Meditant of Still Winter (3.5e Prestige Class)

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Author: Eiji-kun (talk)
Date Created: 10-9-16
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A spellcasting prestige class focused on the calm stillness of winter. 10 5 Moderate Good Poor Good Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Alternate Magic, Psionics, Invocations Partial


Meditant of Still Winter[edit]

Silent night, holy night, enemies buried out of sight...
—General Winter, Feytouched Human Meditant of Still Winter, Winter War

In the frozen north, there is a strange peace and calm in the dead winter wastes. The air rarely stirs. Life is silent and in hibernation. The ground is covered in bright white snow. All is at peace. This strange and hostile environment has nevertheless attracted the focus of certain meditative monk-like groups, who ponder the meaning and essence of the still winter and apply it to their own teachings. And for those of the magical sort, those teachings manifest themselves in the form of cold-tinged magic.

Becoming a Meditant of Still Winter[edit]

Entry Requirements
Skills: Knowledge Geography or Knowledge Nature 8 ranks.
Feats: Endurance or Northern Wanderer, SnowcastingFrost.
Spellcasting: Able to cast 3rd level [Cold] spells or powers.

Table: The Meditant of Still Winter

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting or Manifesting
Fort Ref Will
1st +0 +2 +0 +2 Bonus Spell, Endure Winter, Icewalking, Snowball, Snowshoes +1 class level
2nd +1 +3 +0 +3 Aura of Winter, Bonus Spell, Cool Mind +1 class level
3rd +2 +3 +1 +3 Bonus Spell, Summon Sled +1 class level
4th +3 +4 +1 +4 Bonus Spell, Mass Endure Winter +1 class level
5th +3 +4 +1 +4 Bonus Spell, Improved Aura of Winter, Snowman Cohort +1 class level
6th +4 +5 +2 +5 Bonus Spell, Mass Cool Mind, Mass Summon Sled +1 class level
7th +5 +5 +2 +5 Bonus Spell, Ice Sculpting +1 class level
8th +6 +6 +2 +6 Bonus Spell, Frozen Memory +1 class level
9th +6 +6 +3 +6 Bonus Spell, Greater Aura of Winter, Summon Battle Sled +1 class level
10th +7 +7 +3 +7 Bonus Spell, Cold Immunity, Frozen Mind

Class Skills (4 + Int modifier per level.)
Autohypnosis (Wis), Balance (Dex), Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Knowledge (arcana) (geography) (psionics) (nature) (religion) (the planes) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str).

Class Features[edit]

All of the following are class features of the meditant of still winter.

Spellcasting or Manifesting: At each level except the last one, you gain new spells (or powers) per day and an increase in caster level or manifester level (and spells/powers known, if applicable) as if you had also gained a level in a spellcasting/manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting or manifesting class before becoming a meditant of still winter, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Bonus Spell: At each level, the meditant of still winter gains an additional spell (for spellcasters) or power (for manifesters) known from any list from a full casting class (that is, 9th level spells), as long as it has the [Cold] descriptor up to your highest level spell or power known. In the case of spells or powers with multiple functions (such as energy ray) you only learn the [Cold] version of it.

Endure Winter (Ex): You are under a constant endure elements (cold), and gain cold resistance equal to 3 times your class level.

Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the meditant climbs must be icy. In addition, you never need to make balance checks on icy surfaces. It is always in effect.

Snowball (Su): At will, the meditant of still winter can produce and throw magical snowballs as a ranged projectile which they are proficient in. It has a range increment of 50 ft, and deals 1d10 + your highest mental ability modifier (or your Dex modifier if higher) in cold damage. It is a normal ranged attack, not a touch attack, and the snowball melts 1 round after it leaves your hand.

Snowshoes (Ex): The meditant of still winter ignores difficult terrain from any icy or snow-like terrain, magical or otherwise.

Aura of Winter (Su): At 2nd level the meditant of still winter produces a field of cold winter about them as a free action at will, out to a range of 10 ft. The temperature drops to freezing, but otherwise doesn't cause immediate effects. You are protected from heat outside of this aura. Lastly all cold damage you and allies deal gains an additional +1 damage per damage die when cast within your aura.

Cool Mind (Ex): At 2nd level the meditant of still winter gains a +2 bonus on saving throws against spells and effects from the school of enchantment, thanks to their quiet meditations. This counts as Still Mind for the purpose of feats and pre-requisites.

Summon Sled (Sp): The 3rd level meditant of still winter can conjure a spiritual sled carried by dogs, horses, or other more fantastical creatures. Treat this as phantom steed, except you are in a chariot just behind your mount and you are limited to its land speed. You can go prone on your chariot to gain cover. It is a sled, so its land speed only works well on snow, sand, or other soft, slick, or granular surfaces. On other surfaces, its speed is cut in half. You may summon your sled a number of times per day equal to your class level with only one active at a time.

Mass Endure Winter (Ex): The 4th level meditant of still winter can share their comforting cold with others. All allies within 10 ft may benefit from the meditant's endure winter ability, though they only gain 1 cold resistance per class level you possess.

Improved Aura of Winter (Su): The meditant of still winter's aura of winter improves at 5th level. They now may leave snow in their wake wherever they walk, and may choose to have heavy snowfall and slush which leaves difficult terrain, choosing each round as a free action on their turn. This snow quickly melts away 1 round after leaving the aura.

