| Dezen Haze |
I always wanted to make a class based on water, of course it has a lot of supportive power but frostblades can hold their own when in combat.
Frostblade
Adventures: Frostblades adventure for many reasons, some to expand their knowledge, to strengthen their powers, or to simply make friends and help them. Whatever the reason, they bring the might of winter with them.
Characteristics: A frostblade commands the forces of ice and water frostblades use, arcane spells. They have learned to use light armor and by focusing on only water and ice magic.
Alignment: Any non-evil except lawful
HD: 1d8
Class skills: appraise (int), acrobatics (dex) bluff (cha), craft (int), diplomacy (cha), disguise (cha), intimidate (cha), knowledge nature (int), knowledge history (int), perception (wis) stealth (dex), swim (str), use magic device (cha)
Skill points: 2+int
Level: base attack Fort Ref Will Special abilities
1 +0 +0 +2 +2 frost forge, cold resist, cantrips
2 +1 +0 +3 +3 Bonus feat, keen frost
3 +1 +0 +3 +3 water breathing
4 +2 +1 +4 +4 Bonus feat, water walk
5 +2 +1 +4 +4 ice walk, improved frost forged
6 +3 +1 +5 +5 bonus feat
7 +4 +2 +5 +5 keen frost mastery
8 +4 +2 +6 +6 bonus feat
9 +5 +2 +6 +6
10 +5 +2 +7 +7 ice dash, bonus feat
11 +6/+1 +3 +7 +7
12 +6/+1 +3 +8 +8 Bonus feat, Submerged healing
13 +7/+2 +3 +8 +8 shared submerged healing
14 +7/+2 +4 +9 +9 Bonus feat
15 +8/+2 +4 +9 +9
16 +8/+3 +5 +10 +10 Bonus feat,
17 +10/+4 +5 +10 +10
18 +10/+4 +6 +11 +11 bonus feat
19 +11/+5 +6 +11 +11 +11
20 +12/+6/+1 +6 +12 +12 ice warp, permanent frost forge, bonus feat
Armor and weapon proficiency: Frostblades are proficient with all light armor except shields; they do not need to roll for arcane spell failure while wearing light armor. They are proficient with all simple weapons and the following martial weapons: rapier, short sword, long sword, daggers, scimitars, kukri, short bows (regular and composite), and long bows (regular and composite)
Cold resist (su): Frostblades gain a resistance to cold at first level equal to ½ class level (minimum 1) + charisma modifier
Frost forge (su): A frostblade at first level can, as a standard action, can create a weapon out of ice that deals 1d6 slashing damage which lasts for 1d4+cha mod rounds.
Keen frost (Sp): At 2nd level a frostblade gains the ability to encase any player’s weapon in ice, dealing an extra 1d4 cold damage, this does not work on frost forge weapons. A frostblade can use this ability 3+charisma modifier times per day.
Water breathing (Su): At 3rd level frostblades can naturally breathe underwater, without fear of drowning.
Water walk (Su): At 4rd level a frostblade can walk on water at will
Ice walk (Su): 4th level frostblades take no movement penalties to walking on frozen terrain
Improved frost forge: at 5th level created ice weapon damage increases to 1d8, plus dealing an extra 1d6 of cold damage, this lasts 2d4+cha rounds.
Keen frost mastery: At 7th level keen frost damage now increases to 1d6+4 cold damage.
Ice dash: at 10th level a frostblade can move 3 times their normal speed on frozen terrain without fatigue.
Submerged healing: at 12th level while completely submerged in non-harmful water based liquids, a frostblade gains fast healing equal to their charisma modifier +2 (minimum 2).
Shared submerged healing: At 13th level frostblades can use their submerged healing on an ally; this ally is treated as having water breathing.
Ice warp: At 20th level a frostblade and all equipment merges with the ice and can travel 60ft/round in any direction as long as there is ice.
Frost forge perfection: At 20th level a frostblade’s frost forged weapon’s damage increases to 1d10 and 5d6 cold damage. It lasts as long as the frostblade is alive, conscious or until dispelled.
