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Tuesday, April 30, 2013

PFRPG: Multi-Variable Spells: First Set of Ten


PFRPG: Multi-Variable Spells: First Set of Ten

The first question you may be asking is: What is a multivariable spell? A multivariable spell is a spell which, once learned, you can cast as a spell one level higher or lower than the original spell. I first encountered spell like these in Monte Cook’s Arcana Evolved. I very much like the flexibility it gives spellcasters. So, in addition to the normal spell block data, you will see one or two new bits of text:

Diminished Effects: Describes changes to the spell if cast using a slot one level lower than normal. You must be able to cast a spell at its regular level before you can use the diminished effects. If you use a diminished effect, treat the spell as one level lower than listed for purposes of spell slot used, saving throw DCs, magic item pricing, and so on. Spells that are 0-level have no diminished effects.

Heightened Effects: Describes changes to the spell if cast using a slot one level higher than normal. If you use a heightened effect, treat the spell as one level higher than listed, for purposes of spell slot used, saving throw DCs, magic item pricing, and so on, regardless of what level slot you use. Spells that are 9th level have no heightened effects.

For this first set of ten multivariable spells I tried to choose some of the more popular low-level spells.

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Acid Splash
School conjuration (creation) [acid]; Level magus 0, sorcerer/wizard 0, summoner 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect one missile of acid
Duration instantaneous
Saving Throw none; Spell Resistance no
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.
Heightened Effects: You may chose to hold the orb for up to 1 round before selecting a target as a free action. If you do not choose a target after 1 round, you take 1d3 points of acid damage and the orb vanishes. If it hits its target, the orb deals 1d4 points of acid damage. As well, the target must make a Reflex save or suffer 1 point of Strength damage.

Flare
School evocation [light]; Level bard 0, druid 0, magus 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Effect burst of light
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes
This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.
Heightened Effects: The burst of light affects all creatures in a 10-foot-radius burst from the target point.

Mage Hand
School transmutation; Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one nonmagical, unattended object weighing up to 5 lbs.
Duration concentration
Saving Throw none; Spell Resistance no
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.
Heightened Effects: The spell can affect magical objects.

Spark
School evocation [fire]; Level bard 0, cleric 0, druid 0, magus 0, sorcerer/wizard 0, witch 0
Casting Time 1 standard action
Components V or S
Range close (25 ft. + 5 ft./2 levels)
Target one Fine object
Duration instantaneous
Saving Throw Fortitude negates (object); Spell Resistance yes (object)
You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.
Heightened Effects: You may make an unattended Diminutive object or attended Fine object catch on fire. If you decide to target an attended object, its owner may make a Reflex save to negate the effect. If the owner’s save fails, he and the burning object take 1d3 fire damage per round for 1 round per caster level (maximum of 5 rounds). Each round the owner may make a new Reflex save to extinguish the fire.

Expeditious Retreat
School transmutation; Level bard 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level (D)
This spell increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Acrobatics skill).
Diminished Effects: The duration changes to 1 round/level (maximum of 5 rounds).
Heightened Effects: You may cast this version of the spell on a willing target that you touch. Alternatively, if you cast this spell on yourself, its duration changes to 10 min/level.

Illusion of Calm
School illusion (figment); Level alchemist 1, magus 1, sorcerer/wizard 1
Casting Time 1 standard action
Component V, S
Range personal
Target you
Duration 1 minute/level
Saving Throw Will disbelieve (on hit; see below); Spell Resistance no
When casting this spell, you create an illusory double that takes the same space of you. That double makes it look like you are standing still, even when you are not. While under the effects of this spell, you do not provoke attacks of opportunity when you cast a spell, make a ranged attack with a thrown weapon, or move out of your first square during a move action. It does not hide ranged attacks made with any type of projectile weapon.
When a creature hits you with an attack of any type, it gains a saving throw to disbelieve the figment. On a successful saving throw, it successfully disbelieves and the spell's effect ends for that creature.
Diminished Effects: The duration changes to 1 round/level (maximum of 5 rounds) and it only prevents you from invoking attacks of opportunity when you cast spells.
Heightened Effects: The spell also prevents you from invoking attacks of opportunity when you make ranged attacks with projectile weapons.

Magic Missile
School evocation [force]; Level magus 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Targets up to five creatures, no two of which can be more than 15 ft. apart
Duration instantaneous
Saving Throw none; Spell Resistance yes
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell.
For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
Diminished Effects: The range changes to close and you create only a single missile, which deals 1d3 points of damage.
Heightened Effects: The spell’s missiles are more powerful than normal, dealing 1d6+1 points of damage.

