Silva Stormrage
2011-04-17, 05:05 PM
The Lord of the Uttercold
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Info: The Lord of the Uttercold is a necromantic warrior who spent much of his life wandering frozen treks of land mastering the cold weather a merging it with negative energy to blast enemies and support his undead minions. The Lord of the Uttercold animates hordes of undead to serve as his personal army and guard as he attempts to maintain a stronghold or kingdom in frozen tundras.
Adventures: Most Lords of the Uttercold simply adventure for prestige and power. This way when they return to their fortress they have not only a well trained mind and body, but also a well groomed successor for if they fall in battle. Lords of the Uttercold focus most of their goals around furthering their kingdom.
Characteristics: The class focuses on its mobility, easily jumping in and out of combat and controlling opponents movements with its Rime Dragon ability. It uses its spellcasting if the need arises but most of its spells are only useful in the cold arctic. Undead animated through animate dead often are used as meat shields and screens for the Lord of the Uttercold.
Alignment: All Lords of the Uttercold share a similar common outlook and most are non-good. An Lord of the Uttercold can be good aligned but working with undead and negative energy often causes them to be prominently neutral or evil. Lords of the Uttercold tend to be more lawful than chaotic because of their service in an armed military and kingdom.
Religion: Lords of the Uttercold rarely worship gods, but some do. The terrain they live in makes worshiping a god of winter or frost appealing. A god of death or necromancy also might favor an Lord of the Uttercold.
Background: Almost all Lords of the Uttercold come from another Lord of the Uttercold's fallen empire that they escaped from. After fleeing they work at trying to outdo their previous leader and establishing a more permanent fortress and later kingdom.
Other Classes: Lords of the Uttercold don't care who they travel with for the most part. A Paladin or Cleric of Pelor might cause strain due to the undead following the Lord of the Uttercold. Otherwise the Lord of the Uttercold can travel with all classes.
Role: The main role of a Lord of the Uttercold plays is that of a skirmisher and secondary caster. He can also provide the tank role with his undead but it would be better for a more dedicated class to fill that role.
GAME RULE INFORMATION
Lords of the Uttercold have the following game statistics.
Abilities: Charisma is the most important ability for Lords of the Uttercold. Not only do most of their class abilities have DCs that depend upon their Charisma modifier, but it also determines which level of spells he is able of using and their dc's. Constitution helps to make up for their low HD and Strength helps for damage and to hit.
Alignment: Any
Hit Die: d6
Starting Age: As sorcerer.
Starting Gold: As cleric
Class Skills
The Lord of the Uttercold's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Listen (Wis), Hide (Dex), Intimidate (Cha) Knowledge (Religion) (Int), Ride (Dex), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Search (Int), Sense Motive (Wis), Spot (Wis),
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Lord of the Uttercold
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0th
1st
2nd
3rd
4th
5th
6th
1st
+0
+2
+2
+0
Tomb Tainted Soul,Marshal Aura, Control Water and Ice, Rebuke Undead
2
-
-
-
-
-
-
2nd
+1
+3
+3
+0
Rime Dragon
3
0
-
-
-
-
-
3rd
+2
+3
+3
+1
Frost Blade
3
1
-
-
-
-
-
4th
+3
+4
+4
+1
Inspirational Fighting
3
2
0
-
-
-
-
5th
+3
+4
+4
+1
Storm Rush, Animate Dead (1/Day)
3
3
1
-
-
-
-
6th
+4
+5
+5
+2
Undead Legion
3
3
2
-
-
-
-
7th
+5
+5
+5
+2
Boreal Winds, Bonus Feat
3
3
2
0
-
-
-
8th
+6
+6
+6
+2
Boreal Haze, Rime Dragon (10ft Wide)
3
3
3
1
-
-
-
9th
+6
+6
+6
+3
Undead Commander
3
3
3
2
-
-
-
10th
+7
+7
+7
+3
Dragon Form, Bonus Feat
3
3
3
2
0
-
-
11th
+8
+7
+7
+3
Uttercold Dragon, Animate Dead (3/Day)
3
3
3
3
1
-
-
12th
+9
+8
+8
+4
Guardian Wings
3
3
3
3
2
-
-
13th
+9
+8
+8
+4
Bonus Feat, Storm Strike
3
3
3
3
2
0
-
14th
+10
+9
+9
+4
Tundra Revenant
4
3
3
3
3
1
-
15th
+11
+9
+9
+5
Greater Rebuke
4
4
3
3
3
2
-
16th
+12
+10
+10
+5
Bonus Feat, Rime Dragon (15ft)
4
4
4
3
3
2
0
17th
+12
+10
+10
+5
Greater Dragon Form
4
4
4
4
3
2
1
18th
+13
+11
+11
+6
Great Leader
4
4
4
4
4
3
2
19th
+14
+11
+11
+6
Bonus Feat, Uttercold Blade
4
4
4
4
4
4
3
20th
+15
+12
+12
+6
Legendary Commander
4
4
4
4
4
4
4
Class Features
Class Features
All of the following are class features of the Lord of the Uttercold.
Weapon and Armor Proficiencies: Lord of the Uttercold are proficient with all simple weapons and melee martial weapons and with light armor.
Spells: An Lord of the Uttercold casts arcane spells which are drawn from the Lord of the Uttercold spell list. He can cast any spell he knows without preparing it ahead of time. A Lord of the Uttercold knows all the spells on his spell list.
To cast a spell, a Lord of the Uttercold must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Lord of the Uttercold's spell is 10 + the spell level + the Lord of the Uttercold's Charisma modifier. The Lord of the Uttercold does not incur Arcane Spell Failure for wearing light armor.
Whenever a Lord of the Uttercold learns a new spell level he may select up to three spells to add to his spell list. These spells must be either from the necromancy school or have the [Cold] descriptor. He may select any spell as long as it is on the spell list of a base class and not from a prestige class’s list. He may not select any spell that is already on his spell list. These spells must be of a level he can cast.
Tomb Tainted Soul (Su): Gains Tomb Tainted Soul (Libris Mortis) as a bonus feat. Also the Lord of the Uttercold can modify any cold damage he deals to deal half of its damage as cold and half as negative energy damage.
Rebuke Undead (Su): As a cleric of equal level.
Control Ice (Su): At will the Lord of the Uttercold slowly adjust and manipulate ice or water. After a minute long ritual to establish control over nearby liquids and ice. After establishing control he can as a standard action move one 5-foot cube volume of water or ice per three class levels with a minimum of a single 5ft cube. This ice can be changed to water or from water to ice and can be moved up to 60 feet per round. This ability is mainly used to construct fortifications, create a bridge across a river or clear a path. The ice is slow moving and this ability is not effective in encasing creatures in ice. Attempting to trap a creature allows a DC 5 reflex save to avoid the water and move to an adjacent square. This ability can’t be used to manipulate acid or other magical liquids.
Marshal Aura (Ex): The Lord of the Uttercold can bolster the strength of nearby allies. He gains one minor aura (See the Marshal Base Class in Miniature's Handbook) at first level and an additional one every 5 levels. The Lord of the Uttercold can only have one aura active at a time.
At level 10 the auras are infused with negative energy and every aura also grants fast healing equal to his charisma modifier to all undead who start their turn within the radius of his aura as long as the undead are under the Lord of the Uttercold’s direct control (Via animate dead or his rebuke undead ability not via diplomacy, leadership or the command undead spell for example). This fast healing also benefits the Lord of the Uttercold himself and his successor.
