PDA

View Full Version : Cryomancer (20 level base class for Pathfinder) [Need input/etc]



Makadros
2013-06-19, 12:29 PM
Cryomancer
Cryomancers are masters at manipulating cold and ice, they channel the elemental energy of cold and shape it to suit their needs.

Alignment: Any.
Hit Dice: d8.

Class Skills
The cryomancer's class skills are Acrobatics (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana, geography, nature, planes) (Int), Perception (Wis), Profession (Int), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis).
Skill Ranks per Level: 2 + Int modifier.

{table=head]Level|BAB|Fort|Ref|Will|Special|Essences|Powers Known
1st|+0|+2|+0|+2|Frost lance 1d6, cold resistance 10, snow vision|2|1
2nd|+1|+3|+0|+3|Snow strider|4|2
3rd|+2|+3|+1|+3|Frost lance 2d6|6|3
4th|+3|+4|+1|+4|Cold resistance 20|8|4
5th|+3|+4|+1|+4|Frost lance 3d6|10|5
6th|+4|+5|+2|+5|Cryomancer's insight (lesser)|12|5
7th|+5|+5|+2|+5|Frost lance 4d6|14|6
8th|+6|+6|+2|+6|Cold resistance 30|16|6
9th|+6|+6|+3|+6|Frost lance 5d6|18|7
10th|+7|+7|+3|+7|Ice walking|20|7
11th|+8|+7|+3|+7|Frost lance 6d6|22|8
12th|+9|+8|+4|+8|Cold immunity|24|9
13th|+9|+8|+4|+8|Frost lance 7d6|26|9
14th|+10|+9|+4|+9|Cryomancer's insight|28|10
15th|+11|+9|+5|+9|Frost lance 8d6|30|11
16th|+12|+10|+5|+10|Cold subtype|32|11
17th|+12|+10|+5|+10|Frost lance 9d6|34|12
18th|+13|+11|+6|+11|Cold aura 1d6 (5 ft.)|36|12
19th|+14|+11|+6|+11|Frost lance 10d6|38|13
20th|+15|+12|+6|+12|Cryomancer|40|13
[/table]

