Ice Beast, AwakenedIce Beast Prerequisites:-Must be a corporeal living creature with 10+Con that does not have the fire subtype
HD: d10
Level | BAB | Fort | Ref | Will | Special |
1 | +0 | +0 | +0 | +0 | Ice Body, Frozen Faculty, Ice Power |
2 | +1 | +0 | +0 | +0 | Ice Power, Rime Coating |
3 | +2 | +1 | +1 | +1 | Ice Power, Ice Power |
4 | +3 | +1 | +1 | +1 | Ice Power, Ice Power |
5 | +3 | +1 | +1 | +1 | Ice Power, Ice Mastery |
6 | +4 | +2 | +2 | +2 | Ice Power, Ice Power |
7 | +5 | +2 | +2 | +2 | Ice Power, Ice Power |
8 | +6 | +2 | +2 | +2 | Ice Power, Ice Power |
9 | +6 | +3 | +3 | +3 | Ice Power, Ice Power |
10 | +7 | +3 | +3 | +3 | Ice Power, Arctic Abomination |
Skill Points: (2 + Int Modifier)
Class Skills: None
Proficiencies: The ice beast doesn't gain any new proficiencies.
Class Features:Ice Body (Ex): An ice beast creature's type becomes construct, gaining the following traits.
- No Constitution score.
- Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
- Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
- Cannot heal damage on their own, but often can be repaired by certain spells. The DM may also allow the construct to be repaired with the use of the right skills with the right tools. A construct with the fast healing special quality still benefits from this quality.
- Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
- Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
- Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
- Since it's not alive, a construct cannot be raised or resurrected except for limited wish, wish and miracle. The 1st makes the construct lose a level, the other two don't.
- However, it can be "repaired" if destroyed by spending 24 hours of work and 500 GP of materials, which make it lose a level.
It also gains a natural armor bonus to AC equal to its Wis mod (if positive). If it already had better natural armor, increase it by 1 instead.
In addition, it gains +1 HP per HD at 5 HD. This bonus increases to +2 at 10 HD, +3 at 15 HD, and +4 at 20 HD.
Finally, the ice beast gains the cold subtype but because it is now made of ice the maneuverability of any flight speed it currently has or gains in the future is reduced by one..
Frozen Faculty: The ice beast has become infused with ice to its very core, and gains an inherent power choosing either mental or physical.
Mental
An ice beast receives spells known and spells per day as a Sorcerer of 2/3 his level (including trading spells known), but has CL equal to its ice beast level. If it multiclasses as a sorceror, or gains a prestige class that progresses its sorcerer casting, the casting stacks but the restriction on what spells it can learn remains.
In addition, Concentration and Spellcraft become class skills for the Ice Beast.
Only Sorcerer spells with the Cold descriptor are on the ice beast's spell list and uses Wisdom for bonus spells and save DCs.
The ice beast can never learn spells with the Fire descriptor, even with class abilities that let you learn a spell that you normally couldn't, and if the ice beast ever somehow does learn a spell with the Fire descriptor (such as by having taken levels in sorcerer before choosing this frozen faculty), those spells are immediately retrained to spells with the Cold descriptor of the same level.
Ice Beast Level | Sorcerer Casting |
1 | - |
2 | 1 |
3 | 2 |
4 | 2 |
5 | 3 |
6 | 4 |
7 | 4 |
8 | 5 |
9 | 6 |
10 | 6 |
Physical
An ice beast receives maneuvers/stances known and maneuvers readied as a Frostwind Virago of 2/3 his level (including trading maneuvers known), but has IL equal to its ice beast level + 1/2 HD in non-initiating classes as normal. If this is chosen, ice beast counts as an initiating class for multiclassing purposes but does not explicitly stack with any other initiating class (except prestige classes that explicitly improve existing initiating).
In addition, Intimidate and Survival become class skills for the Ice Beast.
The Ice Beast can only learn maneuvers/stances from the Crystalized Silver and Frozen Night disciplines. The ice beast uses Wisdom for all purposes related to maneuvers and stances learned from these schools.
Ice Beast Level | Initiator Level |
1 | - |
2 | 1 |
3 | 2 |
4 | 2 |
5 | 3 |
6 | 4 |
7 | 4 |
8 | 5 |
9 | 6 |
10 | 6 |
Ice Power: At each level of Ice Beast, it can pick one or more of the following options. Each option can only be chosen once, and any requirements must be met before the Ice Power can be chosen.