Ablative Barrier
School conjuration (creation) [force]; Level alchemist 2, magus 2, sorcerer/wizard 3, summoner 2
Casting Time 1 standard action
Components V, S, M (a piece of metal cut from a shield)
Range touch
Target creature touched
Duration 1 hour/level or until discharged
Saving Throw Will negates (harmless); Spell Resistance no
Invisible layers of solid force surround and protect the target, granting that target a +2 armor bonus to AC. Additionally, the first 5 points of lethal damage the target takes from each attack are converted into nonlethal damage. Against attacks that already deal nonlethal damage, the target gains DR 5/—. Once this spell has converted 5 points of damage to nonlethal damage per caster level (maximum 50 points), the spell is discharged.
Diminished Effects: The range is reduced to personal.
Heightened Effects: The target is granted a +4 armor bonus to AC, instead of +2. Additionally, the spell is not discharged until a maximum of 100 points of damage have been converted.

Elemental Touch
School evocation [acid, cold, electricity, or fire]; Level alchemist 2, magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (a bit of the chosen element: earth, water, air, or fire)
Range personal
Target you
Duration 1 round/level (D)
Saving Throw see text; Spell Resistance no
Upon completing the casting of this spell, elemental energy infuses your hands. Choose an energy type: acid, cold, electricity, or fire. You gain a melee touch attack causing 1d6 points of damage of that energy type, along with a special effect described below. You also deal energy damage and the related special effect when you attack with your hands using an unarmed strike, a single claw, or a single slam attack. This bonus damage can never apply to multiple weapons.
Acid: Your touch attack causes 1 point of ongoing acid damage per round for 1 round per three caster levels. The target must make a Fortitude save or be sickened for the duration of the ongoing acid damage.
Cold: The target must make a Fortitude save or be fatigued. A creature that is already fatigued suffers no additional effect.
Electricity: The target must make a Fortitude save or be staggered for 1 round.
Fire: Your hands ignite and shed light as a torch. Your touch may cause targets to catch on fire.
Subsequent attacks inflict the normal damage, but the additional effects do not stack. This spell grants no special protection to anything held in or worn on your hands. When you cast this spell to deal acid, cold, electricity, or fire damage, it is a spell of that type.
Diminished Effects: The damage is reduced to 1d4 and does not cause the related special effect.
Heightened Effects: You may cast this version of the spell on a willing target that you touch.

Invisibility
School illusion (glamer); Level bard 2, inquisitor 2, magus 2, sorcerer/wizard 2, summoner 2
Casting Time 1 standard action
Components V, S, M/DF (an eyelash encased in gum arabic)
Range personal or touch
Target you or a creature or object weighing no more than 100 lbs./level
Duration 1 min./level (D)
Saving Throw Will negates (harmless) or Will negates (harmless, object); Spell Resistance yes (harmless) or yes (harmless, object)
The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.
Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.
Of course, the subject is not magically silencedand certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.
Invisibility can be made permanent (on objects only) with a permanency spell.
Diminished Effects: The duration is reduced to 1 round/per level (maximum of 5 rounds).
Heightened Effects: The duration is increased to 10 minutes/level.

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I have found it occasionally difficult to make my scheduled every-other-Monday post dates due to extremely busy weekends. Therefore, from today on I am going to bump my schedule to every-other Tuesday post dates.

Monday, April 15, 2013

PFRPG: Færie Bestiary: The Red Queen


The Red Queen
A beautiful elven woman lounges upon an obsidian throne. As she beckons closer you notice her hands are actually terrible claws. She notices your hesitation and smiles at you with a mouth full of sharp teeth dripping with venom.

