrenheit, and are subject to weakening as per the sidebar in Frostburn titled "Effects of Cold on Equipment", page 79. After the ice vanishes from an item, it slowly returns to its normal temperature over the course of 10 minutes, or 1 minute if it is left to rest in an area between 40 and 60 degrees.

As long as the patch of ice remains within the Wintry Champion's aura, it never melts. A Wintry Champion may only have one such patch of ice created at a time, and she may dismiss a patch of ice as a free action. Icy coatings on a single item are considered a patch of ice for the purposes of dismissing and creating ice.

Rimefire Weapon (Su): A Wintry Champion of advanced power can call upon the magical forces at work behind freezing areas, including the mysterious rimefire. Beginning at 6th level, the Wintry Champion's weapons inflict 2d4 rimefire damage whenever they strike a foe, in addition to bonus damage they may cause from being metallic from her Freezing Touch.

Snow Stalker (Su): Snow hides much, and it is even more willing to hide a Wintry Champion that learns the secret of snow stalking. Beginning at 7th level, a Wintry Champion gains the ability to travel distances in the snow as if by means of a dimension door spell.

The limitation is that the magical transport must begin and end in an area with at least some snowfall. A Wintry Champion can jump up to a total of 100 feet per Wintry Champion level per day. This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment. Unlike dimension door, however, the Wintry Champion may still take actions after being transported. Jumping through the snow in this way takes either a move action, if she jumps more than 50 feet, or a swift action, if she jumps less.

In addition, a Wintry Champion may always take 10 on Hide and Move Silently checks when in areas of snowfall, and may make Hide checks even while observed as long as she is in an area with snowfall and is within 10 feet of a snow-covered square.

Permafrost (Su): Under the feet of a Wintry Champion is said to be the coldest place before leaving the Material plane, and rumors are partially true. Beginning at 8th level, a Wintry Champion creates a small plane of ice underneath her feet, allowing her stable footing regardless of what she is actually standing on. She gains the ability to walk across liquids as if they were solid, and even ascend into the sky.

Walking into the air is as if the air walk spell (Player's Handbook, pg. 196) had been cast on the Wintry Champion, only she is not pushed out of the way by wind created by her Snowfall ability. Moving upward requires the Wintry Champion to spend 10 feet of movement for each 5 feet of elevation gained.

The Wintry Champion is able to grant this ability to up to one ally per Wintry Champion level per day, and the ability lasts for 10 minutes when used on allies. Allies that do not have sufficient protection from cold environments, however, take 1d4 points of nonlethal damage for every minute they are in the air or over liquids they would not normally be able to stand on.

Deep Freeze (Su): Beginning at 9th level, the Wintry Champion is able to expunge all heat to a great degree from the area surrounding her. Once per day, the Wintry Champion is able to remove from the area of her Snowfall aura large amounts of heat, reducing the area's heat by 3 temperature bands. Living creatures caught in the radius of the ability are instantly turned to ice if they do not succeed on a DC (19 + the Wintry Champion's Constitution modifier) Fortitude save, as if by a flesh to ice spell (Frostburn, pg. 94) had been cast on them. If a creature succeeds on saving against the freezing effect, they instead take 10d6 Frostburn damage. Creatures that enter the area after this ability has been used do not suffer the damage from the use of this ability, but still suffer any effects from exposure as would be normal.

Objects in the area are coated in ice, similar to the ice coating use of the Verglas ability (see above). The ice is unnaturally slippery, however, and a creature attempting to use a coated item must succeed on a DC 10 Dexterity check or drop the item.

Deep Freeze lasts for 24 hours, and only in the area of the Wintry Champion's Snowfall aura during its use. If the Wintry Champion leaves the area it was first used in, it does not travel with her.

Temperature Bands
{table=head]Temperature Band|Range
Extreme Heat|140 degrees or more
Severe Heat|110 to 140 degrees
Hot|90 to 110 degrees
Warm|60 to 90 degrees
Moderate|40 to 60 degrees
Cold|40 to 0 degrees
Severe Cold|-20 to 0 degrees
Extreme Cold|-50 to -20 degrees
Unearthly Cold|-50 degrees or less[/table]

Blizzard (Su): Willing her storm to be ever stronger, a master Wintry Champion is able to call upon a massive storm of ice and snow to blanket an area. At 10th level, the Wintry Champion's Snowfall aura intensifies greatly. Winds surrounding the Wintry Champion intensify to Windstorm strength (51-74 mph) and snowfall greatly intensifies, obscuring all vision beyond 5 feet; creatures 5 feet away have concealment. Creatures making Spot, Search and Listen checks within the radius of a Wintry Champion's Blizzard find that each are impossible, as are ranged attacks. In addition, the cold snap experienced is further enhanced to -30 degrees. The Wintry Champion is free to make Listen, Spot and Search checks in her own Blizzard, but she cannot make ranged attacks in it. The Wintry Champion never needs to make a Fortitude check to resist the winds of her own storm. In addition, all enemies within the range of the Wintry Champion's Blizzard have their Cold Resistance reduced by 20. Enemies with Cold Immunity instead take only 1 point of damage per die involved in a cold attack (so Freezing Touch against an enemy immune to Cold damage deals 2 damage, one point for each D4).