Rime Dragon (Su): As an at will standard action the Lord of the Uttercold can create and freeze water in the surrounding air and form a dragon made of pure ice that he can send at his foes. The dragon flies out in a 5ft line going out for 20ft + 5ft/class level affecting all within its path. Anyone struck by the dragon makes a reflex saving throw or take 1d6/2 cold damage per caster level. The saving throw DC is 10 + ½ Class Level + Lord of the Uttercold’s Charisma Modifier. Anyone who fails the saving throw against the Rime Dragon has to make a bull rush check to avoid being knocked back to nearest open square at the edge of the dragon’s path. The Lord of the Uttercold’s bonus on this bull rush check is equal to his charisma modifier +4. The Lord of the Uttercold can add any other bonuses to bull rush checks he may have to this check as long as they are not related to his own personal size. The Dragon is treated as a large sized creature for the purpose of this bull rush check (The size bonus is already factored into the above bonus). Bull Rushing a creature upward costs twice as much distance as normal and the Rime Dragon has to expend 10ft of it's range to go 5ft directly upwards. If a creature fails and is bull rushed into a wall or similar sturdy object the Rime Dragon stops its movement and the creature and object take 1d6 per 20ft feet left in the Rime Dragon’s movement. If a creature succeeds on their bull rush check they halt the dragon’s advance and the Rime Dragon deposits all creatures in the nearest available space. If the Lord of the Uttercold wishes he can choose to simply damage a creature and not bull rush it.
The Lord of the Uttercold can cause the dragon to turn in an angle up to 90 degree once during its movement. They can turn the dragon an additional time once for every 3rd caster level.
The Rime Dragon improves as the Lord of the Uttercold advances in levels. At 5th level whenever the Lord of the Uttercold uses the Rime Dragon he heals 1d6 per 2 caster levels as he absorbs some of the negative energy he imbues into the dragon. At 8th level the Rime Dragon is 10ft wide at 16th 15ft wide. At each of those levels the dragon’s bull rush check improves by 4.
Frost Blade: (Su) Whenever the Lord of the Uttercold wields a weapon, manufactured or natural he may imbue it with the cold essence of a frozen tundra. The weapon deals 1d6 cold damage and grants 10 cold resistance to the Lord of the Uttercold. This increases to 2d6 damage and 20 resistance at level 6, 3d6 and 30 resistance at level 11 and 4d6 cold damage and immunity to cold damage at 15th level.
In addition, whenever the weapon threatens the opponent with a critical hit (Regardless if the opponent is immune to critical hits or not) it attempts to incase the opponent in ice which comes bursting out of the weapon. The opponent must make a reflex save (DC 10 + 1/2 Class Level + charisma modifier) or have an arm or a leg frozen. If an arm is frozen they can’t wield a two handed weapon or a second weapon until they break the ice with a strength check as a move action (DC 5 + Lord of the Uttercold's Charisma Modifier) and if a leg is frozen they move at ¼ normal speed. The ice can also be destroyed by attacking it directly and it is an object with 5 HP per class level and hardness 5. It takes full damage and doesn’t apply its hardness against fire damage
If the target is not of humanoid proportion (Having more than two arms having other appendages, etc) the Lord of the Uttercold can freeze those extremities as well. Usually rendering that limb impossible to use and encasing whatever the limb was holding onto etc. The DM may rule that other effects may apply (Freezing a fire elemental's arm may not freeze it but may cause additional damage etc etc).
Inspirational fighting (Ex): Add half of the Lord of the Uttercold's charisma modifier to initiative checks and attack rolls for the Lord of the Uttercold.
Storm Rush (Su): The Lord of the Uttercold can as a swift action turn themselves and their equipment into a storm of wind and snow and rush over to a nearby location where they retake their normal form. Transforming in this manner grants the Lord of the Uttercold the benefits of the spell Freedom of Movement for the duration of the movement. The Lord of the Uttercold can move 5ft per class level in one jump and 30ft of total movement using this ability per class level per encounter. Moving in this manner does not provoke attacks of opportunity and while transformed into a storm they can not be attacked. They can attempt to move to a location they can’t see but they can’t move through air tight spaces or barriers.
This storm is visible with a DC 10 spot check but if the Lord of the Uttercold makes a successful hide and move silently checks they can remain undetected and appear to simply disappear and reappear in a distant location (Or just disappear if their end location is not within line of sight to the observer).
Animate Dead (Sp): The Lord of the Uttercold can use animate dead as a spell like ability once per day. At 11th level the Lord of the Uttercold can use this ability three times per day. If the Lord of the Uttercold uses up all three of their uses of this SLA they can reanimate the corpse of a zombie or skeleton they personally animated after it has been destroyed. They can only reanimate such an undead if it has been within an hour of its destruction and they still have enough undead HD left to control it.
Undead Legion (Su): The Lord of the Uttercold can now control 4 + ½ his charisma modifier of undead per caster level with animate dead and if he has the leadership or undead leadership feat his leadership score is increased by 2. At 12th level this ability improves, he may add his charisma modifier to his leadership or +5 whichever is higher and he may treat any undead he has rebuked and commanded with his rebuke as if they had 4 less HD for the purpose of how many undead he can control. Thus a 12th level Lord of the Uttercold could control three Mummies with that ability as they would be treated as 4 HD undead instead of 8 HD. This does not make it easier to actually rebuke or command such creatures.
Boreal Winds (Sp): Once per day per charisma modifier the Lord of the Uttercold can use Boreal Winds (Frostburn) as a spell like ability as a standard action. The Lord of the Uttercold can only have one instance of this ability active at a given time, using it a second time while a previous use is active immediately ends the first use of this ability.
Bonus Feat: The Lord of the Uttercold gains a bonus feat at 7th and every 3 levels after. This feat has to be either a Corpsecrafter feat or a Leadership feat.
Boreal Haze (Sp): For 2 rounds / charisma modifier per day the Lord of the Uttercold can surround himself in a sleet storm spell effect that he can see perfectly in. He also detects and pinpoints all creatures touching the sleet and snow negating invisibility and attempts at hiding within the storm. Activating this ability is a swift action and deactivation is a free action. Other Lords of the Uttercold also see through this effect. He may use this ability on a number of different occasions during any single day, as long as the total number of rounds spent using this ability does not exceed double his charisma modifier.
Undead Commander (Su): The Lord of the Uttercold gains undead leadership as a bonus feat despite not being undead. The character does not get a cohort through this feature. The Lord of the Uttercold can only recruit undead followers with this ability. The followers are reanimated from ancient graveyards and make their way to the Lord of the Uttercold within 1d4 weeks on average, the DM may reduce or increase this time if they feel corpses are in easy or short supply respectively. Followers may have PC class levels and the Lord of the Uttercold can select their feats, skills and other such decisions but they all arrive with no real gear, perhaps a rusted weapon or a spellbook/holy symbol if their class requires it. If a follower is a Lord of the Uttercold they must take the Uttercold Knight ACF (See Below).