Class Features
All of the following are class features of the cryomancer.
Weapon and Armor Proficiency: Cryomancers are proficient with all simple weapons plus 1 additional weapon of their choice. Cryomancers are also proficient with light and medium armor. They are not proficient with shields.
Frost Bolt (Su): As a standard action a cryomancer can produce a bolt of pure cold energy or solid ice. The frost bolt deals up to the amount of damage listed on Table X-X: Cryomancer and requires a ranged attack roll to hit. The frost bolt possesses a range of 100 feet + 10 feet per cryomancer class level. When the frost bolt is used to produce ice the damage it deals is bludgeoning, piercing, or slashing damage—chosen each time the frost bolt is used—.
When a frost bolt is used to deliver the effect of a cryomancer power such as the Frostbite power the cryomancer may choose to not deal the frost bolt's normal cold, bludgeoning, piercing, or slashing damage. Frost bolt is useable at-will.
Cryomancer Essences: Cryomancer essences determine how many times a cryomancer can use some of their powers each day. Some cryomancer powers and feats require the temporary expenditure of cryomancer essences in order to activate their effects. Cryomancer essences spent to activate a power or feat are restored after 8 hours of uninterrupted rest.
Cryomancer Powers: Every cryomancer has access to a selection of powers that they can learn at the indicated levels (see Table X-X: Cryomancer). These powers are supernatural and extraordinary abilities. Some of the powers that a cryomancer can learn possess a claim cost, selecting one of these powers permanently reduces the cryomancer's available cryomancer essences by the amount listed in the cryomancer powers description. Other cryomancer abilities possess an activation cost, this is the amount of cryomancer essences that must be temporarily spent in-order to activate the power. Temporarily spent cryomancer essences are completely restored after 8 hours of uninterrupted rest. When a cryomancer power allows a saving throw the DC is 10 + 1/2 Cryomancer Class Level + Constitution modifier, the type of save will be listed in the cryomancer power description.
Cold Resistance (Ex): At first level a cryomancer gains cold resistance 10, this resistance increases at 4th level to cold resistance 20, and at 8th level to cold resistance 30.
Snow Vision (Ex): A cryomancer can see perfectly well in snowy conditions. A cryomancer does not suffer any penalties to Perception checks while in snow or snow storm-like conditions.
Snow Strider (Su): The cryomancer can travel over snow, ice, and slush at their normal land speed without penalty, the cryomancer walks on-top of this material and leaves no tracks in their passing. The cryomancer does not need to make Acrobatics checks to run or charge on these substances. Snow strider does not grant the cryomancer additional movement modes such as a climb speed. Snow strider may be suppressed and activated at-will as a free action.
Cryomancer's Insight, Lesser (Su): The cryomancer can completely bypass the cold resistance of creatures and objects. Additionally, creatures immune to cold take 50% damage from the cryomancer's cold based attacks. This is a continues use ability that may be suppressed and activated at-will as a free action.
Ice Walking (Su): This ability functions like the spider climb spell, but the surfaces that the cryomancer climbs must be icy. The cryomancer can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice. This is a continues use ability that may be suppressed and activated at-will as a free action.
Cold Immunity (Ex): The cryomancer gains immunity to cold.
Cryomancer's Insight (Su): The cryomancer can completely bypass all cold resistance and immunities of creatures and objects. Additionally, creatures and objects that are capable of absorbing cold energy are unable to absorb the cryomancers cold effects.
Cold Subtype (Ex): The cryomancer gains the cold subtype, this grants them immunity to cold—if they do not already possess it—and makes them vulnerable to fire. Vulnerability to fire means that the cryomancer takes +50% again as much damage from fire damage regardless of whether a saving throw is allowed or a successful save is made against the effect.
Cold Aura (Su): An aura of cold radiates outward from the cryomancer's body. All creatures within 5 ft. of the cryomancer take 1d6 points of cold damage at the beginning of the cryomancer's turn. This is a continues use ability that may be suppressed and activated at-will as a free action.
Cryomancer: At 20th level the cryomancer gains cold absorption. This grants them the ability to be healed by cold energy. For every 1 point of cold damage that the cryomancer would normally take if they were not immune to cold they heal 1 point of damage instead. In addition to cold absorption the cryomancer chooses one of the following special abilities:
Master Cryomancer (Ex): The cryomancer gains a +1 bonus to damage for each damage dice possessed by an ability with the cold or ice subtypes and all abilities that possesses the cold or ice subtype increase their save DC by +2.
Elemental Transformation (Ex): The cryomancer has undergone a transformation into an elemental being and gains the following abilities:
Darkvision 60 ft.
Immunity to bleed, paralysis, poison, sleep effects, and stunning.
Gain the cold subtype.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
The cryomancer does not need to breathe, eat, or sleep by can do so if they desire.
The cryomancer no longer ages or risks dieing of old age. They cannot be magically aged and they do not suffer any penalties for their age, however, any penalties related to age that have already taken effect remain. Age bonuses still accrue normally.

Cryomancer Powers Description
Activation Cost: This is the amount of cryomancer essences that must be temporarily spent in-order to activate the cryomancer power. These cryomancer essences are restored after 8 hours of uninterrupted rest.
Claim Cost: This is the amount by which your available cryomancer essences is permanently reduced by for selecting the ability. These cryomancer essences cannot be restored.
Cryomancer Class Level: This is the minimum cryomancer level you must be in-order to select the chosen power.

Chilled [Supernatural]
A cryomancer can cause a creature it strikes with a melee touch attack to become chilled. A successful Fortitude save negates this effect. A chilled creature has its movement speed reduced by half for up to 1 round per cryomancer class level. This effect may be applied to the cryomancer's frost lance ability without increasing the time required to activate the frost lance.
Cryomancer Class Level: 1+
Activation Cost: 1 cryomancer essence

Cold Blooded [Supernatural]
A cryomancer can cause a creature it strikes with a melee touch attack to die instantly as it's blood—or similar substance—is frozen solid. A successful Fortitude save negates this effect. This effect may be applied to the cryomancer's frost lance ability without increasing the time required to activate the frost lance.
Cryomancer Class Level: 9+
Activation Cost: 7 cryomancer essences

Crippling Cold [Supernatural]
A cryomancer can cause a creature it strikes with a melee touch attack to become Staggered for up to 1 round per cryomancer class level. A successful Fortitude save negates this effect. A staggered creature may take a single move action or standard action each round (but not both, nor can they take full-round actions). A staggered creature can still take free, swift, and immediate actions. This effect may be applied to the cryomancer's frost lance ability without increasing the time required to activate the frost lance.
Cryomancer Class Level: 4+
Activation Cost: 2 cryomancer essences

