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View Full Version : GiTP Prestige Class Contest XLIV: It's Cold Outside



Techwarrior
2013-12-12, 02:23 PM
It's Cold Outside

---

But baby it's bad out there...

_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

Giant in the Playground PrC Contest XLIV

The contest begins with the posting of this thread and will run through midnight of January 12th.

Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of January 27th.

Rules

1) You will be creating an 'original' prestige class based on cold and ice. Anything from masters of Desert Wind who shun fire to manipulate cold, to masters of the Cold and Water domains, to a group of barbarians who seek to emulate Remorhaz. Absolute zero is the limit (feel free to use any of the above) and anything that is official Wizards of the Coast or Paizo Pathfinder material is allowed for source material. Homebrew material as a base is allowed by permission (just ask).

2) Entries must include name, complete class, and fluff, combat related and role playing related. Incomplete entries at the deadline will be disqualified.

3) Entries must be 3.5 or Pathfinder, using the standard format below.

4) Post all entries in this thread. Post all conversation, questions, etc here in the
chat thread) (http://www.giantitp.com/forums/showthread.php?t=285092).

5) Maximum of one entry per participant (gotta save up those creative juices for the next one too!)

6) Entries must be your own work, and must not be copied for other places. Only new work may submitted; no previously posted work will be accepted. Such entries will be disqualified.

7) No reserving posts. Feel free to tweak your class, but the initial post must include the basics.



_/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

And here's helpers if you need it!

(Fax Celestis' Prestige Class Creation Thread) (http://www.giantitp.com/forums/showthread.php?t=10433)
(Djinn_In_Tonic's What to make and How to make it special!) (http://www.giantitp.com/forums/showthread.php?t=137641)

Techwarrior
2013-12-12, 02:24 PM
PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
:
:
:
:
:

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: x + int

Hit Dice: dx

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
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+x|Class Ability

6th|
+x|
+x|
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+x|Class Ability

7th|
+x|
+x|
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+x|Class Ability

8th|
+x|
+x|
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+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability[/table]

Weapon Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
:
:
:
:
:

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: x + int

Hit Dice: dx

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
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5th|
+x|
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6th|
+x|
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7th|
+x|
+x|
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+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability[/table]

Weapon Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

malonkey1
2013-12-12, 07:45 PM
Chillblain Acolyte (Pathfinder)

"Hmph. You and your silly gods. The force I worship could freeze them solid."

Most arcanists tend to be pretty agnostic, but some find themselves drawn to the frigid cold, almost as if it was an object worthy of worship. Those that do choose to worship the frost occasionally find that they have been granted a greater command over the ice and snow.

BECOMING A CHILLBLAIN ACOLYTE
Chillblain Acolytes are arcane casters that have been granted divine powers by the natural forces of cold and ice.

ENTRY REQUIREMENTS
Spellcasting: Able to spontaneously cast at least 4 arcane spells with the cold descriptor, including at least 1 3rd-level cold spell.
Skills: Knowledge[Arcana] 5, Knowledge[Nature] 5
Feats: Spell Focus (Evocation), Rime SpellUM
Special: Sorcerers must have the Boreal bloodline.

Class Skills
The Chillblain Acolyte's class skills (and the key ability for each skill) are Climb, Craft, Fly, Knowledge[Arcana, Nature], Perception, Spellcraft and Survival.
Skills Points at Each Level: 2 + int

Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+1|
+0|
+1|Borne of Frost, Icy Skin (DR 1/piercing), Secret of Frost
2nd|
+1|
+1|
+1|
+1|Bloodline Feat
3rd|
+1|
+2|
+1|
+2|Icy Skin (DR 2/magic)
4th|
+2|
+2|
+1|
+2|Secret of Frost
5th|
+2|
+3|
+2|
+3|Bloodline Feat, Icy Skin (3/silver)
6th|
+3|
+3|
+2|
+3|Unmelting Heart
7th|
+3|
+4|
+2|
+4|Icy Skin (5/adamantine), Secret of Frost
8th|
+4|
+4|
+3|
+4|Bloodline Feat
9th|
+4|
+5|
+3|
+5|Icy Skin (10/-)
10th|
+5|
+5|
+3|
+5|Secret of Frost, Chillblain's Child[/table]

Weapon Proficiencies: You gain proficiency with light armor and shields. Additionally, you can cast any arcane spells with the cold descriptor and with a level lower than your class level without risk of failure due to armor.
Borne of Frost: Levels in this class stack with Sorcerer levels for determining what Boreal bloodline powers you have access to, as well as any bloodline spells you receive, bloodline feats, and for determining the effects of your bloodline powers. If you do not have Sorcerer levels, you do not receive the benefits of this class feature (although if you acquire sorcerer levels, you do receive the benefits immediately). If you take levels in this class and then later gain Sorcerer levels, you must select the Boreal bloodline.
Spellcasting: While your arcane magic doesn't advance, you are granted a number of divine spells by the Spirit of the Chillblain, a mysterious entity that is not quite a deity so much as a force of nature. (It can still be worshiped as a deity, offering the Air and Water Domains, but only in the form of the Wind and Ice subdomains, respectively). These are divine spells. In order to cast a spell, you must have a Charisma score high enough. Bonus spells and save DCs are determined from the same ability score. You know all spells on the Chillblain Acolyte spell list, and prepare them as a Cleric would.

Chill Touch, Cure Light Wounds, Endure Elements, Frostbite, Hairline Fractures, Icicle Dagger, Obscuring Mist, Read Weather, and Snow Shape
Chill Metal, Cure Moderate Wounds, Communal Endure Elements, Elemental Speech, Elemental Aura (cold only), Elemental Touch (cold only), Fog Cloud, Frigid Touch, Frost Fall, Gust of Wind, Resist Energy (Cold or Fire only), Lesser Restoration, and Unshakable Chill.
Cloak of Winds, Cure Serious Wounds, Ice Spears, Protection From Energy (Cold or Fire), and Sleet Storm
Air Walk, Cure Critical Wounds, Communal Protection from Energy, Restoration, River of Wind, Wall of Ice
Cone of Cold, Control Winds, Communal Air Walk, Fickle Winds, Holy Ice/Unholy Ice, Icy Prision, Mass Cure Light Wounds, and Raise Dead
Cold Ice Strike, Dust Form, Freezing Sphere, Ice Crystal Teleport, Mass Cure Moderate Wounds
Control Weather, Greater Restoration, Heal, Ice Body, Mass Cure Serious Wounds, Resurrection, Scouring Winds (damage is cold damage), Wave of Exhaustion, and Wind Walk
Freezing Cloud (as Incendiary Cloud, except it deals cold damage), Mass Cure Critical Wounds, Polar Ray, and Whirlwind
Mass Heal, Mass Icy Prison, Miracle, Polar Midnight, Storm of Vengeance, Summon Monster IX (Water or Air Elementals only), True Resurrection, Winds of Vengeance

Spells per day:
{table=head]Level|1|2|3|4|5|6|7|8|9
1|2|-|-|-|-|-|-|-|-
2|3|0|-|-|-|-|-|-|-
3|3|1|0|-|-|-|-|-|-
4|3|2|1|0|-|-|-|-|-
5|3|3|2|1|0|-|-|-|-
6|3|3|3|2|1|0|-|-|-
7|4|3|3|3|2|1|0|-|-
8|4|4|3|3|3|2|1|0|-
9|5|4|4|4|4|3|2|1|0
10|5|5|4|4|4|4|3|2|1[/table]

Icy Skin (Ex): Your skin becomes hard and shiny, like the ice you venerate. At level 1, you gain DR 1/piercing. The level of DR increases, and the type changes, at every odd level after level 1, as shown on the table.
Secrets of Frost (Su or Sp): At level 1, and every 3rd level afterwards, you learn a secret magic from your frigid master, the Chillblain. The saving throw for any such ability is 10+class level+Cha Mod.

At level 1, you receive access to the following abilities:
Chill Tongue (Su): You receive a bonus on Diplomacy and Sense Motive checks against creatures with the cold subtype equal to a/2 your class level.
Ice Slick (Sp): At will, you can replicate the spell grease, except that the duration is cut in half except in freezing temperatures (extreme heat reduces the duration to 1 round). This is considered a cold effect.
Icy Strength (Su): While under the effects of a spell with the cold subtype or a spell from this class, you gain a +2 enhancement bonus to Strength. You can choose this ability multiple times, increasing the bonus by +1.
At level 4, you gain access to the following abilities:
Frost Fall (Su): A number of times per day equal to your Charisma bonus (minimum 1), you can take an immediate action to counter or dispel a spell, as if using the spell dispel magic, using your class level on the caster check. If used against a spell with the fire or cold descriptor, you instead use your full character level.
Slick Skin (Su): Your skin is constantly covered in a layer of slick ice, giving you a +5 Circumstance bonus to Escape Artist checks, as well as to CMD vs. grapple and Bull Rush attempts. Additionally, you can slide along the ground while prone at half your base speed as a move action.
Creeping Chill (Su): 3 times per day as a move action, you can chill the air around you, affecting all metal items within 30 feet of you as if by the chill metal spell. Additionally, those who fail a Fortitude save are rendered shaken for 1 round per class level. Those creatures that do not have muscles (most constructs and plants, some types on undead) and/or are immune to cold damage are immune to this second effect.

At level 10, you can choose any one of the following:
Bitter Frost (Su): 3 times per day, you can partially ignore a creature's cold resistance or immunity. While using this ability, half the cold damage of your next spell is subject to neither resistance nor immunity to cold. This is a free action.
Ice Form (Su): You can replicate the effects of the ice bodyUM once per day. The DR from this spell stacks with DR from this class, and you use your character llevel as caster level for the effect, incuding caster level checks made to burrow through magical ice and snow.
Frost Gremlin (Su): You are granted an Ice Golem servant from the Chillblain. It follows your commands as if you had created it yourself. If it is damaged or destroyed, you must spend resources as normal to repair or replace it, but you are automatically treated as if you had the Craft Construct feat for the purpose of repairing or replacing this golem.
Bloodline Feats: At levels 2, 5 & 8, you gain a bonus feat from the Boreal Bloodline's list of bloodline feats. You must meet the prerequisites for the bloodline feats you take.
Unmelting Heart (Su): Your worship of your frigid master grants you an unbending soul. You gain immunity to enchantment effects and spells with the emotion descriptor. Additionally, Diplomacy and Intimidate checks against you have their DC increased by your class level. (If using opposed rolls, add your class level to your own roll instead).
Chillblain's Child (Ex): The Chillblain has seen your faith, and granted you his touch, reforming you in his image. You become a native outsider with the cold subtype. You gain Darkvision out to 30 feet, and fog, snow and inclement weather do not inhibit your vision in any way. Additionally, any time you cast a spell that deals damage, you can choose for that damage to become cold damage equal to its normal damage instead of the normal damage.


PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
He's a cold-hearted sonuva-glabrezu. He makes great snow-cones, though.

Chillblain Acolytes live in the frigid cold of the North, and often fulfill the same roles as a Cleric or Oracle might, being local healers. Those that find themselves in warmer climes often try to "fix" the place, making it cold for their master, the Chillblain.
Daily Life: Acolytes spend much of their day in contemplation of their master. Many take up ice sculpting. Some villages actually have temples in which the Acolytes live and work.
Notables: The first Chillblain Acolyte was a stern dwarven mage of the frigid north by the name of Saoirse, who found herself lost in the cold, separated from her group. The Chillblain revealed to her that she had been betrayed, and offered her the power to gain vengeance. Saoirse accepted, and hunted down her former friends, slaying them in the name of the Chillblain. Her son, raised under The Chillblain, however, resented the life he was forced into, and attempted to destroy the mountains the kept the cold lands shielded from the warm, southern winds. Saoirse was forced to put him down.
Organizations: Many Chillblain Acolytes belong to the Church of Frost, a collection of Acolytes, Oracles and Clerics that worship the Chillblain. There are churches devoted to the Chillblain across the frozen expanses that offer shelter and comfort to their fellow clergy.

NPC Reaction
Those not from the north will often distrust Acolytes, seeing them as weird cultists obsessed with snow. While that may be true, those who live in the ice and cold also note that they are mostly benign, and are actually very helpful.

CLASS NAME IN THE GAME
Having access to divine spells can be very useful for a Sorcerer, and being able to wear armor can be a godsend. While the requirement to specialize in cold spells can be troublesome in some cases, there are ways to work around the issue.
Adaptation: Perhaps your campaign takes place in a Desert, or underground. You could change the bloodline and the spell list, as well as what kind of spells are focused on.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Hamste
2013-12-12, 07:55 PM
Frost Warrior


"Be cool man, be cool!"

Warriors from the north, these soldiers love the cold of their home land so much that they train in harnessing this cold energy.

BECOMING A FROST WARRIOR
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
:
:
:
:
Special:Must have lived through a week in freezing temperatures

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: x + int

Hit Dice: dx

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability[/table]

Weapon Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
:
:
:
:
:

Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: x + int

Hit Dice: dx

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability[/table]

Weapon Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Techwarrior
2013-12-19, 01:35 PM
Bump. Let's see the contestants keep coming in! :smallsmile:

Grimsage Matt
2013-12-23, 02:38 PM
Warbringer of Krom

http://Picture URL

"Krom lies bound beneath the ice, his maw gagged with glaciers, his limbs burried beneath mountians. But we have his blood, his hunger roaring in our viens. We will free Krom from his prision, and the world shall be devoured by winter."

Few would accuse a Troll of being freindly, even fewer would lay the crime of mercy at their feet. But few match the zealot followers of Krom, the Ravenous Maw of Winter, a primoridal Troll titan that ate gods, devoured elder evils, and brought entire worlds into his unending gut.

But, like all horrors of a lost age, his blood runs strong in some places, pulsing and freezing, and making it's bearers run rampant. Only a very few manage to harness it, gather it, and unleash it. Gathering to themselves cults of insane warriors, they seek to feed and free their god Ancestor, all the while glutting themselves on the bloodshed they create.

Becoming a Warbringer of Krom
To Unleash the Hunger of Winter, the War Trolls must fulfill the following criteria.

ENTRY REQUIREMENTS
Class: All seven Levels of War Troll (http://www.minmaxboards.com/index.php?topic=2632.0)
Feats: Leadership
Abillity Score: STR and CON 26+


Class Skills
The Warbringers's class skills (and the key ability for each skill) are spot (Wis), listen (Wis), climb (Str), jump(Str), swim(Str), knowledge(war)(Int), intimidate(Cha), ride(Dex), tumble(Dex)
Skills Points at Each Level: 2 + int

Hit Dice: d10

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Cold Subtype, Glacial Armor, +1 STR, +1 CON

2nd|
+2|
+3|
+1|
+1|Devouring Blade, Icy Maw, +1 STR, +1 CON

3rd|
+3|
+3|
+1|
+1|Cloak of Winter, +1 STR, +1 CON

4th|
+4|
+4|
+1|
+1|Icy Hordes, +1 STR, +1 CON

5th|
+5|
+4|
+2|
+2|Glacial Might, Cold Visions, +1 STR, +1 CON

6th|
+6|
+5|
+2|
+2|Warcheif of the Glacier, +1 STR, +1 CON

7th|
+7|
+5|
+2|
+2|Call the Storm, +1 STR, +1 CON

8th|
+8|
+6|
+3|
+3|Winter Titan, +3 STR, +3 CON
[/table]

Weapon Proficiencies: A Warbinger of Krom is profeciant with all martial and simple weapons, their own natural weapons, may not wear armor or use a shield. They also may only use Thrown ranged weapons.


Glacial Armor (EX); All Trolls have a rugged hide that acts as armor. As their vitallity increases, so does their protection from the weapons of those that would hunt them. But, Warbingers of Krom are shrouded from the begining in Ice and Rime, acting as an addtional layer of defence. They add their STR modifer to their Armor Bonus, but lose the abillity to wear armor, as the ice forms it's protective plates in it's place.

Devouring Blade (SU); Warbringers of Krom are hunrgy, like their god. But, they channel that hunger into their weapons, and feast not only on the flesh, but the vital essence as they kill. Whenever they inflict melee damage, the Warbringer of Krom is healed for a number of hit points equal to their CON modifier. Any excess hit points healed are lost.

Icy Maw (SU); Krom ate the very heat from the air, and his worshippers may do the same. However, they have two ways to manifest this. Passivly, they inflict +Xd8 cold damage on melee attacks (X is equal to the Warbringers Class Level + half of any other non-epic levels they have).

Some however, perfer to suck the heat from the air. It affects a cone equal to 20ft per Warbringer level, and deals 2D10 cold damage per Warbringer class level, with a DC (10+1/2 Warbringer Level+Con Mod) reflex save for half.

Cloak of Winter (SU); Ice and snow cling to the Warbringer even in tropical climes. The temprature band within 120ft of the Warbringer is 1 band lower. Within 80ft it's 2 bands lower. Within 40ft it's 3 bands lower. Within 20ft it's 4 bands lower. 5ft from the Warbringer, it is 5 bands lower, and can no longer be considered mundane but magical cold.