Spells per day
level 1st 2nd 3rd 4th 5th 6th
1 4
2 5
3 6 4
4 7 4
5 7 5
6 7 6 4
7 7 7 5 4
8 7 7 6 4
9 7 7 6 5
10 7 7 7 5
11 7 7 7 6
12 7 7 7 6 4
13 7 7 7 7 4
14 7 7 7 7 4 4
15 7 7 7 7 5 4
16 7 7 7 7 5 4
17 7 7 7 7 5 4
18 7 7 7 7 6 5
19 7 7 7 7 6 5
20 7 7 7 7 6 5
Spells: frostblade spells are powered by their charisma
Frostblade cantrips:
Create water: creates 2 gallons of water
Ray of frost- deals 1d4 cold damage
Freeze liquid: freezes 2 cubic feet/level of liquid, if targeting blood of living creature, a takes a -10 to speed and 1d4 cold damage every round. Fortitude save negates
Obscuring mist: A misty vapor arises around you. It is stationary. The vapor obscures all sight, including dark vision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance)
Conjure Ice arrows: creates 20 never melting arrows out of ice
Ice Chains: renders prone target immobile for 1d4 rounds+level (max 6). Can be broken by DC 15 strength check or escaped by DC 15 escape artist check.
Frostblade 1st level spells
Talgan’s mist of healing: creates a mist that covers a 20ft radius centered on caster with a cloud that heals all within for 1d6/round for 1d4+charisma rounds. Functions as Obscuring mist.
Cure moderate wound: heals 1d8+1/level (max 5)
Hydrate: removes exhaustion, target does not need to drink for the rest of the day.
Cold burst: deals 1d6+cha of cold damage to target creature. Reflex negates.
Cold fire: changes fire damage to cold damage.
Water net: Entangles a single target of up to one size category larger than caster. Reflex negates.
Ice Javelin: Launches an ice javelin dealing 1d6 cold damage and 1 Con damage. Reflex half, negates con damage.
Frostblade 2nd level spells
Rain: causes weather change to rain
Ice arrow volley: a volley of ice arrows falls from the sky dealing 1d6+level (max 5) cold damage in a radius of 20 ft.
Soothing Morning Dew: heals caster level number of targets for 1d8/level (max 4)
Snow: changes weather to snow (can be counted as first level if already raining)
Gust of northern wind: target creature adds 10ft to speed.
Armor of the North: icy aura provides +3 natural armor bonus to AC.
Stream life: Transfers Frostblade’s hp to others in increments of 5.
Frostblade 3rd level spells
Call ice spikes: sees call lighting but deals cold damage. During blizzard conditions deal 3d8 instead of 3d6 per icicle.
Calming vapors: heals up to 3 allies for 1d10+cha mod
Creeping cold: see the spell creeping cold.
Howling Cyclone: sends burst of cold wind towards enemy dealing 3d6 cold damage and knocking target back 10ft.
Ice bomb: functions as orb of acid splash, caster can willingly detonate for 1d8x3 points of cold damage.
Ice shape: sculpts ice into any shape, as stone shape.
Ice spike growth: see spike growth except dealing cold damage.
Snowflake shuriken barrage: launches 5 ice shuriken each doing 1d4+caster level+cha mod cold damage.
Tide control: can shift 1000 gallons /caster level of water up to 15ft above or below caster.
Quench: extinguishes fires.
Frostblade 4th level spells:
Disrupt fire: Ray deals 1d6/level (max 10) to creatures with the fire subtype.
Banner of the north: target gains +4 to attacks.
Cone of cold: deals 1d6/level (max 10) cold damage in a cone of 60ft cone.
Greater spike growth: see spike growth but 1d8 cold damage instead of 1d6.
Healing spring: heals everything in a 10ft radius centered on caster for 2d8+charisma mod.
Heart of ice: Creatures in 10ft radius of caster gain immunity to fear and +2 moral bonus to attacks and saves.
Icy resolve: grants +5 will save and +3 natural armor to target.
Ice storm: Deals 3d6 bludgeoning and 2d6 cold damage in a 40ft cylinder.
Water walk: Allows target to walk on water.
Frostblade: 5th level
Control winds: see spell for details.
Dispel magic: cancels 1 spell or magical effect.
Elemental body II: takes the form of a medium water elemental.
Icicle eruption: As call ice spikes but 5d6 cold damage.
Mass armor of the north: see armor of the north except one subject/level
Wall of ice: see spell for details.
Frostblade 6th level spells:
Aqua touch: touch spell that heals 2d10 damage and grants fast healing 4 for 1d6+cha mod rounds.
Elemental body III: turns caster into large water elemental.
Freezing sphere: creates frigid sphere in a 40ft radius burst that deals 1d6/ caster level (max 15.
