[Tome] Wintersmith

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Dominicius
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[Tome] Wintersmith

Post by Dominicius »

A little forward, I have nothing against the Snowscaper or the Snowsoul (or the Cold Dude), in fact, I think they are very good and I took a lot of materials from those classes to make this one, so credit given where credit is due. However, I have my own vision for the concept that I wanted to realize.


Wintersmith
"Cool with me."

Hit Die: d6
Base Attack Bonus: 1/2
Good Saving Throws: Will
Skill Points: 6+Int
Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Swim (Str), Intimidate (Cha), Bluff (Cha) Knowledge (All) (Int), Balance (Dex), Hide (Dex), Move Silently (Dex), Sense Motive (Wis), Disguise (Cha), Listen (Wis), Spot (Wis), Tumble (Dex) and Spellcraft (Int).
Level:Abilities:
1:Cold Snap, Ice Craft, Ice Magic, Freeze, Cold Resistance
2:Skate, Bonechilling, Calming Aura
3:Magic Ice, Brain Freeze
4:Cold Immunity, Clinging Frost
5:Cone of Cold, Polar Ray
6:Eternal Ice, Summon Snow
7:Wall of Ice, Ice Detonation
8:Living Ice, Frostrend
9:City of Ice, Ice Mirrors
10:Body of Ice/Heart of Ice, Stasis
11:Summon Blizzard, Animate Snow
12:Soul Ice
13:Inhibitor
14:Ice Assassin
15:Black Ice

Class Features

Weapon and Armor Proficiency: The winter smith is proficient with all simple weapon as well as light and medium armor. He also counts as proficient with any type of Ice Craft equipment and never suffers any penalties for wielding it, especially not size penalties or throw penalties.

Cold Snap (Sp): As an immediate action you can deal 1d6+your level cold damage to a target within close range. A reflex save negates the damage completely.

Ice Craft (Sp): With an attack action (that does not provoke an attack of opportunity) you can craft an item of up to small size out of solid ice. You can also attack with said item as part of the attack action used to craft it, such weapons deal normal physical damage and an extra 1d6 cold damage to your enemies per 3 levels (rounded up). If you make an armor or any other worn item you can create it already worn on your body. The other limit on what you can craft is the crafting DC itself, if your int score is higher than the DC to craft an item then you can craft it with this skill. If your Int score is higher by 5 points then the DC then the finished item is masterwork quality. Ice Craft armor cannot replicate the level benefits of Tome Armor. Finally you can also launch items you have created out to close range as part of the attack action used to craft them and you can use your Int mod for determining your AB. Especially aerodynamic items like arrows (for projectiles like this the Wintersmith can choose what bow they are launched from to determine damage, provided that he is able to craft it) or a javelin can be launched out to medium range but in either case, items must start out touching you. Ice Craft items are non-magical ice that can have the consistency and strength of steel, iron, cloth, wood, glass, stone or actual ice and only lasts for one minute outside of a cold environment. Ice Craft items are slippery as hell and those walking on/holding them must make a Reflex save each round or fall prone/drop the item, unless the Wintersmith specifies an item to be non-slippery upon creation. These items can't be used by anyone other than the Wintersmith and he can use them regardless of their size. Any such item weighs only 1 pound when wielded by the Wintersmith.

Freeze (Su): When a Wintersmith inflicts cold damage on any target, whether with his class abilities or another source of cold if the target is left at 0 hp or lower it becomes frozen similar to flesh to stone, except with ice. If not thawed then the target dies in ten minutes, to thaw a target you need a steady source of warmth similar to the heat of a desert, so a fireball won't cut it, but if such a source is provided then the target will thaw after one minute. The remaining ice sculpture can be shattered by inflicting 1 point of damage but all magical equipment on the target will remain unharmed. The Wintersmith can also thaw a target instantly by touching it. The freeze threshold is increased by 4 for every point of Int mod or every level of the Wintersmith, whichever is less.

Ice Magic (Ex): A Wintersmith is considered to have every spell with the Cold Descriptor on his spell list for the purpose of activating magic items.

Cold Resistance (Ex): A Wintersmith has a Resistance to Cold equal to twice his level. His skin also feels chilly to the touch.

Skate (Su): The Wintersmith may Skate at will, as per the psionic power, on a line of ice she creates ahead of her as she moves. The trail remains iced over for one round. This may also be used on natural ice or even water.

Bonechilling (Ex): A Wintersmith can chill a creature's bones through its natural defenses. Any time he attempts to inflict cold damage on anything, no more than half of it can be negated by immunity or resistance to cold, and he bypasses the first five points of cold resistance a creature has, or the first five points of an object's hardness. He can exempt any number of creatures from this ability, including himself.