Red Queen                                                                                                                 CR 20
XP 307,200
CE Medium outsider (chaotic, demon, evil, extraplanar, fire)
Init +8; Senses darkvision 60 ft., detect good, low-light vision, true seeing; Perception +27
Aura unholy aura
Defense
AC 35, touch 19, flat-footed 30 (+4 deflection, +4 Dex, +1 Dodge, +16 natural)
hp 250 (20d10+100)
Fort +23, Ref +14, Will +20
DR 15/cold iron and good; Immune electricity, fire, paralysis, poison; Resist acid 10, cold 10; SR 31
Weaknesses vulnerable to cold
Offense
Speed 50 ft., fly 100 ft. (good)
Melee +3 flaming burst unholy wounding greatclub +28/+23/+18/+13 (1d10+10/19-20 plus 2d6 vs good plus 1 bleed plus 1d6 fire and burn) or 2 claws +25 (1d6+5 plus grab)
Ranged +2 anchoring UE flaming returning wounding boomerang UE +26 (1d6+7 plus 1 bleed plus 1d6 fire and burn)
Special Attacks breath weapon (30-foot cone, 10d6 fire, DC 27 for half, usable every 1d4 rounds), burn, geas gaze, grab (must successfully attack with both claws), poison, venomous kiss
Spell-Like Abilities (CL 20th; concentration +26)
Constant—detect good, unholy aura (DC 24), true seeing
At will—elemental body IV, tongues
1/day—fire storm (DC 24), summon (level 9, 2 thrasfyr B2 or 1 sard B2 100%)
Spells Known (CL 17th; concentration +23)
8th (4/day)—horrid wilting (DC 24), symbol of insanity (DC 24)
7th (6/day)—delayed blast fireball (DC 23), mass hold person (DC 23), reverse gravity
6th (7/day)—chain lightning (DC 22), flesh to stone (DC 22), transformation
5th (7/day)—baleful polymorph (DC 21), cloudkill (DC 21), greater dispel magic, telekinesis
4th (7/day)—crushing despair (DC 20), fear (DC 20), stoneskin, wall of fire
3rd (7/day)—dispel magic, fireball (DC 19), lesser animate dead, ray of exhaustion (DC 19)
2nd (8/day)—blur, flaming sphere (DC 18), invisibility, resist energy (DC 18), scorching ray
1st (8/day)—burning hands (DC 17), expeditious retreat, mage armor, magic missile, shield
0—acid splash, bleed (DC 16), dancing lights, detect magic, flare (DC 16), mage hand, read magic, spark, touch of fatigue (DC 16)
Tactics
Elemental body IV Size huge, AC 42, touch 22, flat-footed 35; hp 270; Fort +25, Ref +17; DR 5/—; Immune bleed damage, critical hits, sneak attacks; Melee 2 claws +25 (2d6+5 plus grab), bite (2d8+5 plus poison); Dex 24 (+7), Con 29 (+9); CMD 46; Skills Acrobatics +30, Fly +30.
Statistics
Str 20 (+5), Dex 18 (+4), Con 25 (+7), Int 18 (+4), Wis 19 (+4), Cha 22 (+6)
Base Atk +20; CMB +25; CMD 43 (+20 BAB, +5 Str, +4 Dex, +4 deflection)
Feats Critical Focus, Dodge, Flyby Attack, Improved Critical (greatclub), Improved Initiative, Improved Natural Attack (bite), Improved Natural Attack (claw), Persuasive, Staggering Critical, Stunning Critical
Skills Acrobatics +27, Bluff +29, Diplomacy +31, Fly +31, Intimidate +31, Knowledge (history) +27, Knowledge (nobility) +27, Knowledge (planes) +27, Perception +27, Sense Motive +27
Languages Abyssal, Celestial, Common, Draconic; telepathy 100 ft.
SQ charming breath, control weather, grant mythic power
Ecology
Environment Déscaradh (Færie), Elysium
Organization solitary or court (queen plus 1 king, 2 bishops, 2 knights, and 2 rooks)
Treasure double (+3 flaming burst unholy wounding greatclub, +2 anchoring UE flaming returning wounding boomerang, other treasure)
Special Abilities
Charming Breath (Su) Instead of a cone of fire, the Red Queen can breathe a cone of charm monster gas. Targets must make a Will save or be compelled to regard her as their trusted friend and ally (treat the targets’ attitude as friendly). If the creatures are currently being threatened or attacked by her or her allies, however, they receive a +5 bonus on its saving throw. This is a mind-affecting compulsion effect.
Control Weather (Su) The Red Queen has complete control over the weather when she is holding court in the Red Kingdom or when she occupies any 10-mile square on the Chessboard. If she and the White Queen occupy the same 10-mile square on the Chessboard, she must make an opposed concentration check (+26) to control the weather.
Geas Gaze (Su) Lesser geas (effects creatures with 7 HD or less), 30 feet, Will DC 26 negates. The save is Charisma-Based. This is a language-dependant, mind-affecting compulsion effect.
Grant Mythic Power (Su) The Red Queen can bestow up to three mythic tiers on mortals, individuals from the Material Plane, whom she delegates as her agents in Déscaradh. Depending on how satisfied she is with their execution of the trials she gives them, she may allow them to keep the tiers, a fraction of the tiers, or only three uses of mythic power per day upon completion of said trials (See Mythic Adventures Playtest).
Venomous Kiss (Ex) If the Red Queen successfully grapples an opponent with her grab attack, she may make a bite attack (+25 [1d8+5 plus poison]) as a free action.
Poison (Ex) Bite—injury; save Fort DC 27, frequency 1/round for 6 rounds, effect 1d3 Con and 1d3 Wis and confusion 1 minute, cure 2 consecutive saves.
Spells The Red Queen casts arcane spells as a 17th-level sorcerer. She does not gain access to bloodlines or any other sorcerer abilities.

