¤The Exile of the Black Ice 
Well nigh five hundred years ago, a young adult silver dragon survived the attack of the Great Red Wyrm, Incinaarathious, who slaughtered Silzerqueivryn's clutch of dragons. Injured and pursued, the silver dragon headed to Frozen North, to the colder climates the Reds abhorred. Deep in the frozen wastes, Silzerqueivryn discovered a forgotten monastery, home to an order of shamed and excommunicated monks. Curious about these creatures, thinking to recover and heal, he changed his shape to match their own, and he entered the keep, as an old human male

None questioned his arrival, for it was a common occurrence for outcasts to come and go as they pleased. He followed their ways for many years and in creating his own fighting style, found a blessed stability to his wandering path. After a time the other monks took notice of his martial exercises, the way he would use he own secret dragon-born abilities, sliding and skating on surfaces devoid of any ice and his ability to ignore the worst of the wastelands blizzards. Soon the outcast monks began to emulate his strange skills, sharing his talent for "skating on thin ice", imbuing their blows with freezing cold, and gaining some small portion of his resistance to the cold. 

For many, many decades, Silzerqueivryn developed his monk skills as well as those of his humanoid companions, improving and perfecting their skills. The monks eventually labeled themselves the Exiles of the Black Ice and took a pilgrimage, back the Silzerqueivryn's former home. They found Incinaarathious asleep. Being a Noble silver dragon, Silzerqueivryn's woke the chaotic and evil dragon with a bellowed challenge. The battle that followed was bloody and not without casualties. Though many perished that day, the Exiles of the Black Ice won the day. Silzerqueivryn and his followers have since moved a portion of the combined Red & Silver Dragon hordes to the monastery, which has since grown and prospered. 

Through extensive study and training, the Exile of the Black Ice gains greater understanding of the supernatural ability to control and utilize his inner ki. They have learned to focus this inner ki and are able dramatically drop the temperatures around them, freezing moisture in the air. The Exile of the Black Ice has perfected this ability and can use this "Cold Ki" for a strikingly wide array effects, up to and including the ability to damage an opponent by releasing the "cold ki" energy in his own body. The order in itself has no affiliation to any particular political view or religion, though all of its followers hate and despise all Red Dragons. An Exile will willingly sacrifice their own life when battling red dragons, but only if their sacrifice takes the dragon with them.

Most Exiles of the Black Ice are monks, since their mastery of the Cold Ki is a natural extension of the monks own class abilities. Fighters, rangers and paladins sometimes become Exiles of the Black Ice and find that the increased mobility and extra damaging attacks have make them more formidable in combat. Rogues enjoy the versatility of the Exiles of the Black Ice mastery of movement and balance. 

Hit Die: d8
Requirements: 
To qualify to become an Exile of the Black Ice, a character must fulfill the following criteria.
Base Attack Bonus: +3
Balance: 8 ranks.
Jump: 8 ranks
Tumble: 8 ranks.
Wilderness Lore: 4 ranks.
Feats: Great Fortitude, Improved Unarmed Strike, Iron Will, Lightning Reflexes 
Special: Must have survived alone in a frozen wasteland for one month.

Class Skills: 
The Exiles of Black Ice class skills are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Use Rope (Dex), Wilderness Lore (Wis)
Skill Points at Each Level: 4 + Int modifier.

Class Features:
Weapon and Armor Proficiency: The Exile of the Black Ice is proficient with all simple and martial and monk weapons, all light and medium armor and shields. (Note: Armor heavier than leather carries a penalty on the Exile of the Black Ice skills in Hide and Move Silent.) 
When and only when the Exile is wearing no armor or shield, he receives the AC bonus listed in Table 3-10 in the Player's Handbook. This bonus stacks with any AC bonus he previously received as a monk. 

Monk Abilities (if applicable): Every Exile of the Black Ice gains the unarmed damage, AC bonus and speed of a monk with as many levels as his Exile of the Black Ice levels plus his monk levels (if any). Add the Exile of the Black Ice levels base attack bonus derived from previous monk levels to that derived from Exile of the Black Ice levels and consult Table 3-10 in the Player's Handbook.
Furthermore, the Exile applies Dexterity and Wisdom bonuses to his AC if unarmored, just as he did as a monk.