Calming Aura (Su):
The Wintersmith surrounds himself with an aura that calms emotions in the heat of battle. All allies within close range of the Wintersmith can always take 10 on concentration checks. The Wintersmith himself can cast Calm Emotions as a spell-like ability at will out to close range that does not require concentration and lasts for one minute.

Magic Ice (Su): The items made by Ice Craft are now magical and can provide a minor bonus as decided by the Wintersmith. Ice Craft can now make medium items and all crafted object count as magical rather than mundane.

Brain Freeze (Sp):
The Wintersmith can freeze the thoughts of a target. This is similar to the Brain Lock psionic power except that it already counts as being augmented to affect all possible targets.

Cold Immunity (Ex):
A Wintersmith becomes immune to cold.

Clinging Frost (Su): When you inflict cold damage on an enemy you add one pound of ice for every three points of cold damage they sustain. A Strength check (DC 10 + your Int mod) is required to break away any such ice, which can be attempted once as a free action at the start of a round. If an enemy chooses to spend a full round action removing ice from his body then he gets a +4 bonus to his Str check. Finally, you can have the items you craft stick to other surfaces freely, even acting as glue between objects or creatures. Creatures get a Reflex save to avoid this and if successful, prevent the ice from forming. Even if they fail they can still break away the ice normally on the following rounds. If tasked to bear a load the ice uses your Int score as its Str score adjusted by its size and the breaks if pushed into heavy load.

Cone of Cold (Sp): A Wintersmith can use Cone of Cold at will as a standard action with no damage cap.

Polar Ray (Sp):
A Wintersmith can use Polar Ray out to Long range at will as a full-round action with no damage cap.

Eternal Ice (Su): Ice Craft items will no longer melt after one minute outside of a cold climate and become immune to all mundane fire. Ice Craft can now make large items and the items made can be used by anyone.

Summon Snow (Sp): As a full-round action, the Wintersmith may make it snow in a 1 mile per level radius, in as wide or as small an area as you want. This ability creates an inch of snow every hour for 24 hours or until you tell it to stop, the temperature also becomes cold. This ability can only be used once per week.
Snowy weather also no longer impairs your vision.

Wall of Ice (Sp): The Wintersmith gains Wall of Ice as an at-will spell-like ability.

Ice Detonation (Sp): With an attack action the Wintersmith can detonate an item he created with Ice Craft to inflict 1d6 per level piercing damage to anything within 30 feet, Reflex save for half damage. The radius goes up and down by 10 feet for each size category of the item away from medium, up to a minimum of 5 feet.

Living Ice (Su): When you using Ice Craft you can opt to create a number of living ice creatures instead of objects. These are completely identical to their monster manual entries except they lose all supernatural and spell-like abilities, gain the construct template and the cold sub-type and all damage they deal is cold damage. The Total CR of such creatures cannot exceed your CR-4. Ice Craft can now make huge items.

Frostrend (Su): A target that takes any amount of cold damage from you must make a fortitude save at the end of it's turn or be affected as per the slow spell for one minute and those that succeed are immune to this ability for one minute. This also affects objects and your cold attacks now deal full damage to objects.

City of Ice (Su): By meditating for 1 hour you can craft 100 objects at once with an attack action via Ice Craft anywhere within Long Range with the condition that must cling firmly to a surface and you have line of effect to it. You retain this ability as long as you keep using Ice Craft each round. No ice can be formed in squares occupied or adjacent to living creatures and things crafted this way can't be Detonated.

Ice Mirrors (Su): You can craft special mirrors using Ice Craft. The Wintersmith and all his equipment can pass through two mirrors he has previously crafted as if it was a gate spell. He can also take one other willing creature with him per level. The mirrors can also be used by the Wintersmith to use the Scry spell at will. These mirrors must always be firmly attached to a surface and remain unmoving or they shatter. The Wintersmith knows if one of the mirrors is somehow shattered.

Body/Heart of Ice (Ex): The Wintersmith can choose between having an Ice Body or an Ice Heart. Once this choice is made it is irreversible.

Body: The Wintersmith can perform a ritual that puts his beating heart into a body made of living ice. The new body will then assume the form of the previous body, mimicking it perfectly. With this new body the Wintersmith no longer needs to eat, breath, drink or sleep and he becomes immune to any effect requiring a Fortitude save unless it also affects objects. Finally, the Wintersmith can use Ice Craft to repair his new body, healing his level in damage with each attack action but he has no more natural healing. At this point the Wintersmith does not suffer age penalties but can still die from old age, although his lifespan is doubled.

