Ok I I usually don’t like the cheesy office-type decor, and actually i don’t like this presentation BUT!!! I DO LOVE the notion “GOAL DIGGER” !! Awesome! Wonder who first coined that? know?
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
✓ Live Streaming✓ Interactive Chat✓ Private Shows✓ HD Quality✓ Free Actions
Free to watch • No registration required • HD streaming
The simulacrum spell is a marvel of arcanery, imbuing a body of snow and ice with a shadowy reflection of life. The prevailing archaeothaumical opinion is that spell was originally developed via observation of the effects of a mirror of opposition. However, the effect has also been known to appear in nature. During the dark days of winter, when the Shadowfell and Feywild are both in close proximity to the Prime Material, icy reflections are cast, and people going out to the woodpile may meet themselves. Even whole cities have appeared in snow fields - replicas of existing cities, filled with people made of snow. People who are unaware that they are anything but normal. Most often, these illusions melt with the realization of their falseness, or at latest, when spring arrives. But not always.
Schneeple originate as reflections of people, but do not remain a soul-less reflection. Unlike the copies created by a mirror of opposition, they are not filled with loathing for the original. And unlike products of a simulacrum spell, they can learn, change, and grow. The only sure tell is that their body temperature is noticeably lower than the base creature's. In times of stress or disruptive magical conditions, they can revert to colors of ice and snow. Some Schneeple seek out such conditions, to mark themselves as different from the original.
As a rule, Schneeple tend towards the philosophical. They are aware they they are redundant, just a reflection of a 'real' person. That awareness drives them, be it to despair or great heights. And sometimes, they can co-exist quite happily with the original, not redundant at all.
Many Schneeple pursue the same class as the original did, but some are drawn to pursue different paths - either to make a break with the original or to take advantage of their icy and illusory nature. Some make pacts with powers of shadow and ice - from the Archdevil Levistus to the Unseelie Court to the goddess Auril. Others simply explore their nature as illusionists or monks.
Play a Schneeple (Schneeson?) if you want to:
Have a standard character with just a touch of unreality.
Reinvent your character over the course of play, as they break away from their original.
Grapple with existential problems (’Who am I?’ ‘What makes me me?’), in addition to fell beasts.
Tie yourself strongly to an existing character (PC or NPC), or play with ideas about twins or non-shapeshifting dopplegangers.
Re-use your last character sheet.
Variant origins. The above Schneeple origin is designed to produce a ready population - not common, but recognizable. Some games may prefer more bespoke variants - produced by a slightly less cursed mirror of opposition, or a variant of the simulacrum spell that produces a learning illusion. Schneeple exist with the intent to tackle transhuman ideas like cloning, and fear of replacement. As a bonus, playing a Schneeple is free license for the DM to break out all the twin comedy hijinks.
As a more folkloric and less planar origin: It is said that in this world, every person has seven doubles. They all share a face, and perhaps a sliver of soul. If nothing else, they are born under the same moon, and die under the same moon. They rarely find each other, but are often mistaken for another.
Variant names. Schneeple, or Snow People, may be a touch too silly for some campaigns. Alternatives: Snowfolk, Living Snow, Snow Clones, Simulacras, Lossedaid (the elvish term), Nobashmônekik (the dwarven term), Simmies, Slushies.
Rules for D&D, D&D, and D&D (3.5, 4E, 5E)
D&D 3.5
Schneeple is a template that can be applied to any type of creature. It gains the following qualities:
+2 Constitution, +2 Wisdom. As creatures of shifting ice and snow, rather than solid flesh and bone, Schneeple are resistant to injury. The peculiar nature of their existence gives them a philosophical bent, and a certain level of detachment that may also be linked to their quasi-illusory status.
Living Snow. Physically, Schneeple do not require food, air, or warmth. However, their illusion of self does require all of those things, and they can only survive without them as might a normal person. Their physical make-up does give them resist cold 10. Their lack of an actual metabolism does mean that they are immune to disease and poison. Additionally, they have a 25% chance to negate any critical hit or sneak attack made against them, as per the light fortification armor property.
Illusion-sense. As creatures animated by illusion, Schneeple are unusually aware to the presence of other illusions. They receive a +4 bonus on any skill rolls to notice an illusion spell or effect, and a +4 bonus on any saves against illusion spells or effects.
