Brrr, is it ever freezing here at Necromancers of the Northwest, as we continue on to day two of Ice Week, a weeklong celebration of frozen water. You might be wondering just what we’ve got cooked up with Extraordinary Feats today—not to worry, I assure you we’ve got something cool in mind. In all seriousness, though, today’s feats all interact in one way or another with cold damage.
Deep Freeze (Combat)
You are capable of producing a cold which lingers very close to absolute zero, and the normal physical properties of the world have little effect on the cold energy you produce.
Prerequisites: Freezing Fist, or the ability to deal cold damage with a natural or unarmed attack.
Benefit: Your natural and unarmed attacks bypass any resistance or immunity to cold damage that the target may possess.
Freezing Fist (Combat)
You can augment your already potent physical attacks with your freezing spirit, in order to cause frost burns and worse damage to those you touch with your bare skin.
Prerequisite: Stunning Fist.
Benefit: As a swift action, you may expend 1 use of your Stunning Fist attack in order to fill your hands with a frosty energy that causes all of your unarmed attacks to deal an additional 1d6 points of cold damage. This bonus lasts until the beginning of your next turn. If you have a ki pool, at the beginning of your next turn, you can expend 2 points from your ki pool. If you do, then the effect lasts for an additional turn. You may continue to extend the effect in this way as long as you have enough ki points to do so.
You are able to tap into environmental factors in order to increase the potency of spells with the cold descriptor.
Prerequisite: Ability to cast at least one spell with the cold descriptor.
Benefit: While in areas of cold weather, your spells with the cold descriptor become more effective. In any area where the temperature is between 40° Fahrenheit or below, spells you cast with the cold descriptor have their saving throw DCs (if any) increased by +1. If these spells deal cold damage, that damage is increased by 1d4. If it is 10° Fahrenheit or colder, the saving throw DCs are increased by an additional +1. Finally, if it is -10° Fahrenheit or colder, spells with the cold descriptor that deal cold damage deal an additional 1d10 points of cold damage per level of the spell (instead of an additional 1d4).
You can channel magical cold through your body, freezing your blood and shaking your nerves awake, which allows you to better resist attacks against your body.
Prerequisites: Ability to cast an arcane spell of 1st level or higher with the cold descriptor.
Benefit: As long as you have at least one arcane spell with the cold descriptor prepared, or have an unused spell slot which could be used to cast an arcane spell with the cold descriptor, you may attempt to fortify yourself against harm. As an immediate action, you may choose to gain a resistance bonus on Fortitude and Will saving throws equal to the spell level of the highest-level spell with the cold descriptor you could currently cast (for example, a sorcerer with wall of ice available to cast could gain a +4 bonus, whereas a witch with cone of cold available could gain a +6 bonus). This benefit lasts for 1 minute. Each time you activate this ability, you suffer 1d4 points of cold damage for each point of resistance bonus granted this way. If this cold damage is prevented in any way, then you do not gain the bonus.
Constant exposure to the coldest elements has made you better able to withstand extreme cold.
Prerequisite: Base Fortitude save bonus +6.
Benefit: Whenever you would suffer cold damage, you may instead choose to treat it as nonlethal damage, instead. If you do, you suffer twice as much damage as you otherwise would have. The damage is still treated as being cold damage for the purposes of resistances, vulnerabilities, and immunity, but is nonlethal damage.