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Mystic Muse
2012-01-04, 01:53 AM
It Came from the North
http://i1206.photobucket.com/albums/bb443/Zernobog888/water_colossus_by_farkwhad-d3itl81-1.png

The contest begins with the posting of this thread and will continue until the midnight, January 20th (EST) deadline.

Soon after a poll will be opened for everyone to vote for their favorite that will last until the last day of the month.

Rules

1) You will create any monster that you think fits.

The creature itself does not have to be unique, though it can be; we encourage you to create a monster class for official WotC monsters or races, preexisting homebrewed monsters or races, or creatures you make up for this contest.

2) Entries must follow the monster class guidelines as spoilered below:


Community Based Monster Classes VI

For the player that wants to play D&D and be a monster, there's often a bitter pill to swallow. Maybe you're expected to deal with a kludgy level adjustment? Or perhaps the monster class they've already put out there has less-than-full HD per level? Or maybe there's just no LA or monster class option for that obscure monster you're so keen on, and you're forced to throw something together and beg your DM for its acceptance. Whatever the case, you're inevitably imbalanced one way or another. The session ends and people will often find themselves thinking things would have worked more smoothly if that monster hadn't been there to muck up the works.

No more!

In this thread, you will be able to play as any monster you want by entering these monster classes as though they were regular classes. Huge stat bonuses and screwy HD have been done away with, monsters with abilities that would throw campaigns into disarray (24/7 petrifying gaze! Woo!) have been rebalanced and made suitable for play. Monsters have been tweaked for your playing enjoyment.

If you love these monster classes, like so many do, there are two ways you can help out. You can critique or you can submit new monster classes.

l FAQ[/B][spoiler]
Q) What monsters am I allowed to make into a monster class?
A) We encourage Homebrewers to build any monster as a playable character class. We prefer that Homebrewers build Monster Classes for monsters from published material that have not already been submitted. Before starting a new monster class, check the 'called' list (where people have called dibs on a particular monster or indicated they have started such a monster already) and the finished monster list. New homebrewers are encouraged to pick low-CR monsters, and not to attempt to tackle epic tier (20+ level) classes from the outset. Monsters from homebrew monsters should go in our homebrew section (http://www.giantitp.com/forums/showthread.php?t=180510).

Q) Help! I'm taking a 1 or 2 level monster class and can't tell if it's BAB 1/2 or 3/4! (For the purposes of fractional BAB).
A) Unless otherwise noted, an undead has 1/2 BAB, while all other classes/templates have 3/4 BAB.

Q) When I increase in size does my strength increase and my dexterity decrease? If so, by how much?
A) Size increases, or decreases, do not alter ability scores in this project.

Q) What's the Caster Level for the SLAs?
A) Unless otherwise specified, the Caster level for any SLAs is equal to your total HD.

Q) What’s the Save DC for this ability?
A) Unless otherwise specified the Save DC is (10+ 1/2 HD + Charisma Modifier).

The rest of the rules are split into three parts. Use Guidelines will teach you all the general rules for using these Monster Classes in a game, with specifics on changing size or multiclassing several monster classes (unintended by the project, but people are liable to try it anyways). Critique Guidelines will explain how you can help the project by commenting on other people's monsters. The Homebrew Guidelines state how you can help us by making your own Monster Class.


Use Guidelines

You take these Monster Classes just like you would any other class, such as wizard or rogue. Each level of the class develops your abilities as that particular monster. Normally you should take the first level of a Monster Class at level 1, but in some cases you might wish for your character to transform into a monster, in which case you can take it at a later level. After that, you may multiclass freely; for example one might take 1 level of troll, then 3 of barbarian, then a second level of troll, then another level of barbarian.

Upon taking the first level of a monster class, you lose all other racial traits: what this means is that while you may select a race in character creation, you lose that race when you take your first level in a monster class. You do not gain any traits or bonuses from being a race, as the first level of a Monster Class replaces both class and race. That said, the monster classes are typically a step more powerful than a standard class to make up for the lack of racial bonuses.

Growth Table
{table=head]Base Size|New Size| AC & Attack Bonuses*|Space*|Reach (Tall/Long)*|Ave. Size Incr.|Ave. Weight Incr.|Grapple Mod.|Hide Mod.
Fine|Diminutive|-4 (size)|+½’|+0’/+0’|+6”|+1/2 lb.|+4 (size)|-4 (size)
Diminutive|Tiny|-2 (size)|+1½’|+0’/+0’|+9”|+5 lbs.|+4 (size)|-4 (size)
Tiny|Small| -1 (size)|+2½’|+5’/+5’|+18”|+36 lbs.|+4 (size)|-4 (size)
Small|Medium| -1 (size)|+0’|+0’/+0’|+3’|+240 lbs.|+4 (size)|-4 (size)
Medium|Large|-1 (size)|+5’|+5’/+0’|+6’|+2000 lbs.|+4 (size)|-4 (size)
Large|Huge|-1 (size)|+5’|+5’/+5’|+12’|+8 tons|+4 (size)|-4 (size)
Huge|Gargantuan|-2 (size)|+5’|+5’/+5’|+24’|+80 tons|+4 (size)|-4 (size)
Gargantuan|Colossal|-4 (size)|+10’|+10’/+5’|+48’|+200 tons|+4 (size)|-4 (size)[/table]
Natural weapons damage increases one die size for each size increase.