The Lord of the Uttercold gains the service of a successor; treated as a living cohort whose class levels must all be in the Lord of the Uttercold class. The successor can not receive followers of their own through their own Undead Commander class feature nor through anything related to the leadership feat. They do not gain the ability to claim and enhance a stronghold either (See Below). The successor can not have the Uttercold Knight ACF. If the successor dies or the Lord of the Uttercold becomes dissatisfied with his current successor the Lord of the Uttercold can appoint a new one. This is done in a 24 hour long ritual targeting a willing living creature. This ritual costs 500 GP per class level of the Lord of the Uttercold in regents. After the ritual is finished the targeted creature loses all of his previous class levels, feats, skills and other abilities gained via character progression and gains levels in Lord of the Uttercold until their ECL is the same as a cohort of the Lord of the Uttercold with the Lord of the Uttercold selecting the appropriate feats, skills and similar abilities. The Lord of the Uttercold can't chose a target whose ECL is greater than what their cohort's ECL could be. The successor's memories and personality are unchanged via this ritual. Performing this ritual while there is still a living successor strips the previous successor of all of the benefits of this ritual and reverts them to the state they were in before they benefited from the ritual. The Lord of the Uttercold must perform this ritual to gain their first successor.
Also the Lord of the Uttercold gains funds for building a keep as the landlord feat as if he was a character level 3 higher than he actually is (Stronghold Builder's Guide). In order to use these funds the Lord of the Uttercold must connect himself to a particular section of the landscape via a week long ritual where the Lord of the Uttercold must spend at least 8 hours each day meditating at the location he wishes to connect to. A large number of living creatures nearby such as a city may disrupt this ritual so Lords of the Uttercold prefer to select isolated locations in the wilderness.
The connection changes the surrounding area causing the temperature to drop to always being in the cold temperature band (40-0 degrees fahrenheit) within a mile of the chosen location. Undead in the area gain +4 turn resistance and +4 will saving throw against positive energy effects. And finally snow will fall in this area every winter regardless of the surrounding environment.
Upon connecting to a location the Lord of the Uttercold can use the funds granted by this ability to create wondrous architecture, items, fortifications and buildings as appropriate for the landlord feat. Creating a single piece of wondrous architecture takes an eight hour long ritual and drains an amount of funds as appropriate. These items and creations via this ability only work within a ten mile radius of the point the Lord of the Uttercold connected to in the first ritual, they turn to dust and lose all functionality if they leave that area. If an item is destroyed or the Lord of the Uttercold wishes to alter an existing item they must destroy the item as a standard action. The funds spent to create the item are returned after a week has passed at which point the Lord of the Uttercold can create the new item as normal. In order to create a particular wondrous architecture he must at least be of equal character level to the minimum caster level list on the item in order to make the item but they don't need to meet any other prerequisite such as item creation feat or spell prerequisite.
If the Lord of the Uttercold wishes to move location he must sever the connection and then wait a year and a day to connect to a new location. After connecting to a new location he refreshes the funds gained from this ability back to his maximum. If the Lord of the Uttercold dies then his stronghold slowly starts to dissolve, after one week of remaining dead all magical items within the stronghold become defunct. After one month the various magic items turn to ice and the temperature changes and benefits to undead fade and the Lord of the Uttercold’s connection to the region is severed.
If the Lord of the Uttercold’s successor remains within ten miles of the connection point for a full day then that day does not count against the above deadlines. If the successor is 9th level and the Lord of the Uttercold they serve is dead they can claim their liege's stronghold as their own by undergoing the same ritual as above despite not having the Undead Commander class feature. Once he does so he is treated as the Lord of the Uttercold who created the stronghold with the funding cap equal to its previous owner and is no longer treated as the Lord of the Uttercold’s cohort unless the Lord of the Uttercold is returned to life and the cohort wishes to return to his previous boss.
Dragon Form (Su): As a standard action the Lord of the Uttercold can gather ice and water in the air around him to transform him into a more powerful form, gaining claws and draconic scales formed of necromantic ice. He gains a +4 bonus to strength, dexterity, charisma and natural armor. This lasts for the 10 rounds and can be used once per encounter. While in Dragon Form the Lord of the Uttercold gains a tail slam attack dealing 1d8 + strength and two claws dealing 1d6 + ½ strength both as secondary weapons. In addition any confirmed critical strike from these natural weapons freezes the target and turns them to ice, a fortitude saving throw equal to dc 5 + ½ HD + the Lord of the Uttercold’s charisma modifier negates this effect. These natural weapons count as magic for the purpose of overcoming damage reduction. While in Dragon Form the Lord of the Uttercold increases any healing he receives from a negative energy source by his charisma modifier.
Uttercold Dragon (Sp): After using his Rime Dragon ability the Lord of the Uttercold can use a swift action to allow his Rime Dragon to manifest as a rampaging dragon after finishing its attack. The Dragon is summoned where the Rime Dragon stops its movement and the Dragon acts immediately and on the Lord of the Uttercold's initiative for future rounds. The Dragon is summoned as a Juvenile White Dragon but is completely made of ice and it's breath attack deals 50% extra damage and deals half of its damage as negative energy damage. This dragon is mindless and thus does not get feats or skills. This dragon gains the undead type and its various immunities but its BAB, base saves and HP remain unchanged despite the lack of a con score. The undead is treated as an undead creature under the Lord of the Uttercold’s control and benefits from any Corpse Crafter feats the Lord of the Uttercold possesses. The dragon lasts for 1 minute / caster level and there can only be one dragon summoned at a time, trying to summon one beyond this limit instantly destroys the oldest dragon. No summoned dragon has a caster level for casting Sorcerer Spells or using their spell like abilities. The Lord of the Uttercold gets a circumstance modifier equal to his level on ride checks on this creature and this creature is not considered an exotic mount when ridden by the Lord of the Uttercold. This ability is usable three times a day.
At 14th Level this ability summons an Adult White Dragon and there can be two dragons at a time.
At 18th Level this ability summons an Mature Adult White Dragon and there can be three dragons at a time.
At 20th Level this ability summons an Old White Dragon and can be used three times an encounter instead of three times a day.
Guardian Wings (Ex): While in Dragon Form he gains wings that grant him a 120ft fly speed with perfect maneuverability and use his Storm Rush once a round as a free action without using up your limited distance per encounter.
Storm Strike (Su): After using his Storm Rush ability if he ends his movement within melee distance of a creature he may make a feint check as a free action against that target. If the feint is successful than the creature becomes flatfooted against the Lord of the Uttercold's next melee attack as the unearthly chill and haunting noise of the storm disrupts and distracts him.
Tundra Revenant (Su): Melding his essence with the frozen wastes the Lord of the Uttercold gains the Tundra Revenant template.
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Greater Command (Ex): The Lord of the Uttercold can now control twice as many HD of undead with his rebuke/command undead ability. In addition, if the Lord of the Uttercold’s leadership goes above 25 he can continue to gain followers as if he had Epic Leadership. However, his leadership score increases at half rate past 25 leadership, raising his score to 27 would really just increase his score to 26, raising his score to 30 would actually be 27, etc. Regardless of his leadership score no follower of his can be higher than level 7. Any follower of a higher level instead comes in as a 7th level follower.
Greater Dragon Form: Improving his abilities the Lord of the Uttercold can transform into a deadlier form which empowers him with the power of the tundra. Dragon Form now grants +6 to Strength, Dexterity and Charisma and +6 Natural Armor. In addition the duration of Dragon Form increases to 20 rounds. Finally, while in Dragon form the Lord of the Uttercold gains the following Spell Like Abilities usable at will with a caster level equal to his HD: Snow Sight, Wall of Ice, Cold Orb (Spell Compendium), Sleet Storm, and Death Hail (Frostburn). Save DC's are Charisma Based.
Finally, when using his Uttercold Dragon ability in this form the dragons are one age category higher than they normally would be.
Great Leader (Ex): All followers have + 1 level. For example all level 1 followers are now level 2. His maximum follower level is now 8 including this bonus.
Uttercold Blade(Sp): Whenever the Lord of the Uttercold threatens a critical strike that triggers his Frost Blade ability he may infuse that ice with a single necromancy spell he knows and casts the spell on the creature as a free action. The spell is expended as normal and the Lord of the Uttercold can only use necromancy spells that target a single creature or are melee/ranged attacks such as rays or bestow curse. If the spell requires an attack roll than it is counted as an automatic hit.
Legendary Commander (Ex): Becoming a true leader the Lord of the Uttercold becomes able to call and maintain a much larger force of undead. The Lord of the Uttercold no longer needs twice as much leadership to increase his leadership score past 25. His maximum follower level is now 9.
Spell List
0th
Ray of Frost
Prestidigitation
No Light (Book of Vile Darkness)
Create Water
Dancing Lights
Candlelight (Ghostwalk)
Message
Detect Magic
1st
Cause Fear
Chill Touch
Cold Fire (SpC)
Crunchy Snow (Frostburn)
Darsson’s Chilling Chamber (Shining South)
Ice Dagger (SpC)
Ice Slick (Frostburn)
Magic Weapon
Orb of Cold, Lesser (SpC)
Path of Frost (Dragon Magic)
Ray of Enfeeblement
Snow Sight (Frostburn)
Summon Undead I (SpC)
Winter’s Embrace (SpC)
2nd
Animate Dead
Blood Snow (Frostburn)
Blindness/Deafness
Brumal Stiffening (Frostburn)
Command Undead
Control Temperature (Frostburn)
Corona of Cold (Spell Compendium)
Creeping Cold (Spell Compendium)
Defile Snow and Ice (Frostburn)
Desecrate
False Life
Ghoul Glyph (SpC)
Ghoul Touch
Ice Axe (Spell Compendium)
Ice Blast (Complete Arcane)
Ice Darts (SpC)
Icicle (Frostburn)
Kelgore's Grave Mist (Player's Handbook II)
Numbing Sphere (Frostburn)
Obscuring Snow (Frostburn)
Scare
Summon Undead II (SpC)
Resist Energy
Zone of Glacial Cold (Frostburn)
3rd
Arctic Haze (Frostburn)
Bestow Curse
Binding Snow (Frostburn)
Column of Ice (Frostburn)
Death Ward
Defile Snow and Ice (Frostburn)
Frostfell Slide (Frostburn)
Glacial Globe of Invulnerability (Frostburn)
Glyph of Warding
Hailstones (SpC)
Hypothermia (SpC)
Ice Shape (Frostburn)
Ice Web (Frostburn)
Magic Vestment
Magic Weapon, Greater
Meld into Ice
Sheltered Vitality (SpC)
Shivering Touch (Frostburn)
Sleet Storm
Summon Undead III (SpC)
Vampiric Touch
4th
Boreal Winds (Frostburn)
Creeping Cold, Greater (SpC)
Cursed Blade (SpC)
Fear
Fire Shield
Freeze Armor (Frostburn0
Greater Magic Weapon
Hibernal Healing (Frostburn)
Ice Storm
Ice Shield
Ice Ship (Frostburn)
Mind Frost (Frostburn)
Orb of Cold (SpC)
Permanency
Snow Wave (Frostburn)
Summon Undead IV (SpC)
Wall of Ice
5th level
Call Avalanche (Frostburn)
Circle of Death
Cold Snap (SpC)
Cone of Cold
Contagion, Mass (SpC)
Create Undead
Dispel Fire (Frostburn)
Fire Shield, Mass (SpC)
Freezing Fog (SpC)
Gelid Blood (Frostburn)
Glyph of Warding, Greater
Kiss of the Vampire (Libris Mortis)
Polar Ray
Summon Undead V (SpC)
Symbol of Weakness
Symbol of Fear
Waves of Cold (Frostburn)
6th Level
Algid Enhancement (Frostburn)
As the Frost (PHB II)
Awaken Undead (SpC)
Barghest’s Feast (SpC)
Bestow Curse, Greater (SpC)
Blizzard (Frostburn)
Control Undead
Create Undead, Greater
Death Dragon (SpC)
Death Hail (Frostburn)
Freezing Glance (Frostburn)
Fleshshiver (SpC)
Heat Drain (SpC)
Heartfreeze (Frostburn)
Ice Castle (Frostburn)
Raise Ice Forest (Frostburn)
Symbol of Death
Uttercold Knight ACF
You focus your strength in empowering yourself not attracting others.
Requires: Lord of the Uttercold levels 1, 3, 6, 7, 9, 19 and 20.
Benefit: At the given levels, you do not gain Rime Dragon, Inspirational Fighting, Undead Commander, Undead Legion, Great Leader or Legendary Commander.
Instead, you gain the following abilities.
At 1st level you gain a variant of rime dragon. This ability works exactly the same as rime dragon but its damage is increased to 1d6/class level and has its saving throw DC increased by 2. This ability also has an additional bonus to its bullrush check equal to 1/2 your charisma modifier.
At 3rd level you gain the ability to add your full charisma modifier to your attack rolls and to your initiative checks.
At 6th level you gain the ability to activate your rime dragon ability directly after a full attack as a swift action. This rime dragon deals half normal damage. This ability can be used a number of times per day equal to your charisma modifier.
At 7th level and every three levels after you can choose a bonus feat from fighter bonus feat list instead of the normal bonus feat list for Lords of the Uttercold.
At 9th level you gain the ability “Frostfel Aura”. You gain an aura that strips
enemies of their strength and dexterity. Every round in this aura enemies need to make a fort save dc 5 + 1/2 class level + charisma modifier or take 1 point of strength and dexterity damage. The radius of this aura is 10ft per class level. In addition, anyone who takes ability damage from this aura has any resistance to cold they may have suppressed for one minute.
At 19th level you gain the ability to fire off two rime dragons with one standard action. No one target can take damage from more than one rime dragon but they can be bull rushed by multiple.
At 20th level you become an enhanced being and a truly formidable foe. You gain the evolved undead template three times.
Goals for this Class: I was hoping to make a high end tier 3 class that focused around having a lot of undead minions while still being able to do something himself. I also liked the idea of a melee class that kept darting around the battlefield so I attempted to merge them creating a high mobility undead commander of sorts.
Obviously this class needs a lot of scrutiny by the DM because if the player has all of his undead minions with him during each encounter not only is it going to slow down the game considerably but it will likely be somewhat unbalanced in the first few encounters until the enemies can counter the large force. The DM should encourage defending the base with assorted minor intrusions from thieves, bandits, and adventurers trying to loot things or similar goals. This class has the same issues as the leadership feat itself does so the player should work with the DM to set up expectations for how they plan to use their followers and whether or not that fits into the DM's story/campaign.
The reason for the keep and other leadership bonuses is so that the player can actually have a fortress under his control with a large sized army in it. As well the stronghold being a resting place for the other members of the party.
http://i691.photobucket.com/albums/vv280/ckirchgatter9987/Bleach_Toushiro_Hitsugaya_by_spirap.jpg
Info: The Lord of the Uttercold is a necromantic warrior who spent much of his life wandering frozen treks of land mastering the cold weather a merging it with negative energy to blast enemies and support his undead minions. The Lord of the Uttercold animates hordes of undead to serve as his personal army and guard as he attempts to maintain a stronghold or kingdom in frozen tundras.
Adventures: Most Lords of the Uttercold simply adventure for prestige and power. This way when they return to their fortress they have not only a well trained mind and body, but also a well groomed successor for if they fall in battle. Lords of the Uttercold focus most of their goals around furthering their kingdom.
Characteristics: The class focuses on its mobility, easily jumping in and out of combat and controlling opponents movements with its Rime Dragon ability. It uses its spellcasting if the need arises but most of its spells are only useful in the cold arctic. Undead animated through animate dead often are used as meat shields and screens for the Lord of the Uttercold.
Alignment: All Lords of the Uttercold share a similar common outlook and most are non-good. An Lord of the Uttercold can be good aligned but working with undead and negative energy often causes them to be prominently neutral or evil. Lords of the Uttercold tend to be more lawful than chaotic because of their service in an armed military and kingdom.
Religion: Lords of the Uttercold rarely worship gods, but some do. The terrain they live in makes worshiping a god of winter or frost appealing. A god of death or necromancy also might favor an Lord of the Uttercold.
Background: Almost all Lords of the Uttercold come from another Lord of the Uttercold's fallen empire that they escaped from. After fleeing they work at trying to outdo their previous leader and establishing a more permanent fortress and later kingdom.
Other Classes: Lords of the Uttercold don't care who they travel with for the most part. A Paladin or Cleric of Pelor might cause strain due to the undead following the Lord of the Uttercold. Otherwise the Lord of the Uttercold can travel with all classes.
Role: The main role of a Lord of the Uttercold plays is that of a skirmisher and secondary caster. He can also provide the tank role with his undead but it would be better for a more dedicated class to fill that role.
GAME RULE INFORMATION
Lords of the Uttercold have the following game statistics.
Abilities: Charisma is the most important ability for Lords of the Uttercold. Not only do most of their class abilities have DCs that depend upon their Charisma modifier, but it also determines which level of spells he is able of using and their dc's. Constitution helps to make up for their low HD and Strength helps for damage and to hit.
Alignment: Any
Hit Die: d6
Starting Age: As sorcerer.
Starting Gold: As cleric
Class Skills
The Lord of the Uttercold's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Listen (Wis), Hide (Dex), Intimidate (Cha) Knowledge (Religion) (Int), Ride (Dex), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Search (Int), Sense Motive (Wis), Spot (Wis),
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Lord of the Uttercold
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0th
1st
2nd
3rd
4th
5th
6th
1st
+0
+2
+2
+0
Tomb Tainted Soul,Marshal Aura, Control Water and Ice, Rebuke Undead
2
-
-
-
-
-
-
2nd
+1
+3
+3
+0
Rime Dragon
3
0
-
-
-
-
-
3rd
+2
+3
+3
+1
Frost Blade
3
1
-
-
-
-
-
4th
+3
+4
+4
+1
Inspirational Fighting
3
2
0
-
-
-
-
5th
+3
+4
+4
+1
Storm Rush, Animate Dead (1/Day)
3
3
1
-
-
-
-
6th
+4
+5
+5
+2
Undead Legion
3
3
2
-
-
-
-
7th
+5
+5
+5
+2
Boreal Winds, Bonus Feat
3
3
2
0
-
-
-
8th
+6
+6
+6
+2
Boreal Haze, Rime Dragon (10ft Wide)
3
3
3
1
-
-
-
9th
+6
+6
+6
+3
Undead Commander
3
3
3
2
-
-
-
10th
+7
+7
+7
+3
Dragon Form, Bonus Feat
3
3
3
2
0
-
-
11th
+8
+7
+7
+3
Uttercold Dragon, Animate Dead (3/Day)
3
3
3
3
1
-
-
12th
+9
+8
+8
+4
Guardian Wings
3
3
3
3
2
-
-
13th
+9
+8
+8
+4
Bonus Feat, Storm Strike
3
3
3
3
2
0
-
14th
+10
+9
+9
+4
Tundra Revenant
4
3
3
3
3
1
-
15th
+11
+9
+9
+5
Greater Rebuke
4
4
3
3
3
2
-
16th
+12
+10
+10
+5
Bonus Feat, Rime Dragon (15ft)
4
4
4
3
3
2
0
17th
+12
+10
+10
+5
Greater Dragon Form
4
4
4
4
3
2
1
18th
+13
+11
+11
+6
Great Leader
4
4
4
4
4
3
2
19th
+14
+11
+11
+6
Bonus Feat, Uttercold Blade
4
4
4
4
4
4
3
20th
+15
+12
+12
+6
Legendary Commander
4
4
4
4
4
4
4
Class Features
Class Features
All of the following are class features of the Lord of the Uttercold.
Weapon and Armor Proficiencies: Lord of the Uttercold are proficient with all simple weapons and melee martial weapons and with light armor.
Spells: An Lord of the Uttercold casts arcane spells which are drawn from the Lord of the Uttercold spell list. He can cast any spell he knows without preparing it ahead of time. A Lord of the Uttercold knows all the spells on his spell list.
To cast a spell, a Lord of the Uttercold must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Lord of the Uttercold's spell is 10 + the spell level + the Lord of the Uttercold's Charisma modifier. The Lord of the Uttercold does not incur Arcane Spell Failure for wearing light armor.
Whenever a Lord of the Uttercold learns a new spell level he may select up to three spells to add to his spell list. These spells must be either from the necromancy school or have the [Cold] descriptor. He may select any spell as long as it is on the spell list of a base class and not from a prestige class’s list. He may not select any spell that is already on his spell list. These spells must be of a level he can cast.
Tomb Tainted Soul (Su): Gains Tomb Tainted Soul (Libris Mortis) as a bonus feat. Also the Lord of the Uttercold can modify any cold damage he deals to deal half of its damage as cold and half as negative energy damage.
Rebuke Undead (Su): As a cleric of equal level.
Control Ice (Su): At will the Lord of the Uttercold slowly adjust and manipulate ice or water. After a minute long ritual to establish control over nearby liquids and ice. After establishing control he can as a standard action move one 5-foot cube volume of water or ice per three class levels with a minimum of a single 5ft cube. This ice can be changed to water or from water to ice and can be moved up to 60 feet per round. This ability is mainly used to construct fortifications, create a bridge across a river or clear a path. The ice is slow moving and this ability is not effective in encasing creatures in ice. Attempting to trap a creature allows a DC 5 reflex save to avoid the water and move to an adjacent square. This ability can’t be used to manipulate acid or other magical liquids.
Marshal Aura (Ex): The Lord of the Uttercold can bolster the strength of nearby allies. He gains one minor aura (See the Marshal Base Class in Miniature's Handbook) at first level and an additional one every 5 levels. The Lord of the Uttercold can only have one aura active at a time.
At level 10 the auras are infused with negative energy and every aura also grants fast healing equal to his charisma modifier to all undead who start their turn within the radius of his aura as long as the undead are under the Lord of the Uttercold’s direct control (Via animate dead or his rebuke undead ability not via diplomacy, leadership or the command undead spell for example). This fast healing also benefits the Lord of the Uttercold himself and his successor.
Rime Dragon (Su): As an at will standard action the Lord of the Uttercold can create and freeze water in the surrounding air and form a dragon made of pure ice that he can send at his foes. The dragon flies out in a 5ft line going out for 20ft + 5ft/class level affecting all within its path. Anyone struck by the dragon makes a reflex saving throw or take 1d6/2 cold damage per caster level. The saving throw DC is 10 + ½ Class Level + Lord of the Uttercold’s Charisma Modifier. Anyone who fails the saving throw against the Rime Dragon has to make a bull rush check to avoid being knocked back to nearest open square at the edge of the dragon’s path. The Lord of the Uttercold’s bonus on this bull rush check is equal to his charisma modifier +4. The Lord of the Uttercold can add any other bonuses to bull rush checks he may have to this check as long as they are not related to his own personal size. The Dragon is treated as a large sized creature for the purpose of this bull rush check (The size bonus is already factored into the above bonus). Bull Rushing a creature upward costs twice as much distance as normal and the Rime Dragon has to expend 10ft of it's range to go 5ft directly upwards. If a creature fails and is bull rushed into a wall or similar sturdy object the Rime Dragon stops its movement and the creature and object take 1d6 per 20ft feet left in the Rime Dragon’s movement. If a creature succeeds on their bull rush check they halt the dragon’s advance and the Rime Dragon deposits all creatures in the nearest available space. If the Lord of the Uttercold wishes he can choose to simply damage a creature and not bull rush it.
The Lord of the Uttercold can cause the dragon to turn in an angle up to 90 degree once during its movement. They can turn the dragon an additional time once for every 3rd caster level.
The Rime Dragon improves as the Lord of the Uttercold advances in levels. At 5th level whenever the Lord of the Uttercold uses the Rime Dragon he heals 1d6 per 2 caster levels as he absorbs some of the negative energy he imbues into the dragon. At 8th level the Rime Dragon is 10ft wide at 16th 15ft wide. At each of those levels the dragon’s bull rush check improves by 4.
Frost Blade: (Su) Whenever the Lord of the Uttercold wields a weapon, manufactured or natural he may imbue it with the cold essence of a frozen tundra. The weapon deals 1d6 cold damage and grants 10 cold resistance to the Lord of the Uttercold. This increases to 2d6 damage and 20 resistance at level 6, 3d6 and 30 resistance at level 11 and 4d6 cold damage and immunity to cold damage at 15th level.
In addition, whenever the weapon threatens the opponent with a critical hit (Regardless if the opponent is immune to critical hits or not) it attempts to incase the opponent in ice which comes bursting out of the weapon. The opponent must make a reflex save (DC 10 + 1/2 Class Level + charisma modifier) or have an arm or a leg frozen. If an arm is frozen they can’t wield a two handed weapon or a second weapon until they break the ice with a strength check as a move action (DC 5 + Lord of the Uttercold's Charisma Modifier) and if a leg is frozen they move at ¼ normal speed. The ice can also be destroyed by attacking it directly and it is an object with 5 HP per class level and hardness 5. It takes full damage and doesn’t apply its hardness against fire damage
If the target is not of humanoid proportion (Having more than two arms having other appendages, etc) the Lord of the Uttercold can freeze those extremities as well. Usually rendering that limb impossible to use and encasing whatever the limb was holding onto etc. The DM may rule that other effects may apply (Freezing a fire elemental's arm may not freeze it but may cause additional damage etc etc).
Inspirational fighting (Ex): Add half of the Lord of the Uttercold's charisma modifier to initiative checks and attack rolls for the Lord of the Uttercold.
Storm Rush (Su): The Lord of the Uttercold can as a swift action turn themselves and their equipment into a storm of wind and snow and rush over to a nearby location where they retake their normal form. Transforming in this manner grants the Lord of the Uttercold the benefits of the spell Freedom of Movement for the duration of the movement. The Lord of the Uttercold can move 5ft per class level in one jump and 30ft of total movement using this ability per class level per encounter. Moving in this manner does not provoke attacks of opportunity and while transformed into a storm they can not be attacked. They can attempt to move to a location they can’t see but they can’t move through air tight spaces or barriers.
This storm is visible with a DC 10 spot check but if the Lord of the Uttercold makes a successful hide and move silently checks they can remain undetected and appear to simply disappear and reappear in a distant location (Or just disappear if their end location is not within line of sight to the observer).
Animate Dead (Sp): The Lord of the Uttercold can use animate dead as a spell like ability once per day. At 11th level the Lord of the Uttercold can use this ability three times per day. If the Lord of the Uttercold uses up all three of their uses of this SLA they can reanimate the corpse of a zombie or skeleton they personally animated after it has been destroyed. They can only reanimate such an undead if it has been within an hour of its destruction and they still have enough undead HD left to control it.
Undead Legion (Su): The Lord of the Uttercold can now control 4 + ½ his charisma modifier of undead per caster level with animate dead and if he has the leadership or undead leadership feat his leadership score is increased by 2. At 12th level this ability improves, he may add his charisma modifier to his leadership or +5 whichever is higher and he may treat any undead he has rebuked and commanded with his rebuke as if they had 4 less HD for the purpose of how many undead he can control. Thus a 12th level Lord of the Uttercold could control three Mummies with that ability as they would be treated as 4 HD undead instead of 8 HD. This does not make it easier to actually rebuke or command such creatures.
Boreal Winds (Sp): Once per day per charisma modifier the Lord of the Uttercold can use Boreal Winds (Frostburn) as a spell like ability as a standard action. The Lord of the Uttercold can only have one instance of this ability active at a given time, using it a second time while a previous use is active immediately ends the first use of this ability.
Bonus Feat: The Lord of the Uttercold gains a bonus feat at 7th and every 3 levels after. This feat has to be either a Corpsecrafter feat or a Leadership feat.
Boreal Haze (Sp): For 2 rounds / charisma modifier per day the Lord of the Uttercold can surround himself in a sleet storm spell effect that he can see perfectly in. He also detects and pinpoints all creatures touching the sleet and snow negating invisibility and attempts at hiding within the storm. Activating this ability is a swift action and deactivation is a free action. Other Lords of the Uttercold also see through this effect. He may use this ability on a number of different occasions during any single day, as long as the total number of rounds spent using this ability does not exceed double his charisma modifier.
Undead Commander (Su): The Lord of the Uttercold gains undead leadership as a bonus feat despite not being undead. The character does not get a cohort through this feature. The Lord of the Uttercold can only recruit undead followers with this ability. The followers are reanimated from ancient graveyards and make their way to the Lord of the Uttercold within 1d4 weeks on average, the DM may reduce or increase this time if they feel corpses are in easy or short supply respectively. Followers may have PC class levels and the Lord of the Uttercold can select their feats, skills and other such decisions but they all arrive with no real gear, perhaps a rusted weapon or a spellbook/holy symbol if their class requires it. If a follower is a Lord of the Uttercold they must take the Uttercold Knight ACF (See Below).
