Sgt. Cookie
2011-12-18, 02:40 PM
The Elemental Incarnation
No picture for this one. If anyone has an idea of one, I would love to hear it.
They are strange things, Elemental Incarnations. It is unknown if they are blessings, curses, forced upon them or willingly taken. What IS known is their power. They take on aspects and powers of their "patron". An Elemental Incarnation is powerful indeed.
Game rule information:
Elemental Incarnations have the following game statistics.
Abilities: Each incarnation has a key ability score.
Alignment:Any
Hit Die: Each incarnation uses a different Hd.
Starting age: As Sorcerer
Starting gold: As Fighter
Class skills: The Elemental Incarnation's skills (And the ability for each skill) are: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Hide (Dex), All Knowledge skills (Taken separately, excluding Arcana) (Int), Move silently (Dex), Swim (Str) and UMD (Cha)
Skill Points and first level: (4 + Int bonus) x 4
Skill points at each additional level: 4 + Int bonus
Shared Class Features:
The following are considered class features for ALL Elemental Incarnations:
Upon taking the first level in this class, choose one of the incarnations below. Once made, this choice is permanent and cannot be changed.
All Elemental Incarnations are proficient with all simple weapons, light amours and light shields.
Elemental Incarnations may be turned or rebuked, but NEVER commanded.
Fire Incarnation
Favored Ability: Charisma
Hit Die: D8
Proficiencies: Fire Incarnates gain no extra proficiencies
{table=head]Level|BAB|Fort|Ref|Will|Special|Ball of Flame damage
1st|+0|+0|+2|+0|Fire Subtype, Fortification (25%)|N/A
2nd|+1|+0|+3|+0|Cauterize, Shadow of Flames|N/A
3rd|+2|+1|+3|+1|Create Fire, Evasion|1d8
4th|+3|+1|+4|+1|Uncanny Dodge, Charisma Bonus|1d8
5th|+3|+1|+4|+1|The Burned Hand Teaches Best, Fortification (50%)|1d8
6th|+4|+2|+5|+2|Bathe in Lava, Fire Spells|1d10
7th|+5|+2|+5|+2|Fire Blade|1d10
8th|+6/+1|+2|+6|+2|Improved Uncanny Dodge|1d10
9th|+6/+1|+3|+6|+3|Improved Evasion|2d6
10th|+7/+2|+3|+7|+3|Fortification (75%)|2d6
11th|+8/+3|+3|+7|+3|Walk Through Flames|2d6
12th|+9/+4|+4|+8|+4|Fire Form 1/day|2d8
13th|+9/+4|+4|+8|+4|Wall Of Flame|2d8
14th|+10/+5|+4|+9|+4|Hotter Than Hell|2d8
15th|+11/+6/+1|+5|+9|+5|Fortification (100%)|2d10
16th|+12/+7/+2|+5|+10|+5|Breath Fire|2d10
17th|+12/+7/+2|+5|+10|+5|Eruption|2d10
18th|+13/+8/+3|+6|+11|+6|[TBD]|3d6
19th|+14/+9/+4|+6|+11|+6|[TBD]|3d6
20th|+15/+10/+5|+6|+12|+6|Miss Chance (50%)|3d6
[/table]
Class Features:
The following are considered class features for Fire Incarnates:
Fire Subtype (Ex)
Upon selecting the fire incarnation, the Elemental Incarnation gains the Fire subtype. Additionally, Fire Incarnate never takes damage from extreme heat.
Fortification (Ex)
As many know, fire has no anatomy. It cannot be killed easily or damaged. As fire has no form. A Fire Incarnate learns this too, and has gained some of this protection. At level one a Fire Incarnate gains Fortification of 25%. Meaning that sneak attack damage has a 25% chance of rolling normal damage. This ability is always active, even when the Fire Incarnate is unconscious.
This bonus increases to 50% at level 5, 75% at level 10 and to 100% at level 15.
Cauterize (Su)
This functions almost exactly like the Paladin's lay on hands ability, except that Cauterize is considered fire based and ALWAYS damages creatures with the cold type or subtype.
Shadow Of Flames (Ex)
The Fire Incarnate treats light cast by non-magical fire as darkness for the purposes of hide checks and adds his Charisma Modifier+Incarnate class levels/2 to hide checks when in said light.
Create Fire (Ex)
The Fire Incarnate may, as a swift action, create a small ball of flame, about the size of a tennis ball, and suspend it within 5ft of himself. The Fire Incarnate may move this ball of flame, on his turn only, as he sees fit. This ball of flame moves with the Fire Incarnate, but can never be moved further than 5ft away. The Fire Incarnate may not create more than one ball of flame in this manner.