Thanks to Zeta Kai for the Table.

Under normal circumstances you may not multiclass two Base Monster Classes. Below are some suggested rules should you decide to go against the grain and attempt such:

Multiple Natural Armor Bonuses
If a creature gains natural armor bonuses from multiple sources treat them according to the following chart.
{table=head]Base Natural Armor|Extra Natural Armor|Results

1/2 Con Mod|1/2 Con Mod|Full Con Mod as Natural armor Bonus

Anything higher than 1/2 Con Mod|1/2 Con Mod|+1 Nat. AC

Full Con Mod|Full Con Mod|1.5 Con Mod

Anything Higher than Full Con Mod|Full Con Mod|+2 Nat. AC

1.5 Con Mod|Anything higher than Full Con Mod|+3 Nat. AC[/table]
Creatures that gain Natural Armor from more than one monster class, that specify different Ability Scores as the base for their Natural Armor Class use whichever Ability Score is higher to derive both Natural Armor Classes, and uses the chart above.
Thanks to ChumpLump for the Table.

Multiclassing Monsters
In some cases, your DM may disregard the above rule and allow you to multiclass two base monster classes. This will likely represent some sort of hybrid character, which could be interesting. In this case, how you should play this is: For the monster class which you do not take at level one, remove the “Body of X” class feature, and use the “Body of X” for your first monster class. If you somehow take them at the same time using a variant rule like gestalt, keep the “Body of X” from the class with more levels. If they both have the same number of levels, you may choose which “Body of X” you keep.


Critique Guidelines

Critiquing Rules
1. Respect
Respect is tantamount if you are working on this project. If you are disrespectful of a class or a homebrewer, you will face consequences. At all times we must all treat each other with respect. Ignore all other rules before you ignore this one. Never be disrespectful to another homebrewer.


Homebrew Guidelines
Making a Monster Class is difficult, so don't think you can whip something up in ten seconds and get it posted. It may be long and hard to perfect it, but we'll help you through it. Follow these guidelines and you'll quickly be on your way.

Submission Guidelines:

Start small. If you are new to the project, don't submit a monster with a CR (and, as a consequence, a maximum level) greater than 5. Leeway can be granted (say, a CR6-8 monster), but ask if you're really keen on doing such. Long & involved monster classes coupled with inexperienced creators make for monsters that can take two or more months to wrap up, with constant revision and critique. Not fun for anyone. Learn the ropes first.
Spellcheck, format check: Read over your finished work for errors. Ideally, you want to run it through a spellchecker (either built into your browser or copy/pasted into a word document), but if you've got a good eye for errors, that can be omitted. Similarly, check the design & format of your post against other recently finished monsters (Such as Saguaro Sentinel or Troll) to see if there's something you're doing too differently.
Be prepared to revise: Monsters that are submitted have to go through a review process to ensure we're putting quality work out there. For this reason, the council members will go over monsters and suggest changes.

3) The entry must include name, source (if not an original creature creation), complete class (including prerequisites––if any––hit dice, class skills and skill points, BAB, saves, and detailed descriptions of all class abilities). Incomplete entries will be disqualified at the deadline.

If the monster class is your own homebrewed creation, fluff text is also necessary. If it is based off of an existing official, third party or homebrewed creature, then a link to that creature's fluff text will suffice, though mentioning the source is good too. An image at the head of your entry will not only attract more attention and votes, but will also aid players and DMs in their ability to visualize your monster class.

4) Entries must be D&D 3.5 edition, using the standard format.

5) Post all entries on this thread. Do not post conversation here. Any and All Comments, questions and discussions will take place here in this separate conversation thread. (http://www.giantitp.com/forums/showthread.php?t=204860)

If you wish to receive critiques and other feedback beyond the lifespan of this contest, or wish in the future to submit your monster class to the Monster Class Hall of Fame (http://www.giantitp.com/forums/showthread.php?t=201135) project, then you must copy your monster class entry from this thread and post it in your own monster class hall of fame thread or homebrew thread, as per the moderator rules listed in the Monster Class Hall of Fame rules (don't just link your submission to that project from your entry post in this contest).

