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Lesser Sidhe(Ice)

Jul 23rd, 2011
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  1. [b]Lesser Sidhe(Ice)[/b]
  2. [b]Small Fey(Cold)[/b]
  3. [b]Low Light Vision[/b]
  4. [b]Abilities[/b] Dex +2 Wis -2 Cha +2, The lesser sidhe are graceful and radiate an unearthly beauty, but lacks the common sense other species possess.
  5. [b]Faerie Constitution(Su)[/b] As fey, the Lesser Sidhe gain damage reduction of 5/Cold Iron. They lose this if they wear any iron equipment.
  6. [b]Cold Subtype(Ex)[/b] Lesser Ice Sidhe take +50% damage from fire and are immune to cold.
  7. [b]Small Size[/b] As Small creatures, Lesser Sidhe +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  8. [b]Slow Speed[/b] Lesser Sidhe have a base speed of 20ft.
  9. [b]Glow(Su)[/b] Lesser Sidhe radiate a glow, generating clear illumination in their space and shadowy illumination in a 10ft radius around them. This light can be suppressed or resumed as a free action. The light shuts off when knocked unconscious.
  10. [b]Winged(Ex)[/b] Lesser Sidhe have wings formed from the element they embody.
  11. Initially this renders them immune to falling damage and allows them to hover 5ft above the ground while conscious.
  12. At 5 Hit Dice, the Lesser Sidhe can fly at a speed of 30ft(good). They cannot fly while carrying a Medium or Heavy load, or while fatigued or exhausted. Flying for more than 1 minute per constitution modifer in an hour makes them fatigued. Hovering does not count against this duration.
  13. At 10 Hit Dice, the flight duration limit is lifted.
  14. At 15 Hit Dice, the fly speed becomes 60ft(perfect).
  15.  
  16. [b]Ice Creation[/b] Lesser Ice Sidhe can use [i]Create Water[/i] at a CL equal to their HD, except all water produced instantly freezes. Creating complex shapes require a Craft check. Ice that traps or encases creatures limits movement allows a reflex save(DC 10+Cha) to move out of the affected area.
  17. At 5th level, Lesser Ice Sidhe can create ice melee weapons(including shields), thrown weapons and projectile weapon ammunition of their size as an action equivalent to drawing a weapon. These weapons are masterwork versions of any weapon you are proficient with. These weapons only last 1 round and must be recreated each round.
  18. As the weapons are not permanent, they cannot be enchanted separately using spirit points, but they do benefit from the enhancement bonuses to attack and damage every character gets. Any other enchantments applied to these weapons end when the weapon melts.
  19. At 6th level, the weapon is also a Frost weapon.
  20. At 8th level, the weapon deals damage as if it were one size larger.
  21. At 10th level, the Frost enhancement is replaced with the Icy Burst enchantment.
  22. At 12th level, the weapon deals damage as if were two sizes larger.
  23. At 14th level, the weapon's Icy Burst inflicts +2d6 additional cold damage instead of +1d6.
  24. At 16th level, the weapon deals damage as if were three sizes larger.
  25. At 18th level, the weapon's Icy Burst ability inflicts 2d6 cold damage instead of 1d10 on a critical hit. If the weapon's critical multiplier is x3, add 4d6 instead, and if the multiplier is x4, add 6d6 instead.
  26. At 20th level, the weapon deals damage as if were four sizes larger.
  27. [b]Languages[/b] Sylvan.
  28.  
  29. Favored Class benefits:
  30. (Any arcane spellcasting class) - +1/2 level to cold spell damage.
  31.  
  32. [u][b]Feats[/b][/u]
  33. [b]Frost Panoply[/b]
  34. [b]Prerequisite[/b] Character level 6th, Lesser Ice Sidhe
  35. [b]Benefit[/b] The ice weapons you create using Ice Creation last indefinitely after creation, but melt 1 round after leaving your reach.
  36. In addition, ice does not melt while within 5ft of you.
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