JNAProductions
2017-10-19, 09:56 PM
Abilities-A high Strength... Useless. A high Dexterity is useful for landing attacks, but probably not overly needed. A high Constitution helps EVERYONE. A high Intelligence is quite useful for this class, though, as are the other mental stats.
Alignment-Any.
Hit Die-d8
Class Skills-Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Gather Information, Heal, Jump, Knowledge (All), Listen, Open Lock, Profession, Search, Sense Motive, Speak Language, Spellcraft, Spot, Survival, Swim, and Use Magic Device.
Skill Points 4+Int Mod per level (times 4 at level one)
Base Attack Bonus-Medium (3/4ths)
Fort Save-Good
Reflex Save-Poor
Will Save-Good
Level
Features
Icy Blast
Icy Blast
Upgrades
Gadgets
1
Icy Blast, Least Gadget
1d6
0
1
2
-
1d6
1
2
3
Cold Resist 5
1d6
1
2
4
Protective Dome
2d6
2
3
5
Piercing Cold
2d6
2
3
6
Lesser Gadget
2d6
3
4
7
Cold Resist 10
3d6
3
4
8
Ice Wall
3d6
3
5
9
-
3d6
4
5
10
Cold Resist 20
4d6
4
6
11
Greater Gadget
4d6
5
7
12
Improved Piercing Cold
4d6
5
7
13
Cold Resist 30
5d6
5
8
14
-
5d6
6
8
15
Cold Immunity
5d6
6
9
16
Perfect Gadget
6d6
7
10
17
-
6d6
7
10
18
?
6d6
7
11
19
?
7d6
8
11
20
?
7d6
8
12
Icy Blast (ex)-Mei is capable of shooting a blast of ice from her cryogun, capable of doing large amounts of damage or of doing far less, but slowing enemies as well. She can either fire her cryogun as a touch attack (doing the indicated damage in the Icy Blast column as cold and piercing damage), with iteratives possible assuming she has sufficient BAB, or as a touch attack that does the minimum damage possible as just cold damage. If she chooses the low damage shot, it also slows the enemy. Each successive attack reduces all the target's speeds by either 25% or 10', whichever is a larger penalty. This penalty stacks with itself. If an opponent is reduced to 0' in all speeds, it is considered restrained and exhausted for as long as Mei maintains the penalties on it, as well as being unable to move. This penalty lasts one round per five levels in this class, rounding up.
The range on the higher-damage is 120', and 30' on the low damage setting.
The blasts are sent using Mei's cryogun, a two-handed weapon. It has hardness 10 or Mei's class level, whichever is higher, and 30 HP or 5* her class levels, whichever is higher. It is also DNA-locked to Mei, meaning no one else can use it normally-however, it can be stolen, disarmed, sundered, etc. Mei can create a new one using 100 GP worth of mechanical parts and 8 hours of work. Someone else can use it with a successful UMD check, equal to 15+Mei's class levels. This UMD is required each time you use it, and is doable as a free action. (So, if you fire it three times due to high BAB in a round, you must make three UMD checks.) On a failure by 5 or less, the gun simply does not work. On a failure of 6 or more, the gun jams, and requires either Mei to spend a full-round action (which provokes) un-jamming it, or the same action and a DC 15+2*Mei's class levels to un-jam it. On a failure where the ending result is 5 or less, the gun explodes, dealing 2d10 points of cold damage to the wielder for every class level Mei has.
Icy Blast Upgrades-These work like the Warlock's Eldritch Blast and Eldritch Essence Invocations.
Gadgets-These work like regular Invocations, using Intelligence as their main stat. List below.
Cold Resist (ex)-At the indicated levels, Mei gains resistance to Cold damage and eventually immunity.
Protective Dome (ex)-Mei is, at level four, capable of encasing herself in ice. As a move action, she may encase herself, and may break out at any subsequent point as a free action. The ice encasing her has Hardness equal to her class levels, and HP equal to 10*her class levels, though it is vulnerable to fire (which also bypasses its hardness). She may do this once every minute. The encasing lasts four rounds, unless Mei breaks out early.
Piercing Cold (ex)-At level five, Mei's specially created cryoblasts are capable of punching through cold resistances and immunities. Half of the damage that would be resisted is instead dealt to the creature as untyped damage. (For instance, Mei deals 8 points of damage to a creature with cold immunity. It would all be resisted, so she does 4 points (half of 8) instead. If she instead dealt 8 points of damage to someone with cold resist 5, she would deal 6 points of damage total (half of 5, rounding up, plus the unresisted damage).)
