Shadowbranch1
14th December 2005, 04:53 PM
Frost Shamans
The tribal society of Frost Shamans is an exclusive group of mages and sorcerers dedicated to the elemental forces of water and more specifically ice. They are a tight knit group of people dedicated to their craft. They stand in direct opposition to the Servants of the Flame. The battles and interactions between the two are legendary. The only thing that keeps the more organized and unified group from eradicating the chaotic Servants of the Flame is their low numbers. The Society is only found in the northern continent of Glasswall, although travelers have started to spread the ways.
The originator of the society was a member of the Tribe of the Wolverine, a man named Crandall. He was a vicious warlord and sorcerer of his tribe. He sought to slay the invaders of his homeland led by a powerful Wizard dedicated to the powers of Fire. The wizard was a man by the name of Diovo.
Diovo had been run from his homeland of Cavalcante by the might of the armies of Falx after he tried to overthrow the baron of his province. Taking flight, he ended up in Glasswall. Thinking the continent full of savages, he summoned several of his brothers from the cult known as the Servants of the Flame. They in turn gathered all the support that they could and invaded Glasswall in mass.
The armies of Diovo swept across the plains of Glasswall. They killed everyone and everything that they encountered. Those who were not killed were made slaves, or worse sacrificed to the foul powers of the Flame. The barbarians of the steppes could not gather their strength fast enough to repel the attacks. It seemed that the Servants of the Flame would successfully take the region from the people.
Crandall gathered together the strongest sorcerers of his tribe. He visited the chieftains of the other tribes and suggested a truce be made between the tribes. The tribes, all with the exception of the Tribe of the Elk agreed and the truce was made.
Crandall asked that the tribal warriors advance on the intruders base camps. As the warriors began to advance Crandall and the others called upon the spirits of their ancestors. The pleaded that the ancestral spirits grant them the power over their environment, the one thing that they knew the Flame mages were vulnerable to.
The pleas of the sorcerers worked all too well. The Frost Shamans (As they were soon called) called down upon the flame mages a force more powerful than even they could have imagined. Unfortunately it also caused a major calamity. The life of Crandall was sacrificed (By his own choice) to the ancestral spirits in return for the power to drive off the intruders. The force that the Frost Shamans called was so strong that it not only wiped out the intruders, but it also killed all the warriors of the assembled tribes.
This led to a serious distrust of all the tribes towards one another, and also the purge of the Frost Shamans. The assembled tribes blamed the entire calamity solely on the Frost Shamans, regardless of the end that it accomplished. This nearly led to the extinction of the Society, but several survived. It is they who are the progenitors of the society today.
Requirements
Knowledge (Arcana): 10 ranks
Knowledge (The Planes): 5 ranks
Spellcraft: 5 ranks
(Wizard) Knowledge of at least 3 Cold based spells, one of which must be 4th level or higher.
(Sorcerer) Knowledge of at least 1 Cold spell of levels 1 thru 3
Alignment: Any Lawful
Feats: Empower spell
Class Skills: Concentration, Knowledge (all), Craft, Spellcraft, Perform (Ancestral Rituals), Bluff, Use Magic Device, Diplomacy
Weapons and Armor: The Frost Shamans are proficient with all simple weapons.
Hit Dice: 1D4
Skill points at each level: 2 + Int modifier
Level - Base Attack Bonus - Fort Save - Ref Save - Will Save - Caster Level
1____________+0________________+2_________+0______ ___+0____+0
2____________+1________________+3_________+0______ ___+0____+1
3____________+1________________+4_________+1______ ___+1____+1
4____________+2________________+4_________+1______ ___+1____+1
5____________+2________________+4_________+1______ ___+1____+1
6____________+3________________+5_________+2______ ___+2____+1
7____________+3________________+5_________+2______ ___+2____+1
8____________+4________________+6_________+2______ ___+2____+1
9____________+4________________+6_________+3______ ___+3____+1
10___________+5________________+7_________+3______ ___+3____+1
Special Abilities
1st..........Cold Resistance / 10
2nd.........Cast Water spells as 1 level higher
3rd..........Cold Resistance / 15
4th..........Frost Touch
5th..........Cold Resistance / 20
6th..........Frost Weapon
7th..........Cast Water spells as 2 levels higher
8th..........Summon Water Elemental 1 / day
9th..........Cold Subtype
10th.........Ice Form
Special Penalties:
Caster may not learn or employ any spell that has the "Fire" descriptor.