The ball of fire is treated as non-magical, except for the Shadow Of Flames ability, and illuminates as well as an everburning torch.
By spending a swift action, the Fire Incarnate may use his ball of fire to make a ranged touch attack, 5ft, and does damage according to the table above + his charisma modifier.
Evasion (Ex)
As per the rouge ability.
Uncanny dodge (Ex)
As per the Barbarian ability.
Charisma Bonus (Ex)
A Fire Incarnate gains a permanent bonus to his Charisma equal to half his class levels. This bonus does not decrease if the Fire Incarnate is affected by level drain.
The Burned Hand Teaches Best (Ex)
Whenever the Fire Incarnate uses his Cauterize ability to heal, the target gains an untyped bonus to skill checks, equal to one quarter of the hit points healed. This bonus lasts for one hour per Fire Incarnation class levels.
Bathe In Lava (Ex)
The Fire Incarnate is so suffused with fire energy, that even magma will accept him. The Fire Incarnate gains a swim speed equal to half his base land speed when in lava. The Fire Incarnate is able to "breath" in lava as though it were air.
Fire Spells (Su)
The Fire Incarnate may cast spells that have the [Fire] descriptor, as though he were a Bard (For spells per day/known), but draws the actual spells from the Wizard/Sorc list. Caster level is equal to Fire Incarnate class levels. Spells cast by the Fire Incarnate do not require material components, nor do they suffer from arcane spell failure. This only applies to spells gained through the Fire Incarnate. The Fire Incarnate may apply metamagic to these spells, without an increase to spell level or caster time, but cannot qualify for them via Fire Incarnate levels alone.
Fire Blade (Su)
The Fire Incarnate has become more and more experienced with his "inner flame" and can call it forth as a mighty weapon. The Fire Incarnate may, as a free action, create a single, one handed melee weapon that is not an exotic weapon. The Fire Incarnate is considered proficient with the flame blade, which deals damage as the "regular" weapon but the damage is considered fire energy. Attacks are made as touch attacks and add Charisma modifier, not Strength modifier, to attacks.
This blade may be sundered by a weapon with a cold enchantment. Hardness is equal to twice the Fire Incarnate's charisma modifier, and hit points equal to half his class levels.
Improved Uncanny dodge (Ex)
As per the Barbarian ability.
Improved Evasion (Ex)
As per the rouge ability.
Walk Though Flames (Su)
The Fire Incarnate may use Dimension Door, as the spell, to travel between two sources of fire, no more than 500ft apart. The Fire Incarnate must be within 5ft of the flame for the ability to work. The fire created by the Fire Incarnate is not acceptable as a "start" point. This ability is usable a number of times per day equal to twice the Fire Incarnate's charisma modifier.
Fire Form (Su, activation only)
Flame. Pure, unfiltered, uncaring. The Fire Incarnate knows this now. And embraces his destiny. Once per day, the Fire Incarnate may activate this ability as a swift action. When activated the Fire Incarnate, and any clothing worn and items carried, become pure, insubstantial flame. This form lasts for Charisma mod X 4 rounds. This form grants several bonuses:
The Fire Incarnate gains the Incorporeal subtype. The exceptions to the miss chance gained in this form are outlined in the capstone ability.
The Fire Incarnate is considered insubstantial while in this form. This means that while he couldn't go through a wall, he could pass through bars.
Any weapons currently wielded counts as though they were created via Fire Blade, but do not have the penalties.
The Fire Incarnate gains an ability similar to Acid Sheathe, from the SpC, except that all instances of "Acid" are changed to "Fire".
While in this form, all spells cast by the Fire Incarnate, even spells from other classes, gain the Searing Spell meta magic feat for free, without any increase in spell level or casting time.
Note: If Fire Form is "put out" prematurely, the Fire Incarnate returns to his normal form
Wall Of Flame (Su)
By now the Fire Incarnate can create fire and flame, almost at will, and can shape and alter it. One per encounter, the Fire Incarnate may use the spell Wall Of Fire, as a spell like ability. Caster level is equal to Fire Incarnate class levels.
Hotter than hell (Ex)
By now the Fire Incarnate has learned to control flame. It serves him. And he has learned to coax more power out of it. The Fire Incarnate may add his Charisma modifier as an additional bonus to all fire based damage caused by him. This bonus also applies to fire damage done via other classes or via items (Such as a wand of fireballs).