Icy Hordes (EX); The Warbringer may add their CON modifier as a bonus to their leadership score, and all cohorts and followers gain the Cold Subtype if they did not already have it.

In addtion, all cohorts and followers deal +2d6 cold damage on melee and ranged attacks, and their spells with the Cold discriptor may have up to 2 free levels of metamagic feats applied to them.

Glacial Might (SU); In areas of extreme cold, few can match the might of a Warbringer, using the cold to agument their own already impressive thews. For each 20 degrees below 0, the Warbringer gains a +4 untyped bonus to STR.

Cold Visions (SU); Peering through the cold, Krom grants his champions the sight. Or at least a better form of sight. They benifit from constant Snowsight and True seeing spells with a caster level equal to their HD.

Warchief of the Glaicer (EX); When the northern winds howl, the Warbringers march, and in their wake come hordes they attarct to their banner. For plunder, for glory, for Krom, they rule and conquer in his name!

Multiply the number of followers you have by your class level.

Call the Storn (SP); Few Warbringers learn the mystic rites carved onto Krom's glaicer, but those that do become among the most feared. With a howl, they call storms, with a bellow, they unleash blizzards. With a death, they unleash winter unending.

They may use Blizzard and Change Weather (Winter Weather Only) at will.

However, by engaging in a five minute ritual where they kill at least two living creatures every minuite, they may unleash Fimbulwinter once per day. All spells are cast as a Druid of their HD.

Winter Titan (SU); As the power of Kroms hunger moves through you, and you are an avatar of Winter. You grow a size catagory, and the area of your Cloak of Winter changes. Now, the area within 120ft of you is always unearthly cold, and a constant heavy snowfall is in the area.

But, that is only half of it. A constant Howl of the North blows in the storm at severe strength, with the Warbringer and their followers being immune. As a standard action, the Warbringer may raise the Howl to Windstorm for two hour. With a full round action they may instead raise it to Hurricane level for an hour. If they spend a full round action rasing the howl after they kill a living creature, they may instead raise it to Tornado level for 1d10 minuites.




PLAYING A CLASS NAME
You are a melee juggernaught. Not much can stand before you in melee combat, and by the time you finish your non-epic carrer, you can be considered a demi-god of the frostfell.
Combat: Pick up a two handed melee weapon. Charge into the press of melee, with your horde around you. You exult in bloodshed, and what your massive blade can't kill, the thousands of minions and cold will.
Advancement: This is a final step before epic levels. From here, they will rampage across the planes, devour gods, and wage war on a unconcivbale scale.
Resources: You have a horde. Most of that will be dedicated to killing things that get in your way. Other Warbringers are likely to try and kill you, and Krom, your God, will eat you if given a chance. You are a leader of a brutal army. Act like it.


CLASS NAME IN THE WORLD
They came from the north, a tide of orcs and goblins, with crude arms and armor. But at their front was a giant shrouded in a winter storm, a blizzard that echoed the warcries and bellowing of the army bellow. And then, we died.

You are a Troll that serves a god of Winter and Hunger. You lead a massive horde and drag winter with you. Most people fear you. Some worship you as a herald of destruction.

There are been few Warbringers in the history of the world, but each has carved a path of destruction that only the dragons can match. You are a force of nature made flesh, and death takes grim note of you.

Daily Life:Get up, fight till either you or all your foes are dead, then find more th9ings to fight.
Notables: Krallgon The Fell slaughtered a thousand kingdoms, and plunged the world into an Ice age before being slain by an epic level adventuring party.
Organizations: None.

NPC Reaction
Run away. Hide. Scream in fear. Die. These are what happen to most NPC's around Warbringers of Krom

Warbringers of Krom IN THE GAME
You are a giant Troll who gets some cold based powers to agument your physical might. Not much changes.
Adaptation: It can fit into any campain.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

PRESTIGE CLASS NAME

http://Picture URL

Quote of Some Kind by a member of the class!

A general description of whatever the class is!

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
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Class Skills
The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: x + int

Hit Dice: dx

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10th|
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+x|Class Ability[/table]

Weapon Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions[/QUOTE]

Zaydos
2013-12-23, 04:55 PM
Snow Shepherd

"Best get into your houses, citizens, a blizzard is brewing."

Life is harsh in the arctic wastes, and when a sudden snow storm whips up many lives can be lost in the frost and snow. The Snow Shepherds are a group, initially a sect of rangers, dedicated to bringing home those lost in the night and cold; whether from the clutches of storms, or monsters.

BECOMING A SNOW SHEPHERD
The Snow Shepherds are an order of warriors dedicated to protecting the lives of those who inhabit the frostfell. They have a scattering of chapter houses across the frostfell, where they train new recruits in the ways of wilderness survival, and pick up promising adventurers, among other purposes and tasks. It is here that those who seek to join their order can find them to train in their ways.

ENTRY REQUIREMENTS
Alignment: Any Good
Feats: Track.
Skills: Handle Animal 4 ranks, Survival 8 ranks, and 2 of the following at 4 ranks: Balance, Climb, Hide, Knowledge (Nature), and Spot.
Special: Must have spent at least one night in a snow storm outside of any pre-existing or magically conjured shelter.

Class Skills
The Class Name's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (Local) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills Points at Each Level: 6 + int

Hit Dice: d8

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Animal Companion, Cold Resistance 10, Favored Enemy (Cold) +2

2nd|
+2|
+3|
+0|
+0|Find Person, Predict Weather, Snow Walking

3rd|
+3|
+3|
+1|
+1|Camouflage, Share Cold Resistance 10, Storm-sight

4th|
+4|
+4|
+1|
+1|Arctic Tracker, Cold Resistance 20

5th|
+5|
+5|
+1|
+1|Favored Enemy (Cold) +4, Status

6th|
+6|
+6|
+2|
+2|Traveler's Stride, Walk the Night

7th|
+7|
+6|
+2|
+2|Cold Immunity, Share Cold Resistance 20

8th|
+8|
+7|
+2|
+2|Discern the Way

9th|
+9|
+7|
+3|
+3|Hide in Plain Sight

10th|
+10|
+8|
+3|
+3|Share Cold Immunity, Favored Enemy (Cold) +6[/table]

Weapon Proficiencies: A Snow Shepherd is proficient in all simple weapons even if they were not already.

Animal Companion (Ex): A Snow Shepherd gains an animal companion as if they were a druid of their Snow Shepherd level. If they already have an animal companion from another class they add their Snow Shepherd level as if it were druid levels to determine how powerful their animal companion is.

A Snow Shepherd's animal companion gains the benefits of Snow Walking, Fog Sight, Cold Resistance and Cold Immunity granted by the Snow Shepherd class.

Cold Resistance (Ex): A Snow Shepherd gains Cold Resistance 10. This increases to 20 at Lv 4.

Favored Enemy (Cold) (Ex): A Snow Shepherd has many chances to train and ready themselves against the creatures of the frostburn. They gain Favored Enemy (as the ranger ability) against all creatures with the Cold subtype. This bonus begins at +2, but increases to +4 at 5th level, and +6 at 10th level. This does not increase any other Favored Enemy bonus they may possess, but it stacks with any such bonus if a creature falls into multiple categories (such as if they have Favored Enemy (Giant) and are fighting a Frost Giant).

Find Person (Ex): A Snow Shepherd gains Urban TrackingCityscape as a bonus feat. In addition they may use Locate Creature as a spell-like ability 1/day per 2 Snow Shepherd levels, with a caster level equal to twice their Snow Shepherd level; this version of Locate Creature, though, has its range multiplied by 10 (4000-ft + 400-ft/CL).

Predict Weather (Ex): A Snow Shepherd can sense a storm coming, taking observations of the weather to predict it ahead of time. This is a Survival check with a base DC of 15, but its DC can be influenced by various situations as detailed on the table below.

{table]Situation|DC
Observed for at least 1 hour a day for a week|-5
Observed for at least 3 hours within the last week, including at least 30 minutes today|-2
Observed for at least 1 hour today|+0
Observed for 10 minutes today|+2
Observed for 1 round|+5
Observations made during magical weather|+5
Observations made exclusively during magical weather|+10
Determine weather for today|-2
For tomorrow|+0
Per additional day after tomorrow (within a week)|+2 cumulative
Determine weather beyond 10 miles per rank in Profession (sailor)|+2 per additional 10 miles.
Determine weather is magically altered|-5 (ignore Observations made during magical weather)[/table]

Snow Walking (Ex): A snow shepherd's movement is not slowed by snow or ice (although completely impassible squares remain so) and they are not considered to be balancing when traveling across ice. These types of terrain also do not increase Tumble, or other similar checks, DC for movement across them. In short a Snow Shepherd can traverse across ice and snow as if it were normal, dry ground; this includes even magical ice and snow.

Camouflage (Ex): A Snow Shepherd can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Share Cold Resistance (Su): With a touch, as a free action, a Snow Shepherd may grant any creature Cold Resistance 10 for as long as they remain within 60-ft and line of effect of the Snow Shepherd, if they ever move out of range, or line of effect, this effect immediately ends and must be reapplied to function. At level 7 the Cold Resistance granted by this ability increases to 20.

Storm-Sight (Ex): A Snow Shepherd's eyes, and ears, are trained to deal with the dangers of a storm. They can ignore the penalty to Listen and Spot checks for rain or a similar storm, halves all penalties to such skills due to wind and may make Listen checks at a -10 penalty even in Hurricane or greater winds, and can see 4 times as far through fog, or other forms of weather that give a strict limit limit to range of sight (this multiplies the range at which concealment would be applied if any, and that of total concealment if any); this includes magically created fog or weather. If such an effect would grant total concealment to adjacent creatures it instead grants concealment out to 10-ft and total concealment to ones within 20-ft which are not within 10-ft; this applies to a form of weather or fog that would completely blind a creature as well allowing sight out to 10-ft.

Arctic Tracker (Ex): You gain the Swift Tracker ability (as a ranger) and halve the increase to the DC due to fresh snow cover and/or poor visibility.

Status (Sp): A Snow Shepherd gains the ability to use Status as a spell-like ability 1/day per class level; their Caster Level for this effect is equal to twice their Snow Shepherd level.

Traveler's Stride (Ex): A Snow Shepherd is no longer slowed by any form of natural terrain. This ability counts as Woodland Stride for the purpose of fulfilling prerequisites.

Walk the Night (Ex): It is a Snow Shepherd's duty to traverse the night time wastes, a tireless task in the dead of winter when the chill saps the strength to continue on from your bones. Beginning at 6th level a Snow Shepherd gains immunity to fatigue and exhaustion, and only requires 1/4th the normal amount of sleep or trance for their race; this stacks with a Ring of Sustenance to allow for 30 minutes to provide a full night's sleep (but not rest for the purposes of regaining spells).

Cold Immunity (Ex): While the cold of the frostburn is enough to discourage most who would walk it, the icy powers of some of its beasts are worse still, and a Snow Shepherd must deal with both. Beginning at 7th level a Snow Shepherd gains immunity to cold.

Discern the Way (Sp): A Snow Shepherd exists to lead the way back to safety, delving deep into the snow wastes to lead others back to civilization. To help with this task they learn some powerful magics. 1/day per 5 Snow Shepherd levels an 8th level or higher Snow Shepherd may use either Find the Path or Discern Location as a spell-like ability, their Caster Level for this effect equaling twice their class level.

Hide in Plain Sight (Ex): Beginning at 9th level a Snow Shepherd can use the Hide skill even while being observed.

Share Cold Immunity (Su): Beginning at 10th level a Snow Shepherd can bestow total cold immunity onto a target when using their Share Cold Resistance ability instead of merely granting Cold Resistance.

Ex-Snow Shepherds: A Snow Shepherd who becomes a non-good alignment and who commits evil acts which become publicly known is ousted from the order and can no longer take levels in the class. Becoming non-good does not lose any Snow Shepherd class features or abilities, and should they manage to regain a good alignment and atone for their misdeeds in a way that the order reaccepts them they may continue advancing as a Snow Shephed.

PLAYING A SNOW SHEPHERD
A Snow Shepherd plays much like a ranger, relying on a basic skill in martial combat mixed with a variety of non-combat skills. Outside of a frostfell environment they suffer somewhat, their improved animal companion (as it scales with level instead 1/2 level) making up somewhat for reduced bonus feats and spells and worsened favored enemy, and their spell-like abilities making them even better trackers and hunters. In a frostfell their cold immunity and skill against cold creatures prove invaluable.
Combat: A Snow Shepherd's abilities allow them to gain superior maneuverability and stealth in the midst of the frostfell or other adverse natural (or supernatural) conditions. Their resistances and ability to see through fogs allow them to pair with a wizard or other caster that uses cold attacks or effects such as fog cloud. They also make superior combatants against ice creatures due to their coupling of favored enemy and cold immunity.
Advancement: Many Snow Shepherds pursue one of several full BAB classes after they finish their advancement through the class. Ranger grants a large number of skill points along with low level archery magic, which can be quite useful to a stealthy Snow Shepherd, barbarian offers rage and improved hit points. Warblade also offers improved hit points with access to mid level maneuvers to round out any holes they might have.
Resources: A Snow Shepherd is part of an organized order able to draw upon it for lodging and news throughout frostfell regions of the world. Due to their reputation for selflessly saving those in need a Snow Shepherd can often call upon their place in their order as a means of obtaining hospitality and respect from the inhabitants of the frostfell.

SNOW SHEPHERDS IN THE WORLD
"Oh I remember the blizzard of twenty two years ago. I was lost and alone, the storm had gotten me turned around, when a man came trudging through the snow in a yellow cloak. Didn't know what to make of it as he wrapped me in it and carried me back to town, I owe my life to him."

As members of an organization dedicated to saving lives few of the common humanoids dislike Snow Shepherds; they have no reason to. Generally speaking Snow Shepherds are not dealing with the politics of the realm, but instead dedicating their life to threats against its people. In the arctic cold they call home Snow Shepherds are respected for their unending vigil against the cold and night.
Daily Life: Most Snow Shepherds spend their days in a spartan existence of training and work. Their time is spent traversing the wastes looking for travelers who due to inexperience or ill-luck could not traverse them alone. Some Snow Shepherds do eventually settle down, taking spouses and having children and/or gaining public office, but even among these their life as wardens against the cold stay with them.
Notables: Kravok Frostbeard (Ran 5/Snow Shepherd 8; LG) is a regional commander among the Snow Shepherds, commanding a region in which dwarves control the mountain peaks and underground reaches while humans control the valleys. Much of his time is spent keeping the disputes of the two races from boiling over into all out war, a war neither side could well survive. What time he has left is spent organizing raids and patrols against the winter wolves and giants who also dwell in the mountains, and the dangerous ice trolls that besiege the dwarven cities from deep underground.
Organizations: The Snow Shepherds are divided into a number of chapters across the frostfell and arctic areas of the world. Originally a human organization they spread to arctic dwelling dwarves long ago, and elves and then other good aligned humanoids of the north. These chapters each differ superficially, but generally offer training and aid to their members and the members of other chapters. In theory they are a volunteer organization funded by charity and the occasional giant's or dragon's hoard, as such they can do little to offer free goods to members, and what they can offer are martial necessities and generally loans not gifts. Each chapter is headed by a senior member who has proven himself often in the field, and the various chapters in a region report to a regional commander, who in turn reports to the current Marshal who orchestrates times when a larger response is needed than any one chapter house can provide, though mostly does nothing.

NPC Reaction
Snow Shepherds have a standing reputation of bravery and kindness, putting the safety of others before their own. As such most NPCs, at least in the frostfell where their activities are centered, respect and trust Snow Shepherds; even villainous ones tend to trust their honor even if only as a means to manipulate them.
Among frost giants, and white dragons, this reputation cuts the other way. Snow Shepherds are known to slay them both mercilessly on quests of vengeance or rescue. As such many of these creatures hate Snow Shepherds, and have been known to lay traps for the arctic warriors.

SNOW SHEPHERDS NAME IN THE GAME
Snow Shepherds will be weaker than rangers in a game where the frostfell does not feature and where cold enemies are rare or non-existent. In a game set in the frostfell they have a number of minor advantages, but most notably is the benefits they provide against cold creatures, able to (eventually) protect a whole party from ice-based attacks.
Adaptation: Snow Shepherds could have their good alignment requirement changed, the class modified to be an order of bounty hunters who work out of the frostfell, skilled at tracking down marks across the arctic wastes and bringing them back, dead or alive. While as presented Snow Shepherds are part of an order, it is an easy adaptation to make them lone warriors who perform such services out of the kindness of their heart with no safety net of allies to fall back on.
Encounters: PCs might encounter a Snow Shepherd when they are traveling in an arctic environment, or a Snow Shepherd may visit their camp at night in such a situation looking for a lost traveler. They might also encounter one in pursuit of, or battle with, an arctic monster. For more hostile encounters they might find an ex-Snow Shepherd who has decided to turn towards bounty hunting, and they are the bounty.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Realms of Chaos
2013-12-24, 12:08 AM
FROZEN HOST

”No need to worry, lad. I’m staying right by your side until it’s all over”
-Carol Breezeway, Frozen Host

Of the many deaths one could suffer, there are few one could hope for more pleasant than slowly freezing to death. The body goes numb to avoid needless pain, the mind falls slowly to sleep, and the ice preserves the corpse at the moment of its demise. While magic exists to bring creatures back from a premature end, a death suffered out in a tundra or in the midst of a blizzard can leave a lasting mark upon their mind and body. In the most extreme of cases, this leads creatures to live their lives out in the cold, looking for those who are suffering or who have lost their way. Far from saving these lost souls, a Frozen Host (a name used by both males and females alike) merely helps alleviate the fear of the end and usher creatures into peaceful eternal rest. While some may view a frozen host as a murderer, they insist that those that they “assist” do far better than they would have on their own.

