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View Full Version : D&D 3.x Class Winter Knight (Ice Mage Gish)



ZiggZagg
2015-10-04, 09:22 AM
LvL
BAB
Fort
Save
Ref
Save
Will
Save
Special
Spellcasting
Maneuvers
Known
Maneuvers Readied
Stances Known


1st
0
2
0
0
Pact With Winter, Armament of Winter
+1 level of existing arcane spellcasting class
0
0
0


2nd
1
3
0
0
One With the Cold
+1 level of existing arcane spellcasting class
1
0
0


3rd
2
3
1
1
Channel the Frost
+1 level of existing arcane spellcasting class
0
1
0


4th
3
4
1
1
Martial Magic
+1 level of existing arcane spellcasting class
1
0
0


5th
3
4
1
1
Vassal of Winter, Lord of the Snow
-----
0
0
1


6th
4
5
2
2
Improved Winter Armament
+1 level of existing arcane spellcasting class
1
1
0


7th
5
5
2
2
Blessing of Winter
+1 level of existing arcane spellcasting class
0
0
0


8th
6
6
2
2
Enhanced Martial Magic
+1 level of existing arcane spellcasting class
1
0
0


9th
6
6
3
3
Flash Freeze Death Curse
+1 level of existing arcane spellcasting class
0
1
0


10th
7
7
3
3
Cold Snap
-----
1
0
0





So, I am in the middle of designing a class for a campaign that I am in. The character has had some really horrible luck, and ended up taking a deal to save his life, which bound him to Fae of the Winter Court. He was blessed with some super duper ice magic powers, and he was already a fairly capable melee combatant, so I am looking to build a class that blends the two concepts together. The primary points of inspiration are being drawn from the Pyrokineticist PrC and Jade Phoenix Mage PrC. Since the two classes are rather different, just looking for input on the reflavor/creation of abilities with these themes in mind, while obviously keeping its power from creeping too far out of control. This is what I have so far, and I will update it as things progress. Thank you, in advance, for any and all help offered.

This first post will be the table as it progresses, while post two will be for the actual description of the class and its abilities.

ZiggZagg
2015-10-04, 09:23 AM
Entry Requirements:
Skills: Spellcraft 5 ranks, Knowledge Nature (2 Ranks)
Feats: Cold Focus, Energy Substitution (Cold)
Spells: Ability to Cast 2nd-level arcane spells
Maneuvers: Must know at least two martial maneuvers, including one strike
Special: Must enter a pact with a Fae of the Winter Court to be granted the title of Winter Knight

Class Skills: 4+Int Modifier
Balance, Climb, Concentration, Diplomacy, Intimidate, Jump, Knowledge (Arcane), Knowledge (Nature), Listen, Spellcraft, Spot, Swim, Tumble

Class Features:

Weapon and Armor Proficiency:
A Winter Knight gains no proficiency with any weapon or armor

Maneuvers:
Something something flavor text. Winter Knight may choose new maneuvers from the schools of Diamond Mind and Shadow Hand

Pact With Winter:
The pact with winter is absolute and binding, and provides several benefits and changes to the way the knight interacts with their magic.
-All spells with an energy type are now changed to Cold subtype, and the damage changes (if any is done) to cold damage. This effect is automatic, and no longer requires a spontaneous caster to use a full round action to perform, via the use of the Energy Substitution feat.
-All spells gain the Cold descriptor (as if using Snowcasting). If a spell already has the Cold descriptor, nothing changes.
-Energy substitution may not be used to change the energy type of any of the Knight’s spells away from the Cold subtype.

In addition to these effects, the Knight is bound to serve Winter Law when called upon. This is under complete control of the DM. Should the Knight refuse any task put forth to him by an agent of Winter, the Knight finds his powers stripped and boons lifted. This functions as a Mark of Justice, and triggers should the Knight refuse or fail to uphold a statute set upon him by Winter. No mortal magic can remove the penalty or dispel the effects until he complies with Winter’s wishes.

Armament of Winter (Su):
At first level, the Winter Knight is taught how to tap into the freezing power within him to make manifest arms and armor composed of Winter ice. This acts as a stance, which can be activated with a swift action while in a stance of any other discipline you know. This ability last as long as you would maintain the stance. You can also stop using Armament of Winter and resume the benefits of your previous stance at any time with a swift action.
While Armament of Winter is active, you may use a swift action to summon a sword made entirely of ice. On a successful melee touch attack, it deals 1d8 cold damage, plus the Knight’s strength bonus. This weapon is one handed and may not be used in two hands for extra damage. It can be used with multiple attacks, if your base attack bonus allows, and may be used with maneuvers. It can be the target of any spell that applies to weapons (such as Magic Weapon or Greater Magic Weapon.) It cannot be sundered or destroyed, but may the wielder may be disarmed, which then unmakes it, and requires a new swift action to reform. As part of this action, a shield of enchanted ice may be formed, providing a +4 shield bonus to your AC. It, may be destroyed, though its hardness increases by 5 and HP doubles (Use stats for Heavy Steel Shield). As part of this swift action, you may expend a spellslot. If you do, the bonus increases by the level of the sacrificed spellslot (Max +5 for a 5th level slot). These items remain formed for up to one hour, but may be formed again with another swift action after their duration has expired.