Ice Wall (ex)-Starting at level eight, Mei can cast Wall of Ice once per minute, though its duration is shortened to four rounds. Her caster level is equal to her levels in this class.
Charming (ex)-Mei's charming and lovable nature make her hard to resist. She gains a bonus on Charisma checks equal to one-fourth her class levels.
Icy Fog (ex)-May cast Fog Cloud at-will.
Night Vision (ex)-Gain Darkvision out to 120', pierces magical darkness.
Thermal Imaging (ex)-Gain a constant See Invisibility effect.
Really Nice Cleats (ex)-Gain a constant Spider Climb effect.
Rocket Boots (ex)-Gain a fly speed equal to your land speed with average maneuverability.
Advanced Sensor Suite (ex)-Gain blindsense out to 30'.
I Don't Believe In Fairies! (ex)-Use Dispel Magic at-will, dealing 1d6 points of untyped damage to the creature targeted by the dispel per spell level dispelled.
Invisibility Suite (ex)-Cast Invisibility at-will, targeting self only.
Chilling Tentacles (ex)-Pretty much as the Warlock invocation. Evard's Black Tentacles with cold damage.
Better Rocket Boots (ex)-Increase Fly speed by 20', go up to good.
Toughened Gear (ex)-Gain your level in THP as a standard action.
Stimulants (ex)-Gain Fast Healing 1, as per a Lesser Vigor spell.
Advanced Invisibility Suite (ex)-Greater Invisibility now, still self only.
I Hate Fairies (ex)-Use Greater Dispel Magic at-will, dealing 1d6 points of untyped damage to the creature targeted by the dispel per spell level dispelled.
Range Suite (ex)-Increase range to 360' and 90' for high and low damage modes.
Yellow Ice (ex)-Target must make a Fortitude save or become sickened.
Powerful Shots (ex)-Increases base damage by 1d6.
Go For The Eyes! (ex)-Fort save or blinded for a round.
Really Chilly (ex)-Fort save or take a -2 penalty to Dex.
Chaining Tech (ex)-Icy Blast chains between targets.
LSD Ice (ex)-Will save or become confused for a round.
Noxious Ice (ex)-Fort save or become nauseated.
Repelling Ice (ex)-Reflex save or knocked back.
Spreadshot (ex)-Icy Blast is now a cone.
Draining Blast (ex)-Fort save or gain two negative levels.
Cloud Burst (ex)-Hits all targets of your choice within 20'.
I could use some advice for more features, more Gadgets and upgrades, and general balance ideas.
Alignment-Any.
Hit Die-d8
Class Skills-Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Gather Information, Heal, Jump, Knowledge (All), Listen, Open Lock, Profession, Search, Sense Motive, Speak Language, Spellcraft, Spot, Survival, Swim, and Use Magic Device.
Skill Points 4+Int Mod per level (times 4 at level one)
Base Attack Bonus-Medium (3/4ths)
Fort Save-Good
Reflex Save-Poor
Will Save-Good
Level
Features
Icy Blast
Icy Blast
Upgrades
Gadgets
1
Icy Blast, Least Gadget
1d6
0
1
2
-
1d6
1
2
3
Cold Resist 5
1d6
1
2
4
Protective Dome
2d6
2
3
5
Piercing Cold
2d6
2
3
6
Lesser Gadget
2d6
3
4
7
Cold Resist 10
3d6
3
4
8
Ice Wall
3d6
3
5
9
-
3d6
4
5
10
Cold Resist 20
4d6
4
6
11
Greater Gadget
4d6
5
7
12
Improved Piercing Cold
4d6
5
7
13
Cold Resist 30
5d6
5
8
14
-
5d6
6
8
15
Cold Immunity
5d6
6
9
16
Perfect Gadget
6d6
7
10
17
-
6d6
7
10
18
?
6d6
7
11
19
?
7d6
8
11
20
?
7d6
8
12
Icy Blast (ex)-Mei is capable of shooting a blast of ice from her cryogun, capable of doing large amounts of damage or of doing far less, but slowing enemies as well. She can either fire her cryogun as a touch attack (doing the indicated damage in the Icy Blast column as cold and piercing damage), with iteratives possible assuming she has sufficient BAB, or as a touch attack that does the minimum damage possible as just cold damage. If she chooses the low damage shot, it also slows the enemy. Each successive attack reduces all the target's speeds by either 25% or 10', whichever is a larger penalty. This penalty stacks with itself. If an opponent is reduced to 0' in all speeds, it is considered restrained and exhausted for as long as Mei maintains the penalties on it, as well as being unable to move. This penalty lasts one round per five levels in this class, rounding up.
The range on the higher-damage is 120', and 30' on the low damage setting.