Heart: Alternatively, the Wintersmith can replace his living heart with a megical chunk of Ice. This grants him total immunity to critical hits, moral effects, fear and a permanent Mind Blank effect. The Wintersmith can no longer die from old age but his body will still accumulate age penalties, although only half the normal rate.

Stasis (Su): Whenever the Wintersmith freezes someone with his freeze ability he can prevent them from dying and instead enter a period of stasis where they remain perfectly alive but unconscious for as long as the Wintersmith wishes. During this time the creature does not age and has any physical needs suspended. Such a creature can still be thawed normally and instead of shattering, inflicting damage on it will cause the creature to wake up. If the creature was willing then at the Wintersmith's option they can thaw whenever they wish. Any willing target can be frozen with a touch after concentrating for 1 minute.

Summon Blizzard (Sp): Works as Summon Snow but the wind speed can be raised up to Hurricane speed and creates Heavy Snow that leaves one inch of snow per minute while the temperature is set to freezing. All creatures and objects in the radius take 1d4 points of cold damage every minute. Summon Snow can now be used at any time.

Animate Snow (Sp): You create a single Animated Object out of snow of a size up to your ability to Ice Craft with a full round action. Such an animated object lasts while you concentrate and for one minute afterwards. The snow creature gains the cold and ooze types and gains the Engulf and Acid abilities of the Gelatinous Cube but all damage is converted to cold damage. It gains a fly speed of 60 with perfect maneuverability and the Wintersmith can freely 'ride' the animated snow while concentrating. Also, the hardness of such animated snow does not apply against fire damage.

Soul Ice (Su): Your Ice Craft items now have parts of your soul infused in them. By spending 100 xp (or a given amount of time in Tome games) you can craft an item that has the properties of a Wall of Force, making it nearly impossible to destroy, it will also block divination and teleportation through it. You can also trap souls in fist sized chunks of ice ten minutes after a creature is killed. Ice Craft can now make gargantuan items.

Inhibitor (Su): Whenever a Wintersmith deals cold damage to a creature, the creature is frozen to the plane of existence it currently occupies. Any attempts to move that creature via teleportation or planar travel before the Wintersmith's next turn must make a caster level check (DC 11 + Wintersmith level), or fail as though the target was dimensionally anchored. Frozen or Stasis creatures suffer this effect for as long as the Wintersmith wishes.

Ice Assassin (Sp): A Wintersmith can create an Ice Assassin over the course of one hour. The Ice Assassin has all the same stats and abilities as the Wintersmith, despite obviously being made of ice. It lacks all class features from the Wintersmith class that are granted at above 10th level, and all abilities from other classes that take more than a free action to activate. The Assassin obeys the Wintersmith completely via telepathy. The Assassin lasts for 8 hours and only one Assassin can be active at any time.

Black Ice (Sp): The ultimate art of frost magic creates ice so cold that even light is frozen when it touches it. Focusing for one full round action the Wintersmith can craft a single item out of Black Ice and attack with it should he wish it. Such an item can only be used by the Wintersmith or his Ice Assassin and lasts for only two minutes before shattering, during which time it is completely indestructible and radiates an intense frost out to 60 feet. Upon striking a target, the item shatters and the target is killed instantly. This is both a [Death] and a [Cold] effect. Those who resist this effect still suffer normal weapon damage but it is fully converted into cold damage. If dropped into water it is enough to freeze a sea, if hit upon the ground it can freeze the earth out to a 1000 miles. The Wintersmith can have only one item made of Black Ice at any given time. Ice Craft can now make colossal objects and all Ice Craft objects cut through any type of DR other than DR/Epic.


Designer Notes:

* All Save DCs are 10 + 1/2 character level + Int mod.
* Freezing Water - generally you want every 5 point of cold damage to freeze one 5ft cube of water but since the Wintersmith specializes in freezing thing, every 1 point of cold damage freezes a cube of water (count this as part of his Freeze class ability) but it is up to your DM.
* In case the player wants another type of blasting ability, say a cold damage fireball rather than cone of cold, feel free to replace either of the level 5 abilities with it. Simply make sure that it remains a blasting ability of equal combat value.
* Undead and constructs count as 'living creatures'. Stop trying to be coy.
* Special note for Kaelik, you can wield colossal Ice Craft swords with no penalties and can launch Ice Craft items without any fucking throw penalties.
Last edited by Dominicius on Tue Feb 04, 2014 8:39 am, edited 75 times in total.
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Post by Dominicius »

First version up.
Last edited by Dominicius on Tue Jun 19, 2012 9:42 pm, edited 2 times in total.
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Kaelik
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Re: [Tome] Wintersmith

Post by Kaelik »

Dominicius wrote:The total number you can have is your CR-4.
So I can have 6 somethings at level 10, but no explanation whatsoever of what those things are.

