Frostfire Witch (Prestige Class)

A Frostfire Witch has strengthened her ties to the elements of fire and ice. She even learns to combine them in some very unique ways.

#### Requirements

* Spells: Ability to cast 2 spells with the cold or fire descriptor
* Knowledge (arcana) 2 ranks and Knowledge (geography) 2 ranks

#### Class Skills

The Frostfire Witch's class skills are Craft, Diplomacy, Intimidate, Knowledge (arcana), Knowledge (religion), Spellcraft, Stealth and Perception.

2 + Int

#### Class Features

**Weapon and Armor Proficiency:** Frostfire witches gain proficiency gain no new weapon or armor proficiencies.

**Spells per Day/Spells Known**: When a new frostfire witch level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spell-casting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a frostfire witch, she must decide to which class she adds the new level for purposes of determining spells per day and spells known.

**Elemental Bond (Su)**: At 1st level, a frostfire witch gains access to the ice and fire domains as a cleric of twice her frostfire witch level, but cannot gain access to a domain spell until the class she used to gain entry to frostfire witch gains a spell slot of the appropriate level. In addition, the frostfire witch gains a familiar, with her effective class level in wizard equal to her hit dice. This familiar gains the elemental cold and fire subtypes and the following elemental manifestation ability: A frostfire familiar can spit a globule of frostfire as a ranged touch attack once every 1d4 rounds; this attack has a range of 30 feet and deals 1d4 fire and 1d4 frost damage for every 3 character levels the master has.

**Detect Elemental Affinity (Sp)**: At 1st level, a frostfire witch possesses the spell-like ability to detect creatures with the [fire] or [cold] subtype at will. This spell-like ability functions like *detect evil* , except that it detects the presence or absence of fire and ice in a living creature's aura and soul. Undetectable alignment can block this ability, as can certain magic items that have similar effects, such as the mantle of hidden faith.

**Bonus Metamagic Feat**: At 3rd, 5th and 7th levels, the frostfire witch gains a bonus metamagic feat.

**Frostfire Bolt (Su):** At 3rd level, a frostfire witch's bond with the elements becomes powerful enough that she can summon and direct a bolt of frostfire, as long as she is currently in a cold area. Summoning and directing a frostfire bolt is a standard action. Frostfire bolts have a range of 30 feet and attack as ranged touch attacks, dealing damage equal to 1d6 + the witch's Charisma modifier (+1d6 per frostfire witch level). Half this damage is cold damage and half is fire damage. She may use this ability a number of times per day equal to her class level plus her charisma modifier.

**Elemental Skate (Sp):** At 5h level, a frostfire witch can move effortlessly at double her base land speed through any area where the temperature would normally cause fortitude saves and that she has resistance to.

**Frostfire Familiar (Sp):** At 7th level, a frostfire witch gains the improved familiar feat, except she must select a frostfire elemental. The improved familiar retains the frostfire bolt ability from Elemental Bond. *See Below.*

**Frostfire Admixture (Su):** At 8th level, you can modify any spell with the [cold] or [fire] energy descriptor to become a frostfire spell by adding an equal amount of the missing type of energy to the spell's normal effects. The altered spell works normally in all respects except for the type and amount of damage dealt, with each type of energy counting separately toward the spell's damage cap. Thus, a frostfire fireball cast at 6th level deals 6d6 points of fire damage and 6d6 points of cold damage (rolled separately), while the same frostfire fireball cast at 10th level or higher deals 10d6 points of fire damage and 10d6 points of cold damage. As well, the spell's descriptor changes to include both energy types present in the spell—for example, the frostfire fireball described above is an evocation [cold, fire] spell. A frostfire witch may use this ability a number of times per day equal to her charisma modifier.

### ***Frostfire Elemental***

Small Elemental CR 1

**XP 400**

N Small outsider (fire, cold, elemental, extraplanar)

**Init** –1; **Senses** darkvision 60 ft., snow vision; Perception +5

DEFENSE

**AC** 17, touch 10, flat-footed 16 (+1 Dex, +6 natural, +1 size)

**hp** 13 (2d10+2)

**Fort** +4, **Ref** +2, **Will** +0

**Immune** cold, elemental traits

**Weaknesses** vulnerable to fire

OFFENSE

**Speed** 50 ft., burrow (ice and snow only) 20 ft.

**Melee** slam +4 (1d4+1 plus 1d3 cold plus 1d4 burn)

**Special Attacks** numbing cold (DC 12), burn (1d4, DC 11)

STATISTICS

**Str** 12, **Dex** 13, **Con** 13, **Int** 4, **Wis** 11, **Cha** 11

**Base Atk** +2; **CMB** +2; **CMD** 11 (can’t be tripped)

**Feats** Power Attack

**Skills** Knowledge (planes) +2, Perception +5, Stealth +8, Swim +9

**Language** Aquan, ignan

**SQ** ice glide, icewalking

SPECIAL ABILITIES

**Burn (Ex)**

A frostfire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.

**Ice Glide (Su)**

A burrowing frostfire elemental can pass through nonmagical ice and snow as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A control water spell cast on an area containing a burrowing frostfire elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

**Icewalking (Ex)**

This ability works like the spider climb spell, but the surfaces the elemental climbs must be icy. The elemental can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

**Numbing Cold (su)**

When a frostfire elemental deals cold damage to a creature, that creature must succeed on a Fortitude save or be staggered for 1 round. The save DC is listed in the elemental’s stat block and is Constitution-based.

**Snow Vision (Ex)**

A frost elemental can see perfectly well in snowy conditions and does not take any penalties on Perception checks while in snow.