Dimensional Anchor [Supernatural]
A cryomancer can cause a creature it strikes with a melee touch attack to be incapable of extradimensional travel for up to 1 minute per cryomancer class level, while this effect is active a creature is covered by a dim pale-blue aura. The forms of movement barred by this effect include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spells, spell-like, and supernatural abilities. This effect also prevents the use of a gate or teleportation circle for the duration. This effect may be applied to the cryomancer's frost lance ability without increasing the time required to activate the frost lance.
Cryomancer Class Level: 7+
Activation Cost: 4 cryomancer essences

Freezing Blast [Supernatural]
The cryomancer can cause the energy of their frost lance to explode at any point within the frost lance's range (100 feet + 10 feet per cryomancer level) into a 20 ft. radius spread. Creatures within the area are allowed a Reflex save or half damage. This power does not increase the time required to activate the frost lance ability.
Cryomancer Class Level: 5+
Activation Cost: 3 cryomancer essences

Freezing Breath [Supernatural]
The cryomancer can channel the energy of their frost lance into a 60 ft. long cone-shaped burst. Creatures within the area are allowed a Reflex save for half damage. This power does not increase the time required to activate the frost lance ability.
Cryomancer Class Level: 5+
Activation Cost: 3 cryomancer essences

Freezing Burst [Supernatural]
The cryomancer can cause the energy from their frost lance to explode outwards from their body in a 20 ft. radius burst centered on the cryomancer. Creatures within the area are allowed a Reflex save for half damage. This power does not increase the time required to activate the frost lance ability.
Cryomancer Class Level: 5+
Activation Cost: 3 cryomancer essences

Freezing Wind [Supernatural]
The cryomancer can channel the energy of their frost lance into a line up to 120 ft. line and 5 ft. wide. Creatures within the area are allowed a Reflex save for half damage. This power does not increase the time required to activate the frost lance ability.
Cryomancer Class Level: 5+
Activation Cost: 3 cryomancer essences

Frostbite [Supernatural]
A cryomancer can cause a creature it strikes with a melee touch attack to take 1d4+1 points of Dexterity damage. This is an instantaneous effect with no save. The ability score damage caused by this effect is recovered at the normal rate for ability score damage. This effect also prevents the use of a gate or teleportation circle for the duration. This effect may be applied to the cryomancer's frost lance ability without increasing the time required to activate the frost lance.
Cryomancer Class Level: 4+
Activation Cost: 2 cryomancer essences

Frostbite, Lesser [Supernatural]
A cryomancer can cause a creature it strikes with a melee touch attack to take a penalty to Dexterity equal to 1d6+1 per two cryomancer class levels (maximum 1d6+5) for up to 1 round per cryomancer class level. The creature's Dexterity score cannot drop below 1. A successful Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead. This effect may be applied to the cryomancer's frost lance ability without increasing the time required to activate the frost lance.
Cryomancer Class Level: 1+
Activation Cost: 1 cryomancer essences

Frost Bound Familiar [Extraordinary]
The cryomancer can summon a familiar that possesses the cold creature template or the ice creature template. This familiar follows the normal rules for a Sorcerer or Wizard familiar.
Cryomancer Class Level: 1+
Claim Cost: 2 cryomancer essences (see text)

Frost Hardened Flesh [Extraordinary]
The cryomancer gains a +2 bonus to natural armor. For every 5 cryomancer class levels possessed, the cryomancer may permanently invest one additional cryomancer essence into this ability to increase the natural armor bonus granted by an additional +1.
Cryomancer Class Level: 1+
Claim Cost: 2 cryomancer essences (see text)

Ice Hardened Flesh [Extraordinary]
The cryomancers flesh hardens from the elemental energy coursing through their bodies granting them Damage Reduction 2/-. For every 5 cryomancer class levels possessed, the cryomancer may permanently invest one additional cryomancer essence into this ability to increase the damage reduction granted by an additional 1 point.
Cryomancer Class Level: 1+
Claim Cost: 2 cryomancer essences (see text)

Frozen Path [Supernatural]
Wherever a cryomancer walks they leave a path of frost and ice in their wake. The cryomancer is capable of walking on any liquid surface as long as the liquid is able to be frozen, these surfaces include but are not limited to mud, oil, snow, quicksand, water, and even lava. When the cryomancer moves onto a liquid surface it freezes the liquid within the 5 ft. square that the cryomancer occupies, when the cryomancer moves from this area the material quickly thaws and returns to its state after 1d4+1 rounds. Frozen path is a continues use ability that can be suppressed and activated at-will as a free action.
Cryomancer Class Level: 7+
Claim Cost: 4 cryomancer essences