BECOMING A FROZEN HOST
Becoming a Frozen Host, as more affable hosts may claim, is almost as easy as dying. Indeed, the experience of freezing to death is part of what changes a Frozen Host. As a Frozen Host makes this experience as calm and painless as possible, it is said that dying with a Frozen Host is the quickest way to become one yourself.

Beyond this, properly soothing the dying requires a certain degree of skill with words, making bards and rogues more likely to take on this path. While one could easily imagine an evil host waylaying travelers and murdering for entertainment or personal gain, those who value anything other than the comfort of those to pass on never attain the power of a frozen host.

ENTRY REQUIREMENTS
Skills: Bluff 8 ranks, Perform (any) 8 ranks
Alignment: Any non-evil
Special: Must have died from exposure to the cold.

Class Skills
The Frozen Host's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentrate (Con), Diplomacy (Cha), Climb (Str), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Perform (Cha), Speak Language, Spellcraft (Int), Survival (Wis)
Skills Points at Each Level: 4 + int

Hit Dice: d8


Frozen Host
{table=head]Level|BAB|Fort|Ref|Will|Special|Visions in the Storm

1st|+0|+2|+0|+2| Eternal Host| Ghost Sound

2nd|+1|+3|+0|+3| False Warmth| Major Image

3rd|+2|+3|+1|+3| Bed of Flawless Frost| Shadow Conjuration

4th|+3|+4|+1|+4| Gracious Host| Mirage Arcana

5th|+3|+4|+1|+4| Winter’s Final Kindness| Permanent Image

[/table]

Weapon Proficiencies: A Frozen Host gains no new proficiencies in any form of weaponry or armor.

Eternal Host (Su): The body of a Frozen Host is largely frozen in time by the ice that fills their veins and soul. As a result, a Frozen Host ceases to physically age, gaining immunity to effects that would age them. This does not remove ability penalties from age already in place and bonuses from age continue to accrue. Further, this ice grants cold resistance 10. Finally, the desire of a frozen host to put others atIn the ease gradually reshapes the frozen host into a more pleasant and disarming form, granting a +2 bonus to Charisma-based checks, increasing to a +5 bonus on bluff checks made to put others at ease.

Visions In The Storm (Sp): In the middle of a snowstorm, little can persuade a creature to stay and wait out their remaining time like one final spark of hope; a fire or a cabin in the middle of nowhere. In cold and colder environments, a frozen host gains a limited supply of spell-like abilities with which to waylay travelers and keep them entertained and fulfilled until the end. Each spell-like ability has a Caster level equal to the total HD of the Frozen Host and allows for a Save DC of 10 + Class level + Cha modifier.

At 1st level, a Frozen host may use Ghost Sound at will. At 2nd level, he may use Major Image 3/day. At 3rd level, he may use Shadow Conjuration 3/day (objects and creatures made in this way are formed of snow, much as a simulacrum). At 4th level, he may use Mirage Arcana 1/day. At 5th level, he may use Permanent Image 1/day.

Unlike typical illusions, creatures perceive these illusions as interacting with and displacing snow and other precipitation as if they were solid (an illusory roof is perceived as stopping snowfall, for example). Further, creatures that have remained in the cold for at least 8 hours perceive these illusions as possessing physical substance (when relevant) if casually tested (though interaction still allows for a Will save and ramming into an object or similar tests reveal the true nature of the illusion)

False Warmth (Su): Starting at 2nd level, a Frozen Host emanates an aura of false warmth, the essence of numbness before the final sleep. Within a 60-foot radius of the Frozen Host, creatures are incapable of feeling the cold. Whenever such a creature suffers cold damage from any source, they must make a Will save (DC 10 + Class Level + Cha modifier) in order to realize they have been harmed.

This same warmth relaxes the body, suppressing all effects that act by manipulating pain and granting a +2 bonus to Fortitude saves. Those who remain within the aura for at least an hour find their minds relaxing as well, taking a -2 penalty to Will saves.

Bed of Flawless Frost (Su): Starting at 3rd level, a Frozen Host gains the means to pay proper respects to those they have helped pass on. With 10 minutes of work in a cold or colder environment, a Frozen Host can create a fine, stylized coffin of the purest ice, allowing those outside to see the target as they were in their final moments. This ability must be used within one hour of a creature’s death.

Creatures in such a coffin are affected as though by a Gentle Repose effect and may not be reanimated without first destroying the coffin, which possesses 20 Hardness, 100 hp, and fails to melt in hot environments. Further, any spell returning a creature within to life has any cost in material components halved. Within an Antimagic Field or similar effect, the coffin remains but all of its special qualities are lost as it is reduced to normal ice.

Gracious Host (Su): Starting at 4th level, a Frozen Host gains all of the skill required to keep others happy and entertained for hours as the environment performs its duty. A Frozen Host may attempt to entrance creatures for as long as he concentrates, regaling them with stories, producing fine feats from nothingness that melt away into snow after ingestion, producing false “hot springs” in soft patches of snow, and the like. This ability may only be used outdoors in cold and colder environments.

Combining weak conjuration and illusion effects, magical effects produced to entrance creatures possess no other particular benefits (feasts fail to give sustenance, conjured instruments vanish if used for another purpose, etc). While this effect is active, a Will save is required to travel beyond 50 feet from the Frozen Host (DC 10 + Class level + Cha modifier). For each other Frozen Host class feature a target has made a successful Will save against, they gain a +4 bonus on this save.

Further, in spite of their arguably grim aims, a Frozen Host in the midst of trying to please others emanates a gentle earnestness that few can bring themselves to harm. While the Frozen Host concentrates on this class feature, another save against the same DC (without the bonuses mentioned above) must be made to take an aggressive action against the Frozen Host.

Winter’s Final Kindness (Sp): However others may view the aims of Frozen Hosts, their hearts still beat and reach out to each and every creature that they comfort. Starting at 5th level, a Frozen Host can lend a bit of their power to a creature they have witnessed pass on, allowing them to complete any pressing business they possess in the realm of the living without denying them their sleep.

With one hour of work in a cold or colder environment, you may create a simulacrum of any creature you have witnessed dying of exposure within the past 24 hours (Caster Level = your total HD). The copy receives a faint imprint of the original’s personality, alignment, and single most pressing goal when it was last alive (apart from survival or revenge upon the Frozen Host).

While the simulacrum may not take aggressive actions towards the Frozen Host or orchestrate the revival of its body from the dead, it otherwise does everything in its power to accomplish its goal within the next 30 days. After 30 days have passed or it has completed its task, the simulacrum transforms into a statue of pure ice. Unlike most simulacra, those created by this class feature cannot be healed through any means and are automatically recognized by all other Frozen Hosts.

PLAYING A FROZEN HOST
In a certain sense, a Frozen Host is a spirit of death for those that it comes across, making the difficult judgment of whether those out in the wastes are likely to survive and helping those who already face death to accept it with grace and joy. While you possess a wide array of abilities associated with deceit, they are reserved for those who refuse to accept death on their own, those who would wonder for days on their own, growing weak before dying in despair. While you are granted a fair share of power, the comfort of those who you tend to is of utmost importance. If lying to them that they succeeded at carrying message helps them face the end with a smile, it would be inhumanly cruel not to.

Combat: While a Frozen Host possesses a certain degree of skill with illusion, they would rather wage peace than wage war when able. Even pressed into a corner, a Frozen host would rather focus on distracting a target from the cold long enough for them to succumb than pick up a weapon.
Advancement: Despite small skill in illusions gained, Frozen Hosts can come from nearly anywhere. Beyond their sacred duties to the lost and dying, most of their actual powers and strengths come from the lives they had lived before and those that they go on to live.
Resources: A Frozen Host possesses no great resources beyond what they carry and whatever gifts their current state has granted them. A Frozen Host receives no special reward for completing their duties and claims their power from no higher power.

FROZEN HOSTS IN THE WORLD
”Wrong in the head, the lot of them. How else could they smile as someone dies right next to them?”
-Hersod Brackwater, Arctic Fisherman

Frozen Hosts are specters of death in the frozen areas of the world, passing judgment on who is likely to die or not and soothing those who face imminent death. Worse in the minds of many, they actively work to stop travelers wondering blindly through tundras under the impression that they would soon perish. While Hosts are never so cruel as to waylay travelers within a few miles of civilization, many of the story of mistakes they have made and of search parties that have arrived too late. Other tragic stories tell of Frozen Hosts separating healthy young women or men separated from children or parents who wouldn’t have made the journey. Worst of all, Frozen Hosts never seem to consider their own abilities when deciding when someone is destined for life and death, with tales existing of Hosts easing the deaths of others before using magic to teleport into town. For all of these stories, however, many are the dying who wish for a Frozen Host in their final moments of need.

Notables: Living outside of most society, being reviled by such society, and lacking any real organization amongst themselves, famous Frozen Hosts are rare in the extreme.
Organizations: Traveling through the frozen areas of the world, Frozen Hosts lack any formal organization, though a few cling to the faith of Evening Glory (Libris Mortis). Even so, Frozen Hosts may come to miss the company of the healthy and living and reach out to one another when they meet by chance. When a dying creature meets a group of Frozen Hosts, the final revels they engage in are said to be astounding.

NPC Reaction
In spite of their good intentions, Frozen Hosts only ever seem to gain fame as something akin to monsters. Once the general appearance of a Frozen Host is known within a community, all those travelling through the frozen environments are warned not to stop for the Frozen Host. In towns with a well-known Frozen Host, however, most citizens take great preparations before going out into the cold to avoid the attention of Frozen Hosts, a trend that has been known to save lives.

FROZEN HOSTS IN THE GAME
In a game world, a Frozen Host occupies a similar role to any wandering monster, albeit with entirely different means. They wander the frozen spaces of the world, searching for those in need of their special brand of “care”.
Adaptation: With minimal mechanical change, a Frozen Host can be transformed into a more neutral creature that allows nature to take its toll or a malicious creature that slays out of boredom or twisted desire for companionship. If a source for the power of a Frozen Host is needed, deities related to frost might be employed, as might the fey.
Encounters: If a Frozen Host comes into contact with the party, it is likely that they are already in great trouble. The Frozen Host appears to grant relief from the environment, secretly allowing the party to die of exposure in perceived comfort and warmth.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


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Init +0, Senses: Listen +, Spot +,
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AC , touch , flat-footed ()
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Fort +, Ref +, Will +
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Base Atk +, Grp +
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Abilities Str , Dex , Con , Int , Wis , Cha
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DeAnno
2013-12-25, 10:13 AM
COLDFIRE INFERNO

"Some say Fire, some say Ice. At the end of the world, is there really any difference?"

Coldfire Infernos are denizens of the Winterfell, masters of Coldfire beyond all others. Both Warlocks and Dragonfire Adepts can sacrifice breadth in many elements or fields of magic for depth in the arcane secrets of the burning cold.

Like the paradoxical flames of Coldfire itself, the fire in the souls of Coldfire Infernos which grant them their normal powers is essentially turned inside out. Those who used to be Warlocks no longer draw their powers from distant Outer Plane bloodlines, and those who used to be Dragonfire Adepts are no longer as solidly connected to the Dragons which hold sway in Prime. Coldfire Infernos draw power from the Inner Planes instead; the Fire Plane to give their magics shape, and the others to reverse the heat and transmute flame into frostburn.

As Coldfire Infernos build a stronger connection to the Inner Planes, their old powers often wane in favor of their new elemental attacks. They are most at home in the frozen wastelands they create, and eventually become more like the Elementals that inhabit those wastes than the mortals they once were.

This Prestige Class uses rules material from Complete Arcane, Dragon Magic, and Frostburn.

BECOMING A COLDFIRE INFERNO
It takes both natural talent for frozen energies and extensive research into the mysteries of the Inner Planes to become a Coldfire Inferno. Transmuting the very core of one's power into living Coldfire is a difficult and dangerous thing, and starting practitioners should not attempt it lightly.

ENTRY REQUIREMENTS
Special: Ability to use the Hellrime Blast Invocation or the Frost Breath Breath Effect.
Skills: Knowledge (Arcana): 10 ranks, Knowledge (The Planes): 10 ranks
Alignment: Any Chaotic

Class Skills
The Coldfire Inferno's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha), Use Rope (Dex).
Skills Points at Each Level: 4 + int

Hit Dice: d8



LevelBABFort SaveRef SaveWill SaveSpecialSpells per Day


1st

+0

+2

+0

+2
Coldfire Infusion, Winter's Aura, Frostburn Reaction +1d6
-


2nd

+1

+3

+0

+3
Improved Signature Attack
+1 level of existing invocation using class


3rd

+2

+3

+1

+3
Wall of Coldfire, Cold Resistance 10
+1 level of existing invocation using class


4th

+3

+4

+1

+4
Extreme Cold, Frostburn Reaction +2d6
-


5th

+3

+4

+1

+4
Advanced Signature Attack
+1 level of existing invocation using class


6th

+4

+5

+2

+5
Coldfire Bindings, Cold Resistance 20
+1 level of existing invocation using class


7th

+5

+5

+2

+5
Otherworldly Cold, Frostburn Reaction +3d6
-


8th

+6

+6

+2

+6
Mastered Signature Attack
+1 level of existing invocation using class


9th

+6

+6

+3

+6
Rapid Coldfire Ignition, Cold Resistance 30
+1 level of existing invocation using class


10th

+7

+7

+3

+7
Absolute Cold, Elemental Body, Frostburn Reaction +4d6
-



Weapon Proficiencies: A Coldfire Inferno gains no new proficiencies in any form of weaponry or armor.

Coldfire Infusion (Su): When a Coldfire Inferno would deal cold or fire damage with an Eldritch Blast, Breath Weapon, or Invocation, she instead deals frostburn damage. A Coldfire Inferno must always use this ability when able.

As usual, frostburn damage does not heal naturally and may only be healed magically with a sucessful DC 25 caster level check as long as the victim remains in cold or colder temperatures. If the victim reaches an area of moderate or warmer temperature, the frostburn damage becomes normal damage that can be healed naturally or magically in the usual manner. resistance, immunity, or vulnerability against cold damage also applies to frostburn damage. Fire resistance, immunity, or vulnerability does not apply to frostburn damage.

In addition, a Coldfire Inferno is able to craft vials of Coldfire to allow less focused mages to use potent Frostfell spells. This acts like an item creation feat, allowing the crafting of vials of Coldfire for 25 gp and 2 xp per vial.

Winter's Aura (Su): The area around a Coldfire Inferno is shrouded in a permanent Winter sustained by their link to the Inner planes. Within a 10 foot radius per class level of the Coldfire Inferno, if the temperature would normally be Moderate or warmer it is reduced to Cold. If the temperature would normally be Cold or lower, it is reduced by one Temperature Band. A Coldfire Inferno may suppress or reactivate this aura as a swift action.

Frostburn Reaction (Su): At 1st level, when a Coldfire Inferno deals frostburn damage with an Eldritch Blast, Breath Weapon, or Invocation, she deals +1d6 extra damage. At 4th level, this increases to +2d6 extra damage, at 7th level, this increases to +3d6, and at 10th level, this increases to +4d6 extra damage. When damage is dealt by the same Eldritch Blast, Breath Weapon, or Invocation multiple times, this bonus applies to each separate instance of damage that occurs.

Improved Signature Attack (Su): At 2nd level, a Coldfire Inferno gains either Improved Hellrime Blast or Improved Frost Breath.

Improved Hellrime Blast: When a Coldfire Inferno uses Hellrime Blast, instead of applying a penalty to Dexterity, it deals 4 points of Dexterity damage (Dexterity damage stacks.) As before, the Dexterity damage is negated by a successful Fortitude save. Additionally, she increases the caster level of Hellrime Blast by +1 per two levels of Coldfire Inferno.

Improved Frost Breath: When a Coldfire Inferno uses Frost Breath, enemies are slowed as if by the Slow Breath Breath Effect as well. The Breath Effect both slows and deals normal cold damage, and enemies are required to make both a Fortitude save to reduce the slow duration and a Reflex save for half damage.

