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Ziegander
2011-09-20, 02:23 PM
The Class

The Frigid Knight

http://i585.photobucket.com/albums/ss300/SCCody12/FrostGiantBerserker.jpg

Alignment: Any
HD: 1d12

{table=head]Level|Base Attack Bonus|Fort|Ref|Will|Special|1st|2nd|3rd|4th|5th|6t h

1st|
+1|
+2|
+0|
+0|Cold Fury 1/day, Endure Elements, Frigid Mien|1

2nd|
+2|
+3|
+0|
+0|Ice Armor, Glacial Strike +1d6|2

3rd|
+3|
+3|
+1|
+1|Aura of Frost|2|0

4th|
+4|
+4|
+1|
+1|Cold Fury 2/day|3|1

5th|
+5|
+4|
+1|
+1|Glacial Strike +2d6|3|2

6th|
+6/+1|
+5|
+2|
+2|Aura of Ice|3|2|0

7th|
+7/+2|
+5|
+2|
+2||4|3|1

8th|
+8/+3|
+6|
+2|
+2|Cold Fury 3/day, Glacial Strike +3d6|4|3|2

9th|
+9/+4|
+6|
+3|
+3|Aura of Rimewind|4|3|2|0

10th|
+10/+5|
+7|
+3|
+3|Improved Fury|5|4|3|1

11th|
+11/+6/+1|
+7|
+3|
+3|Glacial Strike +4d6|5|4|3|2

12th|
+12/+7/+2|
+8|
+4|
+4|Cold Fury 4/day|5|4|3|2|0

13th|
+13/+8/+3|
+8|
+4|
+4||6|5|4|3|1

14th|
+14/+9/+4|
+9|
+4|
+4|Glacial Strike +5d6|6|5|4|3|2

15th|
+15/+10/+5|
+9|
+5|
+5||6|5|4|3|2|0

16th|
+16/+11/+6/+1|
+10|
+5|
+5|Cold Fury 5/day|7|6|5|4|3|1

17th|
+17/+12/+7/+2|
+10|
+5|
+5|Glacial Strike +6d6, Clean Fury|7|6|5|4|3|2

18th|
+18/+13/+8/+3|
+11|
+6|
+6|Aura of Absolute Cold|7|6|5|4|4|3

19th|
+19/+14/+9/+4|
+11|
+6|
+6||8|7|6|5|4|4

20th|
+20/+15/+10/+5|
+12|
+6|
+6|Cold Fury 6/day, Glacial Strike +7d6, Mighty Fury|8|7|6|5|5|5[/table]

Class Skills (4+Int): Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str).

Weapon & Armor Proficiency
Frigid Knights are proficient with all simple and martial weapons as well as with the Glot, Harpoon, Ice Axe, Luak, and Tigerskull Club. Frigid Knights are proficient with light armor, medium armor, and shields (but not Tower Shields).

Spells
A Frigid Knight spontaneously casts [Cold] spells that he knows as divine spells which he may learn from any class list of spells. He begins play knowing three 1st level [Cold] spells and learns a new [Cold] spell of any level available to him at every class level afterward. A Frigid Knight must have a Constitution score of at least 10 + spell level to cast a spell, and the saving throw of his spells is equal to 10 + spell level + his Constitution modifier. His caster level is equal to his Frigid Knight level.

At 4th level, 7th level, and every odd level thereafter, a Frigid Knight may choose to learn a new spell in place of one he already knows. In effect, he "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level [Cold] spell the Frigid Knight can cast. He may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Cold Fury (Ex): A Frigid Knight is able to tap into the calm, implacable strength of the glacier to grant himself power over his foes. As a free action on his turn, once per encounter, a Frigid Knight may enter a Cold Fury to gain a +4 bonus to Strength and Constitution while suffering a -10ft penalty to movement speeds and a -2 penalty to armor class and reflex saves. In a Cold Fury, a Frigid Knight is immune to morale effects and ignores difficult terrain.

At 1st level a Frigid Knight may only use this ability once per day, however he gains additional daily uses at 4th level and every four levels thereafter. Cold Fury lasts a number of rounds equal to 3 + his new Constitution modifier. Unlike a Barbarian's Rage, a Frigid Knight's actions aren't limited in any way while his Cold Fury lasts; however, when hit Cold Fury ends a Frigid Knight is sickened for the remaining duration of the encounter (until 17th level).