6) One entry per participant. No double-teaming.

7) The monster class itself must be your own work, though as mentioned above, it can be based off of a preexisting monster. It must, however, be created fresh for this contest––no previously made, previously posted monster classes.

8) No reserving posts. Feel free to post a creature and tweak it, but you have to have the basic beast already done.

First Place Prize

I make one Monster class of your choice, CR 12 or less with the following restrictions.
1. No mind altering or changing who a person is against their will being a part/key part of their class.
2. No messing with a soul's final destination (Short of willing temptation or redemption) or destroying it.


Homebrewing Guides

3.5 Homebrew Theory by Djinn in Tonic (http://www.giantitp.com/forums/showthread.php?t=137641)

Vorpal Tribble's Monster Making for the Feebleminded (http://www.giantitp.com/forums/showthread.php?t=43009)[/QUOTE]

TheGeckoKing
2012-01-07, 09:57 PM
Thrym Hound

http://www.wizards.com/dnd/images/MM5_Gallery/106340.jpg
MMV

Class

HD:d10

{table=head]Level|BAB|Fort|Ref|Will |Special
1st| +1| +2| +2| +2| Thrym Hound Body, Permafrost Hide, Ability Increase
2nd| +2| +3| +3| +3| Frozen Savagery, Scent
3rd| +3| +3| +3| +3| Frostbite Howl
4th| +4| +4| +4| +4| Growth (Large), Frigid Stare
5th| +5| +4| +4| +4| Counterstrike
6th| +6/+1| +5| +5| +5| Northern Chill
7th| +7/+2| +5| +5| +5| Ice Storm
8th| +8/+3| +6| +6| +6| Blizzard Assault, Growth (Huge)
9th| +9/+4| +6| +6| +6| Soul-Rending Cold
10th| +10/+5| +7| +7| +7| Herald of Winter
[/table]

Skills: 2+int modifier per level, quadruple at first level.
Class skills are; Climb, Intimidate, Jump, Listen, Spot and Survival.

Proficiencies: A Thrym Hound is proficient with its natural weapons.

Thrym Hound Body: At 1st level, the Thrym Hound's racial traits become the following;

Magical Beast (Cold) type
Medium Size
Base Land Speed of 40ft
Darkvision out 60ft and Low-Light Vision
Thrym Hounds have a bite attack dealing 1d6 + Str Mod damage, and two claw attacks dealing 1d4 damage + 1/2 Str Mod damage.
As a quadruped, the Thrym Hound has a higher carrying capacity (http://www.d20srd.org/srd/carryingCapacity.htm), but cannot use items or complete tasks requiring hands, and additionally, the Thrym Hound cannot wear any armour because of its thick, unyielding hide.
Thrym Hounds have a racial bonus to Intimidate checks equal to their HD, and a +4 racial bonus to Survival checks.
Thrym Hounds may move through any sort of snowy or icy terrain (such as frozen lakes or black ice) at their normal speed and without taking damage or suffering any other impairment.
Automatic Languages: Common. Bonus Languages: Draconic, Giant, Orc
Favoured Classes: Thrym Hound and Barbarian


Permafrost Hide (Ex): At 1st level and onwards, the chilled ice that makes up a Thrym Hound's hide deflects nearly all attacks. The Thrym Hound gains a Natural Armour Bonus of +1 at 1st level, and an additional +2 for every 2HD the Thrym Hound has (+3 at 2nd, +5 at 4th, +7 at 6th, etc).

Ability Increase (Ex): Each level, the Thrym Hound gains a +1 bonus to Con, Str or Wis. The Thrym Hound may not choose the same ability to increase three times in a row.

Frozen Savagery (Su): At 2nd level, the Thrym Hound deals extra points of cold damage with each of its natural attack equal to its Wis modifier.

Scent: At 2nd level, the Thrym Hound gains the Scent (http://www.dandwiki.com/wiki/SRD:Scent) quality.

Frostbite Howl (Ex): At 3rd level, the Thrym Hound can let loose a cold howl of terror to intimidate his opponents and chill their bones. When the Thrym Hound successfully demoralizes a creature(s), they additionally deal cold damage equal to twice their Wis Modifier (no save).
Additionally, the Thrym Hound now uses its instincts rather than social understanding to terrify opponents, and so now uses its Wis modifier rather than Cha modifier when making Intimidate checks.

Growth: At 4th level, the Thrym Hound grows to Large size, gaining all of the appropriate size modifiers (http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm#bigandLittleCreatu resInCombat). At 8th level, the Thrym Hound grows to Huge size. The Thrym Hound's ability scores are unaffected by these size increases.

