Coldsmith (3.5e Alternate Class Feature)
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Coldsmith
Cold-flavoured Thundersmith
Class: Thundersmith
Prerequisites: None
Level: 1 to 5
Replaces: Electricity typed features.
Benefit: Cold typed features.
The core of the concept is picking up Thundersmith and changing the flavor to be using cold instead. I like the balance and flavor of the original class better, but see no reason to keep other energy types away from this kind of concept, so this will be an attempt at reflavoring the class with cold.
Chilling Blows (previously Thunderblows) (Su): Choose one of Intelligence, Wisdom, Charisma when you gain this feature. You can add the chosen modifier plus your Constitution modifier as cold damage to any of your attacks.
Rimesurge (previously Stormsurge) (Su): Whenever you deal energy damage (with a magic weapon, spell, spell-like ability...) you may choose the damage type to be cold instead. The caster level for spells and spell-like abilities you use that deal fire damage is increased by 2.
Resistance to Cold (previously Resistance to Electricity) (Ex): At level 2 you gain resistance to cold 5.
Cold Endurance (previously Stormwalk) (Ex): You gain +2 to saving throws against cold effects, you can exist in temperatures of down to -40F (-40C) without having to make Fortitude checks. You qualify for any features that require the Cold Endurance or Improved Cold Endurance feats.
Trueice Forge (previously Lightning Forge) (Su): By using a magical forge powered by trueice, you enhance your crafting ability.
At level 3 you are able to seep the power of trueice into items you craft. This allows you to:
- create wondrous items of less than 5000gp market price that require a spell with the Cold descriptor as if you had all the requirements for them, including the Craft Wondrous Item feat (you must still pay the costs).
- create cold-imbued weapons and armor. You can enhance any weapon or armor by crafting into it one of the following special abilities: Frost, Weakening, Blurring, Displacement or Cold Resistance. This ability doesn't count towards the modified bonus for the item (doesn't count towards maximum number of enhancements nor the price of the next enhancements).
At level 5 you are able to make magic items out of truefire itself. This allows you to:
- create wondrous items and magic rings of any price that require a spell with the Fire descriptor as if you had all the requirements for them, including any crafting feats (you must still pay the costs).
- create truefire weapons and armor. Made out of the purest flames, these items are always magical (minimum +1 enhancement bonus) and have a +4 to confirm critical hit; they otherwise have the same stats as their usual steel/wood counterpart. You can enhance any truefire weapon or armor by crafting into it up to two of the following special abilities: Frost, Weakening, Blurring, Displacement, Cold Resistance (including Greater and Improved), Energy Surge (only on frost weapons), Icy Burst, Energy Immunity (cold only), Energy Defense (cold only). These abilities don't count towards the modified bonus for the item (don't count towards maximum number of enhancements nor the price of the next enhancements).
Fueled by Cold (previously Fueled by Lightning) (Ex): Whenever you would be dealt cold damage (after failing any saving throws that might prevent such damage and after applying your resistances), you may instead attempt to absorb the damage. Roll a Concentration check: the result is the amount of damage you succesfully negate. After successfully negating damage in such a manner you become charged. Whenever you make an effect that deals cold damage, you may choose to discharge and deal an extra 1d6+Con cold damage to all creatures affected by the original effect. Even if you don't, you naturally discharge within 3 rounds of becoming charged.
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