Breath Fire (Su)]
The Fire Incarnate has learned how Red Dragons use their breath, and has been able to replicate it. A Fire Incarnate may breath fire as though he were a Red Dragon.
The Fire Incarnate's "Dragon HD" is equal to his HD + his Charisma Modifier.
So, assuming a Fire Incarnate had a Charisma Modifier of +12 and a HD of 16, this would give him 28 "Dragon HD", the equivalent of an old dragon. Meaning he would have a breath attack of 16D10+12 (+12 is his charisma modifier, in this example, added via the "Hotter Than Hell" class ablity)
[B]Eruption (Su)
The Fire Incarnate is one with flame, and even lava will now accept his rule. Once per encounter, as a full round action that provokes AoOs, the Fire Incarnate may cause a 10ft radius, within 100ft of himself, to erupt into a volcano. This lava spreads to 30 ft after one round and then to 60ft after the second. After a third round the lava is spread out too far and cooled too much to do any real damage.
Creatures within the 10ft radius are considered totally immersed in lava for two rounds. They may not move out of the lava unless they make a fortitude save, even then they may only take a 5ft step.
Creatures within the 10ft radius may make a reflex save to dodge the lava, entering the 30ft radius.
Creatures in the 30ft and 60ft radius are considered exposed to the lava.
This ability can only be used on actual ground. So it couldn't be used if the Fire Incarnate was on a ship in the middle of the sea, for example.
Miss Chance (Su)
Fire is insubstantial. You can cut and cut but nothing seems to hurt it. The Fire Incarnate has been able to, briefly, embody this trait before now. But he has learned that not all of his body need become flame to avoid damage. The Fire incarnate gains a 50% miss chance to all damage from a corporeal source. Provided that the Fire Incarnate is awake.
Unlike a miss chance that an incorporeal creature, such as a ghost gets, this is caused by the Fire Incarnate shaping his body into that of flame, as such all forms of energy are not affected by this miss chance. Weapons enchanted to deal cold damage overcome the Miss Chance. Ghost Touch weapons DO NOT overcome the Miss Chance gained from this ability.
Note:
I'm well aware that this is an attractive two level dip for an assassin/rouge character. So don't jump down my throat about it, OK?
Cold Incarnation (Currently a WIP)
Favored Ability: Constitution
Hit Die: D12
Proficiencies: Cold Incarnates gain proficiency with martial weapons, all amours and shields, including tower shields.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2|Cold Subtype, Ice Armour
2nd|+2|+3|+0|+3|Ice Walk, Needle Ice
3rd|+3|+3|+1|+3|
4th|+4|+4|+1|+4|
5th|+5|+4|+1|+4|
6th|+6/+1|+5|+2|+5|
7th|+7/+2|+5|+2|+5|
8th|+8/+3|+6|+2|+6|
9th|+9/+4|+6|+3|+6|
10th|+10/+5|+7|+3|+7|
11th|+11/+6/+1|+7|+3|+7|
12th|+12/+7/+2|+8|+4|+8|
13th|+13/+8/+3|+8|+4|+8|
14th|+14/+9/+4|+9|+4|+9|
15th|+15/+10/+5|+9|+5|+9|
16th|+16/+11/+6/+1|+10|+5|+10|
17th|+17/+12/+7/+2|+10|+5|+10|
18th|+18/+13/+8/+3|+11|+6|+11|
19th|+19/+14/+9/+4|+11|+6|+11|
20th|+20/+15/+10/+5|+12|+6|+12|
[/table]
Class Features:
The following are considered class features for Cold Incarnates:
Cold Subtype (Ex)
Upon selecting the Cold incarnation, the Elemental Incarnation gains the Cold subtype. Additionally, Cold Incarnates never takes damage from extreme cold.
Ice Armour (Ex)
Ice is very resistant to damage, able to shake off even the most powerful of blows. Cold Incarnates learn this as they take on the form of ice. Upon gaining this class feature the Cold Incarnate gains a natural armour bonus, that protects against touch attacks, equal to his class levels and DR/Fire* equal to twice his constitution modifier.
*In order to overcome this DR, a weapon needs to deal fire damage. For example: A longsword is enchanted to deal an additional 1d6 fire damage. That longsword will be able to ignore the DR.
Ice Walk (Ex)
Even on the steepest of slopes on the highest of mountains, the Cold Incarnate will never slip or fall, and is NEVER slowed down. The Cold Incarnate may treat squares covered in ice, including magical ice designed to slow down movement, as normal ground.