Arctic Ambusher (Ex): The ice beast gains the ability to hide in plain sight while standing on snow and/or ice. In addition, The ice beast can burrow through snow and ice at a speed equal to its base land speed. A tunnel is never left behind while burrowing through snow, however the ice beast may choose to leave a tunnel when burrowing through ice. Lastly, the ice beast can walk on snow and ice without being impeded (this includes magically created ice such as the ice created by the Sleet Storm spell) and can also see through falling sleet and snow up to and including a blizzard without reduction in visilbility, including magically created sleet/falling snow.
Cold Aura (Su): The ice beast can deal (1d6/3 HD, minimum 1) points of cold damage to all creatures within 10 feet as a free action at the beginning of its turn each round (This ability must be used before taking any other actions, including movement such as a 5' step or other free/immediate/swift actions).
Crystalline Camouflage (Ex): (Requires Arctic Ambusher) The ice beast learns to reshape itself. It gains the Amorphous Disguise feat (even though it normally couldn't qualify), and in addition to the normal benefits of the feat you can also use disguise self to take the form of any inanimate object (such as a wall, column, door, etc) made of ice that fits within the size limitations of the disguise self spell.
Engulf (Ex): As a standard action, the ice beast can attempt to engulf a single opponent it threatens. The opponent must be one size or more smaller than the ice beast, so a Large ice beast can engulf Medium or smaller creatures. The target is entitled to a Reflex save (DC 10 + 1/2 HD + Str mod) to avoid being engulfed. A creature engulfed by the ice beast is considered to be pinned and trapped inside its body. The engulfed creature takes 2d6 points of cold damage per round on its turn, and may begin to drown (although it can hold its breath). An ice beast can only engulf one victim at a time. To escape, the victim must escape the pin and then escape the grapple by winning grapple checks against the ice beast. The victim can choose to make Escape Artist checks in place of grapple checks. If the ice beast is killed, any engulfed victims are freed.
Feeze in Ice (Su): (Requires Leeching Cold and Ice Beast 5) Leeching Cold improves and now applies once per Ice Power used (so if a target is affected by Cold Aura and then Ice Breath they will have to make two saves). In addition, the ice beast can choose to either entangle as per Leeching Cold or instead make the target staggered for one round on a failed save.
Frigid Touch (Su): The ice beast deals an extra (1d6/3 HD, minimum 1d6) points of cold damage with each successful melee attack. As a standard action the ice beast can use this as a touch attack.
Glacial Lance (Su): (Requires Ice Lance) The ice beasts ice lance grows more powerful. It now has a range of 100 feet and any creature hit is stuck and unable to move for 1 round as it is effectively pinned to the ground (Fortitude save DC 10 + 1/2 HD + Wis mod to resist being pinned). Flying creatures have their wings temporarily damaged and become unable to fly for 1 round (can make Fortitude save to resist), if currently flying they fall 50 feet before being able to recovery. If this causes them to fall to the ground (or another solid surface) they take appropriate falling damage. The glacial lance melts after one round, if the target fails the fortitude save they count as being damaged during the action for the purposes of Concentration checks for spellcasting or other abilities that require concentration checks. (Concentration DC = 10 + damage dealt).
Ice Breath (Su): As a standard action, the ice beast can breathe cold. Its breath weapon deals (1d6/ HD) points of cold damage in a 30-foot cone (DC 10 + 1/2 HD + Wis mod, Reflex save half). Once an ice beast uses its ice breath, it must wait 1d4 rounds before it can use its breath weapon again.
Ice Lance (Su): As a standard action the ice beast creates a lance of ice and throws it at an enemy as a ranged touch attack for (1d6/ HD) points of piercing and cold damage, this has a range of 50 feet.
Ice Magic: The Ice beast gains the following spell-like abilities (All have a save DC of 10 + 1/2 HD + Wis mod). Caster level = HD.
- At 4 HD gain Sleet Storm, 1/day/ 2 HD
- At 8 HD gain Cone of Cold and Wall of ice, each 1/day/ 2 HD
- At 12 HD gain Otiluke's Freezing Sphere, 1/day/ 2 HD
- At 16 HD gain Polar Ray, 1/day/ 2HD
Improved Engulf (Ex): (Requires Engulf) The ice beast can now engulf creatures up to its size category, and can engulf multiple creatures as long as the total size of the creatures do not exceed the ice beasts size. (1 Colossal creature is equivalent to 2 Gargantuan, 1 Gargantuan is equivalent to 2 Huge, 1 Huge is equivalent to 2 Large, 1 Large is equivalent to 2 Medium, 1 Medium is equivalent to 2 Small, 1 Small is equivalent to 2 Tiny, 1 Tiny is equivalent to 2 Diminutive, 1 Diminutive is equivalent to 2 Fine). Example: A large ice beast could engulf 1 medium creature and 2 small creatures as that adds up to 1 large which is the ice beast's size. In addition, the ice beast's engulf ability now ignores Freedom and Movement and similar effects. At 10 HD engulfed creatures are blocked from any sort of extradimensional travel asper the Dimensional Lock spell.
