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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
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
Grave Knight
-
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
Demonic Ice Mirror
-
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
Class Features
Spoiler
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): Gains one minor marshal aura per 5 levels. This aura only affects the Lord of the Uttercold, his undead minions and his successor. Also at level 10 the auras 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. 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 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.
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
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 the spell wings of cover once a round as a reactive non-action.
Grave Knight (Su): The Lord of the Uttercold gains the Grave Knight template. Instead of gaining rejuvenation he gains a phylactery like a lich. The Lord of the Uttercold does not gain the Undead Mastery feature, any bonus feats or spell resistance. http://www.d20pfsrd.com/bestiary/mon...aveknight-cr-2
Greater Rebuke (Ex): The character can now control 2 times his rebuking level in Rebuked undead.
Demonic Ice Mirrors (Su): Creating a series of mirrors made of ice around the foe in a 30-foot radius it creates the perfect prison. The Lord of the Uttercold can fuse into a mirror making the mirror act as a shield for the Lord of the Uttercold. The Lord of the Uttercold can teleport to any mirror as a free action 3 times a round even when not on his turn. There are 20 mirrors in total and each one has hp equal to ½ of the Lord of the Uttercold. In order to leave the prison anyone trapped inside has to break all the mirrors or teleport out. You can however phase through the mirrors from the outside to enter the area. Each mirror is healed from frost and negative energy damage. The ice mirrors have fire vulnerability. Anyone in the area takes 8d6 damage every round, half as negative energy and half as frost. This counts as continuous damage for concentration purposes. This lasts until canceled. This is usable once an encounter.
Great Leader (Ex): All followers have + 1 level. For example all level 1 followers are now level 2.
Legendary Commander (Ex): The Lord of the Uttercold now gains the epic feat Legendary Commander and no longer needs twice as much leadership to increase his leadership score past 25.
Spell List
Spoiler
1st
Chill Touch
Ray of Enfeeblement
Ice Slick
Snow Sight
Crunchy Snow
Cause Fear
5th level
Create Undead
Cone of Cold
Blizzard
Wall of ice
Call Avalanche
Ice Castle
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.
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 .
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?
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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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.
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.
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.
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.
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...
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.
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.
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.
Just curious, is he assumed to know all spells on his list that he can cast?
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Credit for the awesome avvie goes to emporer Ing.
TO EVERYONE: My life has taken a turn for the busy, and I have more things on my plate than I expected. I WILL respond to EVERYTHING, but I need some extra time and patience. Thank you all, in advance. Giantitp folk tend to be understanding and I'm infinitely grateful.
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.
__________________
Credit for the awesome avvie goes to emporer Ing.
TO EVERYONE: My life has taken a turn for the busy, and I have more things on my plate than I expected. I WILL respond to EVERYTHING, but I need some extra time and patience. Thank you all, in advance. Giantitp folk tend to be understanding and I'm infinitely grateful.
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...
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.
__________________
Credit for the awesome avvie goes to emporer Ing.
TO EVERYONE: My life has taken a turn for the busy, and I have more things on my plate than I expected. I WILL respond to EVERYTHING, but I need some extra time and patience. Thank you all, in advance. Giantitp folk tend to be understanding and I'm infinitely grateful.