Shiver – The Frozen

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Shiver the Frozen

     The Graveknight known as Shiver was once a great hero, but now haunts the realms as an even greater evil. Atavan Tanner came from humble beginnings, the son of a tanner and a weaver, growing up in the small mountain town of Penry. His early life was that of a normal peasant, hard and toilsome but with great love from his family.

     His teenage years are when trouble entered his life. Behind the local tavern, he learned to love the roll of the dice and the sound they made as they clattered over a plank of wood. After some small bit of luck, he lost everything. Then he lost even more trying to get it back. Indebted to a local criminal, his meager take of his father’s tannery could not pay his debts. Hoping to make some quick money, he signed on with the Raven’s Wings, a mercenary corps that was passing through.

     Life with the Raven’s Wings was not glorious nor particularly profitable for Arthan. Most of his money went to pay his gambling debts. What he did learn from the Raven’s Wings was how to fight and how to be brave. He was a natural with a sword and shield and with training became one of the best in the corps. He learned when to charge and when to run.
But the Wings’ days were numbered. Being on the wrong side of a losing battle was a danger for any mercenary and the Raven’s Wings were scattered at the battle of Amory Pass. Atavan escaped the ambush that crushed the army and the Raven’s Wings by being on supply train guard duty. Having learned when to flee, he ran.

     For the next few years Atavan made his living as a bodyguard for a mage named Fecliss. Fecliss’ search for knowledge and the need to explore long abandoned or forbidden places lead them to seek out the help of others among their allies were Katarina Rillspring, Esther Harsin, Galen and Fareth Cloudspring, and Livera Darkweave.

     The team worked well together and were a force for good in the world, saving villages, righting wrongs and putting down many of the evils that sprang up in the world. Everything went well for a couple years until an obscure artifact named the Black Heart of Cho fell into their hands. Fecliss obsessed over the item and took the group into more and more dangerous situations in search of similar relics to learn the Heart’s secrets.
During the course of their adventures, Atavan and Katarina become romantically involved, but when Fecliss discovers Katarina has a rare magical bloodline, he kidnaps her, hoping to use her to finally unleash the power of the Heart.

     Atavan pursues his former friend and employer through the mountains and finally catches up to him in the battle scarred ruins of Amory Pass. Heavy with the snows of winter, Fecliss calls down an avalanche upon Atavan while he makes his escape.

     Atavan, buried beneath the snows of the pass, knows that he will not last long in the suffocating cold and calls upon the goddess of the snows to help him rescue his love from Fecliss, no matter what the cost. He dies buried beneath hundreds of tons of snow and is reborn as a Graveknight in her service.

     Shiver as he’s been renamed, tracks Fecliss to his mountain fortress and battles his way into where the mage is using the Black Heart of Cho to steal the magic from Katarina’s blood. A battle takes place and Shiver kills Fecliss. That’s when the Black Heart truly activates, fulfilling its true purpose and turns Fecliss into a Lich. With his new powers, Fecliss defeats the wounded Shiver, making him watch as he traps Katarina’s soul in the Black Heart and escapes out into the Frostreaver Mountains.

     Shiver vowed to release Katarina’s soul and tracks Fecliss as he moves throughout the world and planes, using whatever means necessary to defeat his enemy and release his love.

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Shiver the Frozen

Shiver the Frozen    CR 17

XP 102,400

Male human graveknight fighter (shielded fighter) 16 (Pathfinder RPG Advanced Player’s Guide 108, Pathfinder RPG Bestiary 3 138)

LE Medium undead (humanoid, human)

Init +6; Senses darkvision 60 ft.; Perception +20

Aura sacriligious aura (DC 15)


AC 35, touch 14, flat-footed 33 (+12 armor, +2 deflection, +1 Dex, +1 dodge, +4 natural, +5 shield)

hp 181 (16d10+96)

Fort +16, Ref +9, Will +11 (+4 vs. fear); +4 bonus vs. channeled energy

Defensive Abilities active defense, channel resistance +4, rejuvenation; DR 10/magic; Immune cold, electricity, undead traits; SR 28


Speed 30 ft. (20 ft. in armor)

Melee +1 frost keen longsword +18/+13/+8/+3 (1d8+23/17-20 plus 1d6 cold) or

+1 heavy shield bash +23 (1d8+13) or

slam +14 (1d4+9)

Special Attacks channel destruction – cold, devastating blast – cold, shield buffet, shield fighter