Frost Weapons [Supernatural]
Any weapon held by the cryomancer deals an additional 1d6 points of cold damage on each successful attack. Thrown and projectile weapons retain this quality long enough for the attack made with them to be resolved—hit or miss—. Frost weapons is a continues use ability that can be suppressed and activated at-will as a free action.
Cryomancer Class Level: 3+
Claim Cost: 3 cryomancer essences

Ice Armor [Supernatural]
As a standard action a cryomancer can cover their body in an armor of protective ice that lasts for up to 10 minutes per cryomancer class level. The ice absorbs the first 10 points of damage that would be dealt to the cryomancer from an attack. Once the ice has absorbed a total of 10 points of damage per cryomancer class level it shatters. The ice armor takes double damage from fire.
Cryomancer Class Level: 7+
Activation Cost: 4 cryomancer essences

Ice Forged Weapon [Supernatural]
A cryomancer can from a weapon created out of pure ice. This ice weapon possesses all the normal non-magical statistics of a weapon of it's type such as base damage, critical range, critical multiplier, ability to trip, and so on. For every 4 cryomancer levels possessed the ice weapon gains a +1 Enhancement Bonus to attack and damage rolls. An ice weapon may be created as a free action and lasts for as long as the weapon is held by the cryomancer, if the weapon ever leaves the cryomancers grasp it shatters instantly, a thrown or projectile weapon retains its form long enough for any attack made with it to be resolved. A cryomancer may produce multiple weapons such as for the purpose of Two-Weapon Fighting. This is a continues use ability that may be suppressed and activated at-will as a free action.
Cryomancer Class Level: 1+
Claim Cost: 4 cryomancer essences

Ice Refraction [Supernatural]
As a standard action the cryomancer can cover their own body and equipment within a thin layer of ice. This ice refracts and bends light causing the cryomancer to become invisible for up to 1 round per cryomancer class level. The ice is extremely fragile and shatters if a violent motion is made—such as attacking, being struck by a successful attack, using cryomancer powers, casting spells, etc—.
Cryomancer Class Level: 4+
Activation Cost: 2 cryomancer essences

Icy Burst Weapons [Supernatural]
Icy burst weapons functions as the frost weapons power except that the cold energy that infuses the cryomancer's weapons surges on a successful critical hit. This deals an extra 1d10 points of cold damage on a successful critical hit. If the weapons critical multiplier is x3, add an extra 2d10 points of cold damage instead, and if the multiplier is x4, add an extra 3d10 points.
Cryomancer Class Level: 8+
Requirement: Frost weapons power.
Claim Cost: 5 cryomancer essences

Icy Prison [Supernatural]
A cryomancer can cause a creature it strikes with a melee touch attack to become frozen solid in a block of solid ice 1 inch thick per cryomancer class level for up to 1 minute per cryomancer class level. A successful Fortitude save negates this effect. If a creature fails its save, it is helpless, but can still breathe (the ice blocks line of effect to the target). If the target makes its save it gains the entangled condition but can otherwise act normally. The ice produced by this ability possesses a hardness of 1 and 3 hit points per inch of thickness. Each round that a creature is under the effect of icy prison they may attempt a Strength check to break free of the ice, this is a full-round action and the DC is 10 + Cryomancer Class Level + Constitution modifier. This effect may be applied to the cryomancer's frost lance ability without increasing the time required to activate the frost lance.
Cryomancer Class Level: 9+
Activation Cost: 5 cryomancer essences

Icy Surface [Supernatural]
As a standard action a cryomancer can cause the ground around them in a 15 ft. square to be covered in slippery ice. The ice is 1 inch thick and lasts for up to 1 minute per cryomancer class level. When a 5 ft. section of ice suffers 5 or more points of damage it is destroyed. Creatures within the area when the icy surface appears must make a Reflex save or fall. A creature can walk within or through the area of ice at half normal speed with a DC 10 Acrobatics check, for every cryomancer class level possessed this DC increases by +1. Failure means it can't move in that round, while failure by 5 or more means it falls (see the Acrobatics skill check for details).This effect may be applied to the cryomancer's frost lance ability without increasing the time required to activate the frost lance, when applied to the frost bolt it causes a 15 ft. square around the creature or object struck by the frost bolt to be covered in an icy surface.
Cryomancer Class Level: 1+
Activation Cost: 1 cryomancer essences