Transmuting Wall of Coldfire: At 3rd level, a Coldfire Inferno gains the Transmuting Wall of Coldfire greater invocation as detailed below (even if she could not normally gain or use greater invocations). It doesn't count against her invocations known. This works like an invocation from her base class, except that its caster level is further increased by +1 per two levels of Coldfire Inferno.

This invocation is an adaption of Wall of Perilous Flame unique to Coldfire Infernos, and may only be obtained by members of this Prestige Class.

Transmuting Wall of Coldfire
Greater; 5th
You conjure a Wall of Coldfire as the spell in Frostburn with this invocation. Each time a creature is damaged by this invocation, it must succeed on a Fortitude save or also take 1d4 points of Dexterity damage. Any creature reduced to 0 Dexterity by this invocation (or which fails its save and is already at 0 Dexterity) is immediately turned to ice as the Flesh to Ice spell in Frostburn.

Cold Resistance (Ex): At 3rd level, a Coldfire Inferno gains Cold Resistance 10. At 6th level, it is increased to Cold Resistance 20, and at 9th level, it is increased to Cold Resistance 30.

Extreme Cold (Su): At 4th level, frostburn damage a Coldfire Inferno deals becomes more intense. Frostburn damage she deals to creatures other than herself with Eldritch Blasts, Breath Weapons, or Invocations ignores all cold resistance.

Advanced Signature Attack (Su): At 5th level, a Coldfire Inferno gains either Advanced Hellrime Blast or Advanced Frost Breath.

Advanced Hellrime Blast: When a Coldfire Inferno uses Hellrime Blast, in addition to the other effects, the target becomes vulnerable to cold for 1 minute (Will negates). This vulnerability takes effect before taking damage from the attack. Additionally, she increases the save DC of Hellrime Blast by +1 per five levels of Coldfire Inferno.

Advanced Frost Breath: When a Coldfire Inferno uses Frost Breath, the range of the Cone is increased from 15 feet to 40 feet (if another effect doubles this, it becomes 80 feet). Additionally, she increases the save DC of Frost Breath by +1 per five levels of Coldfire Inferno.

Animated Coldfire Bindings: At 6th level, a Coldfire Inferno gains the Animated Coldfire Bindings greater invocation as detailed below (even if she could not normally gain or use greater invocations). It doesn't count against her invocations known. This works like an invocation from her base class, except that its caster level is further increased by +1 per two levels of Coldfire Inferno.

This invocation is an adaption of Chilling Tentacles unique to Coldfire Infernos, and may only be obtained by members of this Prestige Class.

Animated Coldfire Bindings
Greater; 5th
You conjure a mass of semisolid Coldfire streamers to trap and destroy your opponents, similar to the Black Tentacles spell in the SRD. This invocation functions identically to Black Tentacles (with the streamers taking the place of the tentacles), except that the streamers deal frostburn damage instead of bludgeoning damage. Additionally, creatures within the area of the invocation take 2d6 points of frostburn damage each round, whether they are grappled by the streamers or not.

Otherworldly Cold (Su): At 7th level, the frostburn damage a Coldfire Inferno deals becomes almost conceptual in nature. Frostburn damage she deals to creatures other than herself with Eldritch Blasts, Breath Weapons, or Invocations deals half damage even to creatures with immunity to cold.

Mastered Signature Attack (Su): At 8th level, a Coldfire Inferno gains either Mastered Hellrime Blast or Mastered Frost Breath.

Mastered Hellrime Blast: When a Coldfire Inferno uses Hellrime Blast, it deals 8 points of Dexterity damage on a failed Fortitude save instead of 4, and in addition the Dexterity damage is halved on a successful Fortitude save (from 8 to 4) instead of negated.

Mastered Frost Breath: When a Coldfire Inferno uses Frost Breath, all creatures in its area are Dazed for 1d4 rounds (in addition to the other effects.) A successful Will save negates the Daze.

Rapid Coldfire Ignition (Su): At 9th level, a Coldfire Inferno can use her thematic invocations more easily. She can use Transmuting Wall of Coldfire or Animated Coldfire Bindings as a swift action three times per day.

Absolute Cold (Su): At 10th level, a Coldfire Inferno gains complete mastery of the Frostfell energies. Frostburn damage she deals to creatures other than herself with Eldritch Blasts, Breath Weapons, or Invocations ignores immunity to cold, bypasses Protection from Energy and similar effects, and deals full damage even to incorporeal creatures.

Elemental Body: At 10th level, a Coldfire Inferno's type changes to Elemental and she gains the Cold subtype (don't recalculate any racial hit dice.) Her new Elemental type grants her the standard Elemental traits. She gains Darkvision out to 60 feet. She gains Immunity to poison, sleep effects, paralysis, and stunning. She is not subject to critical hits or flanking. She need not eat, sleep, or breathe. Her Cold subtype grants her immunity to cold but also vulnerability to fire. Unlike most Elementals, she can still be brought back from the dead as if she was a member of her previous creature type.

PLAYING A COLDFIRE INFERNO
Coldfire Infernos are great in a straight fight, so many take a direct approach to adventuring and confrontation. Their elemental nature often makes them more oblivious to social manipulations, but they can see the value of trickery in a good ambush, or psychology when tracking an enemy that is unable to heal. Rarely do they use much restraint in any situation, as the very nature of their power burns with a flame that can't be easily quenched.

As their chaotic natures often make them focus on conflict and change, good-aligned Coldfire Infernos are well advised to find positive outlets for these desires, such as revolts against tyranny and battles against evil. Without such distractions, one might be tempted to make their own "fun", often with disastrous results. Many a well intentioned Coldfire Inferno has been seduced into malice by their own heat-destroying flames.

Combat: Coldfire Infernos excel at both direct damage and battlefield control, areas that reward quick action and alpha striking. Though their signature attacks are wonderful general weapons, Coldfire Bindings and Wall of Coldfire do much more damage than the invocations they were developed from and can be more useful at the start of a fight to start racking it up.

Advancement: Coldfire Infernos often get their start as single classed members of their respective class. After they've learned all there is to know about the frozen magic of the Inner planes, they usually either go back to advancement in that class or to another prestige class advancing its invocation-based spellcasting. If trying to complement their naturally direct and brutal combat abilities, some Coldfire Infernos will learn a bit of the trade from Rogues or Rangers to either ambush unwary enemies or hunt them down after they run.

Resources: Coldfire Infernos need little in the way of support and often live off the land, especially once their Elemental transformation makes this trivial. On the other hand, many find partnership with Sorcerers or Wizards eager to use the Coldfire they can easily harvest in their spells. Evil Coldfire Infernos in the Frostfell often cooperate with White Dragons and their Arctic Kobold followers, providing them both with superior combat gear and disposable minions.

COLDFIRE INFERNOS IN THE WORLD
"Why don't her own powers burn her? Fire just burns your skin, but Coldfire burns your soul. Someone who's engulfed themselves in that as long as she has probably doesn't have any soul left to burn."

Coldfire Infernos have a bad reputation in the Frostfell regions, and most of it is well deserved. Many of them terrorize the populace with callous acts of violence and destruction, or cow mundanes into submission with their flashy powers. Not all Coldfire Infernos are evil however, and they have also been known to spring up in rebellions against corrupt Frostfell Kingdoms.

Daily Life: Coldfire Infernos spend their time in a variety of settings, from the frozen wastes of the Frostfell to bustling metropolises across the Planes. Those living in the wild might rarely interact with others, using their cold resistance to cope in difficult climates. On the other hand, those living in cities might make spare money peddling Coldfire at inflated prices far from where it naturally occurs.

Notables: Bellatrix the Blue was a famous eco-terrorist who fought against efforts to spread civilization into inhospitable climes for most of her life. Rumored to have been raised by wolves, she valued pristine wilderness
across the multiverse and was not at all adverse to using violence and destruction to keep it that way.

Many northern logging camps on Prime were reduced to piles of shattered ice by her power, and on one occasion she even destroyed a budding colony deep in the Elemental Plane of Water. Bellatrix cooperated with Druidic cults frequently before her ultimate execution at the hands of the Knights of the Iron Glacier, and it's rumored that twin children may have survived their extremist mother and may someday follow in her footsteps.

NPC Reaction
Most from warmer places won't know any specific lore about Coldfire Infernos, and will assume they're just more flashy magic users with all that implies. They often have a colder reception in the Frostfell though, as many have had run-ins with a Coldfire Inferno gone bad or heard about the misdeeds of one or another of them. While most won't like them, they'll also fear them, and will often treat them carefully to avoid unnecessary provocation.

Specifically, White Dragons and Arctic Kobolds often have a good opinion of Coldfire Infernos, and see them as people worth working with. Many Old White Dragons have used Coldfire Infernos as their emissaries to the civilized world, bringing demands to villages and extracting tribute. Arctic Kobolds mainly ape the reactions of their spiritual big brothers, and will often treat a Coldfire Inferno as a lesser stand-in for White Dragon authority if one is not present.

COLDFIRE INFERNOS IN THE GAME
Coldfire Infernos are fairly easy to include in any campaign, as anything from a starring role to a bit of historical flavor. While they have a tendency to appear in colder climes, their Winter's Aura lets them be equally effective in warm ones. An evil Coldfire Inferno might be part of an evil plot to bring about a supernatural Ice Age over an entire temperate region. On the other hand, a heroic one in a land that never sees snowfall might simply be misunderstood because of the strange and destructive nature of her powers.

Like Warlocks, Coldfire Infernos can present some problems in parties which usually follow the established rules, but they can also shake things up a little. They don't just present complications on a moral front however; their Winter's Aura can cause discomfort and difficulty for the party as a whole even as the Coldfire Inferno reaps its mechanical benefits. The Coldfire Inferno could use his Use Magic Device skill and a wand of Endure Elements to allieviate this issue, or the party could just tough it out and buy some warmer clothing.

Adaptation: While Coldfire Infernos are specifically built to be a Prestige Class for Warlocks or Dragonfire Adepts, they could easily be adapted to a homebrewed or 3rd party invocation using class. All of their abilities except for the Signature Attacks are general in nature and can be kept. For the Signature Attack, choose a Cold (or Fire, if necessary) typed ability from the base class and put together a progression for it using inspiration from the attack's default form, the base class' higher level abilities, or even the Signature Attacks from this Prestige Class.

Network
2013-12-26, 08:16 PM
UTTERCOLD RETRIBUTOR

Since that day, my heart feels empty and cold. Weak and dead. I tried to resist these feelings, to forgive him... But in truth, he doesn't deserve to exist at all! And if I must sacrifice my life and become like him, only to make their death mean something, then I will do it, and I will go with a smile, because I will have done the right thing.

Hate is a powerful thing. It motivates survival, pushing a man to the edge of what his mind and body can endure, only to mortally betray him. The frail minds of mortals were not meant to understand how that simply feeling could turn a loving father, friend or wife into a killer at a moment's notice. The reasons that urge a person to hate another are multiple, but unlike anger, hatred is always a deliberate decision from the person's part. Some make that decision almost immediately after a dramatic event in their life. Most are first scared when they realize they hate someone, but after questioning themselves for extended periods of time, they eventually accept it anyway. Then, the people who decided to hate will cultivate that feeling, filling with it any emotional hole they may have. And finally, these people will use their hate to keep them alive at any cost while they put all remaining efforts to fulfill their need to harm its source... and eventually kill it.

But not all people feel hate equally. All emotions are more intense in those touched by the Monster – the so-called Teramach. Likewise, people who are familiar with the energies of the dead and the cold sometimes realize that their hate draws from and changes into these same energies. Hate is cold, and everywhere it goes, it brings death with it. In these very few people indeed, these things are so mixed up that their hate literally devours their body heat and their life force. Due to their relatively common desire for revenge toward the source of their hate, and due to the particular kind of energy they unleash, these people are known amongst scholars as Uttercold Retributors.

BECOMING AN UTTERCOLD RETRIBUTOR
To become an Uttercold Retributor, one must first have a connection with one of the many legendary beings or events that happened at the beginning of the world, before any recorded history. Following that, the candidate must feel hatred in its purest form, and stick to it. Finally, if the character isn't undead, he must deliberately renounce to using positive energy to fuel his metabolism and replace it with negative energy. When all of these requirements are meet, the character's very hate manifests physically in a form reminiscent of uttercold, the mix of cold and negative energy.

ENTRY REQUIREMENTS
Base Attack Bonus: +7
Mythos: Either Cold-Hearted Hatred of Life or Deathly Body of Uttercold (see below)
Special: The candidate must hold a grudge against a specific individual or small group of individuals who wronged him (or which he perceived as having wronged him), and he must have actively worked to wreak vengeance against them since at least a year.
Special: Must be healed by negative energy (either through the Tomb-Tainted Soul feat (Libris Mortis) or actually being undead).


Cold-Hearted Hatred of Life
[Fantastic Mythos][Teramach Mythos]
Prerequisite: -

The Monster is a burning atrocity of anger in an eternal spray of carnage. It couldn't care less about the enemies that are not within its line of sight. But you are not the Monster. You are motivated by hate, not murder alone. And you never forget your enemies.

Creatures and objects that you hit with a natural weapons and those that hit you with a melee attack are exposed to the chill hatred within your heart. The target of your attack or the appendage or weapon used by your enemy (whichever is applicable) take 1d6 points of cold damage (creatures attacking you with a natural weapon that does not count as a separate appendage take the damage directly). Anyone implied in a grapple with you take 2d6 points of damage on your turn each round (this damage also applies to objects or appendages intended to hamper your movement, such as a roper's strand). While physical contact with your body is a great medium for the chill power of your hate, creatures that target you with a thought detection, mind control, or telepathic ability take 1d6 points of cold damage as well (if such character is using a magic item to read your mind, both the item and the user take damage). This does not prevent the use of these abilities against you, only punishes those who might try it. Cold damage against objects is reduced to a quarter of its original value, as normal.

Basic
Destruction of the Inner Fear: No danger is too great. No adversary is too strong. No fear is too debilitating to stand in the way of your hate. You are immune to fear effects. In addition, characters that target you with a thought detection, mind control, or telepathic ability take an additional 1d6 points of cold damage (to a total of 2d6).

True Harm Is Irredeemable: When you are in rage and would be normally limited to specific priority targets by another Mythos (such as Retribution Will Follow), you may treat anyone who ever was one of your priority targets as still being one, even if that person did nothing to you recently. Thus, those that were priority targets from an earlier rage remain priority targets for the current rage.

Advanced
Onslaught of the Chill Vitality: When in rage, you add your Constitution modifier (if positive) to the cold damage dealt by this Mythos. This effect is only applied once, even if you are under multiple rage effects.

Deathly Body of Uttercold
[Fantastic Mythos][Kathodos and Olethrofex Mythos]
Prerequisite: Tomb-Tainted Soul feat (LM) or Undead type.
Special: This Mythos is on the list of both the Kathodos and Olethrofex classes. Characters from either class can take it. Kathodos characters who do not have access to Fantastic Mythos from the Olethrofex class and do not have levels in the Uttercold Retributor prestige class treat this Mythos as an [Internal][Water] Mythos.

Death is cold. Corpses are cold. And so was the Abomination and all thing which followed its path into undeath. But there are other forms of cold in the world. Through studying of the arcane connections between cold, death and undeath, you infused your body with uttercold, an energy found where the Negative Energy Plane ties up to the Paraelemental Plane of Ice.

Your skin becomes covered in a thin layer of ice that does not obstruct your movement. Your natural armor bonus increases by a third of your class level (rounded up) (characters who do not have a natural armor bonus are treated as having a natural armor bonus of +0), you gain cold resistance (10) (this cold resistance stacks with ones gained from other sources), and you are protected by an extraordinary Endure Elements effect (as the spell) as the unnatural ice regulates your body heat. Due to the negative energy it countains, this layer of ice does not melt in warm temperatures.

In addition, you may fuse with the ice as a free action, turning it into a sort of living (or undead) armor. You do not lose the above benefits, but you gain damage reduction 10/adamantine and fire resistance (10). Once this ice armor has absorbed an amount of damage in this way equal to five times your class level (note that, since the ice armor is over your skin, it absorbs damage in spite of your immunities), or once 12 hours have passed (whichever come first), your ice armor is destroyed, and you lose all benefits of this Mythos. Over the next 12 hours, the layer of ice over your skin slowly reforms, first under a liquid form suffused with your life energy, which then solidifies progressively.