So... 6 Pit Fiends right?

I assume you meant to say something like:

"The Total CR of such creatures cannot exceed your CR-4."
Last edited by Kaelik on Wed Jun 20, 2012 1:32 am, edited 1 time in total.
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Post by Dominicius »

"The Total CR of such creatures cannot exceed your CR-4."
Done and done.
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Post by Dominicius »

Made a few alterations.

Ice Craft now starts out at small items and then progressively goes up to colossal items. City of Ice now simply lets you perform more rapid crafting. Also, Freeze is no longer instant death but still very nearly is.
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Post by Neurosis »

I actually have an issue with Bonechilling. Overcoming Cold Resistnace is fine, but doing cold damage to things that are immune to cold (like cold elementals) is fucking stupid, and should not be possible at any level, let alone 2nd.
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Post by Kaelik »

Schwarzkopf wrote:I actually have an issue with Bonechilling. Overcoming Cold Resistnace is fine, but doing cold damage to things that are immune to cold (like cold elementals) is fucking stupid, and should not be possible at any level, let alone 2nd.
I have a problem with you being an idiot. The class does cold damage. If things are immune to cold damage, then it ceases to be a big boy class.

Every class that relies on a single element must get that class feature. Firemage/All three versions of the SniceMage/StormLord/AcidMage/ect.
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Post by Fenrisulfr »

He should probably be immune to damage from his own abilities. As it stands, if a higher level wintersmith stands in his own blizzard he has to keep saving against slow and risks freezing himself solid. Also, with the mirror ability, does the gate function require a second mirror at the exit point or is one created upon traveling? Also, what if the wintersmith is larger than Medium size? Can a Gargantuan wintersmith cram himself into a Medium mirror?
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Post by CatharzGodfoot »

Kaelik wrote:
Schwarzkopf wrote:I actually have an issue with Bonechilling. Overcoming Cold Resistnace is fine, but doing cold damage to things that are immune to cold (like cold elementals) is fucking stupid, and should not be possible at any level, let alone 2nd.
I have a problem with you being an idiot. The class does cold damage. If things are immune to cold damage, then it ceases to be a big boy class.

Every class that relies on a single element must get that class feature. Firemage/All three versions of the SniceMage/StormLord/AcidMage/ect.
You don't need to deal cold damage to be effective as an ice mage. Stabbing things with icicles or crushing them under avalanches can be just as effective.
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Post by ...You Lost Me »

There should be the ability to bury foes under an avalanche.

Also:
Magic Ice (Su): The items made by Ice Craft are now magical and can provide a minor bonus as decided by the Wintersmith. Ice Craft can now make medium items.
I'm not sure what this means. The items get a minor bonus, but he can also make medium ones?

Also, making major items. It would have to be meltable so he can't be above the wish economy, and it would have to be limited so he doesn't become ridiculous, but that sort of boost would be nice.
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Post by Kaelik »

Medium items is a size of item.

Avalanches and icicles are also ineffective against creatures that are immune to Cold, because they have the Cold tag.
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Post by Dominicius »

Summon Blizzard can be used to bury people in snow but high level people are unlikely to be inconvenienced by this and you can use Ice Craft to launch icicles. Fixed bonechilling to allow exceptions. As for item sizes, you start out being able to make small items and then work yourself up to colossal.

Buffed up Soul Ice and City of Ice. Added an ability called Stasis. Added an optional rule for freezing water by inflicting cold damage to it. If there are no more comments then I'd consider this class done.
Last edited by Dominicius on Mon Jun 25, 2012 11:07 am, edited 3 times in total.
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Post by ...You Lost Me »

Blizzard isn't the same as an avalanche. I mean something like "I summon 40 tons of snow on top of you" for lots of bludgeoning, suffocation unless you escape, and persistent cold damage.
DSMatticus wrote:Again, look at this fucking map you moron. Take your finger and trace each country's coast, then trace its claim line. Even you - and I say that as someone who could not think less of your intelligence - should be able to tell that one of these things is not like the other.
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Post by Vebyast »

I'd be up for a high-level improvement to Bonechilling that makes everything physical damage, flavored as being done by large or sharp or fast-moving chunks of ice. It just seems like something that a high-level ice mage should be able to do; waterbenders in A:TLA do a lot of stuff with icicles and razor blades, for example.
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Post by Dominicius »

@Vebyast
Ice Craft items already do physical damage + extra cold damage.