Frigid Stare (Su): At 4th level, the eyes of a Thrym Hound can assail their opponents with cold fury. As a standard action once every 1d4 rounds, the Thrym Hound can fire a 60-foot line of cold once every 1d4 rounds, dealing HD*d4 cold damage with a Reflex DC of 10 + 1/2 HD + Wis Mod for half damage.

Counterstrike (Ex): At 5th level, the Thrym Hound can fire spines of ice from their hide as a counter to their opponents. Any adjacent creature that swings at a Thrym hound and misses has a chance to be struck by the creature’s spines, dealing cold damage equal to 1d4/2HD unless the attacker makes a Reflex Save for half damage, with a DC of 10 + 1/2 HD + Wis Mod.

Northern Chill (Su): At 6th level, the Thrym Hound can instantly freeze the muscles of their opponents with a swipe of their claw. When the Thrym Hound successfully strikes an opponent with one of their claw attacks, the creature must make a Fortitude Save with a DC of 10 + 1/2 HD + Wis Mod or be stunned for 1d2 turns. The Thrym Hound may only activate this ability once every 1d4 turns. A creature that successfully makes their save against this ability becomes immune to this ability for 24 hours.

Ice Storm (Sp): At 7th level, the Thrym Hound gains Ice Storm as an SLA usable 1/encounter, with a Caster Level equal to their HD. At 15HD, the Thrym Hound may use this SLA as a swift action.

Blizzard Assault (Ex): At 8th level, the Thrym Hound strikes like a blizzard - chilling and unrelenting, from all sides. When the Thrym Hound uses the full attack action, they can give up their regular attacks and instead make two claw attacks at their full base attack bonus against each opponent within reach.

Soul-Rending Cold (Su): At 9th level, the Thrym Hound may transcend most resistances to the cold that would deny their opponents a cold death. When the Thrym Hound would deal Cold damage with a class ability, attack, spell, or item, half that damage becomes untyped damage instead, ignoring resistances/immunities. At 12HD, all cold damage dealt by the Thrym Hound becomes untyped damage instead.

Herald of Winter (Su): At 10th level, the Thrym Hound brings snow and sleet with every step, even in the tropics and deserts of the world. All terrain within 60ft of the Thrym Hound becomes slick with ice and treated as difficult terrain, and all creatures within 60ft of the Thrym Hound take 1d8 points of cold damage each turn (no save).
Comments

An odd beast from MMV, the Thrym Hound is noted for its obscene NA bonus, its counterstrike ability, its above average saves, and possibly odd ranged attack. In addition to player-balanced tweaking and a few additions of my own, I should have made a mean melee machine with fangs and ice. Enjoy.

AugustNights
2012-01-14, 09:48 AM
Rimefire Eidolon


http://www.wizards.com/dnd/images/fb_gallery/83570.jpg
FB p.149

Rimefire Eidolon Composed from the shards of ancient deities of the frigid seas, rimefire eidolons are curious creatures that carry an almost palpable aura of sorrow and rage. Rimefire eidolons work the final will of the ancient gods they once composed, while avoiding the minions of those who would have all vestiges of these gods destroyed. Many rimefire eidolon's bond with powerful mortal spell-casters who, the believe, will aid them in carrying out the final will of their ancient selves.
Normally, Rimefire Eidolons are tied to an Iceberg it calls home, and dies if it should leave a 300 yard radius of its devoted home. However, the Rimefire Eidolon Monster Class feels a sudden sharp yearning to complete the ancient final will of the god from which it came. The Rimefire Eidolon takes leave of its Iceberg where it had been holding the sleeping will, and seeks out to serve it's purpose. Thus Monster Class Rimefire Eidolons do not gain the normal Iceberg Dependency of their non-monster class brethren.

HD:d6
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+2|Detect Evil, Detect Magic, Divinity Remembered, Frozen Echo, Lesser Rimefire Bolt, Shard of the Rimefire God

2nd|
+1|
+0|
+3|
+3|Icing Touch, Permafrost Heart, Ice Slick

3rd|
+2|
+1|
+3|
+3|Blur, Flurry Leap, Improved Rimefire Bolt, Obscuring Snow

4th|
+3|
+1|
+4|
+4|Chill Metal, See Invisibility, Iceglide, Open Bond

5th|
+3|
+1|
+4|
+4|Blizzard's Lift, Tremorsense

6th|
+4|
+2|
+5|
+5|Greater Rimefire Bolt, Ice Shape

7th|
+5|
+2|
+5|
+5|Icestorm, Rimefire Garrison, Wall of Ice

8th|
+6/+1|
+2|
+6|
+6|Rimefire Perfection, Winter's Embrace

9th|
+6/+1|
+3|
+6|
+6|Dark Rimefire Bolt, Entomb
[/table]
Skills: The Rimefire Eidolon gains (4+Intelligence Modifier) skills per level. The Rimefire Eidolon class skills (and key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Listen (Wis), Move silently (Dex), Profession (Wis), Spot (Wis), Survival (Wis), Spellcraft (Int), and Swim (Str).