Class Skills
The Uttercold Retributor's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level: 4 + Int

Hit Dice: d12


LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialMythos
1st
+1
+2
+0
+2Craft Ice Beast, Ice in the Veins (fatigued; no damage)+1 level of Mythos-using class
2nd
+2
+3
+0
+3Heart-Freezing Atrocity Void, Resistance to cold (10), Undying Resolve+1 level of Mythos-using class
3rd
+3
+3
+1
+3Fortification (25%), Ice in the Veins (1d3)+1 level of Mythos-using class
4th
+4
+4
+1
+4Ice Beast Ability, Resistance to cold (15), Uttercold's Blessing+1 level of Mythos-using class
5th
+5
+4
+1
+4Ice in the Veins (1d6), Tough as Ice+1 level of Mythos-using class
6th
+6/+1
+5
+2
+5Fortification (50%), Resistance to cold (20), Simulacrum+1 level of Mythos-using class
7th
+7/+2
+5
+2
+5Ice in the Veins (exhausted; 1d8)+1 level of Mythos-using class
8th
+8/+3
+6
+2
+6Frostburn's Blessing, Ice Beast Ability, Resistance to cold (25)+1 level of Mythos-using class
9th
+9/+4
+6
+3
+6Fortification (75%), Ice in the Veins (2d6)+1 level of Mythos-using class
10th
+10/+5
+7
+3
+7Ice Assassin, Uttercold Ascendancy+1 level of Mythos-using class


Weapon Proficiencies: The Uttercold Retributor does not gain any new proficiency upon taking levels in this class.
Mythos: At each level, the Uttercold Retributor gains new Mythos as if he had gained a level in a Mythos-using class for which he has selected Cold-Hearted Hatred of Life or Deathly Body of Uttercold. His effective level also increases for the purpose of determining the benefits he gets from Mythos that are based on his level in that class, for the purpose of determining whether he has access to a new tier of Mythos, and for the purpose of determining whether or not he can buy bonus Mythos. He does not gain any other advantage of his previous class, such as added benefits from the Primitive Brutality line of class features or additional Excellencies. Finally, the character adds Cold-Hearted Hatred of Life and Deathly Body of Uttercold to the list of Mythos for that class (if they are not already).
Craft Ice Beast (Su): All Uttercold Retributors are capable of crafting an Ice Beast (that is to say, a creature with the Ice Beast template (Frostburn) applied to it). The base creature on which the Ice Beast is based must have no template applied to it and no more Hit Dice than the effective level of the character in a Mythos-using class (if the character has levels in many Mythos-using classes, use the highest). For that purpose, "effective level" refers to class levels in that class, plus effective class levels derived from a prestige class such as this one. Crafting an Ice Beast requires a cube of ice with dimensions equal to the space used by the creature in combat (5 ft. * 5 ft. * 5 ft. for a Small or Medium creature, for example). Ice has a negligible cost, but the creature must be sculpted using an appropriate Craft skill (DC equal to the HD of the Ice Beast, effective cost of the creature equal to 1,000 gp per HD). Once the creature has been completely sculpted, the Uttercold Retributor must instill the construct with a fraction of his own hatred, spending 40 experience points per Hit Dice of the Ice Beast. No gold pieces are actually required at any point during the creation process, and the Uttercold Retributor must sculpt the Ice Beast himself (lest he is unable to instill his hate in it). When the Ice Beast is complete, it is fully under the control of the Uttercold Retributor who created it. As long as the Uttercold Retributor is within 10 feet of its Ice Beasts, they repair their own damage at a rate of 1 hit point per hour, as the character's own hatred forces them to remain functional.
Ice in the Veins (Ex): At first level, the Uttercold Retributor begins the slow process of being transformed into an atrocity of living hate and uttercold. As such, his bloodstream is filled with shards of icy blood dangerous to those who try to eat him. Any creature that bites the Uttercold Retributor must make a Fortitude save (DC 10 + the Uttercold Retributor's class level + his Constitution modifier) or become fatigued for 1 round per class level. Once affected by this ability, further bites extend the duration but do not otherwise stack. Creatures immune to sleep effects are not fatigued by this ability, nor are creatures immune to both cold and energy drain (creatures immune to cold, but not energy drain, or to energy drain, but not to cold, are affected normally).
At 3rd level, creatures that bite the Uttercold Retributor also take 1d3 points of damage, regardless of whether they are immune to sleep effects to not. That damage is half cold damage (rounded up) and half negative energy damage (rounded down). Creatures that are healed by negative energy and immune or otherwise resistant to cold may very well be healed by biting the character.
At 5th level, the damage increases to 1d6.
At 7th level, creatures that fail their save and exhausted instead of fatigued. Creatures that succeed on their save take damage but are otherwise not affected. Also, the damage increases to 1d8.
At 9th level, the damage increases to 2d6.
Heart-Freezing Atrocity Void (Ex): At 2nd level, the Uttercold Retributor gains the Heart-Freezing Atrocity Void (http://www.giantitp.com/forums/showpost.php?p=16620032&postcount=1) Mythos as a bonus Mythos, even if he normally wouldn't be able to select it. If he already has it, he instead gains one bonus Exceptionnal Mythos, which he must have access to and qualify for.
Resistance to cold (Ex): At 2nd level, the Uttercold Retributor gains resistance to cold (10). That resistance increases by 5 every 2 levels thereafter, to a maximum of 25 at 8th level.
Undying Resolve (Ex): At 2nd level, the Uttercold Retributor's determination is so great that he gains a morale bonus equal to half his class level (rounded down) on attack rolls, damage rolls, Bluff checks and Sense Motive checks when attempting to directly harm the individual(s) he feels hatred toward or their reputation. He gains the same bonus on Craft checks made to craft an Ice Beast/simulacrum/ice assassin in the shape of such individual, and on all Survival checks.
Fortification (Ex): Starting at 3rd level, the Uttercold Retributor gains a 25% chance to resist additional damage inflicted by a critical hit, a sneak attack or a similar effect. At 6th level, this fortification increases to 50%, and to 75% at 9th level.
Ice Beast Ability (Su): At 4th level, and again at 8th level, the Uttercold Retributor gains one special attack of his choice from the list of special attacks allowed to creatures with the Ice Beast template (Frostburn). He may not select the same special attack twice.
Uttercold's Blessing (Su): At 4th level, once per day, the Uttercold Retributor may select one special attack owned by him or one of his Ice Beasts that deals cold damage. For the next 24 hours, half the damage inflicted by that attack (rounded down) is replaced from cold damage to negative energy damage. If this class feature is used on an Ice Beast, that Ice Beast is healed by negative energy and harmed by positive energy for the duration. For the purpose of this ability, Mythos that deal cold damage count as special attacks.
If the Uttercold Retributor has enough class levels to construct a simulacrum or an ice assassin, this ability may also be used to target it.
Tough as Ice (Ex): At 5th level, the Uttercold Retributor takes on even more of the qualities of the uttercold monster of hate he is turning into. He becomes immune to disease, nonlethal damage, and stunning.
Simulacrum (Sp): At 6th level, the Uttercold Retributor can craft a Simulacrum of another creature (as the spell). The process to craft a simulacrum is quite similar to the process to craft an Ice Beast, but he can only have one simulacrum at a time (crafting a new one destroys the former instantly). The simulacrum has only one-half the Hit Dice and level of the duplicate creature (rounded down, minimum 1 or the amount of the base creature). He can’t create a simulacrum of a creature whose Hit Dice or levels exceed twice his effective level in a Mythos-using class. He must sculpt a statue of the simulacrum (same process as sculpting an Ice Beast, except he also make a Disguise check at the end of the process). Once this is done, if the character is satisfied with the result of his Disguise check, he must animate the simulacrum by spending 100 experience points per Hit Dice of the simulacrum (minimum 1,000 xp) to instill it with his hatred. Due to the strong connection between the Uttercold Retributor, his hate and the simulacrum he animated, it repairs itself at the rate of 1 hit point every 24 hours as long as the character and it remain within 50 feet of one another. Aside from that, the simulacrum is identical to a creature created by a Simulacrum spell cast by the character.
Frostburn's Blessing (Su): At 8th level, once per day, the Uttercold Retributor may select one special attack owned by him, his simulacrum/ice assassin or one of his Ice Beasts that deals cold damage (that special attack needn't be the same as the one selected for Uttercold's Blessing). For the next 24 hours, all cold damage inflicted by that special attack becomes frostburn damage (Frostburn). For the purpose of this ability, Mythos that deal cold damage count as special attacks.
Ice Assassin (Sp): At 10th level, the Uttercold Retributor can craft an Ice Assassin of another creature (as the spell from Frostburn). That ice assassin counts as his simulacrum and is created in an identical fashion (see above), except he can only create an ice assassin of a creature he feel deep hatred toward (regardless of that creature's Hit Dice), and the ice assassin has an amount of Hit Dice equal to that of the duplicate creature or to his effective level in a Mythos-using class, whichever is lower. He gets a +10 circumstance bonus to the Craft and the Disguise checks made during the sculpting process due to the power of that ability and the sheer hatred he feels toward the creature he duplicates. Similar to an ice assassin created by the spell, the Uttercold Retributor can only control his ice assassin while it is within 1 mile of him. Beyond that range, it will fulfill its only purpose (destroy the duplicate creature). While it is near its creator, the ice assassin repairs naturally at the same rate as a simulacrum (see above). Finally, the ice assassin has one special attack from the list of special attack allowed to creatures with the Ice Beast template. Aside from that, the ice assassin is identical to a creature created by an Ice Assassin spell cast by the character.
Uttercold Ascendancy (Ex): At 10th level, the transformation of the Uttercold Retributor into a being of pure hatred and uttercold is finally complete. The character gains the Cold subtype. As a result, he now takes +50% damage from fire attacks. Unlike other creatures with the Cold subtype, the Uttercold Retributor does not become immune to cold, but is healed by it. Whenever the Uttercold Retributor would be dealt cold damage or frostburn damage from any source, he is healed an equivalent amount of hit points instead (if the attack allows a save, the Uttercold Retributor recovers hit points as if he failed that save).
If the Uttercold Retributor wasn't already an undead creature, his type changes to undead and he gains the augmented subtype. He gains all the immunities that accompany his new type. However, unlike other undead, he retains his Constitution score, keeps all powers that would be inconsistent with his new type (such as powers gained from the Teramach class) and can continue to take feat or levels in a class or prestige class that would require him to not be undead or to be of his former type. If the Uttercold Retributor was already undead, he gains a Constitution score of 10 and can now take feats or levels in a class or prestige class that would be inconsistent with the undead type (such as the Teramach class), gaining all the benefits that would accompany these feats or levels as if it was a living creature.

PLAYING AN UTTERCOLD RETRIBUTOR
Playing an Uttercold Retributor is comparatively similar to playing a member of the character's original class, except the character drops the ability to gain new Excellencies in exchange of the possibility to create a potentially unlimited army of Ice Beasts.
Combat: Uttercold Retributors are at their best at melee, as they have access to abilities that reinforce their melee capability while simultaneously dealing damage to enemies who attack them in melee. That being said, those that took the time and effort to craft their own servants can use their teamwork and tactical genius to outmatch foes that would have surpassed them otherwise. Otherwise, the character will presumably use the same way of fighting as an average member of his base class.
Advancement: An Uttercold Retributor, like any Mythos-using character, does not benefit as much from multiclassing as other characters do. Rather, he should keep sure his effective level in his Mythos-using class accounts for at least half of his ECL so that he can buy bonus Mythos. Barring that, he should select his Mythos carefully so as to not take those that are incompatible with his playstyle. Finally, the Uttercold Retributor should take great care to choose an Ice Beast Ability that goes well with his combat style, as their effects are continuously active.
Resources: Whenever possible, an Uttercold Retributor creates his own resources to use. He will use his own wealth, find an ice quarry to extract the base material for his Ice Beasts, and sometimes create an organization dedicated to the hunting of his enemies, but very rarely will he be able to receive external assistance.

UTTERCOLD RETRIBUTORS IN THE WORLD
I knew him before, and yes, he was already a bit crazy then. But nowhere near the level he is today. The... death of his family... it changed him... for good. To this day, he is trying to... avenge them, I guess. He's so different now. Everything's different.

Uttercold Retributors do not receive any praise for doing their duty, not even the few good-aligned ones dedicated to the killing of a vile tyrant or maniacal murderer. Even once their quest is done and they can focus on other tasks, people always seem to have a bad opinion of them. Part of it is justified. After all, who would like to be saved by an atrocity between life and death (at best) or an undead abomination (at worst)?
Daily Life: An Uttercold Retributor's days and nights consist mostly of preparing for the inevitable battle (of mind and body) against his sole enemy or group of enemies. When they are not busy scheming or training, they craft more Ice Beasts or find ways to improve them.
Notables: Cruian the Cursed (LG, Olethrofex 10/Uttercold Retributor 10) is a formely human ghoul of dwarf descent. Having had experience with necromancy in his life, he was strong-willed enough to resist the urge to surrender to his lowest instincts, and he became a good-aligned Olethrofex. By doing so, he attracted the wrath of an evil god of death, who swore to kill all those he cared for until he surrenders his unlife to the divine being. Unfortunately for Cruian, his friends and family were killed on that same day, and he had to leave civilization so that nobody else would die of his curse. But he made an oath to himself, so that he will avenge those that were killed unjustly by the god. To assist in his deicide, Cruian found a quarry of ice, used his hands to sculpt beasts out of it, and infused these creatures with the cold hatred he has for the god of death. After decades of preparation, Cruian now has an army at his disposal. But he knows that even now, he is no match for a god, and since he is unable to make an ice assassin of a divine entity, Cruian is attempting to create his own Mythos, one that would allow him to do so nonetheless, at the cost of his own existence if necessary.
Lady Eilstine (NE, Kathodos 8/Uttercold Retributor 5) is an elf kathodos with aristocratic blood. She is sadistic and corrupt, and to some it seems like she has always been, but it is not true. Long ago, when she was only seventy years old, she cared for everyone – her family, her friends, and even strangers. But something she couldn't possibly have imagined happened. Her city was raided by a large army of drows. Many of her closest friends and relatives were killed, and she lost her left arm. In her own words, it is like the cruelty of these drows somehow imprinted on her, leaving her as the heartless and vengeful woman that she is today. Now, Eilstine is leading an organization dedicated to the war against the drows, and she is using her tactical genius to ensure the death of as many drow soldiers as possible, hoping to kill those that raided her city almost a century ago.
Udoneiros the Slayer (CN, Teramach 7/Uttercold Retributor 2) was once a noble Teramach who fought for the well-being of his native village, but he was betrayed by the very mayor of the city he swore to protect. While he was on a quest far from his home, the mayor made a secret deal with a guild of criminals and ordered the death sentence of Udoneiros's family under false accusations. Three days latter, when he returned to the village, he found the bodies of his wife, his son and his two daughters still hanged to the public gallow. Rapidly finding out the underlying reasons of his family's death, Udoneiros swore to kill the mayor as well as all members of the criminal guild. However, his attempts have been limited by the fact that, unknown to him at the time, the mayor is actually a talented spellcaster and have made bargains with fiends to consolidate his power. In order to increase his chances to avenge his family, Udoneiros is considering the possibility of making such bargain himself.
Organizations: Apart from the potential ability of any Uttercold Retributor to create an army of ice constructs fuelled by their very hate, there is no organization dedicated to Uttercold Retributors. Moreover, they have no reason to associate as their personal interests often come into conflict with one another. Finally, they are too dedicated to their quest to fit in with any organization that does not see it as prominent.

NPC Reaction
People fear Uttercold Retributors. The general opinion is that they are unpredictable. Does that person really just wants to slay the chief of the assassin guild or is he just hiding the fact he wants to kill the king by himself? Want about the army of ice constructs he spent months making in the Arctic? Is it intended to team up with the forces of the duchy against its rival or to annihilate both? And the fact he is slowly turning into an undead monstruosity doesn't help, either. All in all, the general population sees an Uttercold Retributor as too obsessed with his revenge plots to be trusted.

UTTERCOLD RETRIBUTORS IN THE GAME
Like all Mythos classes, the Uttercold Retributor prestige class is intended for characters who will shaken gameplay at any level. Thus, it will seriously unbalance any low-powered game. But a big part of its power actually stems from the advance in a Mythos base class. The creation of Ice Beasts may seem like it may affect gameplay, but not any more so than the ability of spellcasters to create constructs. The other class features are either very weak or level-appropriate, however.
Adaptation: This prestige class obviously has no place in a game where hatred cannot be given a physical manifestation. However, by clever adjustment of the class features and Mythos, the uttercold aspect of the class can be replaced with another equivalent fusion of energy from the inner planes. Thus, it is possible to adapt this class to create a Blackfire Retributor (Fire + Negative Energy) or a Darkcaustic Retributor (Earth + Negative Energy + Water). The heavy amount of changes needed to turn this prestige class into one for spellcasters would be impractical, however.
Encounters: Uttercold Retributors are never encountered when they are not working on fulfilling their hate. While most do not care about creatures that are not significant to their mission, how they interact with such creatures is very different. Some will simply ignore them. Others are paranoid or unscrupulous enough that they will attempt to kill anyone who cross their path (and that they can get away with killing).

Sample Encounter
The easiest way to be forced into fighting an Uttercold Retributor is to ally with one of his enemies. The trick is that nobody's really sure who the enemy of an Uttercold Retributor is. For example, the player characters may be asked by the mayor of a distant village to go on an apparently innocent quest, only to be faced by an Uttercold Retributor who will do anything in his power to sabotage it.
EL 9: A tall man stands firmly before you. He has short black hair and blue eyes, and his skin appears to be glowing with a pale hue. He visibly wants to go your way, and won't step back if threatened.