The Wintry Champion may degrade her own storm to a Snowstorm (see above) as a free action, or intensify it again by concentrating for 1 minute. If the Wintry Champion allows her Blizzard to function for an entire day, 1d3 feet of snow is deposited in the area.

Fan
2011-06-06, 02:48 AM
NOW who doesn't have options outside of combat?:smalltongue:

Demidos
2011-06-06, 06:55 PM
Nice. seems like a lot of skill points for a fighter/ranger type though, I believe 4+Int seems more appropriate, unless it was supposed to be skillmonkeyish.:smallsmile:
Otherwise, very cool! Might have to play this sometime soon! (If you dont mind:smallbiggrin:)

Derjuin
2011-06-06, 09:09 PM
Nice. seems like a lot of skill points for a fighter/ranger type though, I believe 4+Int seems more appropriate, unless it was supposed to be skillmonkeyish.:smallsmile:
Otherwise, very cool! Might have to play this sometime soon! (If you dont mind:smallbiggrin:)

Thanks! The 6+i skills was intended to give the class a bit of a boost from what it came from, since most melee classes are horribly under-skill-pointed.

It's fine if you use it, but I haven't had the chance to fiddle around or get a serious tweaking of its abilities yet. If you do use it, you could like, send a report back of how well/horribly it works :smalltongue:

MesiDoomstalker
2011-06-06, 09:22 PM
I like this. If I ever send my group into a wintery area, and their high level, this will be my boss' PRC.

Derjuin
2011-06-09, 12:54 AM
While my intention wasn't to make the PrC aligned in any way, it does seem particularly fit for a villain =p

Kellus
2011-06-09, 01:45 AM
Very cool, full review forthcoming.

One thing first though. 'Rimefire' is not a type of damage.

EDIT: Neither is 'frostburn', and more topically for that one, ability damage doesn't have different types. You can seriously just say 'it does x ability damage to Dexterity' or whatever.

EDIT the SECOND: Upon further examination you can somewhat disregard the edit the first, since this ability damage explicitly works differently than most ability damage. That being said, it would probably be simpler to simply deal normal ability damage and then in the next paragraph describe the special restrictions on how to remove it. There's not much sense in creating a brand new kind of damage type that's only used for one class feature of one prestige class ever.

Derjuin
2011-06-09, 01:50 AM
Very cool, full review forthcoming.

One thing first though. 'Rimefire' is not a type of damage.

EDIT: Neither is 'frostburn', and more topically for that one, ability damage doesn't have different types. You can seriously just say 'it does x ability damage to Dexterity' or whatever.

Rimefire and Frostburn damage are covered in the Frostburn: Mastering the Perils of Ice and Snow (pg. 17) book.

I detailed Frostburn damage above, but Rimefire damage is basically one-half fire, one-half cold damage, with resistances and immunities applying only to their respective halves. For specific examples, the Chilblain monster uses Frostburn damage, and the Rimefire Eidolon uses Rimefire damage.

Kellus
2011-06-09, 01:52 AM
Rimefire and Frostburn damage are covered in the Frostburn: Mastering the Perils of Ice and Snow (pg. 17) book.

I detailed Frostburn damage above, but Rimefire damage is basically one-half fire, one-half cold damage, with resistances and immunities applying only to their respective halves.

Well now I just feel stupid. :smalltongue:

Sorry, I've never read Frostburn. I didn't realize those were actual things.

Derjuin
2011-06-09, 01:55 AM
Well now I just feel stupid. :smalltongue:

Sorry, I've never read Frostburn. I didn't realize those were actual things.

:smalltongue: It's alright. I don't think either one is mentioned outside of Frostburn, so they probably aren't well-known.

Glimbur
2011-06-09, 03:29 PM
Flavorwise, I don't like how the mundane pre-requisites lead to supernatural effects starting at level one. It's a bad move mechanically to require spellcasting levels which are the standard dodge to that complaint; is there a reasonable Devotion feat in Complete Champion? Or you could add some fluff ritual to the pre-requisites which makes the problem go away also. Not a big deal in any case.

The chassis is like Ranger without the good Ref save, so that's reasonable.

Snowfall is flavorful and somewhat useful. Icy Veins, likewise.

Freezing Touch is, if you'll pardon the pun, cool.

Tundra Stalker is thematic and not very powerful.

Chillblains is a significant combat ability. I was worried the class was too weak but this helps. It's also on-theme.

