Frostbringer (3.5e Class)

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Frostbringer
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Frostbringer[edit]

Snow and ice is more than your friend, they are what you are born from. You come from the coldest regions, and you reflect the harshness of such regions. While you are not as comfortable in moderately warm region when compared to unearthly cold regions, that doesn't mean you are hindered by such temperatures. You are the embodiment of the extreme frigidity.

Making a Frostbringer[edit]

Good in engaging in close range, but not as much in far range. Also perhaps not as powerful in melee as other close-ranged combatants, but frostbringers' special ability could be the key to shorthand way to victory. They are even more powerful in cold regions.

Abilities: A high Strength helps a frostbringer by making them more able in combat. A high Charisma helps their abilities be harder to resist, and a high Constitution helps surviving both physical perils and damage from fire.

Races: Any race can become a frostbringer, although their race may be related to beings from outer plane such as the Elemental Plane. Definitely must be born in a cold region.

Alignment: Frostbringers tend to have a somewhat neutral view in some of their morality. They can be Neutral Good, Chaotic Neutral, Neutral, Lawful Neutral, or Neutral Evil.

Starting Gold: 3d4×10 gp (75 gp).

Starting Age: "Simple".

Table: The Frostbringer

Hit Die: d100

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +0 Cold Resistance 5, Snowstride, Icy Natural Weapons
2nd +1 +3 +0 +0 Frost Armor +1
3rd +2 +3 +1 +1 Freezing Blow 1d4, hibernate
4th +3 +4 +1 +1 Winter's Gift +1
5th +3 +4 +1 +1 Snow Breath 2d6
6th +4 +5 +2 +2 Frost Weapon
7th +5 +5 +2 +2 Icewalk, Avalanche Might
8th +6/+1 +6 +2 +2 Cold Resistance 10
9th +6/+1 +6 +3 +3 Frost Armor +2
10th +7/+2 +7 +3 +3 Resist Fire
11th +8/+3 +7 +3 +3 Snow Breath 4d6, Freezing Blow 1d8, Winter's Gift +2
12th +9/+4 +8 +4 +4 Frosthealing
13th +9/+4 +8 +4 +4 Crystal Body
14th +10/+5 +9 +4 +4 Frost Armor +3
15th +11/+6/+1 +9 +5 +5 Cold Resistance 20
16th +12/+7/+2 +10 +5 +5 Snow Breath 6d6
17th +12/+7/+2 +10 +5 +5 Frost Armor +4
18th +13/+8/+3 +11 +6 +6 Winter's Gift +3
19th +14/+9/+4 +11 +6 +6 Freezing Blow 1d12
20th +15/+10/+5 +12 +6 +6 Snow Breath 8d6

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Frostbringer.

Weapon and Armor Proficiency: The frostbringer is proficient with all simple weapons and martial weapons. The frostbringer is also proficient with all shields (except for the tower shield) and light armors, but not medium or heavy armors.

Cold Resistance (Ex): Frostbringers can survive well in the terrible cold of the extreme regions. They start with resistance to cold 5. This resistance increases to 10 at level 8, and increases to 20 at level 15.

Snowstride (Ex): Frostbringers can move through heavy snow without any impediment it would otherwise provide. Any heavy armor will suppress this ability.

Frost Armor (Ex): Frostbringers' body becomes so cold, ice crystals start forming on his body, garments, and armors. This icy formation doesn't inhibit movements, but gives extra protection from attacks. The frostbringer gains armor bonus to AC equal to the value given at certain levels in the table. In warm region, ice chipped off of his body may melt or evaporate but a new one forms immediately.

Freezing Blow (Su): When they hit with their attacks, frostbringers can choose to deliver some freezing sensation to their opponents. With a successive attack, in addition to the damage of the attacks he also deals Dexterity damage equal to the die specified at certain levels. The opponent may attempt a fortitude save with a DC equal to 10 + 1/4 of your character level + your Charisma modifier, and a successful save negates the Dexterity damage. If the opponent is immune to cold, this fortitude save is automatically succeeded, but resistance to cold does not help. This Dexterity damage can be applied to melee attack, unarmed attack, and ranged attack, as long as the target is within 60ft.