No picture for this one. If anyone has an idea of one, I would love to hear it.
They are strange things, Elemental Incarnations. It is unknown if they are blessings, curses, forced upon them or willingly taken. What IS known is their power. They take on aspects and powers of their "patron". An Elemental Incarnation is powerful indeed.
Game rule information:
Elemental Incarnations have the following game statistics.
Abilities: Each incarnation has a key ability score.
Alignment:Any
Hit Die: Each incarnation uses a different Hd.
Starting age: As Sorcerer
Starting gold: As Fighter
Class skills: The Elemental Incarnation's skills (And the ability for each skill) are: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Hide (Dex), All Knowledge skills (Taken separately, excluding Arcana) (Int), Move silently (Dex), Swim (Str) and UMD (Cha)
Skill Points and first level: (4 + Int bonus) x 4
Skill points at each additional level: 4 + Int bonus
Shared Class Features:
The following are considered class features for ALL Elemental Incarnations:
Upon taking the first level in this class, choose one of the incarnations below. Once made, this choice is permanent and cannot be changed.
All Elemental Incarnations are proficient with all simple weapons, light amours and light shields.
Elemental Incarnations may be turned or rebuked, but NEVER commanded.
Fire Incarnation
Favored Ability: Charisma
Hit Die: D8
Proficiencies: Fire Incarnates gain no extra proficiencies
{table=head]Level|BAB|Fort|Ref|Will|Special|Ball of Flame damage
1st|+0|+0|+2|+0|Fire Subtype, Fortification (25%)|N/A
2nd|+1|+0|+3|+0|Cauterize, Shadow of Flames|N/A
3rd|+2|+1|+3|+1|Create Fire, Evasion|1d8
4th|+3|+1|+4|+1|Uncanny Dodge, Charisma Bonus|1d8
5th|+3|+1|+4|+1|The Burned Hand Teaches Best, Fortification (50%)|1d8
6th|+4|+2|+5|+2|Bathe in Lava, Fire Spells|1d10
7th|+5|+2|+5|+2|Fire Blade|1d10
8th|+6/+1|+2|+6|+2|Improved Uncanny Dodge|1d10
9th|+6/+1|+3|+6|+3|Improved Evasion|2d6
10th|+7/+2|+3|+7|+3|Fortification (75%)|2d6
11th|+8/+3|+3|+7|+3|Walk Through Flames|2d6
12th|+9/+4|+4|+8|+4|Fire Form 1/day|2d8
13th|+9/+4|+4|+8|+4|Wall Of Flame|2d8
14th|+10/+5|+4|+9|+4|Hotter Than Hell|2d8
15th|+11/+6/+1|+5|+9|+5|Fortification (100%)|2d10
16th|+12/+7/+2|+5|+10|+5|Breath Fire|2d10
17th|+12/+7/+2|+5|+10|+5|Eruption|2d10
18th|+13/+8/+3|+6|+11|+6|[TBD]|3d6
19th|+14/+9/+4|+6|+11|+6|[TBD]|3d6
20th|+15/+10/+5|+6|+12|+6|Miss Chance (50%)|3d6
[/table]
Class Features:
The following are considered class features for Fire Incarnates:
Fire Subtype (Ex)
Upon selecting the fire incarnation, the Elemental Incarnation gains the Fire subtype. Additionally, Fire Incarnate never takes damage from extreme heat.
Fortification (Ex)
As many know, fire has no anatomy. It cannot be killed easily or damaged. As fire has no form. A Fire Incarnate learns this too, and has gained some of this protection. At level one a Fire Incarnate gains Fortification of 25%. Meaning that sneak attack damage has a 25% chance of rolling normal damage. This ability is always active, even when the Fire Incarnate is unconscious.
This bonus increases to 50% at level 5, 75% at level 10 and to 100% at level 15.
Cauterize (Su)
This functions almost exactly like the Paladin's lay on hands ability, except that Cauterize is considered fire based and ALWAYS damages creatures with the cold type or subtype.
Shadow Of Flames (Ex)
The Fire Incarnate treats light cast by non-magical fire as darkness for the purposes of hide checks and adds his Charisma Modifier+Incarnate class levels/2 to hide checks when in said light.
Create Fire (Ex)
The Fire Incarnate may, as a swift action, create a small ball of flame, about the size of a tennis ball, and suspend it within 5ft of himself. The Fire Incarnate may move this ball of flame, on his turn only, as he sees fit. This ball of flame moves with the Fire Incarnate, but can never be moved further than 5ft away. The Fire Incarnate may not create more than one ball of flame in this manner.