Ice skin: see stone skin, gains vulnerability to fire.
Mass Bear’s endurance: see bear’s endurance except one subject/level.
Mass Bull’s strength: see bull’s strength except one subject/level.
Mass Eagle’s splendor: see eagle’s splendor except one subject/level.
| Oceanshieldwolf |
Quite interesting.
*I could see an elemental Base Class based on this that was split into fire, frost etc.
*Glad to see they aren't proficient with shields generally, though I could see bucklers being thematic.
*Just curious as to the weapon proficiency choices. I'm not at all complaining, just trying to "get" the theme (beyond the "blade" part obviously).
*Are those spells in the spell list the only spells available to a Frostblade? If so then it is even more specialised than just being restricted to cold descriptor type spells. The healing mist spell is a nice touch, and moves it away from just being arcane caster type.
*BTW, although spellcasting is specified as Charisma-based it fails to mention prepared or spontaneous. I'm guessing prepared arcane as there is no "known spells" table...
[EDIT: That spell progression is a bit crazy - 4 1st level spells at 1st level, and your healing mist looks a little OP. It's reminiscent of a healing channel/aura]
All in all, very specific, but a nice class. I like it. I'm sure some will say "perfect for a NPC bodyguard in frost terrain, or for a PC in a wintry/frost setting/campaign. But there is roim to broaden this through the wider elemental approach.
Cold Napalm
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Your spell list is wonked.
Obscuring mist as a cantrip?!? Really? And the Ice chains spell would be nice as a 2nd level spell. Immobile is helpless. Helpless condition as a cantrip is WAY overboard. And conjure ice arrows...perma item creation...as a cantrip? Once again...not really cantrip power level. Your ray of frost does 1d4 and not 1d3? Well...that one is not a biggie. Freeze liquid is a rounds/level spell I assume? So a cantrip that does rounds per level damage AND has a debuff...yeah...no. Then you get to first level spells. Your healing mist spells is BROKEN as a first level spell. Yeah neat trick...but once again not level 1 spell worthy. And cure mod as a level 1 spell?!? Did you mean light? Because mod as a level 1 spell would be stupid unbalanced. Then you have cold burst...which is ALMOST a cantrip power level spell. Certainly NOT worth a 1st level spell slot just to do 1d6+casting stat damage. Wizards get those as give me. Ice javelin as well. One 1d6 with the possibility of con damage is pretty dang weak. Course making it like chill touch would make it broken unless you switched out con damage for dex or something. And it doesn't get much better from there. Until you can balance spells better, I suggest you use spells from existing spell casting classes directly with no level adjustments and not make your own spells.
Also you should use half, 3/4. full BAB progression instead of the that wonky 12 BAB thing going on.
You need a duration of keen frost...because if that is perma...that is broke. And why is the improved version of that 1d6+4?!?
Your frost forge system may seem neat, but that is a rather useless ability to capstone. Basically a 1d10+5d6 no other enchantment sword = useless...even BEFORE level 20.
The bow prof seems pretty cherry picked. The bladed theme makes sense...the bow is cherry picking prof so you can have the best ranged weapons in the book.
Water breathing at level 3 and water walk and ice walk at level 4 is WAY too soon I think.
| Big Lemon |
Spells are the biggest problem. Freeze Liquid is too strong to be a cantrip (it deals more damage than ray of frost AND slows creatures. Being able to make ice cubes with it is just a nice tack-on). While your Obscuting Mist-like cantrip is weaker than the actuak spell, its stikk toi strong to be a cantrip, and would need a new name regardless
That being said, I do like the concept here. The only part I'm not getting is why the hery specific alignment restriction? Why can't they be evil or lawful? Nothing about an ice character suggests that to me.
| Dezen Haze |
Edits I've made
Alignment: Frostblades can now be any alignment, original wording wasn't all that easy to understand that Lawful Evil was the only evil alignment they could be. So I scrapped the concept
Keen Frost and Frost forge: ice cannot be melted and keen frost requires the weapon to be fully doused in water before encasing it.
Spells must be prepared before casting
Obscuring Mist: Removed
Ray of frost: Now 1d3 instead of 1d4
freeze liquid: now only freezes 2 cubic ft/level
Ice Chains: Removed
Cure Moderate Wounds: now Cure Light wounds
Ice Javelin: Now just does 1d6 damage
Water walk is now at 6th level
More will be made soon, just don't have the time to work on them