Class Features
Level- BAB Fort Ref Will Special 
1st . . +0 . +2 . .+2 . +2 . . ¤ Skating On Thin Ice
2nd . . +1 . +3 . .+3 . +3 . . ¤ Glacial Strike
3rd . . +2 . +3 . .+3 . +3 . . ¤ Aegis of Ice
4th . . +3 . +4 . .+4 . +4 . . ¤ Skating on Black Ice
5th . . +3 . +4 . .+4 . +4 . . ¤ Blizzard Burst
6th . . +4 . +5 . .+5 . +5 . . ¤ Aegis of Ice II
7th . . +5 . +5 . .+5 . +5 . . ¤ Blood Chill
8th . . +6 . +6 . .+6 . +6 . . ¤ Icing Death
9th . . +6 . +6 . .+6 . +6 . . ¤ Aegis of Ice III
10th. .+7 . +7 . .+7 . +7 . . ¤ Black Ice Brand

1). Skating On Thin Ice: (SU) The Exiles of the Black Ice gains greater understanding of the supernatural ability to control and utilize his inner ki. They have learned to focus this inner ki and freeze moisture in the air, creating a thin sheen of ice on virtually any part of his body. Regardless of the amount of friction or heat applied, this thin sheen can renew itself at the Exiles will. The first thing an Exile learns is how slide along solid, rocky or even sandy ground as if on smooth ice. He retains equilibrium by mental desire alone, allowing him to gracefully skate along the ground, turn, or stop suddenly as desired. The Exiles base speed is equal to his normal speed +15. He can skate up or down any incline or decline he could normally walk upon without mishap, though skating up an incline reduces his speed to the normal rate, while skating down a decline adds +30, to the Exiles normal speed. This movement benefit stacks with the increased movement increases monks receive by level. Each day, an Exile of the Black Ice may Skate on Thin Ice for 1 minute (10 rounds) per level (up to a maximum of 10 minutes at 10th level), though the duration need not be consecutive. An Exile no longer needs to make Balance checks when traversing any icy surfaces

2). Glacial Strike: (SU) The Exile of the Black Ice can at will focus his ki and radiate extreme cold, sheathing his hands in icy cold, so his unarmed attacks deal an additional +1d6 points of bonus cold damage on every successful strike. The freezing cold does not harm the Exile. The Exile may use this ability each day for 1 round per Exile of the Black Ice level + 1 round per + in his wisdom modifier, though the duration need not be consecutive.

3). Aegis of Ice: (EX) Having experienced so much cold weather, at 3rd level, the Exile no longer suffers subdual damage from cold climate or cold water. However, he can still be fatigued if he fails his saving throws. This is an extraordinary ability. 
¤ In addition, the Exile of the Black Ice is granted limited protection to damage from cold effects and attacks. Each round, this extraordinary ability absorbs the first 5 points of damage the Exile would otherwise take from a cold based effect, (as if the Exile of the Black Ice had a permanent Endure Elements-Cold spell in effect) regardless of whether the damage is natural or magical. 

4). Skating on Black Ice: (SU) The Exiles presence radiates such a bone numbing cold that he covers a 10-ft. radius of any solid surface beneath his feet with a layer of slippery black ice. This 10-ft radius moves with the Exile. Any creature entering the area or caught in it when the ability is activated must make a successful Reflex save (DC 15 + Exiles of the Black Ice Wisdom modifier) or slip, skid and fall. 
Those that successfully save can move at half speed in and can only take half they're normally allowed actions as long as they remain within 10-ft. of the Exile. However, those that remain in the area must make a new Reflex save every round to avoid falling and become unable to move. Prone opponents cannot use any Dexterity to armor class and the Exile gets an additional +4 to attack his prone opponents. Standing up from a prone position is a move equivalent action. The DM should adjust the saving throws by circumstance. 
The Exile may use this ability each day for 2 rounds per level + 1 round per + in his wisdom modifier, though the duration need not be consecutive.