A demon of unimaginable power, the Red Queen is in a form that befits beautiful cruelty. She does not change form though many believe she has the ability. She is constantly seen as an elven woman with an elaborate red dress and a beautiful face she always caries a weapon of some sort on her and is quick to use it. The one thing she respects is her war with the White Kingdom. She has been known even to offer help, though it normally is detrimental in the end, to a new warrior of the White Kingdom.

Monday, April 8, 2013

PFRPG: Færie Bestiary: The White Queen


The White Queen
One moment, you see before you a statue of a regal elf woman formed entirely of ice. You blink. Directly in front of you stands the elf woman holding a staff of office which seethes cold and looks quite functional as a spear. You glance to behind her to where the statue was. It is no longer there.

White Queen                                                                                                               CR 20
XP 307,200
CG Medium outsider (air, azata, chaotic, cold, extraplanar, good, shapechanger)
Init +5; Senses darkvision 60 ft., detect evil, low-light vision, see invisibility; Perception +27
Aura holy aura
Defense
AC 35, touch 19, flat-footed 30 (+4 deflection, +5 Dex, +16 natural)
hp 230 (20d10+100)
Fort +23, Ref +17, Will +22
DR 15/cold iron and evil; Immune electricity, cold, petrification; Resist fire 10; SR 31
Weaknesses vulnerable to fire
Offense
Speed 50 ft., fly 150 ft. (perfect)
Melee +2 ghost touch icy burst keen spear +27/+22/+17/+12 (1d8+9/19–20/x3 plus 1d6 cold and slow) or +2 ghost touch icy burst keen spear +27 (4d8+10/19–20/x3 plus 1d6 cold and slow)
Ranged +2 ghost touch icy burst keen spear +27 (4d8+10/19–20/x3 plus 1d6 cold and slow)
Special Attacks slow
Spell-Like Abilities (CL 20th; concentration +26)
Constant—detect evil, holy aura (DC 24), see invisibility, statue APG
At will—polar ray (DC 24), wall of ice (DC 20)
Spells Known (CL 20th; concentration +26)
   9th (6/day)—overwhelming presence UM (DC 25), polar midnight UM (DC 25), storm of vengeance (DC 25)
   8th (6/day)—discern location, greater spell immunity, stormbolts APG (DC 24)
   7th (7/day)—greater restoration, holy word (DC 23), repulsion (DC 23)
   6th (7/day)—banishment (DC 22), heroes’ feast, undeath to death (DC 22)
   5th (7/day)—break enchantment, cleanse APG, hallow, pillar of life APG
   4th (7/day)—death ward, dismissal (DC 20), divine power, spell immunity
   3rd (8/day)—cure serious wounds (DC 19), invisibility purge, magic circle against evil, remove curse
   2nd (8/day)—align weapon, cure moderate wounds (DC 18), eagle’s splendor, owl’s wisdom, shatter
   1st (8/day)—bless, cure light wounds (DC 17), divine favor, entropic shield, shield of faith
   0—create water, detect magic, detect poison, guidance, light, purify food and drink, resistance, stabilize, virtue
Statistics
Str 20 (+5), Dex 21 (+5), Con 20 (+5), Int 19 (+4), Wis 18 (+4), Cha 24 (+6)
Base Atk +20; CMB +25 (+29 when performing reposition); CMD 44 (+20 BAB, +5 Str, +5 Dex, +4 deflection; 46 vs reposition)
Feats Combat Expertise, Great Fortitude, Greater Reposition APG, Greater Vital Strike, Improved Reposition APG, Improved Vital Strike, Iron Will, Lightning Reflexes, Toughness, Vital Strike
Skills Craft (any one) +27, Diplomacy +29, Escape Artist +28, Fly +36, Heal +27, Knowledge (nature) +27, Knowledge (planes) +27, Perception +27, Perform (oratory) +29, Sense Motive +27
Languages Aquan, Auran, Celestial, Draconic, Infernal; truespeech
SQ change shape, control weather, grant mythic power, rime lance
Ecology
Environment Déscaradh (Færie), Elysium
Organization solitary or court (queen plus 1 king, 2 bishops, 2 knights, and 2 rooks)
Treasure double
Special Abilities
Change Shape (Su) The White Queen can assume any animal or humanoid form three times per day as if using polymorph.
Control Weather (Su) The White Queen has complete control over the weather when she is holding court in the White Kingdom or when she occupies any 10-mile square on the Chessboard. If she and the Red Queen occupy the same 10-mile square on the Chessboard, she must make an opposed concentration check (+26) to control the weather.
Grant Mythic Power (Su) The White Queen can bestow up to three mythic tiers on mortals, individuals from the Material Plane, whom she delegates as her agents in Déscaradh. Depending on how satisfied she is with their execution of the trials she gives them, she may allow them to keep all the tiers, a fraction of the tiers, or only a few uses of mythic power per day upon completion of said trials (GM's decision; see Mythic Adventures Playtest).
Rime Lance (Ex) At will as a free action, the White Queen can create a spear of ice that functions as a +2 ghost touch icy burst keen spear. One round after it leaves her grasp, the weapon melts into water.
Spells The White Queen casts divine spells as a 20th-level oracle. She does not gain access to mysteries or any other oracle abilities.

