Frost Blade (3.5e Class)
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Making a Frost Blade
Abilities: Being primarily a melee attacker, Frost Blades benefit from a high Strength and Constitution. Constitution is also used to determine the DC's for their abilities.
Alignment: A Frost Blade can be of any Non-Good alignment, though they tend towards Lawful.
Starting Gold: As a druid (2d4 * 10 gp).
Starting Age: Moderate.
|1st||+1||+2||+0||+0||Runic Charge, Rune Weapon, Icy Body|
|2nd||+2||+3||+0||+0||Arctic Armor, Frostbite (1d4), Bonus Feat|
|3rd||+3||+3||+1||+1||Chilling Talons, Refreeze|
|4th||+4||+4||+1||+1||Frostbite (2d4), Icy body|
|6th||+6/+1||+5||+2||+2||Internal Reservoir, Bonus Feat, Frostbite (3d4)|
|8th||+8/+3||+6||+2||+2||Frostbite (4d4), Icy Body|
|10th||+10/+5||+7||+3||+3||Bonus Feat, Frostbite (5d4)|
|12th||+12/+7/+2||+8||+4||+4||Frostbite (6d4), Icy Body|
|14th||+14/+9/+4||+9||+4||+4||Bonus Feat, Frostbite (7d4)|
|16th||+16/+11/+6/+1||+10||+5||+5||Frostbite (8d4), Icy Body|
|18th||+18/+13/+8/+3||+11||+6||+6||Bonus Feat, Frostbite (9d4)|
|20th||+20/+15/+10/+5||+12||+6||+6||Subzero, Frostbite (10d4), Icy Body|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Frost Blade.
Weapon and Armor Proficiency: A Frost Blade is proficient with all types of armor, as well as simple and martial weapons. A Frost Blade is also proficient with their Rune Weapon, regardless as to what it actually is.
Runic Charge (Su): Runic Charge, the core of the Frost Blade, that which powers the majority of his abilities. Runic Charge is generated while in combat, at a rate of 1 per round. An additional 1 Runic Energy is generated whenever the Frost Blade deals damage to a hostile target. A Frost Blade can have up to Frost Blade level + Constitution modifier Runic Charge at any given time. Runic Charge begins to decay at a rate of 2 per round if none has been generated within the last 3 rounds. Runic abilities (listed below) require a swift action to activate and last until the end of combat, unless specified otherwise. The DC for a Runic ability, if applicable, is 10 + Frost Blade level + Constitution modifier.
Arctic Armor (Su): The air seems to condense into mist, collapsing onto the Frost Blade's form, providing an Enhancement bonus to AC equal to the Frost Blade's Constitution modifier. Costs 2 Runic Charge, unlocks at level 2.
Chilling Talons (Su): As the Frost Blade swings his Rune Weapon, an icy shadow follows it, reaching out towards the foe. As a standard action, the Frost Blade can make a melee attack against a single target. He adds +5 feet to his reach, has a 60% chance to inflict Frostbite on the target, and halves the target's landspeed for 1 round on a successful attack (Fortitude negates the slowing aspect). Costs 3 Runic Charge, unlocks at level 3. Upgrades into Winter Talons at level 13, adding an additional +5 feet to his reach for the attack, and lowering the target's landspeed to 0 for 1 + 1/2 Frost Blade's Constitution modifier rounds, with a +2 to the Fortitude save DC. If the target is flying, they fall to the ground.
Stygian Shell (Su): Ice seems to creep up the Frost Blade, encasing him head to toe in a supernaturally protective layer. The ice has total HP equal to 1/2 of the Frost Blade's current HP, and hardness equal to Frost Blade level * 2, but takes double damage from fire effects. The shell lasts until it is broken, and the Frost Blade can choose to have anything that would affect him to instead affect the ice. Creating the ice is a standard action that provokes Attacks of Opportunity. Costs 5 Runic Charge, unlocks at level 5.
Blizzard (Su): From the Frost Blade's body billows a storm of blinding snow. For 2 rounds, all allies within 15 feet of the Frost Blade have concealment (20%), and deal cold damage on all of their attacks equal to the Frost Blade's level. Costs 7 Runic Charge, unlocks at level 7
Frigid Spear (Su): From out of nothing but the air, a solid spear of shimmering ice forms in the Frost Blade's hand. As a standard action, the Frost Blade can make a ranged touch attack, using Constitution instead of Dexterity for the attack roll. The attack has a range of 120 feet, with no range increments, and deals 5d6 + Frost Blade's Constitution modifier cold damage, with a 50% chance to inflict Frostbite. Costs 9 Runic Charge, unlocks at level 9
Snowflake Effect (Su): As the Frost Blade reaches out towards him, the man writhes for a moment, before chilling ice seems to erupt in every direction. The Frost Blade chooses a single target within 30 feet that is currently afflicted by Frostbite. Every creature within 15 feet of the target must make a Reflex save, or be inflicted by Frostbite. Snowflake Effect refreshes the duration of Frostbite on the target, with no save. Costs 11 Runic Charge, unlocks at level 11.
Frozen Soul (Su): The man falls to the ground, his frozen body shattering. As a standard action, the Frost Blade may choose a single target within 30 feet that is afflicted by Frostbite. The target must succeed on a Fortitude save, or immediately freeze and die. A creature who dies to Frozen Soul can only be resurrected by a Wish, Miracle, or True Resurrection, as the spell(s). Costs 15 Runic Charge, unlocked at level 15.
Subzero (Su): With a burst of energy, the Frost Blade freezes time itself for a few moments. For an amount of rounds equal to his Constitution modifier (minimum 1 round), the Frost Blade may act as if under the effects of Time Stop, as the spell. Costs 20 Runic Charge, unlocks at level 20.