Proficiencies: Rimefire Eidolons are proficient with any natural weapons they may gain from this class and with simple weapons. Rimefire Eidolons are not proficient with any armor or shields

Class Features: The following are the Class Features of the Rimefire Eidolon.

Divinity Remembered (Sla): A Rimefire Eidolon draws power from its ancient divinity. Should the Rimefire Eidolon gain levels in either an arcane spell-casting or eldritch invoking class, it may add its Rimefire Eidolon Monster Class levels to its effective Caster Level for that class, this only applies to one class and cannot be used to raise the Caster Level above the Rimefire Eidolon's HD. Further the Rimefire Eidolon gains the following Spell-like abilities at the following levels: the Rimefire Eidolon can use each spell-like ability a certain number of times per day depending on its HD. The saves for these spell like abilities are 10+1/2 the Rimefire Eidolon's HD + its Charisma modifier. The Caster Level for these spell-like abilities is equal to the Rimefire Eidolon's HD.


{table=head]Level|Spell-Like Ability|Uses per Day
1st|Detect Evil (http://www.d20srd.org/srd/spells/detectEvil.htm)|1/day per HD
1st|Detect Magic (http://www.d20srd.org/srd/spells/detectMagic.htm)|1/day per HD
2nd|Ice Slick*|1/day per HD
3rd|Blur (http://www.d20srd.org/srd/spells/blur.htm)|1/day per HD
3rd|Obscuring Snow*|1/day per HD
4th|Chill Metal (http://www.d20srd.org/srd/spells/chillMetal.htm)|1/day per 2 HD
4th|See Invisibility (http://www.d20srd.org/srd/spells/seeInvisibility.htm)|1/day per HD
7th|Ice Storm (http://www.d20srd.org/srd/spells/iceStorm.htm)1/day per 2 HD
7th|Wall of Ice (http://www.d20srd.org/srd/spells/wallOfIce.htm)|1/day per 2 HD
8th|Winter's Embrace*|1/day per 3 HD
9th|Entomb*|1/day per 5 HD[/table]
*These spells can be found in the Spell Compendium (SpC) or Frostburn (FB). Homebrew replacements can be found in the spoiler below

Ice Slick(FB): Refluff Grease (http://www.d20srd.org/srd/spells/grease.htm) and give it the Cold descriptor.

Obscuring Snow (FB): Refluff Obscuring Mist (http://www.d20srd.org/srd/spells/obscuringMist.htm) and give it the Cold descriptor.

Winter's Embrace (SpC): Refluff Waves of Fatigue (http://www.d20srd.org/srd/spells/wavesOfFatigue.htm) add in 1d4 cold damage per level (max 20d4), with a Fortitude save for half. Give it the Cold descriptor.

Entomb (FB): Refluff Hold Monster (http://www.d20srd.org/srd/spells/holdMonster.htm) add in 3d6 cold damage per round and a single point of constitution damage, a successful fortitude save negates the paralyzed condition and the constitution damage, but only reduces the cold damage by half. Give it the Cold descriptor.

Frozen Echo (Su): A Rimefire Eidolon can communicate telepathically with any creature that has an intelligence score within 20 feet per HD it posses. The creature can respond to the Rimefire Eidolon if it wishes, however a common language is required. Creatures of the animal type do not require a common language to communicate in this fashion.

Lesser Rimefire Bolt (Su): As a standard attack action, the Rimefire Eidolon may hurl a bolt composed of their burning sorrow at a range of 30 feet (+10 feet per HD the Rimefire Eidolon possess). This bolt function as a ranged touch attack, and deals 1d6 damage plus the Rimefire Eidolon's Charisma bonus. This damage is half Cold damage and half Fire damage (if odd, the remainder is also cold damage). As that this is a standard attack action, a full attack may be used to make multiple attacks with or including the Lesser Rimefire Bolt.

Shard of the Rimefire God: The Rimefire Eidolon is a Fey with the (Rimefire) subtype. The Rimefire Eidolon gains low-light vision, and must eat, sleep, and breathe, however the Rimefire Eidolon is capable of breathing underwater, and while encased in ice. The Rimefire Eidolon is of Medium size, and has a base land speed of 30 feet. The Rimefire Eidolon is incapable of speech, but can understand Sylvan and common (and a number of other languages equal to its Intelligence modifier). The Rimefire Eidolon's icy tendrils are capable of fine manipulation. In addition, the Rimefire Eidolon gains two natural slam weapons that deal 1d6 damage each. Further, the Rimefire Eidolon gains a sacred bonus to armor class equal to half their Charisma bonus (min +1). Finally the Rimefire Eidolon gains a racial bonus on saving throws against effects with the Cold descriptor (or that deal Cold damage) equal to their Charisma bonus (min +1).

