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Old 6th December 2006, 11:24 AM   #7 (permalink)
Mark Chance
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Mark Chance Orc Berserker (Lvl 4)
Frost Ogres

Creating a Frost Creature

“Frost” is an inherited template that can be added to any creature that doesn't have the fire subtype (referred to hereafter as the base creature). A frost creature uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type doesn't change except for an animal, which becomes a magical beast. Add the cold subtype. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged (but a frost creature is typically somewhat larger than the base creature).

Hit Dice: The creature's HD are unchanged.

Speed: Same as the base creature, but see special qualities below.

Armor Class: A frost creature has heavier fur or body fat, or both. The base creature’s natural armor bonus improves by +1.

Attack and Damage: A frost creature retains all the attacks of the base creature.

Special Attacks: A frost creature retains all the special attacks of the base creature and gains the one described below.
Skate-By Attack (Ex): When skating, the creature can take a move action (including a charge) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a skate-by attack.
Special Qualities: A frost creature retains all the special qualities of the base creature and gains those described below.
Immunity to Cold (Ex): A frost creature is immune to cold attacks and effects.

Skate (Su): A frost creature can skate across ice and snow. The creature's land speed increases by 15 feet. (This adjustment is treated as an enhancement bonus.) As with any effect that increases speed, this power affects the subject’s maximum jumping distance. The creature can skate up or down any incline or decline it could normally walk upon without mishap, though skating up an incline reduces the subject’s speed to normal, while skating down a decline increases its speed by an additional 15 feet. (This adjustment is treated as a circumstance bonus.)

Vulnerability to Fire (Ex): A frost creature takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Abilities: Increase from the base creature as follows: Str +2, Con +4.
Skills: Same as base creature.
Feats: Same as base creature.
Environment: Appropriate cold terrain.
Organization: Same as base creature.
Challenge Rating: Same as the base creature +1.
Treasure: Same as base creature.
Alignment: Same as base creature.
Advancement: Same as base creature.
Level Adjustment: Same as the base creature +1.

Ice Domain

Benefit: The cleric can rebuke, command, or bolster creatures with the cold subtype as an evil cleric rebukes undead. The cleric can use this supernatural ability a number of times per day equal to 3 plus his Charisma modifier.

The cleric can also enforce the law of frost. Since artificial resistance to cold is an affront to the sacred ice, the cleric can dispel magic that resists cold or cold energy. This power affects a 20-foot radius as a burst. The cleric makes a caster level check against each cold-resisting effect in the radius. The DC is 11 + the cold-resisting effect's caster level. He can use this spell-like ability once per day. Otherwise, the law of frost is identical to dispel magic.

1st - fingers of frost (as burning hands, but deals cold damage instead of fire damage)
2nd - chill metal
3rd - resist energy*
4th - wall of ice
5th - fire shield*
6th - freezing sphere
7th - simulacrum
8th - polar ray
9th - comet swarm (as meteor swarm, but deals cold damage instead of fire damage)

*Resist fire only.