Udoneiros the Slayer
CN male human Teramach 7/Uttercold Retributor 2
Init +6, Senses: Listen -1, Spot -1
Languages Common
------------------------------------------------
AC 22 (+2 Dex, +10 natural), touch 12, flat-footed 20
hp 85 (9d12 +27 HD)
Resist cold 10
Fort +11, Ref +7, Will +11
------------------------------------------------
Speed 30 ft. (6 squares)
Melee unarmed strike +14/+9* (1d3+13* plus 1d6 cold/19-20/x3 plus 2 ability drain)
Base Atk +9, Grp +19
Atk Options Power Attack
Combat Gear -
Special Attacks Ice in the Veins (fatigued; 1d3), Primitive Brutality III
Mythos Cold-Hearted Hatred of Life (Destruction of the Inner Fear, Onslaught of the Chill Vitality), Deathly Body of Uttercold, Dismembering Gorebeast Fury (Bone-Rattling Force, Flesh-Pulping Fists), God-Smashing Blow (Godplate-Piercing Strike), Heart-Freezing Atrocity Void (bonus), Raging Behemoth Charge (Terrifying Thunderclap Blessing), and World-Breaker Grip.
-----------------------------------------------
Abilities Str 22 (include a +2 enhancement bonus), Dex 14, Con 16, Int 8, Wis 8, Cha 8
SQ Craft Ice Beast
Excellencies Hands Like Bloodied Meat-Hooks, Inhuman Strength Proliferation, Mind-is-Meat Understanding, Pouncing Beast Ascension, and Wordless Terror Demonstration.
Feats Improved Critical (unarmed strikes and improvised weapons with proficiency) (B), Improved Grapple (B), Improved Initiative (B), Improved Natural Armor, Improved Sunder (B), Improved Trip (B), Improved Unarmed Strike (B), Leap of the Heavens (B), Power Attack, Power Critical (unarmed strikes and improvised weapons with proficiency) (B), Skill Focus (Craft (ice sculpting)), Steadfast Determination (B), Tomb-Born Vitality, and Tomb-Tainted Soul.
Skills Climb +8, Craft (ice sculpting) +4 (+5 to shape statues of his enemy), Intimidate +9, Jump +8, Sense Motive +10 (+11 toward his enemy), and Survival +2.
Possessions GM's fiat.

* Include adjustments for Power Attack feat (-2 penalty).

Adam1949
2013-12-27, 09:21 AM
This is my first post on this forum, so bear with me!


The Winter Court Emissary

"Though you may lay claim to the oppressive heat of Summer, remember, too, that all things end in my season."

The Fae are a capricious, odd lot; one day, they may be helpful to a man, and yet the very next day they will make it their mission to ruin his life for no good reason. However, one constant in their life is the allegiance they hold to one of the faerie courts; that of the Seelie, or Summer... or, that of the Unseelie, or Winter. Despite the names of these two courts, and the associations that mortals make between them, it is actually the Unseelie who are more forgiving and open to visitors (at least, according to the Unseelie themselves). After all, is it not Winter which brings people together, the coldness of nature leading to the warmth of community?

Winter, however, is not without drawbacks; by virtue of being fae, the Unseelie are bound by incomprehensible rules and laws, in addition to being unable to do anything about their equal-yet-opposite of the Seelie. A mortal, however, has no such limitations, and are infinitely more suggestible to boot. Wiggle a little eldritch power in front of them, and you have the beginnings of an agent of the Winter Court: an Emissary.

BECOMING A WINTER COURT EMISSARY
Agents of the Unseelie can come from any walk of life, although those most in touch with nature (Druids, Rangers, and Barbarians) are most likely to encounter the fae that would offer their services. Anyone with combat experience, like Rogues, Fighters, and even Paladins or Monks can meet their requirements fairly easily. Wizards and Sorcerers (especially Evokers, Enchanters, and those with a bit of faerie blood in their veins) enjoy the more sturdy aspects of the class. But overall, it is the Bard which finds the Emissary most to her taste; after all, the high-class culture and meshing of swordplay & arcana cater to her every sensibility.

ENTRY REQUIREMENTS
Base Attack Bonus: +3.
Skills: Knowledge (Arcana) OR Knowledge (Nature) 8 ranks, Survival 5 ranks.
Feats: Any Metamagic feat, any Fighter Bonus Feat.
Special: The character must survive an entire week alone in the dead of winter, or otherwise in an extremely cold (32 degrees or less) area. (Please note that "survive" is shorthand for "is not killed, or otherwise destroyed, nor leaves the area, for a continual week"; therefore, undead and other nonliving beings can become a Winter Court Emissary as well.)
Special: The character must have been approached by a member of the Winter Court, or by someone associated with them, and offered a position as an agent to their whims.


Class Skills:
The Winter Court Emissary's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Geography, Nature, Nobility and Royalty, The Planes) (Int, each taken separately), Listen (Wis), Move Silently (Dex), Perform (Any) (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at Each Level: 6 + Int modifier

Hit Dice: d8

{table=head]Level|BAB|Fort|Ref|Will|Special |1st|2nd|3rd|4th|5th|6th|7th

1st|+0|+2|+2|+0|Armored Casting, Cold Focus, Cold Resistance +5 Forbidden Arcana|2|—|—|—|—|—|—

2nd|+1|+3|+3|+0|Bonus Combat Feat, Trackless Step, Unseelie Training|3|2|—|—|—|—|—

3rd|+2|+3|+3|+1|Cold Resistance +5, Resist Nature's Lure|4|3|2|—|—|—|—

4th|+3|+4|+4|+1|Bonus Combat Feat, Energy Substitution (Cold), Greater Cold Focus, Unseelie Training|5|4|3|2|—|—|—

5th|+3|+4|+4|+1|Feyhunter, Cold Resistance +5|6|5|4|3|2|—|—

6th|+4|+5|+5|+2|Bonus Combat Feat, Overcome Forbidden Arcana, Unseelie Training|6|6|5|4|3|2|—

7th|+5|+5|+5|+2|Agent of Ice, Cold Resistance +5|6|6|6|5|4|3|2


[/table]


Weapon and Armor Proficiency: Winter Court Emissaries are proficient in all simple weapons, and the following martial weapons: Halberd, Light Shield, Longbow, Longsword, Rapier, Scimitar, Shortbow, and Shortsword. They are also proficient in light armor (and see Armored Casting, below).

Spells: A Winter Court Emissary casts arcane spells, which are drawn from the spell list below. When you gain access to a new level of spells, you automatically know all the spells for that level on the emissary's spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list.
To cast a winter court emissary spell, you must have an Charisma score of 10 + the spell's level. The Difficulty Class for a saving throw against an emissary's spell is 10 + the spell's level + the emissary's CHA modifier. Like other spellcasters, a winter court emissary can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on the table table. In addition, you receive bonus spells for a high Charisma score (PH 8).
A Winter Court Emissary need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.

Armored Casting (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause your spells to fail if those spells have a somatic component. A Winter Court Emissary, however, is specially gifted by the Unseelie as an agent of their will, and thus allow you to avoid any chance of arcane spell failure as long as you restrict yourself to light armor and shields. This training does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes.

Cold Focus: A Winter Court Emissary gains this feat for free at first level.

Cold Resistance (Su): Starting at 1st level, a Winter Court Emissary gains the supernatural ability to ignore some of the damage from cold effects. Every odd level including the first, the emissary increases their Cold Resistance by 5, if they had any (if they did not, they do now).

Forbidden Arcana (Ex): Even though the Winter Court Emissary has more freedom in her choices compared to her Unseelie masters, she is still bound by duty to uphold some of their most basic laws. The foremost of these is a banning of certain spells; except for any spell that appears on the Winter Court Emissary spell list, the character may not cast any spell that has the Fire descriptor. This is not so much a preference as it is a metaphysical law; even if the emissary attempts to use a spell from a different class, if it would break this taboo then they instead find themselves unable to cast it (although they do not waste their action doing so).

Bonus Combat Feat: At 2nd level, and again at 4th and 6th level, a winter court emissary gains a Fighter Bonus Feat for free; they must meet the prerequisites for it, however they may treat their fighter level as equal to their levels in fighter (if any), plus half the rest of their class levels, rounded down (So, a Fighter 4 / Sorcerer 4 / Winter Court Emissary 2 may gain feats as a 7th level fighter.)

Trackless Step (Ex): Starting at 2nd level, a winter court emissary leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Unseelie Training (Sp): At 2nd level, and again at 4th and 6th level, a winter court emissary chooses a single spell with the Cold descriptor in it that is of a level equal to or less then your level(s) in Wizard, Cleric, Druid, or Sorcerer, plus half the rest of your class levels (rounded down), and gains the power to use it as a spell-like ability. They may use it a number of times per day equal to half their class level, rounded down, plus their Charisma modifier.

Resist Nature's Lure (Ex): Starting at 3rd level, a winter court emissary gains a +4 bonus on saving throws against the spell-like abilities of fey (such as dryads, pixies, and sprites). This bonus stacks with similar bonuses, including the druid class feature of the same name.

Energy Substitution (Cold): A winter court emissary gains this feat for free at 4th level.

Greater Cold Focus: A winter court emissary gains this feat for free at 4th level.

Feyhunter (Ex): Beginning at 5th level, a winter court emissary begins to master the second major part of her job: finding and eliminating other fey, especially Seelie Court members. They gain Favored Enemy (Fey) +4, as the ranger ability. In addition, all attacks that the emissary makes, including magical ones, are treated as though they were made with a cold iron weapon.

Overcome Forbidden Arcana (Ex): Once a winter court emissary reaches 6th level, she has proven herself loyal to the Unseelie, and as a reward is granted back a portion of their power. The emissary may once more cast spells with the Fire descriptor as normal, without the use of Energy Substitution (Cold).

Agent of Ice (Ex): At 7th level, a Winter Court Emissary transcends their mission, and becomes a living extension of the Unseelie Court's will. She gains a +1 bonus to Charisma and Dexterity, and is forevermore treated as a fey rather than as a humanoid for the purpose of spells and magical effects; for instance, Charm Person does not affect her. She also gains a flight speed equal to her move speed plus 10 (good maneuverability) Finally, she gains Fast Healing 5, but only in snow or other cold areas (below 40 degrees, even indoors).

Ex-Emissaries: If, at any point in time, a Winter Court Emissary openly and willingly attempts harm against a member of the Unseelie Court, or knowingly and willingly has any positive interaction with a member of the Seelie Court when not on diplomatic business, they are instantly stripped of their title and patronage, losing all special abilities and spellcasting, none of which can be recovered through any means. If they do any of the forbidden actions above unwillingly or unknowingly (for example, striking at an undercover agent of the Winter Court, or showing affection to a Dryad disguised as an elf), they are stripped of their title and abilities in the same manner, but can regain them again by speaking to the head of the Unseelie, the Queen (or King) of Air and Darkness. They will often need to complete a task for them, and recover all of their lost abilities instantly as soon as the mission is completed.

Winter Court Emissary Spell List

1st Level: Blacklight, Charm Person, Chill Metal, Conjure Ice Beast I, Darkness, Disguise Self, Faerie Fire, Mage Armor, Sleep.

2nd Level: Conjure Ice Beast II, Corona of Cold, Darkness, Fire Shield, Icicle, Ice Knife, Obscuring Snow, Shivering Touch.

3rd Level: Armor of Darkness, Blizzard, Charm Monster, Conjure Ice Beast III, Invisibility, Woodland Veil.

4th Level: Column of Ice, Conjure Ice Beast IV, Defile Snow and Ice, Eye of the Hurricane, Frostburn, Hibernal Healing, Tree Stride.

5th Level: Blizzard, Cone of Cold, Conjure Ice Beast V, Dispel Fire, Frostbite, Ice Storm, Mislead, Nightmare.

6th Level: Animate Snow, Conjure Ice Beast VI, Control Weather, Freeze, Freezing Glance, Snowsong, Teleport.

7th Level: Conjure Ice Beast VII, Death Hail, Energy Absorption, Ice Assassin, Limited Wish, Polar Ray, Weird.


PLAYING A WINTER COURT EMISSARY
A Winter Court Emissary is, at the end of the day, very similar in play and in style to a Ranger/Sorcerer, or perhaps a Bard; someone who mixes arcane skill with combat prowess. They are very much focused on Cold effects, with a secondary theme on the fey world.
Combat: Emissaries are supposedly diplomats, not combatants; however, being that their patron is the Unseelie Court, they are nonetheless skilled at warfare, especially when subterfuge is on their side. A common tactic of these agents is to blindside an opponent with Shivering Touch or Sleep (and, if they're of the Summer Court, often after having stalked them using Feyhunter), and then use either magic or martial weaponry to finish them off.
Advancement: Emissaries that focus more on the anti-enemy aspect of the class often advance in Ranger or Rogue, while spellcasting minions of the Unseelie prefer to improve their chances by taking levels in Wizard or even Cleric.
Resources: Although a Winter Court Emissary has a good amount of tools at her disposal, her real boon is something implied, rather than given; by virtue of her class, she has the patronage of the entire Unseelie Court, including the Queen of Air and Darkness herself. Such a force is best left unimpeded, allowing the agents much more freedom on certain things than normal members of society could access.

WINTER COURT EMISSARIES IN THE WORLD
"Huh? Queen of what now? I, uh, have no clue what you're talking about...! Oh, haha, look over there, two identical snowflakes!" ~Xeo Tsuyoi, a young Winter Court Emissary

Winter Court Emissaries are a solitary lot, at least among each other. By virtue of their jobs, emissaries who don't know each other rarely team up except under special orders, and then don't bother making niceties with their ally. This isn't always the case, though; some emissaries, bored or lonely, feel most comfortable when there's someone to talk to nearby, even if that someone is an animal, or a well-shaped piece of never-melting ice.
Notables: Winter Court Emissaries, as a whole, take great pains to hide their identities; after all they are, technically, always involved in a war with nearly half of the fey world, and recognition often leads to nothing but a cold grave. A few, though, are known through history. King Diarmud of Xenobia (Human Pal10/Wiz3/Wce7) ascended to the throne by the machinations of the Unseelie Court after he eliminated a high-ranking Spriggan in his homeland's aristocratic circle. Krios Blackheart (Elf Brd6/Asn4/Wce2) was feared for his mastery at convincing others of a fake personality, before cunningly and coldly dispatching his foes.
Organizations: Obviously, a Winter Court Emissary is aligned with the Unseelie, and might be seen traveling with a member. However, any group that would appreciate a dabbler of the arcane when mixed with their skill-set can count to have an emissary in their ranks. Interestingly, emissaries are often allies with, or might even be, Assassins; to be sure, they fill similar, if differently-focused, roles...

NPC REACTIONS
Assuming that the average person is unaware of the shadow war between Summer and Winter (which, as they've proven for the last several centuries, they are very good at hiding the war's existence), then they are likely to assume that a Winter Court Emissary is merely a magically-inclined warrior, or perhaps a combat-focused spellcaster. Those that are in the know, but are unaffiliated, often are wary of the agents due to their notoriously fanatical reputation. Unseelie see them as heroes, while the fae of the Summer Court call them despicable villains to be slaughtered.

WINTER COURT EMISSARIES IN THE GAME
A Winter Court Emissary is most effective when fighting Fey, although any creature weak to the cold (or relatively unintelligent) is fair game. Emissaries are not front-line warriors, and their nearly single-minded theme makes them reliant on others to have staying power. When in their element, though, they are without equal.
Adaption: By far the easiest way to change up the class is to give the Seelie Court an equivalent agent. These 'Summer Court Wardens' are essentially unchanged, except for shifting the theme (and the abilities & spells) to a more Fire-toned picture. By changing the Feyhunter class feature to a different type of creature changes the Emissary into a cold-themed stalker of monsters; a winter assassin, if you will.
Encounters: Under normal circumstances, a party might never know that their traveling companion is under orders from faeries to hunt down their equal and opposite number. However, if the characters end up tangled in the war between the two courts, then the emissary will make an elite ally (or enemy).

Sample Encounter
EL 7: Xeo Tsuyoi appears to be a young-looking and precocious girl, hardly someone to suspect of playing a role in an eons-long struggle between nearly-immortal spirits. However, the halfling is exactly in that position, although she isn't particularly serious about it.