Icing Touch (Su): At second level the Rimefire Eidolon's natural weapons, and any manufactured weapons it welds, deal an additional 1d6 cold damage. The Rimefire Eidolon may deliver this cold damage with a touch attack as a standard attack action if it so chooses.

Permafrost Heart: At second level the Rimefire Eidolon gains DR/Cold Iron equal to half its HD and Energy resistance to Cold and Fire equal to twice its HD.

Flurry Leap (Ex): At third level the Rimefire Eidolon the ability to make short flying leaps, as if it were a flying creature. By spending a swift action the Rimefire Eidolon may grain a fly speed equal to twice its base land speed, with a maneuverability of Good until the end of its turn. The Rimefire Eidolon must end its turn on a solid surface.

Improved Rimefire Bolt (Su): Beginning at third level the Rimefire Eidolon's Rimefire Bolt improves, dealing 2d6 damage plus the Rimefire Eidolon's Charisma bonus. Further, the Rimefire Eidolon may select any one of the following enhancements for its Rimefire Bolt. This choice cannot later changed. Applying this enhancement to a Rimefire Bolt requires a swift action, and may be used a number of times per day equal to the Rimefire Eidolon's Charisma bonus (minimum 1).

Improved Rimefire Bolt Enhancements

Burning Rage: The Rimefire Eidolon's rimefire bolt infects its target with the overwhelming anger deep within the Rimefire Eidolon's memory. The target must make a Fortitude save (DC 10+1/2 the Rimefire Eidolon's HD + its Charisma modifier) or suffer from the Sickened condition for 1d4 rounds plus the Rimefire Eidolon's Charisma modifier.

Rimefire Spear: The Rimefire Eidolon's rimefire bolt's range increases to of 100 feet +30 feet per HD the Rimefire Eidolon possess. The target must make a Reflex save (DC 10+1/2 the Rimefire Eidolon's HD + its Charisma modifier) or be knocked Prone.

Shared Sorrow: The Rimefire Eidolon's rimefire bolt carries a creeping sorrow that infects the target of the rimefire bolt. The target must make a Will save (DC 10+1/2 the Rimefire Eidolon's HD + its Charisma modifier) or suffer from the Shaken condition for 1d4 rounds plus the Rimefire Eidolon's Charisma modifier.


Iceglide: At fourth level the Rimefire Eidolon gains the ability to move through snow and ice at its normal speed and without taking damage or suffering any other impairment. This extends to snow and ice that has been magically manipulated to impede motion. Further the Rimefire Eidolon gains a burrow speed equal to its base land speed, but it may only burrow through snow and ice.

Open Bond (Su): Starting at fifth level the Rimefire Eidolon gains the create temporary bonds between it an its allies, similar to the sort of bond that Rimefire Eidolons often create between themselves and Rimefire Witches. Though easier to create, this bond is also more readily dispelled than a normal Rimefire Eidolon's bond. (That is to say this functions like any other supernatural ability.) All allies within 10 feet per HD of the Rimefire Eidolon gain a +2 sacred bonus on saves against Mind-Affecting and Death effects. Further, by spending a swift action to concentrate, the Rimefire Eidolon may glean information about a single ally within that radius as if they were under the effects of the Status (http://www.d20srd.org/srd/spells/status.htm) spell.

Blizzard's Lift (Ex): Beginning at fifth level the Rimefire Eidolon gains the ability to naturally lift itself and propel its body through the air. The Rimefire Eidolon gains a fly speed equal to its base land speed with (Good) maneuverability. Further, while in areas of Cold Weather (below 40° F) or Colder, the Rimefire Eidolon's flight is not impeded by strong winds or strong precipitation. As the Rimefire Eidolon gains HD this flight improves. At 8 HD the Flight Speed increases to twice the Rimefire Eidolon's base land speed. At 12 HD it increases to three times the Rimefire Eidolon's base land speed. At 16 HD it increases to four times the Rimefire Eidolon's base land speed. Further at 10 HD the Rimefire Eidolon's flight maneuverability improves to (Perfect).

Tremorsense: Beginning at fifth level the Rimefire Eidolon gains tremorsense out to 5 feet per HD it possesses. The range of this tremorsense extends to 10 feet per HD while the Rimefire Eidolon is on (or in) ice or snow.