Snowstorm is also thematic and stuff.

Verglas is a lot like Grease, but at character level 10+. It would be fine to make it usable as either a standard or swift action, chosen at the time of using it.

Rimefire Weapon is thematic and of dubious utility; monsters at CR 11+ often have a cornucopia of resistances. This mostly applies to demons and devils, but they can be common depending on the campaign.

Snow Stalker is useful and nifty. I like it.

Permafrost is nice, but you could give permanent flight earlier than ECL 13, since wizards et al get it at 9th (realistically 11th, since highest level spells are nice, and actually ECL 13 is ok.)

Blizzard is cool. A pretty reasonable capstone. It is pretty mean to the party though; it could be useful to let the Wintry Champion control the radius of the blizzard.

All in all, it stays on theme and gives an ability every level. I worry that it isn't as powerful as, say, ten levels of other melee PrC's. It adds some battlefield control, a bit of Dex damage, a little bonus rimfire damage, and some out of combat stuff. Other stuff you might add is the ability to Slow a target, possibly at a range as a standard action or possibly 1/round as part of a melee attack. Wall of Ice as an SLA would not be amiss a few levels after real spellcasters get it, or even at the same level. There are other powers you could add but I can't think of them right now. Sorry.

Derjuin
2011-06-19, 12:09 PM
Flavorwise, I don't like how the mundane pre-requisites lead to supernatural effects starting at level one. It's a bad move mechanically to require spellcasting levels which are the standard dodge to that complaint; is there a reasonable Devotion feat in Complete Champion? Or you could add some fluff ritual to the pre-requisites which makes the problem go away also. Not a big deal in any case.

The chassis is like Ranger without the good Ref save, so that's reasonable.

Snowfall is flavorful and somewhat useful. Icy Veins, likewise.

Freezing Touch is, if you'll pardon the pun, cool.

Tundra Stalker is thematic and not very powerful.

Chillblains is a significant combat ability. I was worried the class was too weak but this helps. It's also on-theme.

Snowstorm is also thematic and stuff.

Verglas is a lot like Grease, but at character level 10+. It would be fine to make it usable as either a standard or swift action, chosen at the time of using it.

Rimefire Weapon is thematic and of dubious utility; monsters at CR 11+ often have a cornucopia of resistances. This mostly applies to demons and devils, but they can be common depending on the campaign.

Snow Stalker is useful and nifty. I like it.

Permafrost is nice, but you could give permanent flight earlier than ECL 13, since wizards et al get it at 9th (realistically 11th, since highest level spells are nice, and actually ECL 13 is ok.)

Blizzard is cool. A pretty reasonable capstone. It is pretty mean to the party though; it could be useful to let the Wintry Champion control the radius of the blizzard.

All in all, it stays on theme and gives an ability every level. I worry that it isn't as powerful as, say, ten levels of other melee PrC's. It adds some battlefield control, a bit of Dex damage, a little bonus rimfire damage, and some out of combat stuff. Other stuff you might add is the ability to Slow a target, possibly at a range as a standard action or possibly 1/round as part of a melee attack. Wall of Ice as an SLA would not be amiss a few levels after real spellcasters get it, or even at the same level. There are other powers you could add but I can't think of them right now. Sorry.

Sorry for getting back to this PEACH so late. Thanks for looking over everything!

I changed the pre-reqs to force the character to actually be exposed to the cold - that was the point of surviving the blizzard. In my mind, it was something like such long exposure to such dire conditions began suffusing the character with ice, and control over wintry conditions.

I changed Verglas to be usable as a swift or standard, and added a section that causes an object that is victim to Verglas to be much weaker than it normally would (pointing to the rules for equipment weakened by ice in Frostburn).

Perhaps adding a clause to Rimefire Weapon saying that it also damages enemies' cold resistance (effectively lowering it, like certain spells do for DR or SR)? Or making Snowstorm lower cold resistance of enemies within it?

I also added a few lines in the Snowfall ability to allow the Champion to grant her allies protection from her own snowstorm, including Snowstorm and Blizzard, so it should offset the penalties that afflict her allies.

Edit: Oh yeah, changed Deep Freeze to last for 24 hours too.

OverdrivePrime
2011-06-19, 02:51 PM
Seems pretty good - like others have said, it makes for a nice end-boss.

The rimefire damage in addition to the freezing touch damage seems a little odd, but I really like the use of the ninth level ability to airwalk.

Kind of rough that you're just getting airwalk at level 14 though.

I think the difficulty with this class is that you're trying to do casty things with a non-caster, and while the abilities are very cool (sorry) and flavorful, You're not quite keeping up with abilities of other melee PRCs, and you're getting left behind in flexibility by the caster classes.

If you had more flexibility in abilities I think the class would be really solid. Maybe take some inspiration from the Seeker of the Song class, where each level gives an ability that can be used in a couple different ways.