One With the Cold:
At 2nd level, the Knight becomes resistant to cold. He gains +4 bonus on all saving throws against cold spells and effects, and Cold Resist 10.

Channel the Frost (Sp):
At 3rd level, the Knight learns to channel the icy power within into external effects. First, this allows him to ignore all balance checks on icy terrain and retain his dexterity bonus while fighting on ice. Second, as a move action, he may channel the ice into a weapon of his choice (which may be the blade from Armament of Winter, or his own hands). The ice causes no damage to the weapon so enchanted, and causes it to deal an extra 2D6 cold damage on successful hit.

Martial Magic (Su):
Beginning at 4th level, when you successfully attack an enemy with a martial strike, you may use any of the following metamagic feats for free on a spell that is cast before the end of your next turn: Empower Spell, Enlarge Spell, Extend Spell. This ability may be used once per encounter. The Winter Knight must be in the Armament of Winter stance or Lord of the Snow stance.

Vassal of Winter:
At 5th level, the grip Winter holds over the Knight becomes ever greater. Any noble of the Winter court may make a request of the Knight, and he will be bound, by Winter law, to oblige. Once per year, the Knight may be subject to a Lesser Geas from any noble or minor noble, with no Will Save allowed and no limit on hit dice. The usual penalties apply if the Knight refuses, in addition to the penalties from the Knights Pact With Winter.
Once per month, Winter royalty may place a Geas on the Knight, with no will save allowed. The usual penalties apply if the Knight refuses, in addition to the penalties from the Knights Pact With Winter.
It is not all bad for the Knight, however. Continued exposure to the wealth of knowledge the Fae hold has helped to expand his knowledge of the world, granting a +2 bonus to all Knowledge checks and Spellcraft checks, and any knowledge skill may now be used, even if untrained.

Lord of the Snow (Su):
Starting at 5th level, the Knight learns to enter the Lord of the Snow stance. This acts as a stance, which can be activated with a swift action while in a stance of any other discipline you know. This ability last as long as you would maintain the stance. You can also stop using Lord of the Snow and resume the benefits of your previous stance at any time with a swift action.
The stance increases your Cold resistance by 5, and gives a bonus to your caster level of 2 when casting any cold spell. In additional, you are able to channel your power, at will, into a 15ft cone of ice and snow, dealing 1D4 cold damage per level in the Winter Knight class. A Reflex save of 10+1/2 Class Level+Charisma modifier halves the damage.
As a secondary benefit, the Knight may, upon activation of this stance, sacrifice a spell slot to gain DR of 2 X the level of the spell sacrificed/Cold Iron.
Lord of the Snow and Armament of Winter may not be active at the same time.

Improved Winter Armament (Su):
At 6th level, the Knight’s Winter Armament stance grows more powerful. The blade now strikes as a magical weapon, and has an enhancement bonus equal to half the Winter Knight’s class level. In addition, sacrificing a spell slot upon forming the shield now increases the shield bonus by 2 X the level of the spell sacrificed (Max +10 for 5th level slot).

Blessings of Winter:
At 7th level, the Winter Knight’s control over his power begins to grow in proficiency. The bonuses granted by One With the Cold and Channel the Frost double when in the Winter Armament stance or Lord of the Snow stance. One with the Cold increases to +8 to saves vs Cold spells and Cold Resist 20, while the bonus cold damage increases from +2D6 to +4D6 from Channel the Frost.

Enhanced Martial Magic (Su):
At 8th level, when you successfully attack an enemy with a martial strike, you may use any of the following metamagic feats for free on a spell that is cast before the end of your next turn: Maximize Spell, Widen Spell. This ability may be used once per encounter. The Winter Knight must be in the Armament of Winter stance or Lord of the Snow stance.

Flash Freeze Death Curse (Sp):
A Winter Knight of 9th level can expend a spell slot and take a full round action to immediately lower the internal temperature of one living creature within 30ft to lethal or freezing levels. The target must succeed on a Fortitude save (DC 10+1/2 level of spell expended+Cha modifier) or die horrifically as its blood (or other internal fluid) freezes. Even on a successful save, the target takes 4D8 cold damage.

