View Full Version : Cryokineticist (Prestige)

2007-04-10, 08:07 AM
I'll admit that this is just an inverted Pyrokineticist from the SRD Psionic material, but I had the idea...Anyway, with my limited DnD resources, I don't know if there's already a Cryokineticist and I'm just reinventing it, but I hope I may be forgiven...

A Cryokineticist is the sort of person who likes the cold. Reeeeally likes the cold. Now combine that predilection with genuine psionic talent...These nutcases will sit naked in a snow drift with a dreamy smile on their face, but don't make the mistake of mocking them. They can do things to somebody that make dying of a stab wound look like the easy option.

Hit Die: d8.

To qualify to become a cryokineticist, a character must fulfill all the following criteria.
Alignment: Any chaotic.
Skills: Concentration 8 ranks, Survivaal, Knowledge (psionics) 2 ranks.
Psionics: Must have a power point reserve of at least 1 power point.
Special: Must have stayed out for three hours in freezing or near-freezing temperatures, with no blankets or heat sources, purely for the enjoyment of the cold.

Class Skills
The cryokineticist's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (any) (Int), Intimidate (Cha), Jump (Str), and Psicraft (Int).
Skill Points at Each Level: 2 + Int modifier

{table=head]Level|Base Attack <br> Bonus|Fort Save|Ref Save|Will Save|Special

+0|Cold Spike

+3 [center]|[center]+3|
+0|Cold Adaptation, Cold Hands

+1|Needle of cold

+1|Frozen Weapon


+2|Ice Slide

+2|Fear No Cold

+2|Greater Frozen Weapon

+3|Freeze Death

+3|Cold Snap[/table]

Class Features
All the following are class features of the cryokineticist prestige class.
Weapon and Armor Proficiency: Cryokineticists gain no proficiency with any weapon or armor.
Cold Spike (Ps): A cryokineticist gains the ability to fashion up to a 15-foot-long blade of cold from unstable ectoplasm as a move-equivalent action. She takes no damage from a cold spike she creates, and if she releases her hold, it immediately dissipates. The lash deals 1d8 points of cold damage to a target within 15 feet on a successful ranged touch attack. A cryo can take Weapon Focus and Weapon Specialization (if she otherwise meets the prerequisites) in conjunction with the cold lash, as well as any feats that apply to the use of a standard whip. The whip remains in existence as long as the cryokineticist holds it.
Cold Adaptation (Ex): At 2nd level, a cryokineticist becomes resistant to cold, gaining a +4 bonus on all saving throws against cold and heat spells and effects. In addition, she gains resistance to cold 10.
Cold Hands (Ps): A cryokineticist of 2nd level or higher can activate this ability as a move-equivalent action. Frost engulf one of the cryokineticist's hands (but do her no harm). Her unarmed attacks with that hand are treated as armed. Such attacks deal an extra 2d6 points of cold damage.
Needle of Cold (Ps): Starting at 3rd level, as a standard action, a cryokineticist can launch a bolt of psionically manifested cold at any target in line of sight within 60 feet. This effect is treated as a ranged touch attack and deals 1d6 points of cold damage for each class level the cryo has.
Frozen Weapon (Ps): At 4th level and higher, a cryokineticist can activate this ability as a move-equivalent action. Flames that harm neither her nor the weapon engulf one weapon she holds (which can be a projectile such as a stone, bullet, arrow, or bolt). The weapon deals an extra 2d6 points of cold damage on a successful hit. The weapon retains this effect for as long as the cryokineticist wields it.
Nimbus (Ps): Beginning at 5th level, a cryokineticist can activate this ability as a move-equivalent action. Frost that harm neither the cryokineticist nor her equipment engulf her entire body. While she is sheathed in frost, the character's Charisma score increases by 4, she can make a melee touch attack for 2d6 points of cold damage, and she gains damage reduction 5/magic. If she is struck in melee, the attacker takes 2d6 points of cold damage. This ability lasts for up to 1 minute per cryokineticist level and is usable once per day.
Ice Slide (Su): Beginning at 6th level, as a free action a cryokineticist can expend her psionic focus (see the Concentration skill description) to make a moving sheet of ice she can stand upon. She moves at her normal speed in all directions, including vertically, but cannot move more than double her speed in a round. An icesliding cryo leaves a trail of frost crystals in the air that disperse in 2 rounds, but her tread does not deal damage. She must pay 1 power point per round spent traveling in this fashion.
Fear No Cold (Ex): At 7th level, a cryokineticist becomes highly resistant to cold, gaining a +8 bonus on all saving throws against cold and heat spells and effects and also gaining resistance to cold 20.
Greater Frozen Weapon (Ps): At 8th level, when a cryokineticist activates her colds hands ability or her frozen weapon ability, her unarmed attack or weapon deals an extra 4d6 points of cold damage instead of 2d6. Touch attacks made while she uses the nimbus ability likewise deal 4d6 points of damage instead of 2d6.
Freeze Death (Ps): A cryokineticist who reaches 9th level can expend her psionic focus and take a full attack action to lower the internal temperature of one living creature within 30 feet to lethal levels. The target must succeed on a Fortitude saving throw (DC 14 + cryo's Cha modifier) or die horrifically as its blood (or other internal fluid) freezes. At the end of the a successful freeze, the target breaks apart. Even on a successful save, the target takes 4d8 points of cold damage from the ice.
Cold Snap (Ps): At 10th level, a cryokineticist gains the ability to create a massive cloud of cold around herself, freezing everything in the area. Once per day, as a standard action, she can use this ability to deal 15d6 points of cold damage in a 30-foot-radius burst emanating from herself. Any creature or object caught in the burst can make a Reflex saving throw (DC 15 + cryo's Cha modifier) for half damage. Anyone failing the Reflex save against the cold snap must also make a Fortitude saving throw (same DC) or die due to extreme shock from the intense cold.

The Vorpal Tribble
2007-04-10, 08:09 AM
This is interesting, though there is a Cryokineticist in Frostburn :vaarsuvius:

2007-04-10, 11:50 AM
I was almost sure of it, given my track record for independently coming up with ideas that have already been thought of (my DnD buddies are amazed at how often this happens. >.> Like my brilliant idea for a projectile-based prestige class for Soulknife.)

2007-04-10, 11:56 AM
Sorry to disappoint, but-

2007-04-12, 10:37 AM
Yeah, I found out about the Soulbow a couple of months back. Thanks for the link, thought. *saves*

Holocron Coder
2007-04-12, 12:38 PM
If you're still working on the class, skim over it. Some inconsistencies of calling their level1 weapon a "blade" and a "whip", as well as describing flames in place of ice.