The ball of fire is treated as non-magical, except for the Shadow Of Flames ability, and illuminates as well as an everburning torch.
By spending a swift action, the Fire Incarnate may use his ball of fire to make a ranged touch attack, 5ft, and does damage according to the table above + his charisma modifier.
Evasion (Ex)
As per the rouge ability.
Uncanny dodge (Ex)
As per the Barbarian ability.
Charisma Bonus (Ex)
A Fire Incarnate gains a permanent bonus to his Charisma equal to half his class levels. This bonus does not decrease if the Fire Incarnate is affected by level drain.
The Burned Hand Teaches Best (Ex)
Whenever the Fire Incarnate uses his Cauterize ability to heal, the target gains an untyped bonus to skill checks, equal to one quarter of the hit points healed. This bonus lasts for one hour per Fire Incarnation class levels.
Bathe In Lava (Ex)
The Fire Incarnate is so suffused with fire energy, that even magma will accept him. The Fire Incarnate gains a swim speed equal to half his base land speed when in lava. The Fire Incarnate is able to "breath" in lava as though it were air.
Fire Spells (Su)
The Fire Incarnate may cast spells that have the [Fire] descriptor, as though he were a Bard (For spells per day/known), but draws the actual spells from the Wizard/Sorc list. Caster level is equal to Fire Incarnate class levels. Spells cast by the Fire Incarnate do not require material components, nor do they suffer from arcane spell failure. This only applies to spells gained through the Fire Incarnate. The Fire Incarnate may apply metamagic to these spells, without an increase to spell level or caster time, but cannot qualify for them via Fire Incarnate levels alone.
Fire Blade (Su)
The Fire Incarnate has become more and more experienced with his "inner flame" and can call it forth as a mighty weapon. The Fire Incarnate may, as a free action, create a single, one handed melee weapon that is not an exotic weapon. The Fire Incarnate is considered proficient with the flame blade, which deals damage as the "regular" weapon but the damage is considered fire energy. Attacks are made as touch attacks and add Charisma modifier, not Strength modifier, to attacks.
This blade may be sundered by a weapon with a cold enchantment. Hardness is equal to twice the Fire Incarnate's charisma modifier, and hit points equal to half his class levels.
Improved Uncanny dodge (Ex)
As per the Barbarian ability.
Improved Evasion (Ex)
As per the rouge ability.
Walk Though Flames (Su)
The Fire Incarnate may use Dimension Door, as the spell, to travel between two sources of fire, no more than 500ft apart. The Fire Incarnate must be within 5ft of the flame for the ability to work. The fire created by the Fire Incarnate is not acceptable as a "start" point. This ability is usable a number of times per day equal to twice the Fire Incarnate's charisma modifier.
Fire Form (Su, activation only)
Flame. Pure, unfiltered, uncaring. The Fire Incarnate knows this now. And embraces his destiny. Once per day, the Fire Incarnate may activate this ability as a swift action. When activated the Fire Incarnate, and any clothing worn and items carried, become pure, insubstantial flame. This form lasts for Charisma mod X 4 rounds. This form grants several bonuses:
The Fire Incarnate gains the Incorporeal subtype. The exceptions to the miss chance gained in this form are outlined in the capstone ability.
The Fire Incarnate is considered insubstantial while in this form. This means that while he couldn't go through a wall, he could pass through bars.
Any weapons currently wielded counts as though they were created via Fire Blade, but do not have the penalties.
The Fire Incarnate gains an ability similar to Acid Sheathe, from the SpC, except that all instances of "Acid" are changed to "Fire".
While in this form, all spells cast by the Fire Incarnate, even spells from other classes, gain the Searing Spell meta magic feat for free, without any increase in spell level or casting time.
Note: If Fire Form is "put out" prematurely, the Fire Incarnate returns to his normal form
Wall Of Flame (Su)
By now the Fire Incarnate can create fire and flame, almost at will, and can shape and alter it. One per encounter, the Fire Incarnate may use the spell Wall Of Fire, as a spell like ability. Caster level is equal to Fire Incarnate class levels.
Hotter than hell (Ex)
By now the Fire Incarnate has learned to control flame. It serves him. And he has learned to coax more power out of it. The Fire Incarnate may add his Charisma modifier as an additional bonus to all fire based damage caused by him. This bonus also applies to fire damage done via other classes or via items (Such as a wand of fireballs).