Cold Snap (Sp):
At 10th level, a Winter Knight gains the ability to create a massive burst of cold and ice around himself, freezing everything in the area. Once per day, as a standard action, he can use this ability to deal 15d6 points of cold damage in a 30ft radius burst emanating from himself. Any creature or object caught in the burst can make a Reflex save (DC15+Charisma Modifer) for half damage. Anyone failing the reflex save against the Cold Snap must also make a fortitude save (same DC) or die due to extreme shock from the intense cold.

ZiggZagg
2015-10-06, 06:57 AM
Updated and now has all of the content filled in. So, balance/feature discussions, GO! :D

Network
2015-10-06, 09:42 AM
Pact With Winter:
The pact with winter is absolute and binding, and provides several benefits and changes to the way the knight interacts with their magic.
-All spells with an energy type are now changed to Cold subtype, and the damage changes (if any is done) to cold damage. This effect is automatic, and no longer requires a spontaneous caster to use a full round action to perform, via the use of the Energy Substitution feat.
I suggest you reword it as: The Winter Knight may apply the Energy Substitution (Cold) metamagic feat on his spells without increasing the casting time (for spontaneous casters) or preparing it ahead of time (for prepared caster). Mechanically, it's much simpler.

-All spells gain the Cold descriptor (as if using Snowcasting). If a spell already has the Cold descriptor, nothing changes.
-Energy substitution may not be used to change the energy type of any of the Knight’s spells away from the Cold subtype.
Suggested rewording: "All spells cast by the Winter Knight have the Cold descriptor. Effects that alter the energy type of a spell (such as Energy Substitution) do not remove the Cold descriptor but otherwise function normally."

You don't want winter knights to rely on cold damage for everything, do you? It would make them too dependent on their enemies not being immune to cold.

In addition to these effects, the Knight is bound to serve Winter Law when called upon. This is under complete control of the DM. Should the Knight refuse any task put forth to him by an agent of Winter, the Knight finds his powers stripped and boons lifted. This functions as a Mark of Justice, and triggers should the Knight refuse or fail to uphold a statute set upon him by Winter. No mortal magic can remove the penalty or dispel the effects until he complies with Winter’s wishes.
Care to explain what is their code of conduct

Armament of Winter (Su):
At first level, the Winter Knight is taught how to tap into the freezing power within him to make manifest arms and armor composed of Winter ice. This acts as a stance, which can be activated with a swift action while in a stance of any other discipline you know. This ability last as long as you would maintain the stance. You can also stop using Armament of Winter and resume the benefits of your previous stance at any time with a swift action.
While Armament of Winter is active, you may use a swift action to summon a sword made entirely of ice. On a successful melee touch attack, it deals 1d8 cold damage, plus the Knight’s strength bonus. This weapon is one handed and may not be used in two hands for extra damage. It can be used with multiple attacks, if your base attack bonus allows, and may be used with maneuvers. It can be the target of any spell that applies to weapons (such as Magic Weapon or Greater Magic Weapon.) It cannot be sundered or destroyed, but may the wielder may be disarmed, which then unmakes it, and requires a new swift action to reform. As part of this action, a shield of enchanted ice may be formed, providing a +4 shield bonus to your AC. It, may be destroyed, though its hardness increases by 5 and HP doubles (Use stats for Heavy Steel Shield). As part of this swift action, you may expend a spellslot. If you do, the bonus increases by the level of the sacrificed spellslot (Max +5 for a 5th level slot). These items remain formed for up to one hour, but may be formed again with another swift action after their duration has expired.
It should read "You can also stop using Armament of Winter and resume the benefits of any other stance at any time with a swift action", for obvious reasons.

I am not done reading the class but I hope it will help for now.

ZiggZagg
2015-10-06, 11:05 AM
You don't want winter knights to rely on cold damage for everything, do you? It would make them too dependent on their enemies not being immune to cold.

Part of the answer is yes. I want cold to be the only damage they can deal with their magic. Sort of a balancing factor. (For the record, I am totally okay with the class ending up underpowered. Just trying to ensure it is not overpowered. I am okay with trying to work around cold immune and resistant enemies.) Next part of the answer is kind of a question. If it has the cold descriptor, would it not stop any of the spells that do not deal direct damage? For instance, if ray of enfeeblement got the cold descriptor because of the first ability, would a cold immune enemy be immune to the penalty it inflicts, then?


Care to explain what is their code of conduct

Code of conduct is basically do as they are told. Not as elegant as a Paladin or anything. It is really up to the DM to enforce this part.


Heading to bed, but will update wording as you said, and thank you for the corrections. I threw this together quick to get everything down and start discussing before worrying too much ambiguity. Appreciate the thoroughness.