You may now travel over water as if it were land, freezing it below your feet. Due to icewalking, you never need to make balance checks but other creatures must make a DC 10 Balance check or fall prone.

Snowman Cohort: At 5th level, the meditant of still winter may create a snowman companion. Treat this as a skeleton minion, except it is of the Construct type with the Cold subtype, is able to walk on water as well as land, and has the meditant's Snowball class feature (using the meditant's mental ability scores for damage). If destroyed, it can be replaced by forging the new animating components (a old magical top hat, carrot nose, coal, and sticks) with 100 gp and 8 hours of work.

Mass Cool Mind (Ex): At 6th level the meditant of still winter's cool mind ability rises to +4, and any allies within 10 ft instead gain a +2 bonus on saving throws against spells and effects from the school of enchantment. This bonus stacks with Still Mind.

Mass Summon Sled (Sp): The 6th level meditant of still winter can now conjure up to one summon sled per class level, allowing allies to ride their own mounts. This consumes 2 uses of the summon sled ability when used. In addition, the meditant's own mount now has access to all the movement modes of phantom steed.

Ice Sculpture (Sp): The 7th level meditant of still winter can conjure great structures of ice. Treat this as hivecraft, but made of normal ice (hardness 0, 3 hp/inch). Because it's normal ice, it will eventually melt unless in a cold environment. They may use this at will.

Frozen Memory (Su): The 8th level meditant of still winter can create a specialized ice crystal which freezes a copy of their life up to this point over the course of 8 hours. Once created this magical ice crystal can serve as a focus in a revival spell, counting as the meditant's body and removing any XP costs. It also substitutes for 2500 gp in monetary costs for revival. The meditant only remembers hp to 8 hours before their death, all other memory lost. They may only have one in existence at a time.

When you have a frozen memory crystal available, your aging slows to 1/10th as normal.

The frozen memory crystal has hardness 8, 60 hp, and a break DC of 30. It takes full damage from fire damage, and recovers damage from cold damage.

Greater Aura of Winter (Su): The meditant of still winter's aura of winter improves at 9th. As a free action they can choose to have their aura deal 5 cold damage to all creatures in the aura each round, and gain a 20% miss chance against ranged attacks from falling snow and cold wind. At will, they may use control weather at will (cold weather only). When they are using control weather they do not have access to their aura of winter ability.

Summon Battle Sled (Sp): The 9th level meditant of still winter can conjure a combat version of the sled, being pulled by any quadruped creature able to be summoned by summon nature's ally VIII or less. The summoned mount has the statistics normal of that creature, but retains the phantom steed movement modes. This consumes 3 uses of summon sled. Lastly, ally mounts summoned through mass summon sled now have full movement modes of phantom steed.

Cold Immunity (Ex): The 10th level meditant of still winter becomes immune to cold damage.

Frozen Mind (Ex): The 10th level meditant of still winter is eternally calm. They never take morale penalties, and are immune to fear. In addition they now gain SR 10 + HD against all mind-affecting effects.

Campaign Information[edit]

Playing a Meditant of Still Winter[edit]

Combat: You are still a spellcaster, and probably a blaster focused on Cold spells.

Advancement: You're a spellcaster. Keep leveling in casting classes.

Resources: Meditants of Still Winter form monistaries deep in the north, where they meditate like monks on the peace of still winter.

Meditant of Still Winter in the World[edit]

Chill.
—Arnold Snowsaneiger, Half-Orc Meditant of Still Winter

NPC Reactions: If you make another pun about icicles, I swear to god...

Meditant of Still Winter Lore[edit]

Characters with ranks in Knowledge Geography can research meditant of still winters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Geography
DC Result
10 Meditants of Still Winter are cold focused casters who can launch balls of frozen snow and endure the coldest winter, if they do not bring it themselves.
15 They ride magical sleds across ice which forms under their own feet, and sometimes are accompanied by constructs of ice and snow.
20 Powerful meditants may ever become immune to all sources of cold, and can freeze their mind and soul preventing others from breaking their calm demeanor.
30 Those who reach this level of success can research specific meditants of still winter, their locations, behavior, and terrible ice puns they may have made (or other trivia).

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Eiji-kun's Homebrew (5608 Articles)
Eiji-kunv
Article BalanceVery High +
AuthorEiji-kun +
Base Attack Bonus ProgressionModerate +
Class AbilityPrepared Arcane Spellcasting +, Spontaneous Arcane Spellcasting +, Prepared Divine Spellcasting +, Spontaneous Divine Spellcasting +, Alternate Magic +, Psionics + and Invocations +
Class Ability ProgressionPartial +
Fortitude Save ProgressionGood +
Identifier3.5e Prestige Class +
Length10 +
Minimum Level5 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillAutohypnosis +, Balance +, Concentration +, Craft +, Decipher Script +, Handle Animal +, Knowledge +, Listen +, Profession +, Psicraft +, Ride +, Search +, Sense Motive +, Spellcraft +, Spot +, Survival + and Swim +
Skill Points4 +
SummaryA spellcasting prestige class focused on the calm stillness of winter. +
TitleMeditant of Still Winter +
Will Save ProgressionGood +