Endure Elements (Ex): A Frigid Knight gains resistance to Cold and Fire equal to his class level and constantly benefits from an Endure Elements effect as the spell.

Frigid Mien (Su): Frigid Knights, regardless of their alignment, have the power to affect [Cold] and [Fire] creatures by channeling the arctic power flowing through their veins. This ability functions exactly like Turn Undead except that the Frigid Knight always Turns [Fire] creatures and always Rebukes [Cold] creatures. Frigid Mien can be used in place of Turn Undead to activate or to qualify for a feat, prestige class, or special ability.

A Frigid Knight may attempt to Turn or Rebuke creatures in this way a number of times per day equal to 3 + his Charisma modifier. A Frigid Knight with 5 or more ranks in Survival gets a +2 bonus on turning checks against [Fire] or [Cold] creatures.

Ice Armor (Su): Starting from 2nd level, once every hour a Frigid Knight becomes sheathed in a tough coating of ice. This has the effect of granting him temporary hit points equal to his class level. While he still has temporary hit points from his Ice Armor he gains damage reduction X/-- where X equals half his class level. These temporary hit points replenish themselves at a rate of 1 per minute, unless they are lost entirely, in which case the Ice Armor is destroyed and takes a full hour to return at full strength.

Glacial Strike (Su): Starting from 2nd level, as long as the Frigid Knight has temporary hit points from his Ice Armor his melee attacks deal +1d6 cold damage. This extra damage increases by 1d6 at 5th level and every three levels thereafter.

Aura of Frost (Su): Starting at 3rd level, within a 5ft per class level spherical radius centered on the Frigid Knight, creatures treat the area as difficult terrain regardless of the actual conditions of the terrain. This aura freezes the air, chills the water, and hardens the earth, restricting movement of any type. A Frigid Knight may turn off this aura at any time, even when it isn't his turn as a free action, but resuming the aura costs him a swift action and doesn't take effect until the round after his swift action.

Aura of Ice (Su): Starting at 6th level, within the Frigid Knight's Aura of Frost, creatures afflicted by the difficult terrain must succeed on a Balance check in order to move more than 5ft (DC 10 + 1/2 Frigid Knight level). If this check fails the creature is unable to move at all, and if it fails by 5 or more the creature falls prone.

Aura of Rimewind (Su): Starting at 9th level, within the Frigid Knight's Aura of Frost, creatures afflicted by the difficult terrain must also contend with the battering wind and dizzying snow in the area. For those creatures all sight is obscured beyond 5ft. Within 5ft those creatures can see normally, but beyond that creatures have concealment (20% miss chance). From outside the aura, seeing into the aura is all but impossible, granting creatures inside the aura total concealment (50% miss chance) to all creatures outside the aura.

Improved Fury (Ex): At 10th level, during a Cold Fury a Frigid Knight's bonuses to strength and constitution increase to +6 each, and he has a 50% chance to negate any critical hit or precision damage.

Clean Fury (Ex): At 17th level and higher, a Frigid Knight is no longer sickened at the end of his Cold Fury.

Aura of Absolute Cold (Su): Starting at 18th level, within the Frigid Knight's Aura of Frost, creatures afflicted by the difficult terrain take 2d6 cold damage per round, suffer a -2 penalty to attack rolls, armor class, and reflex saves, and move at half normal speed.

Mighty Fury (Ex): At 20th level, during a Cold Fury a Frigid Knight's bonuses to strength and constitution increase to +8 each, and he is immune to critical hits and sneak attacks.


The Feats

Spell Channeling
Prerequisites: Combat Casting, Spell Penetration, Base Attack +4, Concentration 5 ranks, Spellcraft 5 ranks
Benefit: As a standard action you may cast a spell and deliver it through a single melee attack without provoking attacks of opportunity. The spell must have a casting time of 1 standard action or less, and regardless of the number of targets it could normally be assigned the spell must target only one creature. Personal spells or spells with an area effect may not be Channeled.

To do so make a melee attack roll at your highest attack bonus. If the attack misses, the spell is cast but wasted. If the attack hits, the target of the attack (and only the target of the attack) is subject to the effects of the cast spell as if you had succeeded on any attack rolls or spell penetration checks as the spell would normally require. The target of the attack is permitted any saving throws the spell would ordinarily allow.

