Korovia - Free License Fantasy World

Korovia - The Free License Fantasy World

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Ice Knight

The Ice Knights are a group of clerics and paladins who worship one of Korovia's most powerful deities: Asheila. Some wizards who specialize in ice spells also worship Ashelia. Ice Knights prefer to fight with Lance or spear whenever possible. Otherwise, swords are their secondary weapon. They rarely ever use missile weapons except for spears.


Hit Die: d8
Requirements: Lawful Good, Cold Resistance Feat, proficiency with spear or lance. Ice Knights wear ONLY white and blue. They utterly refuse to wear any other colour.
Class Skills: 4 Skill Points/level. The ice knight gains access to cleric or paladin skills.
Weapon & Armour Proficiency: If they do not already have it, they gain proficiency with all martial melee weapons.
Spells per Day: When a new Ice Knight level is gained, the character gains new spells per day as if she had also gained a level in a spellcaster class they already have. She does not however gain any other abilities that she would have gained from that class.

Level    Base Attack Bonus    Fort Reflex Will Special                                                  Spells per Day
1st                    +1                       +2      +0      +2 Ice Knight Resistance, Wind Domain               +1 level 
2nd                   +2                       +3      +0      +3 Bonus Spell                                                      +1 level 
3rd                    +3                       +3      +1      +3 Ice Domain                                                       +1 level 
4th                    +4                       +4      +1      +4 Bonus Spell                                                      +1 level 
5th                    +5                       +4      +1      +4 Cold Immunity                                                  +1 level 


Ice Knight Resistance: The character suffers only half damage from cold or wind effects (including spells and breath weapons) due to divine intervention.
Wind Domain: The Ice Knight gains bonus spells per day from the Wind Domain.
Bonus Spells: The Ice Knight gains one bonus arcane or one bonus divine spell that they can cast 1/day, and can be cast without preparation (as if they were a Sorcerer). This spell must be a cold or wind spell, and must be one level lower than their highest level spell. Once chosen, this spell can never be changed.
Ice Domain: The Ice Knight gains access to the Ice Domain, but does not gain extra ability to cast them. Instead they must choose between the Ice and Cold domains for their daily allotment.
Cold Immunity: The Ice Knight gains complete immunity to cold effects and cold spells.