Hibernate (Ex): Frostbringers can sleep covered in snow, ice, and so on in order to heal faster than normal. With a full night's rest, a frostbringer can recover twice their character level in hit points and ability damage for each ability score recovers by 2 points.

Winter's Gift (Su): Frostbringers are much stronger and tougher in an extremely cold region. While in cold region (temperature below 40°F), a frostbringer gains +1 bonus to their attack bonus, damage rolls, save rolls, and AC. At level 11, when in severely cold region (temperature below 0°F), this bonus increases to +2. At level 18, when in extremely cold region (temperature below -20°F), this bonus increases to +3.

Snow Breath (Sp): Frostbringers can channel the power of cold region in order to shoot out a stream of snowy breath. Against a target within 60 feet of him, a frostbringer can make a ranged attack in order to affect the target with the snow breath. It deals cold damage indicated by the table, starting at 2d6. He can apply Freezing Blow to this attack. This ability is used as a standard action at will, and it has a recharge of 1d4 rounds. Although it is a breath attack, it is not a line or a cone and hits only one target at a time.

Frost Weapon (Ex): Frostbringers can channel the cold energy into their weapons. Any weapon a frostbringer yields become frost weapons, which deals 1d6 cold damage with a successful hit. This damage stacks with any other cold damage dealt with the same weapon. This ability can be suppressed and activated at will.

Icewalk (Ex): Frostbringers can walk freely on ice. As long as he is on ice, he has basic land speed increased by 30 feet and does not take penalty to tumble and balance checks. Also, if attempting to climb an icy surface, he gains ability to climb as if he had the Spider_climb spell on him as long as the surface is icy. Any heavy armor will suppress this ability.

Avalanche Might (Ex): When frostbringers are attacked, they can smite back with amazing strength. If a frostbringer takes damage from one individual, he may select that one individual as the target of his avalanche might. If he strikes back at that individual on his next turn, he gains +2 to AC and a Strength score increased by +4 for that round. This bonus works only against that selected individual. Only one individual can be the target of avalanche might per round.

Resist Fire (Ex): Frostbringers are so cold, they can negate fire with a successful fortitude save. If he makes a DC of 10 + the number of dice rolled for the fire damage, the fire damage he takes is reduced by his Charisma modifier multiplied by 1/4 of his level.

Icy Natural Weapons (Ex): Frostbringers can grow icicles that can be used as weapons. At will, as a swift action, a frostbringer can grow icicles on their hands and his head to form icy claws (primary natural weapon 1d6) and icy horns (secondary natural weapon 1d8). Creatures that already have natural weapons can increase the size category by one for that weapon. These icy protrusions make him harder to grapple, which gives him a +4 bonus to grapple when resisting being grappled.

Crystal Body (Ex): Frostbringers' body become fused with icy crystals. A frostbringer gains immunity to poison, sleep effects, paralysis, and stunning. Because the body becomes lighter than water, he won't sink even if he fails the swim check by more than 5, unless he wears a medium or heavy armor.

Frosthealing (Ex): Frostbringers are so attuned to the cold, they become even more livelier when hit by cold attacks. A frostbringer no longer takes damage from cold. Whenever he is affected by something that deals cold damage, he regains hit points and recovers ability damage as if he has rested for a full night with his Hibernate ability.

Ex-Frostbringer[edit]

Frostbringers who lose their neutrality in their alignment cannot channel the power of cold within them. They retain their attack bonus and save bonuses but otherwise lose all abilities gained from this class.

Epic Frostbringer[edit]

Table: The Epic Frostbringer

Hit Die: d10

Level Special
21st
22nd Ice Weapon Range
23rd
24th Greater Avalanche
25th
26th Snow Breath 12d6
27th
28th Freezing Blow 2d8
29th
30th Frostfell Aura

2 + Int modifier skill points per level.

Ice Weapon Range (Ex): Frostbringers can grow crystals of ice on their weapons. Any melee weapon that the frostbringer yields increases its range by 5 feet.

Greater Avalanche (Ex): This ability is similar to the Avalanche Might, except the AC bonus increases to +8, and the Strength score rises by +16.