Xeo Tsuyoi
CG Female Halfling Rogue 6 / Winter Court Emissary 2
Init +3, Senses: Listen +7, Spot +5,
Languages Common, Halfling
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AC 20, touch 16, flat-footed 17(+3 Dex, +1 Size, +4 Armor, +2 Bracers)
hp 48(6d6+2d8+12, 8HD)
Fort +6, Ref +12, Will +3
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Speed 20ft. (4 squares)
Base Atk +5
Atk Options Rapier +6 (1d4+1d6 Cold), Dagger +6/+9 (1d3+1d6 Cold)
Combat Gear Icy Burst Rapier, Frost Dagger, Mithril Chain Mail
Supernatural Abilities Kelgore's Grave Mist
-----------------------------------------------
Abilities Str 10, Dex 16, Con 14, Int 10, Wis 10, Cha 16(18)
SQ
Feats Point-Blank Shot, Flash Frost Spell, Survivor's Luck, Cold Focus, Quick Draw
Skills Balance +8, Bluff +12, Disable Device +8, Hide +12, Jump +8, Knowledge (Nature) +8, Listen +7, Sleight of Hand +11, Spot +5, Survival +8, Tumble +11, Use Magic Device +12
Possessions Icy Burst Rapier, Frost Dagger, Cloak of Charisma +2, Bracers of Armor +2, Mithril Chain Mail, frog-shaped ice-block (250gp), trail mix (7 days), 999 gp.

Temotei
2013-12-28, 03:43 AM
Solrime Apostate

To use the sun against the sun god is...so refreshing!
-- Jana Melgaard, vengeful solrime apostate

Once a devout follower of Pelor, the solrime apostate has betrayed her god, but not without remorse. After discovering Pelor's true nature, she turned as far away from it as possible--to snow and frost. However, the solrime apostate is a follower of the sun, even if the sun god has betrayed her. Wielding powerful magics of sun and ice, she is ready to strike back at her old patron using His powers and some of her own.

Hit Die: d8.

Requirements
To qualify to become a solrime apostate, a character must fulfill all of the following criteria.
Skills: Knowledge (religion) 9 ranks, Sense Motive 5 ranks.
Feats: Snowcasting1, Sun Devotion2.
Spells: Able to cast 3rd-level divine spells and access to the Sun domain.
Special: The character must have spurned Pelor after previous worship as a patron deity upon discovery of Pelor's true nature (http://community.wizards.com/forum/previous-editions-general/threads/1115741).

Class Skills: The solrime apostate's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).

Skill Points at Each Level: 2 + Int modifier

SOLRIME APOSTATE
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells Per Day
1st|+0|+2|+0|+2|Rimefire sun, solrime redemption, turn undead|-
2nd|+1|+3|+0|+3|Freeze the deceived|+1 level of existing spellcasting class
3rd|+2|+3|+1|+3|Condemn the false light/shadows|+1 level of existing spellcasting class
4th|+3|+4|+1|+4|Icy skin|+1 level of existing spellcasting class
5th|+3|+4|+1|+4|Bonus feat, freeze the barriers|-
6th|+4|+5|+2|+5|Icy veins|+1 level of existing spellcasting class
7th|+5|+5|+2|+5|Solrime burst|+1 level of existing spellcasting class
8th|+6|+6|+2|+6|Icy mind|+1 level of existing spellcasting class
9th|+6|+6|+3|+6|Solrime conviction|+1 level of existing spellcasting class
10th|+7|+7|+3|+7|Bonus feat, frigid sun apocalypse|-[/table]

Class Features
All of the following are class features of the solrime apostate.

Weapon and Armor Proficiency: Solrime apostates gain no additional weapon or armor proficiencies.

Spells Per Day/Spells Known: At every level except 1st, 5th, and 10th, the solrime apostate gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained.

If the solrime apostate had more than one spellcasting class previously, she must decide to which class she adds the new level of solrime apostate for the purpose of determining spells per day.

Rimefire Sun: A solrime apostate regains access to the Sun domain even if her new deity or ideal does not grant it. This is in addition to the chosen domains she gains for being a cleric. However, heat metal is replaced by daylight in the 2nd-level slot and any fire damage a solrime apostate deals by casting a spell from the Sun domain is replaced with cold damage.

Solrime Redemption: Upon becoming an ex-cleric of Pelor, the solrime apostate loses access to her spells, domains, and class features gained from being a cleric of Pelor. However, upon seeing through the sun god's lies and taking her first level in solrime apostate, she overcomes this oppression and regains access to all of the above, except as a cleric devoted to an ideal or a different deity (which may change her access to turning undead, casting spells with the Good descriptor, and so on). Regardless, a solrime apostate loses the domains she gained from Pelor (except for the Sun domain; see rimefire sun) and gains new domains befitting her new status, chosen from Cold, Winter, and any domains granted by her new deity (or ideal). Finally, a solrime apostate adds all spells with the Cold descriptor to her spell list at the lowest spell level possible and moves all spells with the Cold descriptor already on her spell list to the lowest spell level possible.

Turn Undead: A solrime apostate adds her solrime apostate levels to her cleric levels for all purposes related to turning undead (or other types of creatures, if applicable).

Freeze the Deceived (Su): At 2nd level, the solrime apostate can turn worshipers of Pelor with a turn undead attempt as if turning undead. However, any creatures who would be destroyed are instead rendered frozen solid, effectively becoming permanently petrified (http://www.d20srd.org/srd/conditionSummary.htm#petrified). The solrime apostate may unfreeze a creature frozen in this manner at will by touching it as a swift action.

Condemn the False Light/Shadows (Su): At 3rd level, whenever the solrime apostate casts a spell with the Cold descriptor, she may add the Darkness descriptor to it as a free action. If she does so, she may reduce any sunlight-caused bright light within 60 feet to become shadowy illumination for a number of minutes equal to her class levels. This effect counters or dispels any spell with the Light descriptor of equal or lower spell level and is likewise countered or dispelled by any spell with the Light descriptor of equal or higher spell level than the spell cast.

Alternatively, the solrime apostate may add the Light descriptor instead of the Darkness descriptor and increase any sunlight-caused shadowy illumination or darkness within 60 feet to become bright light for the same duration. This effect counters or dispels any spell with the Darkness descriptor of equal or lower spell level and is likewise countered or dispelled by any spell with the Darkness descriptor of equal or higher spell level than the spell cast.

Icy Skin (Ex): At 4th level, a solrime apostate's skin becomes chilled to the touch, icy in the inner layers, granting an enhancement bonus to her natural armor equal to her Constitution modifier (minimum 1).

Bonus Feats: The solrime apostate gains bonus feats chosen from the following feats at 5th and 10th level: Arctic Priest1, Beckon the Frozen1, Chosen of Iborighu1, Cold Endurance1, Cold Focus1, Cold Spell Specialization1, Extra Turning, Faith in the Frost1, Frostfell Prodigy1, Frozen Magic1, Greater Cold Focus1, Icy Calling1, Improved Cold Endurance1, Piercing Cold1, Mark of Hleid1.

Freeze the Barriers: Becoming cold to the concept of moral and amoral spells after her run-in with Pelor, the solrime apostate is able to bypass petty restrictions set by the gods by simply freezing the divine barriers in her mind. The solrime apostate can cast any spell on her spell list, regardless of her alignment.

Icy Veins (Ex): At 6th level, a solrime apostate's blood becomes ice. Whenever she succeeds on a Fortitude saving throw against an effect that offers a Fortitude saving throw for half damage or partial effect, a solrime apostate instead suffers no ill effect.

Solrime Burst (Su): At 7th level, the solrime apostate can gather energy directly from the sun without Pelor's guidance. In doing so, she draws heat from a 120-foot-radius area surrounding her as a move action. She can hold this heat within herself for up to a number of rounds equal to her class level. At any time while she contains the area's heat, she may release it violently as a standard action, at the same time expelling her cold, dead feelings for Pelor. Foes within 120 feet take 1d6 damage per class level, half of which is fire damage and half of which is cold damage, and are slowed by the negative emotions turned cold energy. A successful DC 10 + class levels + Wis modifier Reflex save halves the damage and negates the slow effect. Using this ability expends a prepared spell with the Cold descriptor of at least 5th level.

Icy Mind (Ex): At 8th level, a solrime apostate's mind freezes on the exterior, disallowing access while the metaphorical waters beneath the ice continue to flow. Whenever the solrime apostate is subject to a mind-affecting spell or effect while she has a spell with the Cold descriptor prepared, the source of the effect suffers 1d6 cold damage per class level and the solrime apostate is unaffected.

Solrime Conviction (Su): The solrime apostate understands that the sun and the sun god are not one and the same. With perfect faith in the sun and perfect hatred for the sun god, the solrime apostate grows beyond her mortal coil, becoming...something else. At 9th level, the solrime apostate's type changes to outsider with the cold and native subtypes. Additionally, she no longer has a maximum age and will never die of old age. Fighting Pelor is a lifelong endeavor for the solrime apostate, and sometimes, a single lifetime just isn't enough.

Frigid Sun Apocalypse (Su): A solrime apostate has discovered the means to unmask Pelor's true nature to all...at least for a while. Once per month, a solrime apostate can force all of Pelor's burning hatred out of the sun for 1d4+1 hours as a full-round action, freezing it for the duration. Upon expelling Pelor's hatred, all foes within 1 mile take 20d6 damage, half of which is fire and half of which is pure divine hatred. If a creature is killed by this damage, it is reduced to dust, as if targeted and killed by a disintegrate spell. Every minute starting with the round in which the solrime apostate froze the sun, all foes within the same radius must make a DC 20 + Wis modifier Fortitude save or be frozen solid, effectively becoming permanently petrified. The solrime apostate may unfreeze a creature frozen in this manner at will by touching it as a swift action. In addition, everything within this radius is subject to a flash-freeze1 effect, as the spell, every time creatures within the area make a Fortitude save to avoid being frozen. However, it affects magical, enchanted, dressed, and worked stone. For the duration of this effect, no spells that rely on sunlight or are strongly associated with sunlight will function in the area and the temperature in the radius is -40 degrees Fahrenheit (extreme cold conditions). Finally, at the end of this time, Pelor regains control of the sun, quickly...too quickly...unfreezing it, causing a calamitous rimefire cold-heatwave. All foes in the same radius again take 20d6 damage, this time half of which is cold damage and half of which is fire damage. Creatures who witness these effects sense Pelor's hatred and know it for what it is. Pelor does not take kindly to this affront to his domain and may eventually send out blindly devout clergy or specially-crafted warriors after the solrime apostate in response.

DM Note: This last bit shouldn't be used as punishment for the character using her class features. Instead, use it as a plot hook. Players love plot hooks.



PLAYING A SOLRIME APOSTATE

A solrime apostate feels she has been betrayed by her god. However, Pelor is not the sun. The irony of using the sun against the sun god does not go over a solrime apostate's head. She revels in this irony, hoping to stop (or get revenge on) Pelor...and makes sure he knows this at every turn.

Combat: A solrime apostate has many of the tools a cleric of Pelor brings to the battlefield in addition to many cold-based offensive and defensive options. She is less limited in her spell selection than a standard cleric due to her freeze the barriers feature, allowing her to catch enemies by surprise with misaligned spells.

Advancement: Most solrime apostates simply continue along the path of cleric after completing their ascension. Some, however, may become rimefire witches or winterhaunts of Iborighu for those wishing to continue on the path of cold and ice. Some became radiant servants of Pelor before divorcing themselves from the deity and regain their abilities granted by Him from solrime apostate. Those who wish to develop their abilities against the undead may become sacred exorcists, while an elven solrime apostate may become a seeker of the misty isle.

Resources: With spells and several supernatural abilities to draw upon, a solrime apostate is almost always able to help in a given situation. A common resource to solrime apostates, however, is snow or ice. With Snowcasting and several cold-related feats, a solrime apostate functions best in a frostfell environment.


SOLRIME APOSTATES IN THE WORLD

"The so-called "Sun of Mercy" shines on you, but does He shine on the ones you slay in His name? Selective mercy is not mercy at all."

Solrime apostates are those ex-clerics of Pelor who wish for nothing but the end of the sun god's power over mortals and deities alike, one way or another. With the power of the sun and frost at their fingertips, they are ready to make that happen.

Daily Life: Some solrime apostates continue on the path of good after discovering Pelor's true nature, disgusted with their past patron deity, hoping to stop him while still using the light of the sun to aid others. Others seek revenge against Him for his supposed betrayal. Regardless, most will seek a cold environment where the sun's worshipers do not dwell in great numbers, so as to avoid an untimely death by the hands of crusaders of Pelor's cause.

Many solrime apostates live in solitude, away from the societies that refuse to see the truth. While they are often not afraid to let their opinions be known, one ex-cleric of Pelor can only handle so many hostile people in one day.

Notables: Solrime apostates tend to gain a good amount of notoriety, most of which is negative. Due to Pelor's high status in most eyes, they are considered heretics by almost every person in the world. They are heretics, of course, but the negativity surrounding the term is not something to aspire to. Jana Melgaard is one notable solrime apostate who was exiled from the Church of Pelor after they found out she was sabotaging their efforts on multiple missions. At first hoping to simply stop the evil god, she eventually became as cold and hard as the frostfell environment to which she had been exiled and came to worship Levistus1.

Organizations: Jana leads a group of evil solrime apostates and clerics of frostfell gods who wish to end the sun god's reign. The solrime apostates wish to do so to spite Pelor, while the other clerics hope to empower themselves or just enjoy the cold enough to wish it upon everyone in the world. Most view themselves as enlightened individuals making the world a better place, one way or another. All are willing to do whatever it takes to accomplish their goals.

There is also a group of solrime apostates who work undercover in the Church of Pelor to end it. These are rarely discovered with the help of the entire organization, but if one should be found out, each carries a poison with which to end their own lives.


NPC REACTION

Most people react negatively to solrime apostates. They are the unenlightened, still believing in Pelor's lies, as most do. Good clerics--especially those who worship Pelor--are generally not friendly toward the solrime apostate. Churches of Pelor may, in fact, send out agents to end the threat to their faith. Even common people may react hostilely to a solrime apostate, though most are wise enough to not attack outright. Rather, merchants will hike up prices, inns will not let a solrime apostate stay, and forget about food and drink at reasonable prices. For this reason, the solrime apostate usually must rely on people of like mind or keep their thoughts guarded, so as to not attract attention. This is difficult for most, however.


SOLRIME APOSTATES IN THE GAME

Solrime apostates can fit into a party just as well as a cleric can, as long as the party is okay with one person staunchly resisting a major deity's rule.

Adaptation: If Pelor is not a deity in your campaign, it will likely be difficult to fit the solrime apostate into your game. Most sun deities do not conceal their true alignments or motives. However, if one is similar enough (but without a dark background), perhaps a heretic group could introduce rumors about the god (even if untrue). This heretic group may set in motion the beginning of the solrime apostates in your world.

If a setting has no sun deity (but has at least one sun), perhaps the solrime apostates used to be clerics devoted to worship of the sun, but then for some reason felt that the sun had betrayed them. Maybe a solrime apostate's mother died of sunstroke or her child was hospitalized for weeks because of a bad case of sunburn and dehydration. Simply changing the requirement of Pelor as a patron deity to primary worship of the sun would work well in such a setting.

If there is no sun in your setting, the solrime apostate simply isn't for you.

Encounters: An encounter with a solrime apostate will often be in a frostfell environment. Perhaps one of the party members is a renowned cleric of Pelor who's in the wrong neck of the woods. Or perhaps that cleric is actually an ex-cleric of Pelor seeking to join the solrime apostates.

Even if no one in the party is a cleric, most humans, if not most races in general, believe Pelor to be a goodly god. The party is likely included in this belief. They could find shelter from the frozen wastes inhabited by a group who appear to be simple priests out to spread the good word of the sun. However, soon after arriving, the party might discover the group's nature, for good or ill.


Sample Encounter

You have heard rumors of a powerful ex-priest of Pelor aiming to end the sun god's reign...and that she says she's found a way to do it.

EL 18: Once a highly-regarded priest of Pelor in one of the largest cities in the world, Jana Melgaard found Pelor's secret while on a mission to cleanse a grove of a rising number of undead. Bashing in one zombie's mouth, a glint caught her eye as the sun ironically shone its light upon a gold medallion--a symbol of Pelor. However, this one was twisted, the rays of the sun red and black, His eyes burning with an intensity unseen even in His most fearsome depictions, and a hasty scrawling on the back side: "The Burning Hate."

Jana turned against her church quickly in disgust and dark thoughts ran through her head, urging her to end the priests who would not tell her the truth. Instead, she sabotaged many missions in secret until discovered. Jana was exiled to the north, where cold wastes would take her life sooner than any amount of sun could. Soon, she found this to be a blessing, for in the cold, she found solace. She found the spirit of the ice within her. She found Levistus.

Heart frozen over but still as devoted to the sun as ever, Jana Melgaard prepared herself for an arduous internal journey through sun and cold to end Pelor's reign. For years, she trained in the frostfell wastelands miles from her city until she found a power within her that even the sun god would fear. Drawing upon it, she accidentally froze an entire town of the north, its people turning to icy sculptures out of a storybook. "A happy occurrence, for your losses will not be forgotten. Pelor shall remember me. Pelor shall fear...Jana Melgaard."