Greater Rimefire Bolt (Su): Starting at sixth level the Rimefire Eidolon's Rimefire Bolt improves once again, dealing 3d6 damage plus the Rimefire Eidolon's Charisma bonus. Further, the Rimefire Eidolon may select any one of the following enhancements for its Rimefire Bolt. This choice cannot later changed. Applying this enhancement to a Rimefire Bolt requires a swift action, and may be used a number of times per day equal to the Rimefire Eidolon's Charisma bonus (minimum 1).

Greater Rimefire Bolt Enhancements

Crippling Bolt: The Rimefire Eidolon's Rimefire Bolt is filled with destructive hatred. In addition to the damage it normally deals, the Rimefire Bolt deals Strength damage equal to 1d6 plus the Rimefire Eidolon's Charisma Modifier.

Draining Bolt: The Rimefire Eidolon's Rimefire Bolt saps its target of important vital energies, violently lulling it towards eternity. In addition to the damage it normally deals, the Rimefire Bolt deals Constitution damage equal to 1d4 plus the Rimefire Eidolon's Charisma Modifier.

Freezing Bolt: The Rimefire Eidolon's Rimefire Bolt carries a numbing cold within its chilling blast. In addition to the damage it normally deals, the Rimefire Bolt deals Dexterity damage equal to 1d6 plus the Rimefire Eidolon's Charisma Modifier.

Rimefire Garrison (Su): Beginning at seventh level the Rimefire Eidolon may alter its Rimefire Bolt to serve as an aggressive, tactical defense. By spending a full round action, the Rimefire Eidolon may radiate a field of Rimefire around it out to 5 feet per HD the Rimefire Eidolon possess. This field remains active until the beginning of the Rimefire Eidolon's next turn. Any creatures that either move into the field, or end their turn within it suffer damage as if struck by the Rimefire Eidolon's Rimefire Bolt. Further it must make a Fortitude Save (DC 10+1/2 the Rimefire Eidolon's HD + its Charisma modifier) or immediately end its movement. Once a creature has been targeted by the Rimefire Garrison, it may not be targeted by this same effect until the end of its turn. (A creature that both passes through this effect, and ends their turn in this effect is targeted twice, however a creature moving through multiple squares created by this effect is only subject to it once.)

Rimefire Perfection: Upon reaching eighth level the Rimefire Eidolon can manipulate its connection to Rimefire in order to serve as a restorative defense. Any attack against the Rimefire Eidolon that deals Cold damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the Rimefire Eidolon to exceed its full normal hit points, it gains any excess as temporary hit points. By spending a swift action, the Rimefire Eidolon may change this ability so that it works against Fire damage as opposed to Cold damage. This exchange lasts until the Rimefire Eidolon spends another swift action to reset it to work against Cold damage.

Dark Rimefire Bolt (Su): At ninth level the Rimefire Eidolon's Rimefire Bolt improves to its very pinnacle, dealing 4d6 damage plus the Rimefire Eidolon's Charisma bonus. Further, the Rimefire Eidolon may select any one of the following enhancements for its Rimefire Bolt. This choice cannot later changed. Applying this enhancement to a Rimefire Bolt requires a swift action. The Rimefire Eidolon may augment its Rimefire Bolt with this enhancement once per day.

Dark Rimefire Bolt Enhancements

Rimefire Storm: The Rimefire Eidolon's rimefire bolt spreads out, into several beams of energy. The Rimefire Eidolon may make a single attack roll against any enemy within range of its Rimefire Bolt, with a total number of enemies equal to half the Rimefire Eidolon's. Enemies that are struck by this attack roll suffer damage as if struck by a Rimefire Bolt.

Polar Bolt: The Rimefire Eidolon's rimefire bolt is amplified to match the Rimefire Eidolon's former glory. This Rimefire Bolt deals an additional 1d6 damage per HD the Rimefire Eidolon possess. This additional damage may either be all Fire damage, all Cold damage, or half of both (as the Rimefire Bolt normally is).

Rimefire Breath: The Rimefire Eidolon's rimefire bolt is released as a powerful breath weapon, rather than a simple ray. The Rimefire Bolt takes the shape of a (30-foot + 5 feet per 2 HD the Rimefire Eidolon has) Cone originating from the Rimefire Eidolon. Creatures caught in this cone may make a Reflex Save (DC 10+1/2 the Rimefire Eidolon's HD + its Charisma modifier) for half damage.



Rimefire Feats
AVATAR OF RIMEFIRE [Monster Class]
Prerequisite: Dark Rimefire Bolt class ability, Rimefire Within, 15+ HD
Benefit: The Rimefire Eidolon's connection to the ancient god it once was is stronger than even most could imagine. The damage dealt by the Rimefire Eidolon's Rimefire Bolt increases by another 1d6.