Frostfell Aura (Su): Frostbringers are so cold, areas close to him can change drastically. Temperature within 10 feet of a frostbringer becomes -50°F and lower. Temperatures within 20 feet of him becomes -20°F and lower, temperatures within 30 feet of him becomes 0°F and lower, and temperatures within 60 feet of him becomes 40°F and lower. Any water approaching him immediately freezes before contact. It is cold enough to activate Winter's Gift and its bonus is increased to +4. This aura can be suppressed and be reactivated at will as a swift action.

Half-elf Frostbringer Starting Package[edit]

Armor: Leather Armor (+2 AC, armor check penalty 0, speed 30 ft., 15 lb.)

Weapons: heavy pick (1d6, crit ×4, 6 lb., one-handed, piercing), Dagger (1d4, crit 19-20/×2, 1 lb., light, piercing/slashing), Sling (1d4, crit ×2, range 50 ft., 0 lb., Medium, bludgeoning).

Skill Selection: Pick a number of skills equal to 2 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Balance 4 Dex 0
Climb 4 Str 0
Concentration 4 Con
Craft 4 Int
Handle Animal 4 Cha
Hide 4 Dex 0
Intimidate 4 Cha
Jump 4 Str 0
Listen 4 Wis
Ride 4 Dex
Search 4 Int
Spot 4 Wis
Survival 4 Wis
Swim 4 Str 0
Tumble 4 Wis 0
Use Rope 4 Wis

Feat: Improved Initiative.

Gear: Standard Adventurer's Kit.

Gold: 2d4 gp.

Campaign Information[edit]

Playing a Frostbringer[edit]

Religion: The typical frostbringer would worship the forces of cold, snow, and winter instead of an actual deity, but some number of them do worship a deity. Most of them worship a frostfell deity, such as Hleid, the neutral good goddess of rimefire, and Thrym, the chaotic evil patron of frost giants. But this doesn't bind them to worshiping deity of the cold, and are capable of opening their minds to other forms of deities and powers.

Other Classes: Frostbringer is commonly looked upon as a guide and guardian of the frigid terrain. They interact well with character of other classes, especially with druids and clerics who worship the cold powers. They may also work together with rangers while traveling the cold wilderness.

Combat: They throw themselves in melee combat and lash out with blows as dreadful as a blizzard. If the damage from the blows doesn't do any good, their ability to freeze their opponents will open a path to quick victory.

Advancement: It is rare that the frostbringer will stray from their paths, but occasionally they may take the fighter class in order to boost their combat ability. In other cases, there have been some frostbringers who decided to take a bard's role.

Frostbringers in the World[edit]

Cool your head. If you wish to kindle a fire of war, I am happy to put it out for good.
—Elene Kimksak, human frostbringer

While they can bear to be anywhere in the world, they tend to live in the frigid regions of the world. They might take on the role of fighters or barbarians in the region as they are more able to cope with the cold.

Daily Life: Their activity for the day may include a brisk walk in the snow. Because they are usually the first to be able to get to a region with new snow, they are able to spend time making snow angels, make igloos, have snow fights, and so on. Good frostbringers might move snows aside to make path for others, while evil frostbringers might make a trap where an unlucky individual may fall for it and then freeze there.

Notables: Elene Kimksak, a human frostbringer, was able to prevent a hellfire wyrm from devastating Alcaforia. With its fiery fury extinguished for good, people of the white city may live in peace.

Organizations: Many frostbringers treat other frostbringers as their own brothers and sisters. They gather together in their favored environment of the cold. What they are up to are their business, and it can be anything due to their available variations in their alignment. However, causing some drastic events such as a rebellion or declaration of war would be out of their issue for the most part. Unfortunately, frostbringers are rare and would not make any large organization on their own.

NPC Reactions: What NPCs think of a frostbringer depends on what he has been known to do. But usually, people try not to approach too close to one not only because a frostbringer is a gifted combatant but because they are afraid of freezing to death.

Frostbringer Lore[edit]

Characters with ranks in knowledge (local) can research frostbringers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 They are born with the power of frostfell, so anything cold won't be effective on them.
10 They relish being in cold environment. Their bodies are cold enough to freeze things around them, including opponents.
15 The fact that they live with ice and snow does not mean they are weak against fire. They can shoot cold energies and grow ice on their bodies.
20 Their body is so cold, their nerves become solid like ice. Showering them with cold only helps them gain life force, and smiting them only ensures that they will smite back even harder.


Frostbringer in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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