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Frost Knight

Years after the last of the original blood knights was vanquished, a young paladin would accept the mantle of evil to seek revenge against the demons who threatened his homeland. With the gifts of death at his fingertips, the former champion of good traveled to the frozen reaches of Volwryn, where he would become a scourge to the heroes of that world.

Armor Proficiency

Frost knights are proficient with all types of armor (light, medium, and heavy), but not with shields. This alters the veritus champion’s armor and shield proficiencies.

Runeforging (Ex)

Frost knights pay their blood debt with runes specially crafted during their morning ritual. At 1st level, when a frost knight fills his blood debt each morning, he can immediately dedicate 12 of those points to a single two-handed melee weapon or split between two light or one-handed melee weapons he wields. This functions as sheathed in blood, except the bonuses last until the next time the knight fills his blood debt.

As he gains levels, a frost knight can dedicate more of his blood debt to his weapons with runeforging, in the same way a veritus champion improves his weapon through sheathed in blood.

Beginning at 12th level, a frost knight can take 5 minutes to change the enhancement bonuses and weapon properties applied to his weapons using this ability, so long as the resulting total is the same. This time can be spent in conjunction with scourge of volwryn (see below).

This alters blood debt and sheathed in blood.

Frost Blade (Su)

As long as a frost knight has at least 12 points of his blood debt dedicated to his weapons, they automatically gain the frost weapon property. If he converts points of his blood debt to add that property to a weapon, it gains icy burst instead.

Grip of Death (Su)

At 2nd level, a frost knight gains Improved Drag as a bonus feat. As long as he has at least 12 points of his blood debt dedicated to his weapons, a frost knight can attempt to drag an enemy toward him from up to 30 feet away. The knight doesn’t move when dragging a creature in this way.

At 7th level, the knight gains Greater Drag as a bonus feat.

This replaces Endurance and Die Hard.

Scourge of Volwryn

 At 3rd level, a frost knight can take 5 minutes to tap into the soul of Volwryn from across any planar boundary to transform his power over undeath into something else. When he does, the frost knight becomes his choice of a blood knight or plague knight. He gains those abilities in place of frost blade, cone of cold, frost pillar, ice chains, and aura of the remorseless.

Cone of Cold (Sp)

At 6th level, a frost knight can convert 12 points of his blood debt as a standard action to cast cone of cold as a spell-like ability.

This replaces waves of blood.

Frost Pillar (Su)

At 9th level, as long as a frost knight has at least 12 points of his blood debt dedicated to his weapons, he can cast flame strike as a full-round action. When cast this way, the spell’s damage is half cold damage and half negative energy. The knight can use this ability a number of times per day equal to his Constitution modifier.

At 13th level, the knight can ignore his allies within the area of the spell.

At 17th level, the knight can cast the spell as a standard action instead.

This replaces blood burst at the listed levels.

Ice Chains (Su)

At 11th level, a blood knight can convert 6 points of his blood debt as a standard action to cast entangle. Creatures that fail their saving throw must succeed at a Fortitude save at the same DC or be slowed for the duration and up to 1 round afterward.

This replaces Survivor.

Aura of the Remorseless (Su)

At 15th level, as long as a frost knight has at least 12 points of his blood debt dedicated to his weapons, enemies within 30 feet of him at the start of each of his turns take cold damage equal to the knight’s Constitution modifier and reduce their movement speed by half. The knight can suppress or reactivate this ability as a free action on his turn.

At 18th level, this affects enemies within 50 feet of the knight.

At 20th level, those enemies also take damage equal to the highest enhancement bonus among weapons the knight wields, and the damage counts as both cold and negative energy.

This replaces blood possession.

Section 15: Copyright Notice

The Book of Many Things Volume 2: Shattered Worlds. © 2019-2020, Samurai Sheepdog; Authors: Kevin Glusing.