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Deathtouched
2008-02-12, 05:44 PM
Frostbite Necromancer
Sometimes in winter, unwanted or lost children are left outside in the cold. After the children have been outside for too long, their flesh begins to slowly die. They become frostbitten. If the child somehow manages to survive through this ordeal, he or she will sometimes gain special powers. These powers make them similar to any magic-user, but they are especially attracted to the dark arts of necromancy. They also gain power over the cold that once nearly killed them. These powers will grow as the children do. And thus, Frostbite Necromancers are born.

Alignment: Any
HD: d6
Class Skills:Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int)
Spells: Casts arcane spells like wizards and sorcerers. Can cast any known spell without preparing it in advance. To cast a spell, must have a Charisma of 10 + the spell's level.

Frostbite Necromancer
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

1st|
+0|
+0|
+0|
+2|Frostbite Caster|5|3

2nd|
+1|
+0|
+0|
+3|- |6|4

3rd|
+1|
+1|
+1|
+3|Spell Focus: Necromancy |6|5|

4th|
+2|
+1|
+1|
+4|Cold Claw 1/day |6|6|3|

5th|
+2|
+1|
+1|
+4|Energy Resistance 5 |6|6|4|

6th|
+3|
+2|
+2|
+5|Greater Spell Focus: Necromancy |6|6|5|3|

7th|
+3|
+2|
+2|
+5| |6|6|6|4|

8th|
+4|
+2|
+2|
+6|Cold Claw 2/day |6|6|6|5|3|

9th|
+4|
+3|
+3|
+6|Arcane Defense: Necromancy |6|6|6|6|4|

10th|
+5|
+3|
+3|
+7|Frostbitten Dead, Energy Resistance 15 |6|6|6|6|5|3|

11th|
+5|
+3|
+3|
+7| |6|6|6|6|6|4|

12th|
+6/+1|
+4|
+4|
+8|Cold Claw 3/day |6|6|6|6|6|5|3|

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

14th|
+7/+2|
+4|
+4|
+9|Icy Dead |6|6|6|6|6|6|5|3|

15th|
+7/+2|
+5|
+5|
+9|Energy Resistance 15 |6|6|6|6|6|6|6|4|

16th|
+8/+3|
+5|
+5|
+10|Cold Claw 4/day |6|6|6|6|6|6|6|5|3|

17th|
+8/+3|
+5|
+5|
+10| |6|6|6|6|6|6|6|6|4

18th|
+9/+4|
+6|
+6|
+11|Frozen Dead |6|6|6|6|6|6|6|6|5|3

19th|
+9/+4|
+6|
+6|
+11| |6|6|6|6|6|6|6|6|6|4

20th|
+10/+5|
+6|
+6|
+12|Energy Resistance 20, Cold Claw 5/day |6|6|6|6|6|6|6|6|6|5[/table]

Frostbite Necromancer Abilities

Frostbite Caster - at level 1, the Frostbite Necromancer has acquired the power of cold death. All damage-dealing spells he casts deal half their damage in cold energy and half in negative energy. Metamagic feats that change spell energy types can still affect the spells.

Spell Focus: Necromancy - at level 3, the Frostbite Necromancer becomes more adept at necromancy. He automatically has the feat Spell Focus: Necromancy.

Cold Claw - at level 4, the Frostbite Necromancer gains a new ability using the power of cold. He is able to make a touch attack on a creature that does a number of d6 equal to his charisma modifier in cold damage. The attack also paralyzes the creature for 1d4 rounds if it fails a Fortitude roll (DC 10 + 1/2 FN level + charisma modifier). The ability is usable 1/day, but gains additional uses every 4 levels after level 4, to 5/day at level 20.

Energy Resistance - at level 5, the Frostbite Necromancer becomes stronger against the powers he uses. He gains Energy Resistance 5 to cold and negative energy. The resistance increases every 5 level after level 5, to resistance 20 at level 20.

Greater Spell Focus: Necromancy - at level 6, the Frostbite Necromancer becomes more adept at necromancy. He automatically has the feat Greater Spell Focus: Necromancy.

Arcane Defense: Necromancy - at level 9, the Frostbite Necromancer learns to resist against necromancy. He automatically has the feat Arcane Defense: Necromancy.

Frostbitten Dead - at level 10, the Frostbite Necromancer's undead minions become stronger against cold energy. Any undead he creates is automatically Immune to cold energy.

Icy Dead - at level 14, the Frostbite Necromancer's undead minions gain the power of cold. Any undead he creates deals half its damage in cold energy.

Frozen Dead - at level 18, the Frostbite Necromancer's undead minions harden from the cold. Any undead he creates has an icy armor and gains a +4 natural armor bonus to its AC.

This is just something that popped into my head yesterday afternoon while I was reading Complete Arcane. It won't work for my campaign because I'm trying to make a world that can sustain itself and this class relies on normal D&D too much. So I posted it here. Right now spells per day and spells known are the same, but maybe I could make the one table into two. Tell me what you think. :smallbiggrin: Wait what? Why isn't it a table? What happened?:smallannoyed: