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    Default Lord of the Uttercold 3.5 Base Class PEACH

    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 Lord of the Uttercolds 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. Lord of the Uttercolds 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 it's 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 Lord of the Uttercolds 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. Lord of the Uttercold's tend to be more lawful than chaotic because of their service in an armed military and kingdom.

    Religion: Lord of the Uttercolds 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 Lord of the Uttercolds 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: Lord of the Uttercold's 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 an 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
    Lord of the Uttercolds have the following game statistics.
    Abilities: Charisma is the most important ability for Lord of the Uttercolds. 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. Constitituion 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), 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
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th

    1st|
    +0
    |
    +2
    |
    +2
    |
    +0
    |Tomb Tainted Soul,Marshal Aura, Control Water and Ice, Rebuke Undead|-|-

    2nd|
    +1
    |
    +3
    |
    +3
    |
    +0
    |Rime Dragon |-|0|-

    3rd|
    +2
    |
    +3
    |
    +3
    |
    +1
    |Frost Blade|-|1|-|-

    4th|
    +3
    |
    +4
    |
    +4
    |
    +1
    |Inspirational Fighting|-|1|-|-|-

    5th|
    +3
    |
    +4
    |
    +4
    |
    +1
    |Flash Step, Animate Dead|-|1|0|-|-|-

    6th|
    +4
    |
    +5
    |
    +5
    |
    +2
    |Undead Commander|-|1|1|-|-|-|-

    7th|
    +5
    |
    +5
    |
    +5
    |
    +2
    |Boreal Winds, Bonus Feat|-|2|1|-|-|-|-|-

    8th|
    +6
    |
    +6
    |
    +6
    |
    +2
    |Boreal Haze|-|2|1|0|-|-|-|-|-|-

    9th|
    +6
    |
    +6
    |
    +6
    |
    +3
    |Undead Legion|-|2|1|1|-|-|-|-|-|-

    10th|
    +7
    |
    +7
    |
    +7
    |
    +3
    |Dragon Form, Bonus Feat|-|2|2|1|-|-|-|-|-|-

    11th|
    +8
    |
    +7
    |
    +7
    |
    +3
    |Uttercold Dragon|-|3|2|1|0|-|-|-|-|-

    12th|
    +9
    |
    +8
    |
    +8
    |
    +4
    |Guardian Wings|-|3|2|1|1|-|-|-|-|-

    13th|
    +9
    |
    +8
    |
    +8
    |
    +4
    |Bonus Feat|-|3|2|2|1|-|-|-|-|-

    14th|
    +10
    |
    +9
    |
    +9
    |
    +4
    |Tundra Revenant|-|3|3|2|1|0|-|-|-|-

    15th|
    +11
    |
    +9
    |
    +9
    |
    +5
    |Greater Rebuke|-|4|3|2|1|1|-|-|-|-

    16th|
    +12
    |
    +10
    |
    +10
    |
    +5
    |Bonus Feat|-|4|3|2|2|1|-|-|-|-

    17th|
    +12
    |
    +10
    |
    +10
    |
    +5
    |Greater Dragon Form|-|4|3|3|2|1|-|-|-|-

    18th|
    +13
    |
    +11
    |
    +11
    |
    +6
    |Great Leader|-|4|4|3|2|1|-|-|-|-

    19th|
    +14
    |
    +11
    |
    +11
    |
    +6
    |Bonus Feat|-|4|4|3|2|2|-|-|-|-

    20th|
    +15
    |
    +12
    |
    +12
    |
    +6
    |Legendary Commander|-|4|4|4|3|2|-|-|-|-[/table]

    Class Features
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    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. An 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.

    Tomb Tainted Soul (Su): Gains tomb tainted soul as a bonus feat. Also any cold damage done by the Lord of the Uttercold may be treated as if affected by the Lord of the Uttercold feat, that is half of its damage is negative energy.

    Rebuke Undead (Su): As cleric.

    Control Ice (Su): As an at will move action the Lord of the Uttercold can manipulate ice or water. 1 5-foot cube per 3 levels with a minimum of 1 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. The ice is slow moving and this ability can not be used to encase creatures in ice. Any creature can simply move out of the way of the water or ice to an adjacent square before the water or ice surrounds them.

    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. This aura only affects the Lord of the Uttercold, his undead minions and his successor. Also at level 10 every aura also give fast healing equal to the Lord of the Uttercold’s charisma modifier.

    Rime Dragon (Sp): As an at will standard action the Lord of the Uttercold can freeze the water in the surrounding air and form a dragon made of pure ice that he can send at his foes. The dragon can fly for 5ft for every class level and is formed from the Lord of the Uttercold’s blade and is 5ft / 5 levels wide (Minimum 5ft wide). The dragon can take any path as long as it only moves the allowed distance. Anyone hit by the dragon makes a reflex save or take 1d6/2 class levels worth of cold damage. A save (DC 10 + 1/2 Class Level + Charisma Modifier) reduces the damage by half. Regardless of the save anyone hit by the dragon makes a bull rush check against the dragon failure means that they are pushed to the edge of the dragon’s range. If they hit a wall or other sturdy object they take 1d6 damage per 20 feet pushed. The object takes the damage as well.

    The dragon has a bull rush modifier equal to the Lord of the Uttercold's Charisma Modifier + 5 + 4 per 5 class levels.

    Frost Blade (Su): Any melee weapon grows to better suit the Lord of the Uttercold’s soul. The weapon grows a spiked chain at the hilt/end of the weapon, that can be used as an extra attack. The chain attacks at the Lord of the Uttercold's highest attack bonus. The chain deals 1d6 damage + ½ strength and has the same critical chance as the weapon. Every time it hits an opponent they need to make a reflex save or have either one arm or leg frozen. The save dc is 10 + ½ class level + charisma modifier. If an arm is frozen they can’t wield a two handed weapon or a second weapon until they break the ice as a move action (dc 5 + Charisma Modifier, strength check) and if a leg is frozen they move at ¼ normal speed. Also the weapon now grants 10 cold resistance resistance. This increases to 20 at 6th level, 30 at 11th and 40 at 15th.

    Inspirational fighting (Ex): Add half of the Lord of the Uttercold's charisma modifier to initiative and attack rolls for the Lord of the Uttercold.

    Flash Step (Su): The Lord of the Uttercold can teleport a short distance as a swift action. Can move 5ft per class level in one jump and 30ft per class level in one encounter.

    Animate Dead (Sp): The Lord of the Uttercold can use animate dead as a spell like ability 1 day/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. Also 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 etc. Also the character gains funds for building a keep as landlord (Stronghold Builder's Guide). This does not stack with the actual Landlord feat.
    The Lord of the Uttercold gains the service of a successor; treated as a living cohort that has to be a lord of the uttercold. The successor can not get undead leadership nor can it get followers through leadership. The successor must be a lord of the uttercold and can not have the Uttercold Knight ACF.

    Boreal Winds (Sp): 1/Day per charisma modifier the Lord of the Uttercold can use boreal winds as a standard action with a caster level equal to his HD. However, this spell like ability does not knock creatures back.

    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 corpse crafter 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 invisible targets within this range. Activating this ability is a swift action and deactivation is a free action. Other Lord of the Uttercolds also see through this affect. 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 Legion (Su): The Lord of the Uttercold can now control 4 + ½ his charisma modifier of undead per caster level with animate dead. Also he can make a charisma check each day to either increase or decrease his leadership score and his undead cap based on this chart. The Lord of the Uttercold can take 7 on this check. Once a day the Lord of the Uttercold can choose to make this check again. Any undead that are lost control of are turned to dust. The Lord of the Uttercold chooses which undead die.


    {table=head]Result|Effect|
    1-5|
    1/4 animate dead HD Cap and -10 on leadership score
    |
    6-10|
    ½ animate dead HD cap and – 5 on leadership score
    |
    11-15|
    Normal
    |
    16-20|
    1.5 animate dead HD cap and + 3 on leadership
    |
    21-25|
    2 times animate dead HD cap and + 5 on leadership
    |
    26+|
    3 times animate dead HD cap and + charisma on leadership
    |[/table]

    Dragon Form (Su): As a move action the Lord of the Uttercold can gather ice and water in the air around him to transform him into a more powerful form. He gains + 4 strength + 4 dexterity and + 4 natural armor. This last 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 natural 20 critical strike freezes the target and turns them to ice a fort save equal to dc 10 + ½ HD + charisma modifier negates this affect. All natural weapons count as magic for the purpose of overcoming damage reduction.

    Uttercold Dragon (Sp):The Lord of the Uttercold can now have his Rime Dragon stay as a summoned creature after using his Rime Dragon ability. The Dragon is summoned where the Rime Dragon stops it bull rush attempt and the Dragon has a standard action left in the round. The Dragon is summoned as a Juvenile White Dragon but made of complete ice and it's breath attack deals half negative energy damage. The dragon lasts for 1 round/charisma modifier and there can only be one dragon at a time. No summoned dragon has a caster level for casting Sorcerer Spells but they still have their spell like abilities. The Lord of the Uttercold gets a circumstance modifier equal to 1/2 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 3 times an encounter.

    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 is usable 1/Encounter/Charisma Modifier.

    Guardian Wings (Ex): While in Dragon Form he gains wings that allow him to fly with perfect maneuverability at 60ft move speed and use his flash step once a round as a free action.

    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 Rebuke (Ex): The character can now control 2 times his rebuking level in Rebuked undead.

    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 +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: Wall of Ice, Cold Orb (Spell Compendium), Ice Storm, and As the Frost (Players Handbook II). Save DC's are Charisma Based.

    The form also can be used once every five minutes instead of once per encounter.

    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.

    Legendary Commander (Ex): Becoming a true leader the Lord of the Uttercold becomes able to call and maintain a much large force of undead. The Lord of the Uttercold now gains the epic feat Legendary Commander despite not meeting the prerequisites and no longer needs twice as much leadership to increase his leadership score past 25.


    Spell List
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    1st
    Cause Fear
    Chill Touch
    Cold Fire (SpC)
    Crunchy Snow (Frostburn)
    Ice Slick (Frostburn)
    Orb of Cold, Lesser (SpC)
    Ray of Enfeeblement
    Snow Sight (Frostburn)

    2nd
    Blood Snow (Frostburn)
    Blindness/Deafness
    Brumal Stiffining (Frostburn)
    Command Undead
    Creeping Cold (Spell Compendium)
    Desecrate
    False Life
    Ghoul Touch
    Kelgore's Grave Mist (Player's Handbook II)
    Obscuring Snow (Frostburn)
    Scare
    Winter's Embrace (SpC)

    3rd
    Artic Haze (Frostburn)
    Binding Snow (Frostburn)
    Column of Ice (Frostburn)
    Death Ward
    Defile Snow and Ice (Frostburn)
    Hypothermia (SpC)
    Meld into Ice
    Sheltered Vitality (SpC)
    Shivering Touch (Frostburn)
    Sleet Storm
    Vampiric Touch


    4th
    Boreal Winds (Frostburn)
    Creeping Cold, Greater (SpC)
    Fear
    Frostfell Slide (Frostburn)
    Greater Magic Weapon
    Hibernal Healing (Frostburn)
    Ice Storm
    Ice Shield
    Ice Ship (Frostburn)
    Magic Vestment
    Mind Frost (Frostburn)
    Orb of Cold (SpC)


    5th level
    Blizzard (Frostburn)
    Call Avalanche (Frostburn)
    Cold Snap (SpC)
    Cone of Cold
    Create Undead
    Freezing Fog (SpC)
    Gelid Blood (Forstburn)
    Ice Castle (Frostburn)
    Polar Ray
    Wall of ice



    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. This ability also has an additional bonus to it's bull rush check equal to 1/2 your charisma modifier.
    At 3rd level you gain the ability to add full your charisma modifier to hit 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 1/2 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 Lord of the Uttercolds.
    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.
    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 tier 2-3 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.

    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 be incredibly overpowered. The player should probably only keep the strongest undead with him and his successor to keep gameplay running smoothly.

    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.


    Okay thanks for reading. Please comment and critique it. Also English is not my first language so if there are grammar mistakes or parts that are confusing please let me know so I can fix them.
    Last edited by Silva Stormrage; 2014-02-06 at 04:18 AM.
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    Default Re: Uttercold Marshal 3.5 Base Class PEACH

    No cantrips?

    So they can only ever wield a chain that deals 1d6 damage? the origional weapon is subsumed?

    Can you clarify artic pillar (glowing circle on the ground) What kind of action is it?

    Why would he ever take 7 to decrease his leadership score?

    Dont name wings of cover wings of cover allowing you to use wings of cover
    (kinda confusing, see?)

    Ice mirrors-does he have to be fused into one?

    ill get more comments up in a bit

    Looks very cool!
    Last edited by Demidos; 2011-04-17 at 06:07 PM.
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    Default Re: Uttercold Marshal 3.5 Base Class PEACH

    Quote Originally Posted by Demidos View Post
    No cantrips?

    So they can only ever wield a chain that deals 1d6 damage? the origional weapon is subsumed?

    ill get more comments up in a bit

    Looks very cool!
    And no no cantrips

    No the chain gets added to the weapon, it basically grows out of the hilt/end of the weapon. Ill make it clearer.

    Fixed the name, I renamed it guardian wings.

    No he doesn't have to be fused into one, I don't see why he wouldn't be though.
    Last edited by Silva Stormrage; 2011-04-17 at 06:33 PM.
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    ...Silva, you are a scary person.
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    Default Re: Uttercold Marshal 3.5 Base Class PEACH

    some abilities like demonic mirror are from naruto isnt it?
    Last edited by umbrapolaris; 2011-04-18 at 07:56 AM.
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    Default Re: Uttercold Marshal 3.5 Base Class PEACH

    Could you re-order the class features list so that it follows the order of the table. It's confusing as written. Also, what is a Nightmare Sculptor?

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    Default Re: Uttercold Marshal 3.5 Base Class PEACH

    Quote Originally Posted by UserClone View Post
    Could you re-order the class features list so that it follows the order of the table. It's confusing as written. Also, what is a Nightmare Sculptor?
    Whoops, sorry I copy and pasted the order from another homebrew so that I would make sure the format correctly I will fix that and the table now.


    And actually Demonic Ice Mirror's was the only one I stole from Naruto, I did steal others from bleach though .
    Last edited by Silva Stormrage; 2011-04-18 at 09:29 AM.
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    Default Re: Uttercold Marshal 3.5 Base Class PEACH

    This is AWESOME. I love it. It goes well with the other official and homebrew necromancer classes, and the Uttercold flavor goes very well.
    Last edited by Gideon Falcon; 2011-04-18 at 02:52 PM.

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    Default Re: Uttercold Marshal 3.5 Base Class PEACH

    Quote Originally Posted by Gideon Falcon View Post
    This is AWESOME. I love it. It goes well with the other official and homebrew necromancer classes, and the Uttercold flavor goes very well.
    Thank you for the complement . And which other GITP homebrew necromancer classes were you talking about? I tried to base this one of some classes from the Tome of Necromancy but I really couldn't find any here. Glad to know they work well together though .
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    Default Re: Uttercold Marshal 3.5 Base Class PEACH

    Any comments on the actual mechanics of the class? Did I do a decent job of getting it in the tier low 2- high 3 range. Any class features look overpowered?
    Quote Originally Posted by Hazuki View Post
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    Default Re: Uttercold Marshal 3.5 Base Class PEACH

    Quote Originally Posted by Silva Stormrage View Post
    Any comments on the actual mechanics of the class? Did I do a decent job of getting it in the tier low 2- high 3 range. Any class features look overpowered?
    I think this does a decent job of getting it in the tier range you were looking for. Still, with the Rime Dragon: I think this could go other places than just being an explodable dummy. I'd suggest being able to make it a minion at some point, as a dragon minion made out of ice sounds pretty cool.
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    Default Re: Uttercold Marshal 3.5 Base Class PEACH

    Having it be a mount would also reek of epicness.

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    Default Re: Uttercold Marshal 3.5 Base Class PEACH

    Quote Originally Posted by Elfstone View Post
    Having it be a mount would also reek of epicness.
    As would being able to fuse with it.
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    Default Re: Uttercold Marshal 3.5 Base Class PEACH

    Quote Originally Posted by Pyromancer999 View Post
    As would being able to fuse with it.
    Hrm... It would make you rather vulnerable to fire which I am opposed too... But yes, it would be interesting. Id prefer it to just act like a scrying spell and you can see everything though its eyes. And let it cart you around.

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    Default Re: Uttercold Marshal 3.5 Base Class PEACH

    Quote Originally Posted by Pyromancer999 View Post
    I think this does a decent job of getting it in the tier range you were looking for. Still, with the Rime Dragon: I think this could go other places than just being an explodable dummy. I'd suggest being able to make it a minion at some point, as a dragon minion made out of ice sounds pretty cool.
    That is a good idea I will work in it at 16th level because all that is gained is a bonus feat at that level. I'll make it a temporary minion, probably some type of cold dragon depending on the Marshal's alignment. Thank you for the feedback.

    For the mount idea maybe allowing the Marshal to ride it as it bull rushes targets allowing him to charge with it? Adding a clause that pounce couldn't be used of course. After its summoned I don't see a reason he couldn't mount it. Of course I would need to add ride to his class skills.
    Last edited by Silva Stormrage; 2011-04-21 at 12:54 PM.
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    Default Re: Uttercold Marshal 3.5 Base Class PEACH

    Yeah, you could also extend its duration and let it not be required to bull rush. Let it be a mount for a bit and either explode in a shower of ice, or kamakazi dive bomb a target(or bull rush, if on the ground). Give the class a nice boost to combat power.

    Also, why not allow pounce. Its not that horrible? And he could do it from a mount anyway.

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    Default Re: Uttercold Marshal 3.5 Base Class PEACH

    Quote Originally Posted by Elfstone View Post
    Yeah, you could also extend its duration and let it not be required to bull rush. Let it be a mount for a bit and either explode in a shower of ice, or kamakazi dive bomb a target(or bull rush, if on the ground). Give the class a nice boost to combat power.

    Also, why not allow pounce. Its not that horrible? And he could do it from a mount anyway.
    I will think about it, the ice dragon idea is really cool. Just want to think about how to do it well.

    I didn't want to allow pounce because dealing 1d6/2 class levels + bull rush + full attack as a standard action seemed a bit strong.
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    Default Re: Uttercold Marshal 3.5 Base Class PEACH

    Oh its at will.... Oh...

    Well just say the improved version can only be used x/encounter. Where x is Class level over some number. Probably 5. Or make it 2, and per day.

    Also, consider making it a move action to mount the ice dragon.

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    Default Re: Uttercold Marshal 3.5 Base Class PEACH

    Quote Originally Posted by Elfstone View Post
    Oh its at will.... Oh...

    Well just say the improved version can only be used x/encounter. Where x is Class level over some number. Probably 5. Or make it 2, and per day.

    Also, consider making it a move action to mount the ice dragon.
    Ya thats the problem right there . Ya a limit on the summon would probably be a good idea I will probably update it later today.

    Isn't it already a move action to mount?
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    Default Re: Uttercold Marshal 3.5 Base Class PEACH

    Yeah, but you said as a standard action so I assumed you weren't making it follow rules. So in order to have that kinda damage, it would be full round. If not more. Because summoning, then mounting, then charging...

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    Default Re: Uttercold Marshal 3.5 Base Class PEACH

    Quote Originally Posted by Elfstone View Post
    Yeah, but you said as a standard action so I assumed you weren't making it follow rules. So in order to have that kinda damage, it would be full round. If not more. Because summoning, then mounting, then charging...
    Ahh I see the disconnect. I was suggesting allowing the Marshal to ride the dragon when first created as a bull rushing suicide bomb and getting one charge attack from it. If it is normally mounted than ya pounce is fine.
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    Default Re: Lord of the Uttercold 3.5 Base Class PEACH

    Updated:
    Changed the Name of the Class to Lord of the Uttercold (Sounds Better IMO)
    Removed Arctic Pillar: To easy to make it so opponents die no save.
    Added Uttercold Dragon: Rime Dragon can now be kept as a summon.
    Added Ride to the Lord of the Uttercold's skill list.
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    Default Re: Lord of the Uttercold 3.5 Base Class PEACH

    Is the Rime Dragon bullrush supposed to be charisma modifier, or your flat charisma score?
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    Default Re: Lord of the Uttercold 3.5 Base Class PEACH

    Quote Originally Posted by Vulaas View Post
    Is the Rime Dragon bullrush supposed to be charisma modifier, or your flat charisma score?
    Oh nice catch, Charisma Modifier. I will change that now.
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    Default Re: Lord of the Uttercold 3.5 Base Class PEACH

    That is the most badass picture of that boy from Bleach I've seen so far.

    I like like class, although I am a bit leery about 3/4 BAB, although it does have lots of powerful abilitys.

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    Default Re: Lord of the Uttercold 3.5 Base Class PEACH

    Quote Originally Posted by Hazzardevil View Post
    That is the most badass picture of that boy from Bleach I've seen so far.

    I like like class, although I am a bit leery about 3/4 BAB, although it does have lots of powerful abilitys.
    I know right? It took me a bit after looking at it to realize it WAS Toshiro.

    Ya I know the 3/4 does hurt but since he gets such a large amount of minions and inspirational fighting lets him boost his attack bonus plus with dragon form he gets extra attacks. I don't view it as such a large problem.
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    Default Re: Lord of the Uttercold 3.5 Base Class PEACH

    Just curious, is he assumed to know all spells on his list that he can cast?
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    Default Re: Lord of the Uttercold 3.5 Base Class PEACH

    Quote Originally Posted by Six View Post
    Just curious, is he assumed to know all spells on his list that he can cast?
    Wow I can't believe I didn't see that before. Yes he knows all the spells on his spell list similar to beguiler dread necromancer and warmage.
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    Default Re: Lord of the Uttercold 3.5 Base Class PEACH

    Quote Originally Posted by Silva Stormrage View Post
    Wow I can't believe I didn't see that before. Yes he knows all the spells on his spell list similar to beguiler dread necromancer and warmage.
    Alrighty. Let me just say that this might be my favorite class, homebrew or otherwise, ever.
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    Default Re: Lord of the Uttercold 3.5 Base Class PEACH

    Quote Originally Posted by Six View Post
    Alrighty. Let me just say that this might be my favorite class, homebrew or otherwise, ever.
    Well thank you for the high compliment . If you ever use him please tell me how it goes. Unfortunately for me I have not yet found a dm that will allow him. Turns out basing a class around leadership and having a fortress isn't that great of an idea when a lot of dm's just ban leadership with no thought behind it...
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    Default Re: Lord of the Uttercold 3.5 Base Class PEACH

    I'm already in two games that are searching for DM's in which I have a request up to try it out, so if I get a chance, I'll let ya know.

    Edit: Got him approved in one as a Sorcerer Gestalt. His crunch is effectively done, so you can take a look at Victor Ivanovich Straud du Cherbourg
    if you like.
    Last edited by Six; 2011-08-21 at 02:44 PM.
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