Str 26, Dex 15, Con —, Int 14, Wis 15, Cha 18

Base Atk +16; CMB +19; CMD 43 (39 vs. awesome blow, 39 vs. bull rush, 39 vs. dirty trick, 39 vs. disarm, 39 vs. drag, 39 vs. feint, 39 vs. grapple, 39 vs. overrun, 39 vs. pull, 39 vs. push, 39 vs. reposition, 39 vs. steal, 39 vs. sunder, 39 vs. trip)

Feats Bashing FinishAPG, Dodge, Greater Shield Focus, Greater Shield SpecializationAPG, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Improved Initiative, Improved Iron Will, Improved Shield Bash, Iron Will, Missile ShieldAPG, Mounted Combat, Power Attack, Ride-by Attack, Shield Focus, Shield Master, Shield Slam, Shield SpecializationAPG, Toughness, Two-weapon Fighting, Weapon Focus (longsword), Weapon Specialization (longsword)

Skills Acrobatics -3 (-7 to jump), Appraise +7, Bluff +9, Climb +16, Diplomacy +9, Intimidate +31, Perception +20, Ride +24, Sense Motive +15

Languages Abyssal, Celestial, Common

SQ graveknight armor, phantom mount, undead mastery

Other Gear +3 full plate, +1 bashing mithral heavy steel shield, +1 frost keen longsword, boots of speed, cloak of resistance +2, ring of protection +2, 500 gp

Special Abilities

Active Defense +4 (Ex) Swift action to share dodge bonus with adjacent ally or 1/2 bonus with all.

Bashing Finish Whenever you score a critical hit with a melee weapon, you can shield bash the same target as a free action.

Boots of speed (10 rounds/day) Affected by haste

Channel Destruction – Cold (+4d6) (Su) Add 4d6 cold damage to all weapon attacks.

Channel Resistance +4 +4 bonus to save vs. Channel Energy.

Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Devastating Blast – Cold (10d6 cold, 3/day, DC 15) (Su) 30′ cone deals 10d6 cold damage.

Graveknight Armor Armor acts as phylactery and must destroy utterly to kill a graveknight.

Greater Shield Specialization (Heavy Shield, 1/day) +2 AC vs. critical confirmations, negate 1 critical/day.

Immunity to Ability Drain Immunity to ability drain

Immunity to Bleeds You are immune to bleeds.

Immunity to Cold You are immune to cold damage.

Immunity to Death Effects You are immune to death effects.

Immunity to Disease You are immune to diseases.

Immunity to Electricity You are immune to electricity damage.

Immunity to Energy Drain Immune to energy drain

Immunity to Exhausted You are immune to the exhausted condition.

Immunity to Fatigue You are immune to the fatigued condition.

Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.

Immunity to Nonlethal Damage You are immune to Nonlethal Damage

Immunity to Paralysis You are immune to paralysis.

Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.

Immunity to Poison You are immune to poison.

Immunity to Sleep You are immune to sleep effects.

Immunity to Stunning You are immune to being stunned.

Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.

Improved Shield Bash You still get your shield bonus while using Shield Bash.

Missile Shield (1/round) 1/round, when hit by a ranged weapon, take no damage.

Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.

Phantom Mount (1/hour) (Su) 1/hour, summon a phantom mount using your HD as caster level.

Power Attack -5/+10 You can subtract from your attack roll to add to your damage.

Rejuvenation (Su) Return 1d10 days after being destroyed

Ride-By Attack You can move – attack – move when charging mounted.

Sacriligious Aura (DC 15) (Su) Desecrate in 30 ft, using positive energy in area requires a concentration check.

Shield Buffet (swift action) (Ex) Combat Maneuver check to give foe -2 penalty to AC and attack vs you.

Shield Fighter +3 (Ex) +3 to hit and damage with shields, may alternate weapons during a full attack rather than 2-weapon.

Shield Focus +1 Shield AC

Shield Master No off-hand penalties for shield bashes, add a shield’s enhancement bonus to attack rolls.

Shield Slam Shield Bash attack gives a free bull rush on a hit.

Shield Specialization (Heavy Shield) You have mastered the use of one type of shield.

Prerequisites: Proficiency with selected shield, Shield Focus, fighter level 4th.

Benefit: Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shie

Spell Resistance (28) You have Spell Resistance.

Undead Mastery (80 HD, DC 15) (Su) Control undead within 50′

Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.

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