Breath Fire (Su)]
The Fire Incarnate has learned how Red Dragons use their breath, and has been able to replicate it. A Fire Incarnate may breath fire as though he were a Red Dragon.
The Fire Incarnate's "Dragon HD" is equal to his HD + his Charisma Modifier.
So, assuming a Fire Incarnate had a Charisma Modifier of +12 and a HD of 16, this would give him 28 "Dragon HD", the equivalent of an old dragon. Meaning he would have a breath attack of 16D10+12 (+12 is his charisma modifier, in this example, added via the "Hotter Than Hell" class ablity)
[B]Eruption (Su)
The Fire Incarnate is one with flame, and even lava will now accept his rule. Once per encounter, as a full round action that provokes AoOs, the Fire Incarnate may cause a 10ft radius, within 100ft of himself, to erupt into a volcano. This lava spreads to 30 ft after one round and then to 60ft after the second. After a third round the lava is spread out too far and cooled too much to do any real damage.
Creatures within the 10ft radius are considered totally immersed in lava for two rounds. They may not move out of the lava unless they make a fortitude save, even then they may only take a 5ft step.
Creatures within the 10ft radius may make a reflex save to dodge the lava, entering the 30ft radius.
Creatures in the 30ft and 60ft radius are considered exposed to the lava.
This ability can only be used on actual ground. So it couldn't be used if the Fire Incarnate was on a ship in the middle of the sea, for example.
Miss Chance (Su)
Fire is insubstantial. You can cut and cut but nothing seems to hurt it. The Fire Incarnate has been able to, briefly, embody this trait before now. But he has learned that not all of his body need become flame to avoid damage. The Fire incarnate gains a 50% miss chance to all damage from a corporeal source. Provided that the Fire Incarnate is awake.
Unlike a miss chance that an incorporeal creature, such as a ghost gets, this is caused by the Fire Incarnate shaping his body into that of flame, as such all forms of energy are not affected by this miss chance. Weapons enchanted to deal cold damage overcome the Miss Chance. Ghost Touch weapons DO NOT overcome the Miss Chance gained from this ability.
Note:
I'm well aware that this is an attractive two level dip for an assassin/rouge character. So don't jump down my throat about it, OK?
Cold Incarnation (Currently a WIP)
Favored Ability: Constitution
Hit Die: D12
Proficiencies: Cold Incarnates gain proficiency with martial weapons, all amours and shields, including tower shields.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2|Cold Subtype, Ice Armour
2nd|+2|+3|+0|+3|Ice Walk, Needle Ice
3rd|+3|+3|+1|+3|
4th|+4|+4|+1|+4|
5th|+5|+4|+1|+4|
6th|+6/+1|+5|+2|+5|
7th|+7/+2|+5|+2|+5|
8th|+8/+3|+6|+2|+6|
9th|+9/+4|+6|+3|+6|
10th|+10/+5|+7|+3|+7|
11th|+11/+6/+1|+7|+3|+7|
12th|+12/+7/+2|+8|+4|+8|
13th|+13/+8/+3|+8|+4|+8|
14th|+14/+9/+4|+9|+4|+9|
15th|+15/+10/+5|+9|+5|+9|
16th|+16/+11/+6/+1|+10|+5|+10|
17th|+17/+12/+7/+2|+10|+5|+10|
18th|+18/+13/+8/+3|+11|+6|+11|
19th|+19/+14/+9/+4|+11|+6|+11|
20th|+20/+15/+10/+5|+12|+6|+12|
[/table]
Class Features:
The following are considered class features for Cold Incarnates:
Cold Subtype (Ex)
Upon selecting the Cold incarnation, the Elemental Incarnation gains the Cold subtype. Additionally, Cold Incarnates never takes damage from extreme cold.
Ice Armour (Ex)
Ice is very resistant to damage, able to shake off even the most powerful of blows. Cold Incarnates learn this as they take on the form of ice. Upon gaining this class feature the Cold Incarnate gains a natural armour bonus, that protects against touch attacks, equal to his class levels and DR/Fire* equal to twice his constitution modifier.
*In order to overcome this DR, a weapon needs to deal fire damage. For example: A longsword is enchanted to deal an additional 1d6 fire damage. That longsword will be able to ignore the DR.
Ice Walk (Ex)
Even on the steepest of slopes on the highest of mountains, the Cold Incarnate will never slip or fall, and is NEVER slowed down. The Cold Incarnate may treat squares covered in ice, including magical ice designed to slow down movement, as normal ground.