Improved Ice Breath (Su): (Requires Ice Breath) The ice beast's breath weapon can now be a 60 foot line or a 45 foot cone. In addition, any creature that fails its saving throw versus the breath weapon is sickened for 1 round.
Improved Ice Magic: (Requires Ice Magic and Ice Beast 5) The spell-list abilities gained from Ice Magic are now usable 1/day/HD and as a swift action the ice beast can spend an additional use of a spell-like ability to gain a +2 to bypass spell resistance for that use of the spell-like ability. This can be done multiple times per casting for a maximum bonus of your HD. Lastly, damage caused by spell-like abilities granted to Ice Magic is now uncapped.
Leeching Cold (Su): Any time the ice beast deals cold damage with an Ice Power (including Ice Magic but not including anything that affects Frozen Faculty), the target must make a Fortitude save (DC 10 + 1/2 HD + Wis mod) or be entangled for one round per 2 Ice Beast levels (minimum 1). The target only needs to make this saving throw the first time they take cold damage from the ice beast each round from an Ice Power.
Mental Faculty Improvement: (Requires Frozen Faculty: Mental) For every even Ice Beast level, choose one spell with the cold descriptor from the Cleric or Druid spell lists of a level that you can cast. Add this spell as a spell known. This Ice Power applies retroactively but it can only grant you a spell of a level you could have cast at that Ice Beast level. (Example: if this Ice Power is taken at level 5, you gain a spell castable as a Sorcerer 1 and a spell castable as a sorcerer 2). If you trade out a spell learned through this ability, you can replace that spell with another spell from the Cleric or Druid spell lists.
Mental Faculty Reformation: (Requires Mental Faculty Improvement, Ice Beast 10) Ice Beast levels now grants spells known and spells per day as a Sorcerer of his level (including trading spells known). Do not recalculate previous levels, instead immediately gain 4 levels worth of sorcerer casting to make sorcerer casting equal to ice beast level (this gain includes the ability to trade out spells as normal).
Physical Faculty Improvement: (Requires Frozen Faculty: Physical and Cold Aura) Maneuvers gained through the Frozen Faculty:Physical ability now have a recovery mechanism. Every time the Ice Beast successfully damages an opponent with Cold Aura, it can recover one expended maneuver gained from this class.
Physical Faculty Reformation: (Requires Physical Faculty Improvement, Ice Beast 10) Ice Beast levels now grants maneuvers/stances known and maneuvers readied as a Frostwind Virago of of his level (including trading maneuvers known). Do not recalculate previous levels, instead immediately gain 4 levels worth of effective Frostwind Virago maneuver initiating to make effective Frostwind Virago maneuver initiating level equal to ice beast level (this gain includes the ability to trade out maneuvers as normal).
Rimefire Infusion (Su): The ice beast loses fire vulnerability. In addition, for each die of cold damage the ice beast does, it deals an additional +1 fire damage per die. This applies even on spells and maneuvers.
Superchilled Hide (Su): (Requires Frigid Touch) Any creature who attacks the ice beast with an unarmed strike/natural attack/non-reach melee weapon takes damage as per frigid touch.
Wisdom of the North Wind (Ex): The ice beast gains +1 Wisdom per Ice Beast level. If taken after the first level of ice beast this bonus still applies for all previous ice beast levels taken.
Rime Coating (Su): The ice beast gains DR/magic equal to 1/2 its HD.
If it already had DR of other kind, it now demands magic to bypass. If it already demanded magic to bypass increase it by 2.
The ice beast's natural weapons now also count as magic for bypassing DR.
Ice Mastery (Su): The ice beast becomes one with the cold. Any time it would take cold damage, it now heals half of the damage that would have been dealt. In addition, the ice beast starts to be able to damage creatures resistant or even immune to cold. Against creatures resistant to cold, cold resistance is reduced by twice ice beast level. Creatures immune to cold still take cold damage up to twice ice beast level (damage must still be rolled normally).
Arctic Abomination (Su): Any time the ice beast would take cold damage it now fully heals all damage that it would have taken. In addition, the ice beast is better able to damage creatures resistant or even immune to cold. Against creatures resistant to cold, cold resistance is reduced by three times HD. Creatures immune to cold still take cold damage up to three times HD (damage must still be rolled normally).
New FeatExtra Ice PowerPrerequisites: Must have at least one Ice Power.
Benefit: Pick one Ice Power that you qualify for. You gain it.
Special: You may take this feat multiple times, each time choosing a new Ice Power that you qualify for.