Level Adjustment +1. Schneeple have several advantages over the base creature, and thus level slightly slower. I highly recommend using the LA buy-off rules. In short, a 3rd level Schneeple character may spend 3,000 XP to permanently remove their level adjustment (and catch up to their non-LA comrades).
Benefits: Your understanding of lies, illusion, truth, and faith result in complete control of your own consciousness. You are immune to mind-affecting spells and effects.
Living Ice
Requirements: BAB +6, Schneeple
Benefits: You are immune to critical hits and sneak attacks. You gain the [Cold] template, becoming immune to cold damage and vulnerable to fire damage.
D&D 4E
Schneeple is an available Theme for 4E characters. For more details on Themes, check out Heroes of the Feywild or Heroes of Elemental Chaos (among others). In short, a Theme is the Heroic-tier counterpart to Paragon Paths and Epic Destinies. Any character can take one Theme.
Starting Feature: Your origin becomes elemental. For the purposes of effects that relate to creature origin, you are considered to be an elemental. You gain resist cold 5. At 11th level, this resistance increases to 10, and at 21st level, this resistance increases to 15.
You also gain the living snow power.
Living Snow
Schneeple Thematic Power
The area around your injury is revealed as snow, and snow doesn't hurt.
Encounter ♦ Elemental
Immediate Reaction ♦ Personal
Trigger: You are bloodied by an attack.
Effect: You use your Second Wind. You make a save against an ongoing effect.
Level 5 Feature: You have come to a greater understanding of your own nature, not just as a creature of snow, but one born of shadows. This manifests as a greater awareness of the world, of light and shadows, of reality and unreality. You have a +2 power bonus to Perception checks. If you make a saving throw against an illusion, you can roll twice and take the better result.
Level 10 Feature: You have come to the conclusion that, despite the falseness of your genesis, despite your memories that predate you, that you are still real and not just a dark reflection. This certainty brings with it confidence, and the ambition to prove your reality to everyone else. You have a +2 power bonus on your Will Defense.
Also, if you are affected by the dominated condition, when rolling saving throws to remove that condition, you can roll twice and take the better result.
Optional Powers: You have engaged in a deeper study of your own unique capabilities, rather than relying on those gained from your original’s heritage and training. You can take these powers instead of one of the usual powers you would gain at the listed level.
Level 2 Utility Power:
Icy Reflection
Schneeple Utility 2
You plunge your hand into the water, and draw out an exact replica of the item in your other hand.
Daily ♦ Elemental, Illusion
Standard Action ♦ Personal
Prerequisite: You must e holding the item you wish to replicate. You must have access to water or snow, at least a waterskin's worth. Alternately, you can spend a healing surge to use yourself as a water source.
Effect: You create a replica of an item you can see. It has all the same properties as the original, including magical properties.
End Conditions: If the item is not in contact with you for 1 minute or if a daily power of the item is used, it melts back into water.
Level 6 Utility Power:
Mirrorstep
Schneeple Utility 6
You point, and another you appears on the battlefield.
Effect: You teleport to a destination within range, leaving a quasi-real illusion of yourself behind. Alternately, you create the illusion of yourself at the indicated point. The illusion has sufficient substance to engage in combat, making basic attacks, occupying a space, enable flanking, speak normally, etc, but cannot move, or deal any damage. At the start of your next turn, or once it has taken damage equal to your level, it disappears.
Sustain Minor: The illusion of you remains until the start of your next turn.
Level 10 Utility Power:
A More Perfect Reflection
Schneeple Utility 10
You wonder what your original would do here, and decide that whatever they would do, you can do it better.
Daily ♦ Shadow
No Action ♦ Personal
Trigger: You make an attack roll, skill check, or saving throw, and dislike the result.
Effect: You add 2d6 to the result.
D&D 5E
To play one of the Schneeple, add the following features to any existing race:
Living Snow. Whenever you roll Hit Dice to recover, roll twice and take the better result. You have resistance to cold, but you are at disadvantage on any saves against fire damage.
Quasi-Real. You have advantage on saves against illusions. If a dispel magic spell is cast on you, you take 5d6 damage (Wisdom save for half) in addition to the usual effects. Also, if you enter an area of antimagic (such as created by antimagic field), you must make a Charisma save vs DC 20 or gain one level of exhaustion.