Wintersmith (3.5e Class)
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A spellcaster-like class based around winter, creating ice objects and dealing cold damage. 1 Alternate Magic Full
|“||Cool with me.||”|
The Wintersmith is a master of the ice. In a sense, he shares similar concept space with the Fire Mage, but rather than being simply a cold-themed version of such, he is instead focused on creation instead of destruction. If that sort of creation so happens to be icicles stabbing into people's vitals, that's just unfortunate.
Making a Wintersmith
Abilities: Any of the Wintersmith's abilities that require a save are based off of Intelligence.
Starting Gold: 4d4×10 gp (100 gp).
Starting Age: Moderate.
All of the following are class features of the Wintersmith.
Weapon and Armor Proficiency: The Wintersmith 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, including size penalties or throw penalties.
Cold Resistance (Ex): The Wintersmith has a Resistance to Cold equal to twice his level. His skin also feels chilly to the touch.
Cold Snap (Su): As an immediate action, the Wintersmith can deal 1d6+character level cold damage to a target within close range.
Freeze (Su): When the Wintersmith inflicts cold damage on any target, whether with his class abilities or another source of cold if the target is left at 5 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 in 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 on it but all equipment of the target will remain unharmed. The Wintersmith can also thaw a target instantly by touching it. The freeze threshold is increased by 5 for every point of Int mod or every level of the Wintersmith, whichever is less.
Ice Craft (Su): With an attack action (that does not provoke an attack of opportunity) the Wintersmith can craft an item of up to small size out of solid ice. He 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 enemies per 3 character levels (rounded up). If the Wintersmith makes armor or any other worn item, he can create it already worn on his body. The other limit on what he can craft is the crafting DC itself, if his int score is higher than the DC to craft an item then he can craft it with this ability. If his 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, the Wintersmith can also launch items he has created out to close range as part of the attack action used to craft them and he can use his Int mod for determining his attack bonus. 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 him.
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 and they do not weight him down.
Ice Magic: The Wintersmith is considered to have every spell with the Cold Descriptor on his spell list for the purpose of activating magic items.
Bonechilling (Ex): The 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.
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.
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.
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.
Clinging Frost (Su): When the Wintersmith inflicts cold damage on an enemy, he adds one pound of ice for every three points of cold damage they sustain. A Strength check (DC 10 + the Wintersmith's 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, the Wintersmith can have the items he crafts stick to other surfaces freely, even acting as glue between objects or creatures and he can even target specific limbs. 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 the Wintersmith's Int score as its Str score adjusted by its size and then breaks if pushed into heavy load.
Cold Immunity: The Wintersmith is immune to cold.
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 standard 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. It starts off with an inch of snow, and goes up an inch every hour until you tell it to stop, the temperature also becomes cold. Snowy weather also no longer impairs your vision.
Ice Detonation (Sp): With an attack action the Wintersmith can detonate an item he created with Ice Craft to inflict 1d6 per level 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 meduim, up to a minimum of 5 feet.
Frostrend (Su): A target that takes any amount of cold damage from the Wintersmith must make a Fortitude save at the end of its turn or be affected as per the slow spell for one minute. This also affects objects and the Wintersmith's cold attacks now deal full damage to objects.
Living Ice (Su): When the Wintersmith uses Ice Craft he 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 subtype and all damage they deal is cold damage. The total CR of such creatures cannot exceed the Wintersmith's CR-4. Ice Craft can now make huge items.
City of Ice (Su): By meditating for 1 minute the Wintersmith can craft 100 objects at once with an attack action via Ice Craft anywhere within Long Range with the condition that they must cling firmly to a surface and the Wintersmith must have line of effect to it. He retains this ability as long as he keeps 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): The Wintersmith 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 character 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 immobile 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, morale 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 have them 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.
Animate Snow (Sp): The Wintersmith can create a single Animated Object out of snow of a size up to his ability to Ice Craft with a full round action. Such an animated object lasts while he concentrates 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.
Summon Blizzard (Sp): Works as per Summon Snow but the wind speed is raised to Hurricane and creates heavy snow that leaves one foot of snow per minute while the temperature is set to freezing. All creatures and objects in the radius take 1d6 points of cold damage every minute.
Soul Ice (Su): The Wintersmith's Ice Craft items now have parts of his soul infused in them. By spending 100 xp (or a given amount of time in Tome games) he 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. The Wintersmith 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 Stasised creatures suffer this effect for as long as the Wintersmith wishes.
Ice Assassin (Sp): The 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.
|Article Balance||Very High +|
|Base Attack Bonus Progression||Poor +|
|Class Ability||Alternate Magic +|
|Class Ability Progression||Full +|
|Fortitude Save Progression||Good +|
|Identifier||3.5e Class +|
|Minimum Level||1 +|
|Rated By||Eiji-kun +|
|Rating||Rating Pending +|
|Reflex Save Progression||Poor +|
|Skill||Balance +, Bluff +, Concentration +, Craft +, Diplomacy +, Disguise +, Hide +, Intimidate +, Knowledge +, Listen +, Move Silently +, Sense Motive +, Spellcraft +, Spot +, Swim + and Tumble +|
|Skill Points||6 +|
|Summary||A spellcaster-like class based around winter, creating ice objects and dealing cold damage. +|
|Will Save Progression||Good +|