Endothermic Conduit

*An Endothermic Conduit is a mortal being who is born with an innate connection to the elemental planes of ice. These beings are usually cold to the touch; and constantly seem to absorb heat from their surroundings. This principle applies to their fighting as well, with their weapon alight sapping away heat and power from their enemies.*

### **Elemental Affinity**

An Endothermic Conduit gains Elemental Affinity (Ice) at level 1 as a Bonus feat.

### **Cold Never Bothered me Anyways**

At 3rd level; the Endothermic Conduit is constantly under the effects of Endure Elements (Cold); though this effect may be lowered at will. In addition; the Conduit can move across icy and snowy surfaces without penalty; and does not need to make Acrobatics checks to run or charge on ice.

*This ability replaces Manipulate Flames*

### **Blizzardy Sight**

At 10th level, an Endothermic Conduit can see normally in natural or magical rain, sleet, hail, fog, snowstorms, blizzards, and similar weather conditions.

*This ability replaces Firesight*

### **Frozen Tomb**

When an Enemy receives their third stack of Heat from the Conduit’s Heatwave ability; they are subject to the following effect. A Successful fortitude saving throw (DC = 10 + 1/2lv + CON mod) negates the effects of Frozen Tomb for 24 hours thereafter.

* The Target is affected as per the Witch's major hex, Ice Tomb. If the target fails its save, it is enveloped in ice that is 20 Inches thick, paralyzed, and unconscious, but does not need to eat or breathe while the ice lasts. The ice has 5 hit points per inch; and destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. Whether or not the target’s saving throw is successful, it cannot be the target of this effect again for 1 day afterwards.
* The target suffers from acute hypothermia; and is both instantly slain; and encased in ice as per the Ice Tomb hex.

## **Tears**

*The Endothermic Conduit gains access to the following tears as they progress in level:*

### **Heat Sink**

**Prerequisite:** Conduit 4th

The Conduit's attacks sap heat from their foes. When utilizing this tear; the damage of Weapon Alight is reduced by one step, to 1d3 per 4 Conduit levels. In exchange, for Weapon Alight's duration, attacks heal the Conduit for half of the Cold damage they inflict. This Healing can never restore more than 1/2 of a Conduit's total HP in a single round. Heat Sink can be activated and deactivated independently of Weapon Alight as a free action during the Conduit's turn.

### **Thermal Redistribution**

**Prerequisite**: Conduit 8th

When utilizing the Heat Sink tear; the Endothermic Conduit can gain any excess HP they would have received over their hit point maximum, in the form of temporary hit points. These temporary hit points have a maximum equal to 2x the Conduit's class level; and persist for 1 minute before disappearing. Additional attacks made with Weapon Alight made while these hit points are active can refresh both the hit points themselves, and their duration.

### **Iceblood Nimbus**

**Prerequisite:** Nimbus

A Conduit’s Icy abilities can often bleed through into their psyche during times of duress or danger, helping to keep them cool and calm in the face of conflict. During Nimbus, a Conduit gains Immunity to Fear effects, and a  Morale Bonus versus Mind-affecting effects equal to ½ their Conduit level.

### **Bonechill Nimbus**

**Prerequisite:** Nimbus

While under the effects of Nimbus; the Frostforged Conduit emits an aura of blowing ice and snow. Adjacent enemies who are first exposed to this aura; or begin their turn within the aura must make a Fortitude saving throw (equal to 10+½ Conduit lv + CON). or become Entangled for 1 round; having their movement impaired by the ice. Enemies who successfully save against this effect become immune for 24 hours. Bonechill Nimbus costs 2 rounds of Nimbus per round to maintain; and can be activated or deactivated as a free action during the Conduit’s turn.