Jana Melgaard
Chaotic evil female human cleric 8/solrime apostate 10
Init -1, Senses Listen +5, Spot +5
Languages Common
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AC 25, touch 10, flat-footed 25 (-1 Dex, +3 natural, +8 full plate, +4 +2 animated spiked heavy steel shield, +1 ring of protection +1)
hp 120 (16d8+48)
Fort +16, Ref +5, Will +18
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Speed 20 ft. (4 squares)
Melee +16/+11/+6 +1 rimefire ice frost morningstar (1d8+4 plus 1d6+1 cold) or +16/+11/+6 masterwork sickle (1d6+2) or +12/+7/+2 +1 defending shield spikes (1d6+1)
Ranged +13/+8/+3 +1 light crossbow (1d6+1 19-20/x2)
Base Atk +13, Grp +15
Atk Options Freeze the deceived, rebuke undead, spellcasting
Combat Gear 2 potions of faith healing (Levistus) (CL 1)
Spells Prepared (6/8/7/7/6/6/4/3/2); save DC 15 + spell level): 0—cure minor wounds, detect magic (2), light (2), mending; 1st—bless, divine favor, ice slick1 (2), obscuring mist, omen of peril3 (2), protection from goodD; 2nd—augury, blood snow1, close wounds3, daylightD, obscuring snow1, shield other, spiritual weapon; 3rd—control temperature1, conviction, mass3, magic circle against good, magic vestment, prayer, resist energy, mass (fire)3, sleet stormD; 4th—[I]air walk, divine power, fire shieldD, freeze armor1, magic weapon, greater, recitation3; 5th—blizzard1, plane shift (2), righteous might, righteous wrath of the faithful3, wall of iceD; 6th—create undeadD, death hail1, heal, superior resistance3; 7th—blasphemyD, consumptive field, greater3, spell resistance, mass3; 8th—frostfell1, sunburstD
D Domain spell. Domains: Cold (turn fire creatures, rebuke cold creatures), Evil (cast evil spells at +1 caster level), Sun (greater turning against undead 1/day).
Supernatural Abilities Condemn the false light/shadows, freeze the deceived, frigid sun apocalypse, greater turn undead, rebuke cold creatures, rebuke undead, solrime burst, solrime conviction, turn fire creatures
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Abilities Str 14, Dex 8, Con 14 (16), Int 10, Wis 18 (20), Cha 12
Feats Arctic Priest, Divine Metamagic: Persistent Spell, Extend Spell, Faith in the Frost, Frozen Magic, Persistent Spell5, Power Attack, Practiced Spellcaster, Snowcasting, Sun Devotion
Skills Concentration +24, Knowledge (religion) +19, Sense Motive +10, Spellcraft +18
Possessions 20 crossbow bolts, belt of battle, boots of the winterlands, headband of wisdom +2, healing belt, nightstick, reliquary holy symbol, restful armor crystal, ring of sustenance, vest of health +2, wand of faith healing (Levistus) (50 charges), wand of sign (50 charges), 119 gp

DM Note: If you like the [I]substitute domain2 spell, have Jana take the Winter domain instead of Cold or Evil. This will grant access to an extra domain when casting the spell (since Levistus doesn't grant Winter as a domain).


1. Frostburn.
2. Complete Champion.
3. Spell Compendium.
4. Complete Divine.
5. Complete Arcane.

JoshuaZ
2014-01-04, 10:56 PM
Frozen Seer (Pathfinder)

"I have seen your fate in the reflection of the glacier. You shall die by my hand"- Tariel Tareson, a Frozen Seer

Frozen Seers are mages who have learned to use ice and cold to focus their second sight. Wielding a combination of cold magic and divination magic.

Some Frozen Seers claim that their tradition first arose before civilization, when early people huddled around fires in freezing winters first looked out into the swirling snow, hoping for some sign if they and their loved ones would survive to see spring.

Some legends say that Frozen Seers are not truly as rare as people think, but that there is somewhere in the far north a secret cabal of Seers constantly divining, and preparing for something. But what that something is, no one can say. As far as is known, every Frozen Seer asked about this denies knowing anything about this rumor.

Frozen Seer


ENTRY REQUIREMENTS
Feats:Spell Focus(Divination)
Spellcasting:Able to cast a divination spell of at least 3rd level, a [cold] spell of at least 2nd level, and a [water] spell of at least 2nd level.
Special: Must be trained by another Frozen Seer and must then go out to a glacier or other natural area of deep ice and have a vision of their destiny.

Class Skills
The Frozen Seer's class skills (and the key ability for each skill) are
Climb(Str), Craft(Int), Fly(Dex), Knowledge(all)(Int), Linguistics (Int), Profession (Wis), Perception(Wis), Sense Motive(Wis), Spellcraft(Int) and Survival(Wis)

Skills Points at Each Level: 2 + int


Hit Dice: d6

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting

1st|
+0|
+0|
+0|
+1|Ice Shard, Cold Familiarity, Piercing Divinations|-

2nd|
+1|
+1|
+1|
+1|Shard Scrying, Cold Endurance|+1 level of spellcasting existing class

3rd|
+1|
+1|
+1|
+2|Cold Resistance +5, Seen in Ice|+1 level of spellcasting existing class

4th|
+2|
+1|
+1|
+2|Icy Opacity, History Preserved in Snow, See and be Seen|+1 level of spellcasting existing class

5th|
+2|
+2|
+2|
+3|Shard Scrying (Greater Scrying)|+1 level of spellcasting existing class

6th|
+3|
+2|
+2|
+3|Cold Resistance +5, Shard Anchor(garment)|+1 level of spellcasting existing class

7th|
+3|
+2|
+2|
+4|Ice Eyes|+1 level of spellcasting existing class

8th|
+4|
+3|
+3|
+4|Shard Anchor(body part), Swift Shard|+1 level of spellcasting existing class

9th|
+4|
+3|
+3|
+5|Cold Resistance +15|+1 level of spellcasting existing class

10th|
+5|
+3|
+3|
+5|Ice Incarnation|+1 level of existing spellcasting class[/table]

Weapon Proficiencies: A Frozen Seer gains no weapon proficiencies.

Ice ShardAt first level, a Frozen Seer learns one of their most basic abilities, the ability to conjure a small shard of ice. A Frozen Seer may as a standard action create and a shard once created lasts as long as it is touching the Frozen Seer. The exact shape of the shard is up to the Seer, but it should generally be no more than the equivalent of 2 pounds of ice and small enough that the Seer can easily hold it in one hand. If it ceases to touch the Seer it quickly sublimates into the air. The presence of a shard in a Seer's hand does not interfere with any spellcasting. A Seer may use a shard in a variety of ways.

First, they may as a standard action propel a shard as an attack against a target. This is a ranged attack with a range increment of 30 feet and deals 1d6 piercing damage and 1d6 cold damage.

Second, a Seer may project a series of images onto to the shard. This may be an image from their memory, or it may be if they choose ongoing information they are gaining from a scrying or similar effect. Such an image appears on the shard and anyone within five feet may see the images.

Third, when a Seer has a shard while casting a divination spell, the divination spells effective caster level is increased by 1.

Fourth, a Seer may focus on their shard to gain information about a specific subject. This ability only works once a day. The Seer concentrates on a specific matter at hand and they see in their shard a swirl of images related to their subject matter. Essentially, they makes a caster level check and add their primary casting stat. This substitutes for a diplomacy check for purposes of what information is gathered just as if they had used the diplomacy skill to gather information.

Frozen Familiarity(Ex): A Frozen Seer and the cold are old friends. A Frozen Seer at first level gains a +2 bonus on any save against a cold effect or any weather or environmental effect related to low temperatures.

Piercing Divinations(su): A Frozen Seer's spells, like the true cold can pierce almost any barrier. Whenever you cast a divination spell or effect that would possibly be subject to the Misdirection spell or an effect that duplicates Misdirection or acts similarly, it has no effect if its caster level is lower than your own. Furthermore, if your caster level is higher or you make your save against Misdirection, you not only know that there was such an attempt but you gain the name of the person or being who cast the misdirection spell.

Shard Scrying(su):At second level, a Frozen Seer learns to peer through their ice shard. A Frozen Seer may look into their shard and state the name of one creature. This ability functions as the spell Scrying, with effective caster level equal to the Seer's hit die, with the named creature as a target. A Seer can use this ability any number of times daily but can only use this ability once a day per any given being. At level 5 this functions like Greater Scrying.

Cold Endurance(ex):At second level, a Frozen Seer can ignore normal cold weather effects. This functions identically to the spell Endure Elements but only applies to effects related to low temperatures.

Cold Resistance(ex): At 3rd level, a Frozen Seer gains +5 cold resistance. This becomes +10 at 6th level and +15 at 9th level.

Seen in Ice(su): A Frozen Seer can see brief glimpses of possible futures in ice. Whenever a Frozen Seer can sees any form of ice, such as from a glacier or from their own Ice Shard, there is a chance that they will see a brief glimpse of the future or. In such circumstances the Seer receives a +2 insight bonus to initiative checks, reflex saves, and AC. These bonuses do not apply when the Seer would be denied their dexterity bonus.

History Preserved in Snow(sp):A Frozen Seer understands that all forms of frozen water hold keys to the past and the future. A Seer may once a day when in an area with a large amount of snow or ice create an effect identical to the power Sensitivity to Psychic Impressions (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/s/sensitivity-to-psychic-impressions) with effective caster level equal to their class level. However, the effect works off of residual emotional and psychic impressions left in the snow or ice, and so they cannot use this ability to look farther back in time than when that particular ice or snow was formed.

Icy Opacity(su): Pure ice is clear, translucent. But no ice is pure. A Frozen Seer of fourth level understands that this is no mere metaphore and can transform themselves to make themselves opaque to others. A Frozen Seer gains a +2 bonus on any saves to resist divination effects, and when they succeed on a save against divination effect, they learn the name of the being that cast it. Finally, whenever they are subject to a divination effect, whether or not they make the save, they are aware that they have been subject to a divination effect.

See and be Seen(su):When scrying (whether through their ice shard or through some other means), a Seer can have their likeness appear in a mirror or large reflective surface. if so, that other surface becomes frosty. If for example if it is pool of water it will briefly freeze over, while a mirror will gain a brief amount of frost, more pronounced at the edges. A Seer may choose to use this on a specific reflective object, or one neara specific person, and if scrying an area may choose at any time to then switch to a different surface in the scryed area, or may choose to stop this effect at any time. If Seer use this ability in an area that has beings reflected in it, the Seer a may choose to add yourself as an extra person or replace the appearance of someone already there who should be in the reflection. In this form the Seer may converse with beings present and hears anything they say just as if they could hear from where their apparent reflection is.

Shard Anchor(su): At sixth level, a Seer may tie a being's fate to their own through their shard. Whenever a being is injured by a Frozen Seer's shard, the next time the Seer casts a scrying spell or any other effect that duplicates a scrying spell (such as their Shard Scry ability), the Seer is treated as having a garment from that being. At 8th level, they may act like they have a body part.

Ice Eyes(su): At seventh level, a Seer learns how to briefly coat their own eyes with a layer of nearly perfectly reflective ice. This takes an immediate action. When a Frozen Seer uses this ability , they gain
a +4 bonus any save from a gaze attack or any effect that would cause them to become dazzled or blinded. In addition if when using this ability they save against a gaze attack, the effect reflects back at the original target which must make the save at the same DC. This reflection applies even to creatures which are normally immune to their own gaze attack.

Swift Shard(su):At 8th level, a Frozen Seer may conjure their ice shard as a swift action.

Ice Incarnation(ex): At 10th level, a Frozen Seer becomes the ultimate demonstration of the true connection between ice and fate. They gain cold immunity, and whenever there is any form of ice present they cannot be flat-footed, or flanked, and may always act in any surprise round.

Playing a Frozen Seer

A Frozen Seer will generally play much like any other primary spellcaster, and much of what you do will be determined more by their starting spellcasting class. A Frozen Seer's main asset is nearly at will scrying and and powerful information gathering capabilities. A Frozen Seer should not hesitate to use their abilities often to peak in on allies to see how they are doing, or enemies who one wishes to keep track of.

Combat: Very few of your abilities are combat focused and like most primary spellcasters, you are going to want to likely stay away from most forms of direct combat. Even more than many other spellcasters, much of what you can contribute to combat will be before the combat even occurs, finding out the exact defenses and plans of enemies and thus being more ready to handle them.

Advancement: A Frozen Seer will want to seek out other spells or abilities that will aid their divination abilities, either direct divination spells or other spells that may help. Blood Biography (http://www.d20pfsrd.com/magic/all-spells/b/blood-biography) and other spells which can tell you the name of a creature are worth obtaining if at all possible.
Resources: There are no formal organizations of Frozen Seers although some may be loosely associated with each other. Frozen Seers are more likely to find resources based on what they were before they entered the class. Wizards who are Frozen Seers will likely be members of Mage Guilds and may be able to trade some of their powerful information gathering abilities with their fellow mages, possibly trading information for spells.

Frozen Seers in the World
"He just walked outside into the freezing cold, sat down, and a few minutes later came back in with a description of exactly where the Baron's forces were. I don't know how he did it, but that alone probably tipped the tides of battle."- Telfana Silverblade, an elven paladin, talking about a Frozen Seer

Frozen Seers come from many different backgrounds and ideologies and they are unlikely to share much other than the basic approach to their magic. While wizards or witches who become Seers may be able to trade spells, and likely will have common interests, a cleric who is Frozen Seer will have little reason to talk to a Frozen Seer who is a wizard or sorcerer. Since Frozen Seers are are, they can often use their abilities without people realizing that anything like what they can do is a threat.

Daily Life: Most Frozen Seers spend their daily lives in cold climates either to the far North or far South where the environment interacts well with their abilities. Frozen Seers elsewhere may use magic including their Ice Shards to make sure that they have enough ice with them. They can aid their fellow adventurers in tracking down information about relics or the like.
Notables: Tariel Tareson is a human sorcerer who became Frozen Seer after finding that his hunger for information combined with his dislike of hot climates gave him the perfect combination. Soon after he became a Frozen Seer, he became involved in stopping an attempted coup of a local noble lord, leading to him becoming more prominent. Now, many rich merchants and nobles seek him out for information. Tariel tries to only work with the more moral ones, but the temptation of money is very strong.

Aneta is a human cleric of Pelor who is also Frozen Seer. This may seem like a contradiction but she claims it is not, as the sun shines on the warm and cold climates alike. Since she spends most of her time adventuring, the official church hierarchy has thus far spent not much time paying attention to her non-standard ideas. However, as she and her fellow adventurers become more prominent, the church's patience may run out.

Delmas the Frozen One is a powerful vampire lord. Once a human wizard, he now uses his powers as a Seer to keep a very icy grip on the small kingdom he rules. He rests in a unique coffin made out of magical ice which allows him to use many of his powers even as he rests. He finds it particularly amusing that although his own body does not normally appear in mirrors, he can use his powers as a Seer to create a copy of his appearance in a mirror just where it should be. Due to this and his own careful machinations, while his subjects fear him greatly they are not aware of his undead nature.

Organizations: There are no formal organizations known that work with Frozen Seers. However, any organization that would have reason to have powerful diviners will likely welcome Frozen Seers. Some powerful hags have developed skills of these sorts and covens with Seers are a particularly dangerous.

There are rumors that there is a secret organization of Seers ensconced in a hidden mountain fortress in the far North, preparing for some dire eventuality they have foreseen but there's little evidence for such claims. The only concrete evidence is that some Frozen Seers have apparently traveled into the far North to investigate the claim, and none of them have returned. If it were almost anyone else, one would guess that they had succumbed to the harsh elements.

NPC Reaction
Frozen Seers are rare and so few who are not mages or priests themselves are likely to know they are any different than usual. Most people will likely respond as they would to any other mage or cleric. If they do find out that much of their ability revolves around looking at people from afar, it is possible that they will react with some hostility or suspicion.

CLASS NAME IN THE GAME
A frozen seer will play much like their base spellcasting class and will be of essentially the same strength. The only major issue is that a Frozen Seer will be better informed, so if they are a prepared spellcaster, such as a wizard or a cleric, they may be able to use that information highly effectively. For DMs there is also a potential headache that a player may want to use their abilities to gain information about minor NPCs that the DM has not thought through. .
Adaptation: Frozen Seers can be easily adopted to almost any campaign setting. One could associate them with some deity of the cold. If for example one is using Frostburn, the Seers might be associated to Thrym, preaching of the coming Fimbulwinter they see. Or they might be opposed to such an event.

In the Eberron setting, Frozen Seers might be associated with the Devourer.

In Forgotten Realms, Frozen Seers could be associated with some deity of the cold, or could be their own cult, possibly attempting to use their powers to locate the legendary Ring of Winter. One can also associate the Frozen Seers with the more maddening aspects of prophecy, and they might see reflected in their ice visions of the Far Realm and of the rise of Father Llymic.

Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
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AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
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Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Techwarrior
2014-01-09, 02:53 PM
Contest is still open till Monday. Get those entries in!