Rune Weapon (Su): At 1st level, a Frost Blade gains their signature weapon; their Rune Weapon, forged from a portion of their soul. This is a masterwork weapon of their choice, and it improves as the Frost Blade levels up. A Rune Weapon gains an enhancement bonus equal to 1/3 of the Frost Blade's level, rounded up. Any amount of this enhancement bonus can be relegated to special abilities, though at least 1 point must remain an enhancement bonus. While wielding their Rune Weapon, the Frost Blade has a 10% chance, +2% per level, of inflicting Frostbite anytime they deal damage (instead of just 10%). Should the Rune Weapon ever be lost or destroyed, the Frost Blade can re-summon it in a ritual lasting 8 hours.
Icy Body (Ex): As the Frost Blade becomes more attuned to the power of Stygia, his body becomes less and less alive. At 1st level, the Frost Blade obtains the Cold Subtype, Darkvision out to 60 feet, and no longer requires food or rest. At 4th level, his body toughens, granting him a +1 bonus to Constitution. At 8th level, the Frost Blade's skin freezes and hardens, granting the Frost Blade one half of his Constitution modifier as a Natural Armor bonus. At 12th level, the Frost Blade's muscles flow with Runic energy, granting him a +1 bonus to Strength. At 16th level, the body of the Frost Blade begins it's final conversion, and the Frost Blade gains the Living Construct Subtype, as well as immunity to critical strikes, precision damage, physical ability damage/drain, death from massive damage, and necromancy effects. At 20th level, the Frost Blade completes the conversion, and seals his mind off from outside influence, gaining immunity to mind-affecting abilities, and an additional +1 to Strength and Constitution.
Frostbite (Su): The Frost Blade practically bleeds cold energy, and this excess energy can affect those he strikes. Anytime the Frost Blade deals damage to a foe (such as with a sword swing, an ally affected by Blizzard hitting a foe, or a bow shot), the target has a 50% chance of having Frostbite inflicted upon them. Anytime the Frost Blade successfully critically strikes, he automatically applies Frostbite. Frostbite deals 1d4 damage per two Frost Blade levels per round, and lasts for a number of rounds equal to 1/2 the Frost Blade's Constitution Modifier (minimum 1 round). Multiple applications of Frostbite only refreshes the duration.
Internal Reservoir (Su): The energy a Frost Blade contains can be released at a moment's notice, and focused to provide an emergency boost in Runic Charge. Once every 3 rounds, as a move action, the Frost Blade can gain an amount of Runic Charge equal to his Constitution modifier.
Bonus Feat: At 2nd level, and every other even level after (6, 10, 14, 18, etc), the Frost Blade may gain a bonus feat, drawn from the list of fighter bonus feats. He must meet all of the prerequisites for these feats, and counts as a fighter two levels lower for the purpose of meeting feat prerequisites.
Refreeze (Su): Utilizing ice in a creative way, the Frost Blade can seal his wounds shut with a rush of Runic energy. As a move action, the Frost Blade can spend any amount of Runic Charge, and heal an amount equal to the Runic Charge expended * 5. After doing so, he gains DR / - equal to his Frost Blade level for an amount of rounds equal to 1/2 his Constitution modifier.
Glacial Advance (Su): A Frost Blade is unstoppable when focused on a task. As long as the Frost Blade has at least 1 Runic Charge, he gains the benefits of Freedom of Movement, as the spell.
Eternal Ice (Su): When his life is truly in danger, a Frost Blade can act without thinking, shutting wounds and evading attacks automatically. Once per day, when the Frost Blade would drop to less than 0 HP, he negates the damage, and heals to 1/8 of his maximum HP.
Playing a Frost Blade
Religion: A Frost Blade would typically follow a more Lawful-oriented god. A neutral Frost Blade may follow Wee Jas or Saint Cuthbert, while an evil one might worship Hextor, maybe even the archdevil Levistus himself.
Other Classes: Softer people, such as rogues or spellcasters, may find a great ally in the immovable wall of ice. However, a paladin or good-aligned cleric may have trouble associating with a Frost Blade once the source of their power is discovered.
Combat: A Frost Blade belongs on the front lines, freezing his foe and building up Runic Power. His powerful defensive abilities allow him to soak up enemy hits, while his damage and aura give foes a reason to strike at him.
Frost Blades in the World
|“||I can see the spark of resilience in your eye. It will drown in the eternal cold.||”|
|—Varen Thassar, human frost blade|
Frost Blades are wandering conduits to the 5th Layer of the 9 Hells. Whether or not they work to further the Hells is entirely up the the Frost Blade in question. Typically, a Frost Blade will be pursuing a specific, easy-to-reach goal, before moving on to another.
Organizations: A Frost Blade, while generally uncaring towards others, finds competition in other Frost Blades. This competitive nature results in any group of Frost Blades quickly disbanding due to intense rivalries. As such, the average Frost Blade is typically the only Frost Blade in a decent area.
NPC Reactions: The undeniable chill in the air that seems to follow Frost Blades leaves most afraid of them. A holy character will be able to practically smell the evil that radiates from the ice. Most NPCs will start off either Neutral or Unfriendly, with any holy character (paladin, good-aligned cleric, etc) automatically starting off Unfriendly.
Frost Blade Lore
Characters with ranks in Knowledge (Planes) can research Frost Blades to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||These warriors seem to control cold with ease.|
|25||They are known as Frost Blades, and seem to bend unholy ice to their will.|
|25||Frost Blades channel the coldest of ice, unrivaled by any mortal creation.|
|30||The power of the Frost Blades comes directly from Stygia, and it's ruler, Levistus.|