Frost Knight (3.5e Prestige Class)
From D&D Wiki
|“||I was cut from the ice, shaped in the storms, hardened in the cold.-||”|
|—Sejuani, Human Frost Knight|
Becoming a Frost Knight
Frost Knights are born into a world of snow and ice and have learned to wield the power of ice as a weapon. Humans are the most common Frost Knights but Frost Knights can come from any race. The most common origins of Frost Knights are Clerics, Druids and the occasional Ranger. Sorcerers will sometimes follow the path of the Frost Knight to improve their combat ability and Wizard Frost Knights are rare.
|Base Attack Bonus:||+4.|
|Spellcasting:||Must be able to cast 3rd level spells.|
|Special:||Must have lived in freezing temperatures for at least one year.|
|1st||+1||+2||+0||+2||Frost Knight's Arsenal (+1 Frost)||+1 to existing class|
|2nd||+2||+3||+0||+3||Freezing Spells (Snowcasting)||+1 to existing class|
|3rd||+3||+3||+1||+3||Frost Knight's Bulwark (Deflection)||-|
|4th||+4||+4||+1||+4||Freezing Spells (Energy Substitution)||+1 to existing class|
|5th||+5||+4||+1||+4||Frost Knight's Arsenal (+2 Icy Burst)||+1 to existing class|
|6th||+6||+5||+2||+5||Freezing Spells (Bonechilling Spell)||+1 to existing class|
|7th||+7||+5||+2||+5||Frost Knight's Bulwark (+1 Shield)||+1 to existing class|
|8th||+8||+6||+2||+6||Freezing Spells (Icy Spell)||+1 to existing class|
|9th||+9||+6||+3||+6||Weapon Focus||+1 to existing class|
|10th||+10||+7||+3||+7||Frost Knight's Arsenal (+3 Icy Blast), Frost Knight's Bulwark (+2 Shield), Freezing Spells (Energy Admixture)||-|
Skills and Feats: A character's Frost Knight levels count as fighter levels for fulfilling prerequisites for Fighter feats. A Frost Knight also counts knowledge skills from her previous spellcasting class as class skills.
Spellcasting: At each level except 3rd and 10th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Frost Knight, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Frost Knight’s Arsenal: At first level, a Frost Knight gains use of a single weapon of their choice, bonded to them. This weapon is made of enchanted ice, having the normal statistics of the base weapon but weighing and becoming a +1 Frost Weapon. Additionally, the weapon can be created or dismissed at will, and instantly reforms if destroyed, sundered or taken. At fifth level, a Frost Knight gains another weapon, and their original becomes +1 Icy Burst. At tenth level, a Frost Knight gains a third weapon, the second become +2 Icy Burst, and the original becomes +3 Icy Blast. A Frost Knight may not choose a weapon in which she is not proficient.
Frost Knight’s Bulwark: At third level, a Frost Knight becomes capable of split-second ice-summoning, granting a continuous deflection bonus equal to his Charisma.
At fifth level, he can summon a +1 Blueice shield, this functions identically to a heavy shield, granting +2 AC and -1 on armor-specific skill checks, but deals 1d6 cold backlash damage (fortitude for half) to melee attackers on a failed attack roll while also granting Resistance to Cold 10. A Frost Knight cannot use this ability while his hands are full or while wielding a two handed weapon. The DC for the backlash damage is 10 + 1/2 Frost Knight Level + Cha. If the shield is shattered (such as from a sunder attack), a Frost Knight can reform the shield as a swift action that provokes an attack of opportunity.
At seventh level, a Frost Knight gains a suit of armor of his choice ( with the appropriate AC bonus and check penalties), with a +1 enhancement and made of Blueice. This armor can be summoned as a swift action and deals backlash damage that stacks with the Blueice shield. The Frost Knight also gains Resistance to Cold 10.
At ninth level, both of these items become +2, the backlash damage from the +2 Blueice armor doubles, for a total of 3d6 cold damage on a failed attack roll, and the Frost Knight also becomes immune to Cold
Freezing Spells: At second level, a Frost Knight can cast spells with the Cold descriptor spontaneously, or if already spontaneous, can apply metamagic without an increase in casting time.
At fourth, they gain the cold-damage equivalent of Energy Substitution (Cold), and can use it without metamagic additions three times per day.
At sixth, they gain the cold-damage equivalent of Searing Spell, and can use it without metamagic additions three times per day.
At eighth, they gain the cold-damage equivalent of Fiery Spell, and can use it without metamagic additions three times per day.
At tenth level, they gain Energy Admixture (Cold) and can use it without metamagic additions three times per day.
Icy Transformation: At tenth level, a Frost Knight becomes essentially elemental. He gains all elemental traits (excluding the inability to be Raised or Resurrected), gains the Cold subtype and deals an additional 1d6 cold damage with all attacks melee attacks.
Playing a Frost Knight
Frost Knights in the World
Frost Knight Lore
Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Frost Knights in the Game