If the character misses a saving throw versus a fire based spell, they take an additional 1 point of damage per die due to the conflicting energies of Water vs. Fire
Ability Descriptions:
Cold Resistance / 10: The 1st level character gains a cold resistance that absorbs the first 10 points of cold damage done to the character. This ability is always in effect, and does not stack with any other abilities or spells.
Increased Elemental Knowledge: The 2nd level character has increased his knowledge of the element of water (Ice). He is able to cast all cold based spells as if he were 1 level higher than his actual level. This affects range, duration, damage, etc…
Cold Resistance / 15: The 3rd level character gains a cold resistance that absorbs the first 15 points of cold damage done to the character. This ability is always in effect, and does not stack with any other abilities or spells.
Frost Touch: The character has become so in touch with the essence of ice that they can coat their hands with the essence of cold. Anything the character touches will take 1d4 cold damage. Objects will be affected as if they were exposed to freezing temperatures. This can be dispelled at will.
Cold Resistance / 20: The 5th level character gains a Cold resistance that absorbs the first 20 points of Cold damage done to the character. This ability is always in effect, and does not stack with any other abilities or spells.
Frost Weapon: The 6th level character is able to transfer the essence of Ice to any weapon he uses. The weapon is treated as if it were a Frost weapon. This duration of this ability is as long as the Frost Shaman holds the weapon.
Increased Elemental Knowledge: The 7th level character has increased his knowledge of the element of water (Ice). He is able to cast all Cold based spells as if he were 2 levels higher than his actual level. This affects range, duration, damage, etc…
Summon Water Elemental: The 8th level character is able to summon a Water Elemental of great strength 1/day. The elemental will be subservient and friendly towards the character. Control of the summoned Elemental may not be taken away from the character. This ability functions in all other ways as a "Monster Summoning 6" spell. The elemental summoned will be large with maximum hit points. The Elemetal wil be summoned from a part of the Elemental plane that borders the Para-elemental plane of Ice, so it will do an additional +2 cold damage with each hit.
Cold Subtype: The 9th level character has such an understanding of the element of Ice that natural cold will no longer harm him. He has effectively gained the Cold Subtype and all of its bonus' and penalties.
Ice Form: The 10th level character can assume the form of Ice 1/day for a 10 minute duration. During this time he has Immunity to all cold, natural and magical. He also has a Damage reduction of 30 / +1. He may make unarmed attacks for 2D6 damage. Anything he touches will be affected as if it had been exposed to -100 degree temperatures.
The tribal society of Frost Shamans is an exclusive group of mages and sorcerers dedicated to the elemental forces of water and more specifically ice. They are a tight knit group of people dedicated to their craft. They stand in direct opposition to the Servants of the Flame. The battles and interactions between the two are legendary. The only thing that keeps the more organized and unified group from eradicating the chaotic Servants of the Flame is their low numbers. The Society is only found in the northern continent of Glasswall, although travelers have started to spread the ways.
The originator of the society was a member of the Tribe of the Wolverine, a man named Crandall. He was a vicious warlord and sorcerer of his tribe. He sought to slay the invaders of his homeland led by a powerful Wizard dedicated to the powers of Fire. The wizard was a man by the name of Diovo.
Diovo had been run from his homeland of Cavalcante by the might of the armies of Falx after he tried to overthrow the baron of his province. Taking flight, he ended up in Glasswall. Thinking the continent full of savages, he summoned several of his brothers from the cult known as the Servants of the Flame. They in turn gathered all the support that they could and invaded Glasswall in mass.
The armies of Diovo swept across the plains of Glasswall. They killed everyone and everything that they encountered. Those who were not killed were made slaves, or worse sacrificed to the foul powers of the Flame. The barbarians of the steppes could not gather their strength fast enough to repel the attacks. It seemed that the Servants of the Flame would successfully take the region from the people.
Crandall gathered together the strongest sorcerers of his tribe. He visited the chieftains of the other tribes and suggested a truce be made between the tribes. The tribes, all with the exception of the Tribe of the Elk agreed and the truce was made.
Crandall asked that the tribal warriors advance on the intruders base camps. As the warriors began to advance Crandall and the others called upon the spirits of their ancestors. The pleaded that the ancestral spirits grant them the power over their environment, the one thing that they knew the Flame mages were vulnerable to.
The pleas of the sorcerers worked all too well. The Frost Shamans (As they were soon called) called down upon the flame mages a force more powerful than even they could have imagined. Unfortunately it also caused a major calamity. The life of Crandall was sacrificed (By his own choice) to the ancestral spirits in return for the power to drive off the intruders. The force that the Frost Shamans called was so strong that it not only wiped out the intruders, but it also killed all the warriors of the assembled tribes.