@YLM
I'm not quite sure what kind of fantasy representation you are going for here. I can imagine burying a whole area in snow by making it snow or summoning a blizzard, I can imagine animating a colossal snow elemental that buries people inside of him but when you ask me to imagine someone snapping their fingers and making a ton of snow just appear above someone and drop down then I really fail to see how anyone would want this, both in terms of flavor and mechanics.
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Post by ...You Lost Me »

I'm imagining someone riding a giant wave of snow, or summoning an enormous wave of snow, or pulling some sort of "if I die, we all die" speech before burying themselves and everything within a quarter mile in ice.

Those things are incredibly cool, and the mechanical incentive is killing people with mass amounts of damage, creating difficult terrain, trapping people... there's lots of stuff!
DSMatticus wrote:Again, look at this fucking map you moron. Take your finger and trace each country's coast, then trace its claim line. Even you - and I say that as someone who could not think less of your intelligence - should be able to tell that one of these things is not like the other.
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Post by Dominicius »

Well I could make an animate snow type ability and add an extra where the Wintersmith can ride the snow elemental that he summoned. Considering that such an elemental can go up to colossal sized, that can replicate riding a wave of snow. Would that satisfy you?

Creating difficult terrain is also handled by Summon Snow/Blizzard or City of Ice, albeit slower. Even with that, I just don't imagine an Ice Mage being about huge AoE damage, that is more up the alley of a Fire Mage.
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Post by Fenrisulfr »

My concerns about Ice Mirrors went unanswered. So: do you need to create two mirrors for the gate ability to work, or is the exit mirror created wherever you want it when you step through the entrance mirror? And do Colossal wintersmiths have to cram themselves into Medium sized mirrors?

Also, how does the offensive aspect of Create Ice work with non-weapon objects? If my Wintersmith makes a chunk of ice as big as a house and throws it at someone, how much damage does that do?
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Post by ...You Lost Me »

Dominicius wrote:Well I could make an animate snow type ability and add an extra where the Wintersmith can ride the snow elemental that he summoned. Considering that such an elemental can go up to colossal sized, that can replicate riding a wave of snow. Would that satisfy you?
Yes, yes it would.
DSMatticus wrote:Again, look at this fucking map you moron. Take your finger and trace each country's coast, then trace its claim line. Even you - and I say that as someone who could not think less of your intelligence - should be able to tell that one of these things is not like the other.
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Post by Dominicius »

@Fenrisulfr
Sorry, seems I've missed your question.

Ice Mirrors: Removed the size restriction, added an immobility restriction. Clarified that you can only pass through mirrors that you previously crafted.
Ice Crafting: If someone crafts a colossal block of ice, treat it like a colossal Greatclub. For simplicity sake, treat it as the next most logical weapon.

@YLM
Added an Animate Snow ability. Tell me how it looks.
Last edited by Dominicius on Thu Jun 28, 2012 10:59 am, edited 3 times in total.
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Post by ...You Lost Me »

Yes. YES. Playing this now.
DSMatticus wrote:Again, look at this fucking map you moron. Take your finger and trace each country's coast, then trace its claim line. Even you - and I say that as someone who could not think less of your intelligence - should be able to tell that one of these things is not like the other.
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Post by Avoraciopoctules »

Nice class.
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Post by Dominicius »

Thanks.

Made a few, what I hope to be, final changes to the class.
Summary:
*BAB down to 1/2
*Skills up to 6+Int
*Good saves is now fort and will
*Changed Soul Ice
*Added Heart of Ice alternative to Body of Ice, made them both Ex
*Minor changes and cleanup
Last edited by Dominicius on Sat Jun 30, 2012 5:32 pm, edited 1 time in total.
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Post by CatharzGodfoot »

Kaelik wrote:Avalanches and icicles are also ineffective against creatures that are immune to Cold, because they have the Cold tag.
SRD wrote:Cold Immunity
A creature with cold immunity never takes cold damage. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
By my reading, cold immunity confers no ability to avoid piercing, bludgeoning, or suffocation damage. What am I missing?
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Post by Kaelik »

CatharzGodfoot wrote:By my reading, cold immunity confers no ability to avoid piercing, bludgeoning, or suffocation damage. What am I missing?
Do you see any abilities that do piercing/bludgeoning/suffocation damage?

PS suffocation damage is not a thing.

I also vaguely recall immunity to X granting you immunity to spells with that subtype, but I can't find it in the PHB, so maybe I remember wrong.
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