Oolwaa; CR 10
Frost ogre cleric 6

Usually CE Large giant (cold)
Init +0; Senses darkvision 60 ft., light-vision, Listen +6, Spot +5
Languages Common, Giant
-----
AC 20 (-1 size, +6 natural, +5 armor), touch 9, flat-footed 20
hp 85 (10 HD)
Immune cold
Vulnerability fire
Fort +13, Ref +3, Will +8
-----
Spd 30 ft. (6 squares) (40 ft. unarmored)
Melee +1 Large greatsword +13/+8 (3d6+8/19-20), or
Ranged Large javelin +6 (1d8+5, 30 ft. range increment)
Space 10 ft.; Reach 10 ft.
Base Atk +7; Grp +16
Atk Options Improved Turning, Power Attack, rebuke cold creatures (5/day), rebuke undead (5/day), skate-by attack
Combat Gear divine scroll (cure moderate wounds x2, CL 3rd), potion of remove blindness/deafness, potion of magic circle against law
Special Actions skate
Cleric Spells Prepared (CL 6th):
3rd - animate dead, prayer, resist energy* (fire only)
2nd - bear's endurance, hold animal*, shield other, silence, spiritual weapon
1st - deathwatch, divine favor, entropic shield, fingers of frost*, shield of faith
0 - create water, detect magic, guidance, resistance (x2)
*Domain spell. Domains: Animal, Ice
Spell-Like Ability (CL 6th):
1/day - speak with animals
-----
Abilities Str 20, Dex 11, Con 18, Int 10, Wis 15, Cha 14 (12)
Skills Climb +11*, Concentration +8, Diplomacy +6, Knowledge (history) +4, Listen +6, Spot +5 (*Includes -1 armor check penalty.)
Feats Combat Casting, Improved Turning, Power Attack, Weapon Focus (greatsword)
Possessions combat gear, plus +1 Large greatsword, rhino hide armor, cloak of charisma +2, case with 6 javelins
-----
Skate-By Attack (Ex): When skating, the creature can take a move action (including a charge) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a skate-by attack.

Skate (Su): A frost ogre can skate across ice and snow. The frost ogre's land speed increases by 15 feet. (This adjustment is treated as an enhancement bonus.) As with any effect that increases speed, this power affects the subject’s maximum jumping distance. The frost ogre can skate up or down any incline or decline it could normally walk upon without mishap, though skating up an incline reduces the frost ogre's speed to normal, while skating down a decline increases its speed by an additional 15 feet. (This adjustment is treated as a circumstance bonus.)

Band of frost ogres; CR 4 (x6)

CE Large giant (cold)
Init -1; Senses darkvision 60 ft., light-vision, Listen +2, Spot +2
Languages Giant, and those specimens that boast Intelligence scores of at least 10 also speak Common.
-----
AC 17 (-1 size, -1 Dex, +6 natural, +3 hide armor), touch 8, flat-footed 17
hp 37 (4 HD)
Immune cold
Vulnerability fire
Fort +8, Ref +0, Will +1
-----
Spd 30 ft. (6 squares) (40 ft. unarmored)
Melee Large greatclub +9 (2d8+9),or
Ranged Large javelin +1 (1d8+6, 30 ft. range increment)
Space 10 ft.; Reach 10 ft.
Base Atk +3; Grp +13
Atk Options skate-by attack
Special Actions skate
-----
Abilities Str 23, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills Climb +6, Listen +2, Spot +2
Feats Toughness, Weapon Focus (greatclub)
Possessions Large greatclub, hide armor, Large javelin (x2)
-----
Skate-By Attack (Ex): When skating, the creature can take a move action (including a charge) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a skate-by attack.

Skate (Su): A frost ogre can skate across ice and snow. The frost ogre's land speed increases by 15 feet. (This adjustment is treated as an enhancement bonus.) As with any effect that increases speed, this power affects the subject’s maximum jumping distance. The frost ogre can skate up or down any incline or decline it could normally walk upon without mishap, though skating up an incline reduces the frost ogre's speed to normal, while skating down a decline increases its speed by an additional 15 feet. (This adjustment is treated as a circumstance bonus.)

Description/Combat: Adult frost ogres stand 9 to 10 feet tall and weigh 625 to 675 pounds. Their skin color ranges from dirty white to light blue. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor. Frost ogres favor overwhelming odds, sneak attacks, and ambushes over a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but frost ogre gangs and bands fight as unorganized individuals. If they catch their prey on the open ice or snow, frost ogres use skate-by attacks to keep distance between themselves and their enemy.

Environment: Cold hills
Organization: Solitary, pair, gang (3-4), or band (5-8)
Treasure: Standard
Advancement: By character class
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Last edited by Mark Chance; 9th August 2007 at 02:49 PM..
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