This led to a serious distrust of all the tribes towards one another, and also the purge of the Frost Shamans. The assembled tribes blamed the entire calamity solely on the Frost Shamans, regardless of the end that it accomplished. This nearly led to the extinction of the Society, but several survived. It is they who are the progenitors of the society today.
Requirements
Knowledge (Arcana): 10 ranks
Knowledge (The Planes): 5 ranks
Spellcraft: 5 ranks
(Wizard) Knowledge of at least 3 Cold based spells, one of which must be 4th level or higher.
(Sorcerer) Knowledge of at least 1 Cold spell of levels 1 thru 3
Alignment: Any Lawful
Feats: Empower spell
Class Skills: Concentration, Knowledge (all), Craft, Spellcraft, Perform (Ancestral Rituals), Bluff, Use Magic Device, Diplomacy
Weapons and Armor: The Frost Shamans are proficient with all simple weapons.
Hit Dice: 1D4
Skill points at each level: 2 + Int modifier
Level - Base Attack Bonus - Fort Save - Ref Save - Will Save - Caster Level
1____________+0________________+2_________+0______ ___+0____+0
2____________+1________________+3_________+0______ ___+0____+1
3____________+1________________+4_________+1______ ___+1____+1
4____________+2________________+4_________+1______ ___+1____+1
5____________+2________________+4_________+1______ ___+1____+1
6____________+3________________+5_________+2______ ___+2____+1
7____________+3________________+5_________+2______ ___+2____+1
8____________+4________________+6_________+2______ ___+2____+1
9____________+4________________+6_________+3______ ___+3____+1
10___________+5________________+7_________+3______ ___+3____+1
Special Abilities
1st..........Cold Resistance / 10
2nd.........Cast Water spells as 1 level higher
3rd..........Cold Resistance / 15
4th..........Frost Touch
5th..........Cold Resistance / 20
6th..........Frost Weapon
7th..........Cast Water spells as 2 levels higher
8th..........Summon Water Elemental 1 / day
9th..........Cold Subtype
10th.........Ice Form
Special Penalties:
Caster may not learn or employ any spell that has the "Fire" descriptor.
If the character misses a saving throw versus a fire based spell, they take an additional 1 point of damage per die due to the conflicting energies of Water vs. Fire
Ability Descriptions:
Cold Resistance / 10: The 1st level character gains a cold resistance that absorbs the first 10 points of cold damage done to the character. This ability is always in effect, and does not stack with any other abilities or spells.
Increased Elemental Knowledge: The 2nd level character has increased his knowledge of the element of water (Ice). He is able to cast all cold based spells as if he were 1 level higher than his actual level. This affects range, duration, damage, etc…
Cold Resistance / 15: The 3rd level character gains a cold resistance that absorbs the first 15 points of cold damage done to the character. This ability is always in effect, and does not stack with any other abilities or spells.
Frost Touch: The character has become so in touch with the essence of ice that they can coat their hands with the essence of cold. Anything the character touches will take 1d4 cold damage. Objects will be affected as if they were exposed to freezing temperatures. This can be dispelled at will.
Cold Resistance / 20: The 5th level character gains a Cold resistance that absorbs the first 20 points of Cold damage done to the character. This ability is always in effect, and does not stack with any other abilities or spells.
Frost Weapon: The 6th level character is able to transfer the essence of Ice to any weapon he uses. The weapon is treated as if it were a Frost weapon. This duration of this ability is as long as the Frost Shaman holds the weapon.
Increased Elemental Knowledge: The 7th level character has increased his knowledge of the element of water (Ice). He is able to cast all Cold based spells as if he were 2 levels higher than his actual level. This affects range, duration, damage, etc…
Summon Water Elemental: The 8th level character is able to summon a Water Elemental of great strength 1/day. The elemental will be subservient and friendly towards the character. Control of the summoned Elemental may not be taken away from the character. This ability functions in all other ways as a "Monster Summoning 6" spell. The elemental summoned will be large with maximum hit points. The Elemetal wil be summoned from a part of the Elemental plane that borders the Para-elemental plane of Ice, so it will do an additional +2 cold damage with each hit.
Cold Subtype: The 9th level character has such an understanding of the element of Ice that natural cold will no longer harm him. He has effectively gained the Cold Subtype and all of its bonus' and penalties.
Ice Form: The 10th level character can assume the form of Ice 1/day for a 10 minute duration. During this time he has Immunity to all cold, natural and magical. He also has a Damage reduction of 30 / +1. He may make unarmed attacks for 2D6 damage. Anything he touches will be affected as if it had been exposed to -100 degree temperatures.