The White Queen is always experimenting with something new and is rarely seen in the same shape twice as her form is shifting with her mood. Two things that remain static though are her incomparable beauty and the theme of white in her being and outfits. She is flighty and pleasant to deal with unless it comes to the war where she becomes as serious as stone; at her core she has become a warrior for her cause and her kingdom.

Within the court proper there are seven other very powerful Azata all of whom share the queen’s love of beauty and freedom. One named for each of the seven pieces on a chessboard: two Rooks, two Bishops, two Knights, and a King. What many don't know is that the King himself holds all the power despite being the least powerful there as the White Queen must review all her plans through him.


Supplemental Rules 
Reposition Combat Maneuver (Advanced Player’s Guide, Chapter 8)
You can attempt to reposition a foe to a different location as a standard action. You can only reposition an opponent that is no more than one size category larger than you. A reposition attempts to force a foe to move to a different position in relation to your location without doing any harm. If you do not have the Improved Reposition feat or a similar ability, attempting to reposition a foe provokes an attack of opportunity from the target of your maneuver. You cannot use this maneuver to move a foe into a space that is intrinsically dangerous, such as a pit or wall of fire.

If your attack is successful, you may move your target 5 feet to a new location. For every 5 by which your attack exceeds your opponent's CMD, you can move the target an additional 5 feet. The target must remain within your reach at all times during this movement, except for the final 5 feet of movement, which can be to a space adjacent to your reach.

An enemy being moved by a reposition does not provoke an attack of opportunity because of the movement unless you possess the Greater Reposition feat. You cannot move a creature into a square that is occupied by a solid object or obstacle.

Improved Reposition (Combat)
You have learned how to force your enemies to move around the battlefield.
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a reposition combat maneuver. In addition, you receive a +2 bonus on checks made to reposition a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to reposition you.
Normal: You provoke an attack of opportunity when performing a reposition combat maneuver.

Greater Reposition (Combat)
When you reposition foes, they are left vulnerable to the attacks of your allies.
Prerequisites: Int 13, Combat Expertise, Improved Reposition, base attack bonus +6.
Benefit: You receive a +2 bonus on checks made to reposition a foe. This bonus stacks with the bonus granted by Improved Reposition. Whenever you reposition a foe, his movement provokes attacks of opportunity from all of your allies (but not you).
Normal: Creatures moved by reposition do not provoke attacks of opportunity.

New Universal Monster Ability
Slow (Ex): A creature with the slow special attack deals cold damage in addition to damage dealt on a successful hit in melee. Those affected by the slow ability must also succeed on a Reflex save or be slowed, having their speed halved for 1d4 rounds (DC 10 + 1/2 the slowing creature’s racial hit dice + slowing creature’s Con modifier). A slowed creature can attempt a Fortitude save as a full-round action to negate the slowing effect. Being near a source of heat grants a +4 bonus on this save. If a creature under a haste spell or similar effect is slowed, the haste spell or effect is instead neutralized for the duration of the slowing effect.

I apologize for the tardiness of this post, I know that it is a week late. The next post will be on time. --Tim