Snowsoul (3.5e Class)

Snowsoul
==Snowsoul== "Is it cold in here, or is it just me?"

A Snowsoul is someone who has frozen their own heart to gain the powers of the icy cold to use on others. Their control over the forces of cold allows them to impede and slow their enemies, and also gives them a degree of power over others' emotions.

Playing a Snowsoul
Snowsouls are control mages. They use their powers to control the battlefield and suppress their enemies. That said, every Snowsoul has enough destructive power to chip away at their enemies, although that goes a lot easier with a strong Knight in front.

Abilities: Snowsouls' magical powers are driven by their Intelligence score. Also, Constitution and Dexterity make them more survivable.

Alignment: Snowsouls come in all alignments. The effect that working with the pure magics of ice has on the humanoid psyche makes some snowsouls tend toward evil alignments, but not all. Those with particularly hot tempers before becoming Snowsouls, indeed, find that it cools their passions, making them better at following up on their good intentions.

Races: Snowsouls show up in all races, but are most common among those that spend a lot of time in exceptionally cold climes, such as Dwarves and Orcs. In many civilized areas, most of a Snowsoul's power is actually illegal.

Starting Gold: 3d4&times;10 gp (75 gp).

Starting Age: As fighter

Class Features
All of the following are class features of the Snowsoul.

Weapon and Armor Proficiency: a Snowsoul is proficient with simple weapons and all martial picks, and with light armor, but not with shields of any kind.

' :''' As a standard action at will, a Snowsoul can cause a chill snap around a target of his choice, out to close range. This chill snap inflicts 1d6 cold damage per character level, with a fortitude save for half damage allowed (save DC 10 + 1/2 character level + Intelligence modifier). This reaches to Medium range at 6th class level.

' :''' A Snowsoul can freeze a creature's mind as a standard action at will. This dazes the target (will negates, DC 10 + 1/2 character level + Intelligence modifier). This lasts as long as the Snowsoul either concentrates on keeping the creature's mind frozen (as concentrating on a spell), or successfully freezes another creature's mind, each round. If the Snowsoul attempts to use this ability on another creature but it is immune or succeeds on its save, all currently frozen minds unfreeze. The target must be within close range for this effect to work; leaving this distance ends the effect.

For purposes of scaling the Magical Artifice and Store Magic feats, the Snowsoul is considered to be able to cast spells of up to 1/2 his class level.

 : A Snowsoul's skin is always cool to the touch if not outright cold regardless of the Snowsoul's natural body heat or state of health. The Snowsoul also doesn't mind cold, and gains Cold Resistance equal to twice his level.

 : Every time a Snowsoul of 2nd level or higher inflicts Cold damage on any target, whether with his class abilities or another source of cold, he inflicts an amount of extra Cold Damage equal to his class level or his Intelligence modifier, whichever is less.

 : Snowsouls of 2nd level or higher skate expertly on slippery terrain. They have no risk of falling on any slick (ice or oil), and do not need to balance on it. Also, any movement they make on such terrain counts for half against the Snowsoul's speed.

 : Any time a Snowsoul of 2nd level or higher inflicts cold damage to a creature or object, he can coat a square 10' on a side containing that creature with ice. The ice is slippery, as a Grease spell, except that it is a cold effect (save DC is 10 + 1/2 character level + Intelligence modifier). This lasts until the next time the sun rises.

 : From 3rd level onward, a Snowsoul 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. Also, his cold damage deals 1/2 damage, rather than 1/4, to objects, full damage if the object has water in it (if a porous or permeable material is wet, it has water in it). The Snowsoul may choose not to use this ability on certain targets (i.e., himself)

 : As a standard action at will, a Snowsoul of 3rd level or higher may freeze water into any desired shape of at most small size. This behaves like a Minor Creation spell, except that it can only make items out of ice and requires that the item's weight in water be provided. The Snowsoul can also harden this ice to the hardness of stone, at his option. Only one such item per class level may exist at a time; excess items, chosen by the Snowsoul, melt back into water instantly. Collections of smaller items, or multipart items, can be made, as can larger items (two items of one size category count as one of one size category larger for creation time and number of items in existence. Minimum creation time is one standard action). So a box of daggers could be made as a single action, but a 5' square of floor thick enough to support the weight of a big creature takes two actions. No moving joints are allowed.

This gives him immunity to cold if he does it. It also gives him immunity to morale and fear effects. Once completed, the effects of this ritual are an extraordinary ability (the ritual itself is spell-like).

' :''' a Snowsoul of 5th level or higher can cool the temperment of another creature within close range as a standard action at will. The target must make a Will save (DC 10 + 1/2 level + Intelligence modifier), or its emotions are cooled. Any rage and confusion effects it has on it are immediately ended, and all morale bonuses are suppressed for one round per level. Also, whenever it attacks (using the definition given in Invisibility) any creature that has not attacked it since this ability was used on it, it must make a will save against the same DC; otherwise the attack is unsuccessful, but whatever costs the attack has (ammunition, spell slots, etc.) are not paid; the creature does not act for that action. Once it succeeds at one of these saves, this effect is removed (morale bonuses are still suppressed). Also, once its morale bonuses are no longer suppressed, this effect ends fully; creatures that cannot attack now can. This is a mind-affecting effect.