Spells that generate multiple touches, or rays, charge your weapon for multiple attacks. Each time you attack with the charged weapon, one of the touches/rays is used until all have been used. Missing with an attack in this manner uses up one of the touches/rays. While the weapon remains charged in this way if you choose to cast another spell using this feat any charges currently held in the weapon are lost.

Glacial Focus
Prerequisites: None.
Benefit: You gain a +1 bonus to your attack roll when you make an attack that deals cold damage (including Frost and similarly enhanced weapons).
Special: Glacial Focus can be used in place of Weapon Focus or Spell Focus to qualify for a feat, prestige class, or special ability. You can take this feat in addition to Weapon Focus and/or Spell Focus.

Glacial Specialization
Prerequisites: Glacial Focus, Base Attack +3 or Caster Level 3rd
Benefit: You deal +1 cold damage per damage die when rolling damage for an attack that deals cold damage (including non-cold damage die, such as the 2d6 of a Frost Greatsword).
Special: Glacial Specialization can be used in place of Weapon Specialization or Touch Spell Specialization to qualify for a feat, prestige class, or special ability. You can take this feat in addition to Weapon Specialization and/or Touch Spell Specialization.

Glacial Freeze
Prerequisites: Glacial Focus, Base Attack +3 or Caster Level 3rd
Benefit: Whenever you make an attack that deals cold damage, any creature struck suffers a penalty to all movement speeds equal to the damage dealt rounded down to the nearest 5ft (Fort negates, DC 10 + 1/2 your BAB or CL + your highest ability modifier). This penalty persists for a number of rounds equal to the number of damage dice of the attack (minimum 1).

Glacial Mastery
Prerequisites: Glacial Focus, Glacial Specialization, Base Attack +6 or Caster Level 6th
Benefit: You gain an additional +1 bonus to your attack roll when you make an attack that deals cold damage and deal an additional +1 cold damage per damage die when rolling damage for such an attack. These bonuses stack with your Glacial Focus and Glacial Specialization feats. Furthermore, you ignore cold resistance of a value up to your Base Attack Bonus or Caster Level and treat Immunity to Cold as cold resistance 50 (ignoring a portion of it accordingly).

Glacial Supremacy
Prerequisites: Glacial Focus, Glacial Specialization, Glacial Mastery, Base Attack +12 or Caster Level 12th
Benefit: Whenever you make an attack that deals cold damage, that attack deals +1d6 cold damage for every three damage dice the attack would ordinarily deal. For example, casting Ice Lance would ordinarily deal 6d6+12 cold damage, but with the Glacial Supremacy feat it would deal 8d6+16 cold damage.

Furthermore, whenever you make an attack that deals cold damage, if your attack deals at least 25% (1/4) of your target's maximum hit points that foe must succeed on a Fort save (DC 10 + 1/2 your BAB or CL + your highest ability modifier) or be frozen solid for 5 rounds. Creatures who are frozen solid are immune to cold, cannot regain hit points, and gain vulnerability to bludgeoning and fire. Creatures attacking a target which is frozen solid overcome all damage reduction, regeneration, and immunity or resistance to bludgeoning damage, fire damage, and critical hits.


The Spells

Nothing here yet, check back later...


More to come?

Pyromancer999
2011-09-20, 05:30 PM
So...it's a really specialized Weapon Focus chain?

Ziegander
2011-09-20, 06:43 PM
So...it's a really specialized Weapon Focus chain?

:smallfrown:

I'm not sure it's any more specialized than the normal Weapon Focus chain and offers benefits that are sometimes quite different and usually more exciting than Weapon Focus.

A Duskblade, for example, or an initiator using the cold mirror to Desert Wind, can get a lot of interesting mileage out of these feats by specializing in cold damage.

Prime32
2011-09-20, 07:50 PM
Needs some "this counts as X feat for the purposes of prerequisites."

Ziegander
2011-09-20, 08:56 PM
Needs some "this counts as X feat for the purposes of prerequisites."

Added the special clause to Glacial Focus and Glacial Specialization.

Also went ahead and added a whole class. It's a frosty barbarian gish inspired in part by this (http://www.d20pfsrd.com/classes/core-classes/monk/archetypes/3rd-party-publishers/super-genius-games---monk-archetypes/air-master).