The Lord of the Uttercold gains the service of a successor; treated as a living cohort whose class levels must all be in the Lord of the Uttercold class. The successor can not receive followers of their own through their own Undead Commander class feature nor through anything related to the leadership feat. They do not gain the ability to claim and enhance a stronghold either (See Below). The successor can not have the Uttercold Knight ACF. If the successor dies or the Lord of the Uttercold becomes dissatisfied with his current successor the Lord of the Uttercold can appoint a new one. This is done in a 24 hour long ritual targeting a willing living creature. This ritual costs 500 GP per class level of the Lord of the Uttercold in regents. After the ritual is finished the targeted creature loses all of his previous class levels, feats, skills and other abilities gained via character progression and gains levels in Lord of the Uttercold until their ECL is the same as a cohort of the Lord of the Uttercold with the Lord of the Uttercold selecting the appropriate feats, skills and similar abilities. The Lord of the Uttercold can't chose a target whose ECL is greater than what their cohort's ECL could be. The successor's memories and personality are unchanged via this ritual. Performing this ritual while there is still a living successor strips the previous successor of all of the benefits of this ritual and reverts them to the state they were in before they benefited from the ritual. The Lord of the Uttercold must perform this ritual to gain their first successor.
Also the Lord of the Uttercold gains funds for building a keep as the landlord feat as if he was a character level 3 higher than he actually is (Stronghold Builder's Guide). In order to use these funds the Lord of the Uttercold must connect himself to a particular section of the landscape via a week long ritual where the Lord of the Uttercold must spend at least 8 hours each day meditating at the location he wishes to connect to. A large number of living creatures nearby such as a city may disrupt this ritual so Lords of the Uttercold prefer to select isolated locations in the wilderness.
The connection changes the surrounding area causing the temperature to drop to always being in the cold temperature band (40-0 degrees fahrenheit) within a mile of the chosen location. Undead in the area gain +4 turn resistance and +4 will saving throw against positive energy effects. And finally snow will fall in this area every winter regardless of the surrounding environment.
Upon connecting to a location the Lord of the Uttercold can use the funds granted by this ability to create wondrous architecture, items, fortifications and buildings as appropriate for the landlord feat. Creating a single piece of wondrous architecture takes an eight hour long ritual and drains an amount of funds as appropriate. These items and creations via this ability only work within a ten mile radius of the point the Lord of the Uttercold connected to in the first ritual, they turn to dust and lose all functionality if they leave that area. If an item is destroyed or the Lord of the Uttercold wishes to alter an existing item they must destroy the item as a standard action. The funds spent to create the item are returned after a week has passed at which point the Lord of the Uttercold can create the new item as normal. In order to create a particular wondrous architecture he must at least be of equal character level to the minimum caster level list on the item in order to make the item but they don't need to meet any other prerequisite such as item creation feat or spell prerequisite.
If the Lord of the Uttercold wishes to move location he must sever the connection and then wait a year and a day to connect to a new location. After connecting to a new location he refreshes the funds gained from this ability back to his maximum. If the Lord of the Uttercold dies then his stronghold slowly starts to dissolve, after one week of remaining dead all magical items within the stronghold become defunct. After one month the various magic items turn to ice and the temperature changes and benefits to undead fade and the Lord of the Uttercold’s connection to the region is severed.
If the Lord of the Uttercold’s successor remains within ten miles of the connection point for a full day then that day does not count against the above deadlines. If the successor is 9th level and the Lord of the Uttercold they serve is dead they can claim their liege's stronghold as their own by undergoing the same ritual as above despite not having the Undead Commander class feature. Once he does so he is treated as the Lord of the Uttercold who created the stronghold with the funding cap equal to its previous owner and is no longer treated as the Lord of the Uttercold’s cohort unless the Lord of the Uttercold is returned to life and the cohort wishes to return to his previous boss.
Dragon Form (Su): As a standard action the Lord of the Uttercold can gather ice and water in the air around him to transform him into a more powerful form, gaining claws and draconic scales formed of necromantic ice. He gains a +4 bonus to strength, dexterity, charisma and natural armor. This lasts for the 10 rounds and can be used once per encounter. While in Dragon Form the Lord of the Uttercold gains a tail slam attack dealing 1d8 + strength and two claws dealing 1d6 + ½ strength both as secondary weapons. In addition any confirmed critical strike from these natural weapons freezes the target and turns them to ice, a fortitude saving throw equal to dc 5 + ½ HD + the Lord of the Uttercold’s charisma modifier negates this effect. These natural weapons count as magic for the purpose of overcoming damage reduction. While in Dragon Form the Lord of the Uttercold increases any healing he receives from a negative energy source by his charisma modifier.
Uttercold Dragon (Sp): After using his Rime Dragon ability the Lord of the Uttercold can use a swift action to allow his Rime Dragon to manifest as a rampaging dragon after finishing its attack. The Dragon is summoned where the Rime Dragon stops its movement and the Dragon acts immediately and on the Lord of the Uttercold's initiative for future rounds. The Dragon is summoned as a Juvenile White Dragon but is completely made of ice and it's breath attack deals 50% extra damage and deals half of its damage as negative energy damage. This dragon is mindless and thus does not get feats or skills. This dragon gains the undead type and its various immunities but its BAB, base saves and HP remain unchanged despite the lack of a con score. The undead is treated as an undead creature under the Lord of the Uttercold’s control and benefits from any Corpse Crafter feats the Lord of the Uttercold possesses. The dragon lasts for 1 minute / caster level and there can only be one dragon summoned at a time, trying to summon one beyond this limit instantly destroys the oldest dragon. No summoned dragon has a caster level for casting Sorcerer Spells or using their spell like abilities. The Lord of the Uttercold gets a circumstance modifier equal to his level on ride checks on this creature and this creature is not considered an exotic mount when ridden by the Lord of the Uttercold. This ability is usable three times a day.
At 14th Level this ability summons an Adult White Dragon and there can be two dragons at a time.
At 18th Level this ability summons an Mature Adult White Dragon and there can be three dragons at a time.
At 20th Level this ability summons an Old White Dragon and can be used three times an encounter instead of three times a day.
Guardian Wings (Ex): While in Dragon Form he gains wings that grant him a 120ft fly speed with perfect maneuverability and use his Storm Rush once a round as a free action without using up your limited distance per encounter.
Storm Strike (Su): After using his Storm Rush ability if he ends his movement within melee distance of a creature he may make a feint check as a free action against that target. If the feint is successful than the creature becomes flatfooted against the Lord of the Uttercold's next melee attack as the unearthly chill and haunting noise of the storm disrupts and distracts him.
Tundra Revenant (Su): Melding his essence with the frozen wastes the Lord of the Uttercold gains the Tundra Revenant template.
http://www.giantitp.com/forums/showpost.php?p=16616614&postcount=83
Greater Command (Ex): The Lord of the Uttercold can now control twice as many HD of undead with his rebuke/command undead ability. In addition, if the Lord of the Uttercold’s leadership goes above 25 he can continue to gain followers as if he had Epic Leadership. However, his leadership score increases at half rate past 25 leadership, raising his score to 27 would really just increase his score to 26, raising his score to 30 would actually be 27, etc. Regardless of his leadership score no follower of his can be higher than level 7. Any follower of a higher level instead comes in as a 7th level follower.
Greater Dragon Form: Improving his abilities the Lord of the Uttercold can transform into a deadlier form which empowers him with the power of the tundra. Dragon Form now grants +6 to Strength, Dexterity and Charisma and +6 Natural Armor. In addition the duration of Dragon Form increases to 20 rounds. Finally, while in Dragon form the Lord of the Uttercold gains the following Spell Like Abilities usable at will with a caster level equal to his HD: Snow Sight, Wall of Ice, Cold Orb (Spell Compendium), Sleet Storm, and Death Hail (Frostburn). Save DC's are Charisma Based.