' :''' a Snowsoul of 6th level or higher can unleash an icy blast over an area as a standard action. This deals 1d4 cold damage per character level to all creatures and unattended objects in a 20' radius burst within Medium range, with a reflex save allowed for half damage (DC 10 + 1/2 character level + Intelligence modifier).

 : a Snowsoul of 7th level or higher may, as an immediate action, cause ice to grip any number of creatures, entangling them and holding them in place. No saving throw is allowed, but these creatures must all be prone on an icy surface created by the Snowsoul and in the Snowsoul's line of sight. Breaking a creature free is possible; the ice has hardness 5 and two hit points per Snowsoul level. Attempting a Strength or Escape Artist check (DC 10+1/2 level + Intelligence modifier) to break out is a standard action and protects against being captured again until the Snowsoul's turn if successful.

 : a Snowsoul of 7th level or higher's ability to create objects out of ice improves, allowing him to create ice with the texture of steel and wood, and frost and snow with the texture of cloth or even feathers (although nothing will make it feel warm). He can also craft simple sliding joints in his ice items, although no hinges. Thus, he could create a robe, or a bow, or even arrows. Weapons and armor created with this ability are magical, and weapons do one extra point of cold damage to everything they hit. In all other ways this is identical to, and replaces, the Iceworking ability. He may also condense moisture from the air to provide water, as a Create Water spell usable as a swift action at will (caster level = Snowsoul level); this works even when there shouldn't be enough moisture to do so. No container is necessary for the water if it is immediately frozen into something.

 : Any flying creature that fails a save to halve cold damage inflicted by a Snowsoul of at least 8th level has its flying maneuverability drop one step (Perfect → Good → Average → Poor → Clumsy → No flight). This effect stacks with itself, and one application of it can be shaken out as a full-round action. Creatures with no land movement mode cannot lose their ability to fly to this ability.

' :' a Snowsoul of 8th level or higher may use Scrying'', as the spell, once per day. He needs a mirror made of ice as a focus (any mirror made of ice will do; it need not be valuable).

 : Any creature that takes cold damage from the Snowsoul on two consecutive rounds is fatigued. This can stack to exhausted as soon as the third round.

' :' a Snowsoul of 10th level or higher may, as a standard action, freeze a creature's vigor, causing it to be Held''. It may attempt a will save (DC 10 + 1/2 level + Intelligence modifier) to avoid this. The affected creature is Held for three rounds on a failed save.

' :' a Snowsoul of 11th level or higher may cast Curse of Crumbling Conviction'' at will. The spell's save DC is based on Intelligence, and it is considered to be a 6th level spell. A creature under the effects of this ability is unable to feel its own strong emotions unless some ability or effect tells it to, until it is restored to its original alignment.

 : a Snowsoul of 12th level or higher's soul is frozen away, giving him immunity to the harmful effects of negative energy, including energy drain. Undead Snowsouls instead gain immunity to the harmful effects of positive energy. Healing still works, for those healed by both (or the opposite) energy type.

' :''' As a full-round action, a Snowsoul of 13th level or higher may call forth either a Blizzard Elemental or a Huge Ice Paraelemental. A Blizzard Elemental is a Large Air Elemental with the [Cold] subtype added, continually surrounded by a Sleet Storm effect that it can see through perfectly, with the feat Elemental Aura (Cold) as a bonus feat and the ability to cast Ice Storm, centered on itself, as a spell-like ability at will (it is not affected by the Ice Storm). Either elemental can understand the Snowsoul's spoken commands in any language perfectly and obeys them, serving for seven rounds or until dismissed or destroyed before disappearing. Afterwards, the Snowsoul cannot summon an elemental again for seven minutes. The Snowsoul may only have one summoned elemental at a time. Any damage done by the elemental behaves as if the Snowsoul did the damage for purposes of Snowsoul class features.

 : Whenever a Snowsoul of 14th level or higher does 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 Snowsoul's next turn must make a caster level check (DC 11 + Snowsoul level), or fail as though the target was dimensionally anchored.

' :''' A 15th level Snowsoul can crystallize the soul of a freshly dead creature he can touch. This creates an unmelting ice crystal that contains the creature's soul. The soul must be available, although it needn't be willing. Doing this is a standard action, and it can be done no more than three times per day. The ice crystal has Hardness 5 and 20 hit points, and, if broken, will release the soul it contains to the afterlife. The ice crystal can be used as a gem in soul crafting.

' :' A 15th level Snowsoul can send a message, as the sending'' spell to any creature on any plane of existence with a standard action and receive a reply even if they are on different planes of existence.

' :''' A 15th level Snowsoul can create a Snowman over the course of a day. The Snowman has all the same stats and abilities as the Snowsoul, despite obviously being made of snow, except that it lacks all class features from the Snowsoul class that are granted at above 10th level, and all abilities from other classes that take more than a free action to activate. The snowman obeys the Snowsoul completely, although the Snowsoul must speak to it. Creating a Snowman costs 20,000 GP in planar currencies.