ICING REFLECTION [Racial]
While all Rimefire Eidolons are capable of bending and shaping their icy tendrils into many shapes, effectively reshaping their body into many forms, a few are capable of enhancing this change with an inner glamer effect to appear truly different from a frozen skeletal structure filled with blue fire.
Prerequisite: Rimefire Eidolon Race, Charisma 15+
Benefit: The Rimefire Eidolon may use Disguise Self as a spell like ability at will, caster level equal to the Rimefire Eidolon's HD.

LEGENDARY RIMEFIRE [Monster Class]
Prerequisite: Rimefire Eidolon level 9th
Benefit: The Rimefire Eidolon may select another Dark Rimefire Enhancement, when enhancing their Rimefire Bolt by using the Dark Rimefire Bolt ability, they may select either this chosen enhancement, or the one they chose when they gained the ability. In addition the Rimefire Eidolon may enhance their Rimefire Bolt in this fashion two additional times per day.

RIMEFIRE FURY [Monster Class]
Prerequisite: Rimefire Eidolon level 6th
Benefit: The Rimefire Eidolon may select another Greater Rimefire Enhancement, when enhancing their Rimefire Bolt by using the Greater Rimefire Bolt ability, they may select either this chosen enhancement, or the one they chose when they gained the ability. In addition the Rimefire Eidolon may enhance their Rimefire Bolt in this fashion three additional times per day.

RIMEFIRE MASTERY [Monster Class]
Prerequisite: Rimefire Eidolon level 3rd
Benefit: The Rimefire Eidolon may select another Improved Rimefire Enhancement, when enhancing their Rimefire Bolt by using the Improved Rimefire Bolt ability, they may select either this chosen enhancement, or the one they chose when they gained the ability. In addition the Rimefire Eidolon may enhance their Rimefire Bolt in this fashion four additional times per day.

RIMEFIRE TORCH [Monster Class]
Prerequisite: Rimefire Bolt class ability
Benefit: By taking a standard action, the Rimefire Eidolon may apply it's Rimefire bolt to a single melee attack. If this attack successfully deals damage it also deals damage as if the Rimefire Eidolon's Rimefire Bolt had struck the target. This attack may be enhanced though Improved, Greater, or Dark Rimefire Bolt as any other use of Rimefire Bolt, with a swift action.

RIMEFIRE WITHIN [Monster Class]
Prerequisite: Dark Rimefire Bolt class ability, 11+ HD
Benefit: The Rimefire Eidolon's Rimefire Bolt becomes stronger than that of other Rimefire Eidolons, the damage dealt by the Rimefire Bolt increases by 1d6.


Rimefire Subtype

A creature with the Rimefire subtype gains energy resistance to Cold and Fire. Further it is treated as both a creature of the Cold and Fire subtype for the purposes of spells and effects that target such creatures.


Optional Rule: Rimefire Eidolon, Base Race

A Rimefire Eidolon with no class levels in the Rimefire Eidolon Base Class has the following racial traits.

Fey [Rimefire]
+2 Charisma
Medium: As Medium creatures, Rimefire Eidolons have no special bonuses or penalties due to their size.
Rimefire Eidolon base land speed is 30 feet.
Speechless (Su): Rimefire Eidolons are incapable of speaking, but may speak telepathically to any creature with an intelligence score that it shares a common language with at a range of touch. Creatures with the animal type need not share this common language to communicate with the Rimefire Eidolon. Rimefire Eidolons can hear and understand language as well as any other creature of its intelligence score.
Mark the antagonist (SLA): The Rimefire Eidolon gains the ability to use the spell like ability Detect Evil a number of times per day equal to its Charisma bonus (min 1). The Caster Level for this spell like ability is equal to the Rimefire Eidolon's HD.
Fey Type: Rimefire Eidolons an are not Humanoid is not subject to spells and effects that specifically or target or affect Humanoids.
Automatic Language: Common and Sylvan. Bonus Languages: Any.
Favored Class: Hexblade


A Chump's Twopence

Neat little fey composed from the shards of an ancient god of Cold.
One may note that both Polar Ray and Cone of Cold are missing from the Spell-like abilities granted to the Rimefire Eidolon Monster Class.
I actually haven't left them out, but have incorporated them into the improvements the class offers the Eidolon's Rimefire Bolt.
Rimefire Garrison is a bit wonkey, I'd like to clean up that language. Anyone know of any similar effects that have been written with clearer wording?
As that the Rimefire Eidolon is relatively SAD (though Dexterity is another good one for it), I haven't given it many ability boosts. It doesn't really need them to keep up with other classes I feel.
Not satisfied with Improved Rimefire Bolt options, but I can clean up that minor detail later.

Changelog(14/1/12) Posted
(14/1/12) Changed Favored Class to Hexblade, cleaned up language, added in Feats section, removed (Na) tags, changed Flurry Leap and Blizzard's Lift to (Ex).