5). Blizzard Burst: (SU) Superceding the Glacial Strike ability above, the Exile of the Black Ice can sheath his hands in icy cold, adding +1d6 points of bonus cold damage to any successful unarmed attacks. Only now, any strike that scores a critical hit explodes with additional frost damage. The freezing cold does not harm the Exile. The Black Ice Burst deals +1d10 additional points of bonus cold damage on a successful critical hit. The Exile may use this ability each day for 2 rounds per Exile of the Black Ice level + 1 round per + in his wisdom modifier, though the duration need not be consecutive.
¤ An interesting consequence of this ability allows the Exile to bestow the Glacial Strike & Blizzard Burst (Frost/Icy Burst) special ability to any weapon he may have in hand. The weapon remains undamaged by the effect, but it now inflicts +1d6 additional points of frost damage on a successful strike. If the weapon&8217;s critical multiplier is x3, add +2d10 points of bonus cold damage on a successful critical hit. An Exile is also able to bestow the cold energy to bows, crossbows or slings.
¤ This effect cannot be stacked with other Cold/Frost/Icy weapon effects and negates the damage from all other items that possess a permanent elemental (acid, electricity, fire, or sonic) enchantments, canceling out both effects. For instance, an Exile cannot use this ability on a Flame Tongue.

6). Aegis of Ice II: (EX) The Exiles flesh takes on a bluish, icy hue. The Exile can no longer be fatigued by cold climate or water.
¤ In addition, the Exile of the Black Ice is granted greater protection to damage from cold effects and attacks. Each round, this extraordinary ability absorbs the first 12 points of damage the Exile would otherwise take from a cold based effect, (as if the Exile of the Black Ice had a permanent Resist Elements-Cold spell in effect) regardless of whether the damage is natural or magical. 

7). Blood Chill: (SU) The body of an Exile of the Black Ice can generate intense cold, seeming to be wreathed in wispy chilling mist. Any creature striking the Exile of the Black Ice with its body or handheld weapons deals normal damage, but at the same time, the attacker takes 1d6 points of cold damage +1 point per Exile of the Black Ice level. If a creature has spell resistance, it applies to this freezing damage. 
Note that weapons with exceptional reach (spiked chain, two-handed long spear, ect.,) do not endanger their users in this way. The Exile can use this ability each day for 1 round per Exile of the Black Ice level + 1 round per + in his wisdom modifier.
If an Exile has the Blood Chill ability active and is attacked by any Fire based attacks, he only takes half damage. If that attack allows a Reflex save for half damage, The Exile takes no damage on a successful save.

8). Icing Death: (SP) A hail of magical ice shards erupts from the Exile. The shards fly in all directions, hitting everything within a 30-ft. burst radius. The piercing ice shards deal 1d4 points of cold damage +1 of blunt/piercing damage per Exile of the Black Ice level, to a maximum of 10d4+10 (Reflex DC13+ the Exiles Wisdom bonus). The Exile may use this ability once a day at 8th level, twice a day at 9th level and thrice a day at 10th level. (T&B; Icy Burst)

9). Aegis of Ice III: (SU) The Exiles flesh is actually coated in a thin sheen of Ice. This icy armor is equivalent to natural armor and grants the Exile +3 to his Armor Class. 
¤ In addition, the Exile of the Black Ice is granted major protection from to damage from cold effects and attacks. Each round, this extraordinary ability absorbs the first 20 points of damage the Exile would otherwise take from a cold-based effect, regardless of whether the damage is natural or magical. 

10). Black Ice Brand: (SN) The entire body of an Exile of the Black Ice functions like a frost brand sword (DMG, pg. 188) at all times. His attacks always deal +1d6 points of bonus cold damage with each hit. His body sheds light when the air temperature is below freezing. He becomes protected from fire, absorbing the first 10 points of fire damage each round that the Exile would otherwise suffer. The Exile also has a 50% chance of extinguishing any fire into which he passes through. This power extends to a 10-foot radius and includes lasting effects such as wall of fire but excludes instantaneous effects such as fireball, meteor swarm, and flame strike.

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