The blasts are sent using Mei's cryogun, a two-handed weapon. It has hardness 10 or Mei's class level, whichever is higher, and 30 HP or 5* her class levels, whichever is higher. It is also DNA-locked to Mei, meaning no one else can use it normally-however, it can be stolen, disarmed, sundered, etc. Mei can create a new one using 100 GP worth of mechanical parts and 8 hours of work. Someone else can use it with a successful UMD check, equal to 15+Mei's class levels. This UMD is required each time you use it, and is doable as a free action. (So, if you fire it three times due to high BAB in a round, you must make three UMD checks.) On a failure by 5 or less, the gun simply does not work. On a failure of 6 or more, the gun jams, and requires either Mei to spend a full-round action (which provokes) un-jamming it, or the same action and a DC 15+2*Mei's class levels to un-jam it. On a failure where the ending result is 5 or less, the gun explodes, dealing 2d10 points of cold damage to the wielder for every class level Mei has.
Icy Blast Upgrades-These work like the Warlock's Eldritch Blast and Eldritch Essence Invocations.
Gadgets-These work like regular Invocations, using Intelligence as their main stat. List below.
Cold Resist (ex)-At the indicated levels, Mei gains resistance to Cold damage and eventually immunity.
Protective Dome (ex)-Mei is, at level four, capable of encasing herself in ice. As a move action, she may encase herself, and may break out at any subsequent point as a free action. The ice encasing her has Hardness equal to her class levels, and HP equal to 10*her class levels, though it is vulnerable to fire (which also bypasses its hardness). She may do this once every minute. The encasing lasts four rounds, unless Mei breaks out early.
Piercing Cold (ex)-At level five, Mei's specially created cryoblasts are capable of punching through cold resistances and immunities. Half of the damage that would be resisted is instead dealt to the creature as untyped damage. (For instance, Mei deals 8 points of damage to a creature with cold immunity. It would all be resisted, so she does 4 points (half of 8) instead. If she instead dealt 8 points of damage to someone with cold resist 5, she would deal 6 points of damage total (half of 5, rounding up, plus the unresisted damage).)
Ice Wall (ex)-Starting at level eight, Mei can cast Wall of Ice once per minute, though its duration is shortened to four rounds. Her caster level is equal to her levels in this class.
Charming (ex)-Mei's charming and lovable nature make her hard to resist. She gains a bonus on Charisma checks equal to one-fourth her class levels.
Icy Fog (ex)-May cast Fog Cloud at-will.
Night Vision (ex)-Gain Darkvision out to 120', pierces magical darkness.
Thermal Imaging (ex)-Gain a constant See Invisibility effect.
Really Nice Cleats (ex)-Gain a constant Spider Climb effect.
Rocket Boots (ex)-Gain a fly speed equal to your land speed with average maneuverability.
Advanced Sensor Suite (ex)-Gain blindsense out to 30'.
I Don't Believe In Fairies! (ex)-Use Dispel Magic at-will, dealing 1d6 points of untyped damage to the creature targeted by the dispel per spell level dispelled.
Invisibility Suite (ex)-Cast Invisibility at-will, targeting self only.
Chilling Tentacles (ex)-Pretty much as the Warlock invocation. Evard's Black Tentacles with cold damage.
Better Rocket Boots (ex)-Increase Fly speed by 20', go up to good.
Toughened Gear (ex)-Gain your level in THP as a standard action.
Stimulants (ex)-Gain Fast Healing 1, as per a Lesser Vigor spell.
Advanced Invisibility Suite (ex)-Greater Invisibility now, still self only.
I Hate Fairies (ex)-Use Greater Dispel Magic at-will, dealing 1d6 points of untyped damage to the creature targeted by the dispel per spell level dispelled.
Range Suite (ex)-Increase range to 360' and 90' for high and low damage modes.
Yellow Ice (ex)-Target must make a Fortitude save or become sickened.
Powerful Shots (ex)-Increases base damage by 1d6.
Go For The Eyes! (ex)-Fort save or blinded for a round.
Really Chilly (ex)-Fort save or take a -2 penalty to Dex.
Chaining Tech (ex)-Icy Blast chains between targets.
LSD Ice (ex)-Will save or become confused for a round.
Noxious Ice (ex)-Fort save or become nauseated.
Repelling Ice (ex)-Reflex save or knocked back.
Spreadshot (ex)-Icy Blast is now a cone.
Draining Blast (ex)-Fort save or gain two negative levels.
Cloud Burst (ex)-Hits all targets of your choice within 20'.
I could use some advice for more features, more Gadgets and upgrades, and general balance ideas.