Finally, when using his Uttercold Dragon ability in this form the dragons are one age category higher than they normally would be.
Great Leader (Ex): All followers have + 1 level. For example all level 1 followers are now level 2. His maximum follower level is now 8 including this bonus.
Uttercold Blade(Sp): Whenever the Lord of the Uttercold threatens a critical strike that triggers his Frost Blade ability he may infuse that ice with a single necromancy spell he knows and casts the spell on the creature as a free action. The spell is expended as normal and the Lord of the Uttercold can only use necromancy spells that target a single creature or are melee/ranged attacks such as rays or bestow curse. If the spell requires an attack roll than it is counted as an automatic hit.
Legendary Commander (Ex): Becoming a true leader the Lord of the Uttercold becomes able to call and maintain a much larger force of undead. The Lord of the Uttercold no longer needs twice as much leadership to increase his leadership score past 25. His maximum follower level is now 9.
Spell List
0th
Ray of Frost
Prestidigitation
No Light (Book of Vile Darkness)
Create Water
Dancing Lights
Candlelight (Ghostwalk)
Message
Detect Magic
1st
Cause Fear
Chill Touch
Cold Fire (SpC)
Crunchy Snow (Frostburn)
Darsson’s Chilling Chamber (Shining South)
Ice Dagger (SpC)
Ice Slick (Frostburn)
Magic Weapon
Orb of Cold, Lesser (SpC)
Path of Frost (Dragon Magic)
Ray of Enfeeblement
Snow Sight (Frostburn)
Summon Undead I (SpC)
Winter’s Embrace (SpC)
2nd
Animate Dead
Blood Snow (Frostburn)
Blindness/Deafness
Brumal Stiffening (Frostburn)
Command Undead
Control Temperature (Frostburn)
Corona of Cold (Spell Compendium)
Creeping Cold (Spell Compendium)
Defile Snow and Ice (Frostburn)
Desecrate
False Life
Ghoul Glyph (SpC)
Ghoul Touch
Ice Axe (Spell Compendium)
Ice Blast (Complete Arcane)
Ice Darts (SpC)
Icicle (Frostburn)
Kelgore's Grave Mist (Player's Handbook II)
Numbing Sphere (Frostburn)
Obscuring Snow (Frostburn)
Scare
Summon Undead II (SpC)
Resist Energy
Zone of Glacial Cold (Frostburn)
3rd
Arctic Haze (Frostburn)
Bestow Curse
Binding Snow (Frostburn)
Column of Ice (Frostburn)
Death Ward
Defile Snow and Ice (Frostburn)
Frostfell Slide (Frostburn)
Glacial Globe of Invulnerability (Frostburn)
Glyph of Warding
Hailstones (SpC)
Hypothermia (SpC)
Ice Shape (Frostburn)
Ice Web (Frostburn)
Magic Vestment
Magic Weapon, Greater
Meld into Ice
Sheltered Vitality (SpC)
Shivering Touch (Frostburn)
Sleet Storm
Summon Undead III (SpC)
Vampiric Touch
4th
Boreal Winds (Frostburn)
Creeping Cold, Greater (SpC)
Cursed Blade (SpC)
Fear
Fire Shield
Freeze Armor (Frostburn0
Greater Magic Weapon
Hibernal Healing (Frostburn)
Ice Storm
Ice Shield
Ice Ship (Frostburn)
Mind Frost (Frostburn)
Orb of Cold (SpC)
Permanency
Snow Wave (Frostburn)
Summon Undead IV (SpC)
Wall of Ice
5th level
Call Avalanche (Frostburn)
Circle of Death
Cold Snap (SpC)
Cone of Cold
Contagion, Mass (SpC)
Create Undead
Dispel Fire (Frostburn)
Fire Shield, Mass (SpC)
Freezing Fog (SpC)
Gelid Blood (Frostburn)
Glyph of Warding, Greater
Kiss of the Vampire (Libris Mortis)
Polar Ray
Summon Undead V (SpC)
Symbol of Weakness
Symbol of Fear
Waves of Cold (Frostburn)
6th Level
Algid Enhancement (Frostburn)
As the Frost (PHB II)
Awaken Undead (SpC)
Barghest’s Feast (SpC)
Bestow Curse, Greater (SpC)
Blizzard (Frostburn)
Control Undead
Create Undead, Greater
Death Dragon (SpC)
Death Hail (Frostburn)
Freezing Glance (Frostburn)
Fleshshiver (SpC)
Heat Drain (SpC)
Heartfreeze (Frostburn)
Ice Castle (Frostburn)
Raise Ice Forest (Frostburn)
Symbol of Death
Uttercold Knight ACF
You focus your strength in empowering yourself not attracting others.
Requires: Lord of the Uttercold levels 1, 3, 6, 7, 9, 19 and 20.
Benefit: At the given levels, you do not gain Rime Dragon, Inspirational Fighting, Undead Commander, Undead Legion, Great Leader or Legendary Commander.
Instead, you gain the following abilities.
At 1st level you gain a variant of rime dragon. This ability works exactly the same as rime dragon but its damage is increased to 1d6/class level and has its saving throw DC increased by 2. This ability also has an additional bonus to its bullrush check equal to 1/2 your charisma modifier.
At 3rd level you gain the ability to add your full charisma modifier to your attack rolls and to your initiative checks.
At 6th level you gain the ability to activate your rime dragon ability directly after a full attack as a swift action. This rime dragon deals half normal damage. This ability can be used a number of times per day equal to your charisma modifier.
At 7th level and every three levels after you can choose a bonus feat from fighter bonus feat list instead of the normal bonus feat list for Lords of the Uttercold.
At 9th level you gain the ability “Frostfel Aura”. You gain an aura that strips
enemies of their strength and dexterity. Every round in this aura enemies need to make a fort save dc 5 + 1/2 class level + charisma modifier or take 1 point of strength and dexterity damage. The radius of this aura is 10ft per class level. In addition, anyone who takes ability damage from this aura has any resistance to cold they may have suppressed for one minute.
At 19th level you gain the ability to fire off two rime dragons with one standard action. No one target can take damage from more than one rime dragon but they can be bull rushed by multiple.
At 20th level you become an enhanced being and a truly formidable foe. You gain the evolved undead template three times.
Goals for this Class: I was hoping to make a high end tier 3 class that focused around having a lot of undead minions while still being able to do something himself. I also liked the idea of a melee class that kept darting around the battlefield so I attempted to merge them creating a high mobility undead commander of sorts.
Obviously this class needs a lot of scrutiny by the DM because if the player has all of his undead minions with him during each encounter not only is it going to slow down the game considerably but it will likely be somewhat unbalanced in the first few encounters until the enemies can counter the large force. The DM should encourage defending the base with assorted minor intrusions from thieves, bandits, and adventurers trying to loot things or similar goals. This class has the same issues as the leadership feat itself does so the player should work with the DM to set up expectations for how they plan to use their followers and whether or not that fits into the DM's story/campaign.
The reason for the keep and other leadership bonuses is so that the player can actually have a fortress under his control with a large sized army in it. As well the stronghold being a resting place for the other members of the party.