Winterhaunt

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Requirements

Alignment: Chaotic neutral, chaotic evil, or neutral evil

Skills: Concentration 8 ranks, Knowledge (arcana) 5 ranks, Knowledge (religion) 8 ranks

Feats: Craft Wondrous Item, Piercing Cold

Spells: Able to cast 1st-level divine spells.

Special: The character must successfully create an iceheart. This can be either a minor iceheart or a major iceheart; most prospective cultists opt to create a minor iceheart, naturally. The iceheart, once created, serves as the winterhaunt's badge of office in the cult; if it is lost or destroyed, he must replace it with a new one within a week. Failure to do so results in the loss of all spellcasting and supernatural abilities granted by this prestige class. Regaining these abilities is possible only if the winterhaunt gains a new iceheart and then receives an atonement spell.

Summary

The cult of The Frozen King is a menace not only in the frostfell, but in any region they target with their cold desires. As minions of the Frozen King, the winterhaunts lust for nothing less than eternal winter; they aim to bring down upon the world an eternal ice age, a never-ending winter ruled and maintained by their dread deity. While such grand designs might make one dismiss the cult of the Frozen King as a collection of harmless lunatics, the terrible truth is that they have made significant strides in the frostfell areas of the world . . . many of which were actually created by the cult. Winterhaunts are especially feared in the frostfell for their ability to wield cold magic so powerful in nature that it can even harm creatures normally immune to cold.

Most winterhaunts were either clerics or druids, although a fair number also take several levels of barbarian or ranger to enhance their combat prowess. The most sought-after winterhaunts, though, are wizardly winterhaunts, for the magic they wield is especially potent.

The Frozen King is traditionally a deity of the uldra, although he has always accepted worshipers of all races. Evil uldras remain his most common worshipers, but a fair number of humans, neanderthals, and frost giants worship the Frozen King as well. All prospective winterhaunts must first prove their skill to the Frozen King’s cult by successfully crafting an iceheart, a magic item capable of maintaining supernatural cold in an area and bestowing resistance to cold upon its owner. Supplicants gain the ability to craft this item, even if they are not uldras.

Winterhaunts generally build fortified temples into the sides of glaciers, icebergs, and permanently frozen lakes, constructing huge ice buildings and dungeons in which to dwell. From these icy temple-fortresses they launch attacks on the frostfell, seeking suitable sacrifices for their frigid gods. In particular, they seek out rimefire witches in an eternal holy war to fi nish the job that their deity began so long ago—the final eradication of the cult of Hleid from the ice. Lone winterhaunts are often encountered far from the naturally occurring frostfell regions, in temperate and even tropical regions where they use icehearts to seed magically sustained miniature frostfell areas in their ongoing project to bring down perpetual winter to the world.

Role: Spell DPS

Characteristics: Frigid liches of the arctic wastes bringing frost and a frozen world

Source: Frostburn

Game Rule Information

The Winterhaunt has the following game statistics.

Abilities: Whatever your casting stat is, Constitution to survive the arctic tundra, and Charisma for your auxilary abilities

Alignment: Chaotic Evil, Chaotic Neutral, or Neutral Evil

Hit Die: d8

Starting Gold: N/A

Class Skills

The Winterhaunt's class skills are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), and Spot (Wis)

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Winterhaunt.

Weapon and Armor Proficiency: A Winterhaunt is proficient with all simple weapons and light armor.

Spells per Day/Spells Known: When a new winterhaunt level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class she belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a winterhaunt, he must decide to which class he adds the new level for purposes of determining spells per day and spells known.

Cloak of Winter's Chill Su: As a free action, a winterhaunt can shroud himself in a sphere of cold a number of times per day equal to 3 + his Charisma modifier. This cloak of winter's chill lasts for a number of rounds equal to the winterhaunt's class level + his Charisma modifier. While cloaked in winter's chill, the winterhaunt gleams with a frosty radiance that is both alluring and terrifying. He gains a +2 profane bonus on Will saving throws and all Charisma-based checks, including all Charisma-based skills and rebuke or command undead checks.

Resistance to Cold Ex: A winterhaunt gains resistance to cold 5 at 2nd level. This increases to resistance to cold 10 at 5th level. This resistance to cold granted to this ability stacks with a character's natural cold resistance, if any.

Frozen Skin Su: At 3rd level, the winterhaunt's skin becomes as hard (and cold) as frozen flesh, while retaining its flexibility. His skin appears to be coated with a fine layer of frost, and flecks of snow seem to float from his flesh at times. He gains a +2 natural armor bonus to his Armor Class, which increases to +4 while he is cloaked in his winter's chill ability.

Coldstrike Su: Starting at 4th level, every time a winter haunt deals cold damage with a spell, spell-like ability, or supernatural ability (including an uldra's icy touch or a white dragon's breath weapon), he deals an additional 1d6 points of cold damage. Magic weapons that deal cold damage (such as frost weapons) do not trigger this additional cold damage, since the source of the cold damage is the weapon itself, not the winterhaunt. The winterhaunt's coldstrike damage increases to +2d6 points of cold damage at 8th level. When his cloak of winter's chill is active, he adds an additional 1d6 points of damage with his coldstrike ability (to a total of +2d6 at 4th level and +3d6 at 8th level).

Constant Piercing Cold Su: At 6th level, all spells with the cold descriptor cast by the winterhaunt are automatically enhanced by the Piercing Cold feat, with no change to the spell's actual level.

Cold Subtype Ex: At 7th level, the winterhaunt gains the cold subtype. He gains immunity to cold, but also has a vulnerability to fire, which means he takes half again as much (+50%) damage as normal from fire, regardless of whether or not a saving throw is allowed, or if the save is a success or a failure.

Summon the Entombed Sp: At 9th level, a winterhaunt gains the spell-like ability to summon one of the entombed to do his bidding. Treat this as a summon monster IX spell, except that the winterhaunt can only summon entombed with it. The caster level of this ability is equal to the winterhaunt's class level plus his Charisma modifier. The winterhaunt may use this spell-like ability once per day.

Wintry Apotheosis Su: At 10th level, the winterhaunt undergoes a powerful and unholy transformation as his flesh and bones become consumed by the frozen wrath of Iborighu, only to be replaced by snowy flesh and icy bones. The winterhaunt has become a powerful supernatural servant of Iborighu. Once this apotheosis takes place, the winterhaunt's type changes to elemental, and he gains the evil subtype. As a being composed of living, profane ice and snow, he is immune to poison, sleep effects, paralysis, and stunning. He is also not subject to extra damage from critical hits or flanking. The winter haunt cannot be raised, reincarnated or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life). The winterhaunt also gains dark vision out to 60 feet. The winterhaunt's natural weapons, as well as any weapons he wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Table 1-1: Winterhaunt Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special Spells per Day
1st +0 +2 +0 +2 Cloak of winter's chill +1 spell of existing class
2nd +1 +3 +0 +3 Resistance to cold 5 +1 spell of existing class
3rd +1 +3 +1 +3 Frozen skin +1 spell of existing class
4th +2 +4 +1 +4 Coldstrike +1d6 +1 spell of existing class
5th +2 +4 +1 +4 Resistance to cold 10 +1 spell of existing class
6th +3 +5 +2 +5 Constant Piercing Cold +1 spell of existing class
7th +3 +5 +2 +5 Cold subtype +1 spell of existing class
8th +4 +6 +2 +6 Coldstrike +2d6 +1 spell of existing class
9th +4 +6 +3 +6 Summon the entombed +1 spell of existing class
10th +5 +7 +3 +7 Wintry apotheosis +1 spell of existing class