Improved Frost Weapons [Supernatural]
This power functions as the frost weapons power except that weapons held by you now deal 2d6 points of cold damage instead of 1d6.
Cryomancer Class Level: 9+
Requirement: Frost weapons power.
Claim Cost: 5 cryomancer essences

Ice Glide [Supernatural]
Ice glide allows the cryomancer to glide through frozen liquids and permafrost as easily as a fish swims through water. While gliding, the cryomancer breathes normally and does not need to hold their breath. You leave behind no sign of your passage such as a tunnel. This is a continues use ability that may be suppressed and activated at-will as a free action.
Cryomancer Class Level: 14+
Claim Cost: 7 cryomancer essences

Lingering Cold [Supernatural]
A creature struck by the cryomancer's frost lance takes additional damage on the next round. Creatures stuck by the cryomancer's frost lance take an additional +1 point of cold damage for every 2 cryomancer class levels possessed the round after they are struck by the cryomancer's frost lance. Lingering cold does not allow a saving throw to reduce this additional damage even if the original frost lance effect allowed a save. This effect may be applied to the cryomancer's frost lance without increasing the time required to activate the frost lance.
Cryomancer Class Level: 1+
Activation Cost: 1 cryomancer essences

Wall of Ice [Supernatural]
As a standard action a cryomancer can create a wall of ice at any point within 100 feet + 10 feet per cryomancer class level. The wall's area is up to one 10 ft. square per cryomancer class level and up to 1 inch thick per cryomancer class level. The sheets of ice that are created need not be continues and may be placed at any point within range that the cryomancer can see but they must be anchored to some surface, they may be horizontal or vertical. Each 10 ft. section of the wall of ice possesses a hardness of 1 and 3 hit points per inch of thickness, when the hit points drop to 0 that section is destroyed. A hemisphere of ice may also be created with a radius of up to 3 feet + 1 foot per cryomancer class level. The ice created by this ability remains for up to 1 minute per cryomancer class level before it shatters and melts into water.
Cryomancer Class Level: 9+
Activation Cost: 5 cryomancer essences


NEW FEATS
Metamagic Feats & Cryomancer Abilities: Metamagic feats do affect cryomancer abilities that require cryomancer essences to be used to activate the cryomancer ability. When a metamagic feat is applied to a cryomancer ability it increases the activation cost of that cryomancer ability by +1 cryomancer essence per spell level that the metamagic feat would raise the level of a spell it was applied to. Applying the effects of a metamagic feat to a cryomancer ability does not increase that ability's activation time.
Example: If maximize spell was applied to the Freezing Blast cryomancer ability then the freezing blast would cost 6 cryomancer essences to use (3 for he base freezing blast and +1 essence for each level that the maximize spell metamagic feat would raise a spell level by).

Enhanced Cold Resistance [General, Cold]
You are surprisingly resistant to cold for your race.
Prerequisite: Inherit cold resistance
Benefit: Increase your inherit cold resistance by 5 points.
Special: This feat may be taken multiple times, it's effects stack.

Enhanced Cold Resistance, Greater [General, Cold]
Your resistance to cold far surpasses what is considered normal for your race.
Prerequisite: Inherit cold resistance 15 or greater
Benefit: Increase your inherit cold resistance by 10 points.

Improved Frost Bolt [General, Cold]
Your frost bolt deals more damage then normal
Prerequisite: Frost bolt
Benefit: Increase the amount of damage that your frost bolt deals by +1d6.
Special: This feat may be taken multiple times, it's effects stack.

Split Frost Bolt [General, Cold]
You can split your frost bolt to strike multiple targets
Prerequisite: Frost bolt
Benefit: You may produce a number of frost bolts each round equal to the number of attacks you possess due to a high base attack bonus. Your damage dice is divided up among these additional frost bolts as you desire.
Example: If a cryomancer possesses a +6/+1 Base Attack Bonus they can produce a total of two frost bolts that deal up to 4d6 points of damage total when they activate their frost bolt ability. They can decide that one frost bolt deals 1d6 points of damage while the other deals 3d6 or that both bolts will deal 2d6 points of damage and so on.
Special: This feat may be used in combination with the freezing blast, freezing wind cryomancer abilities.

-----------------------------------------------------------


This class is something I have been working on for a while and could really use some input/opinions on.

pokedude8888
2017-01-17, 06:19 PM
I think they get cold immunity to early. Usually classes only grant an immunity to an energy type at 20th level, after starting at 5 resistance at the begining.