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Thread: Masters of Magic IV: The Ice Mage

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    Default Masters of Magic IV: The Ice Mage

    Cryomancer
    (AKA Ice Mage)

    Some wizards & sorcerers have learned to harness the power of extreme cold. Known as Cryomancers, they wield icy magic to freeze their enemies & resist the most frigid of climes. Many of those who have opposed a Cryomancer have ended up as so many frozen shards, shattered upon the ground.
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    Requirements
    • Spellcasting: ability to cast 3rd level spells
    • Skills: Knowledge (arcana) 9 ranks
    • Special: must know at least one 3rd-level or higher evocation spell with the [Cold] descriptor
    • Fastest Route: Sor 6 or Wiz 6

    Class Information
    Hit Die: d6
    Class Skills: The Cryomancer’s class skills (& the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge: Arcana (Int), Profession (Wis), & Spellcraft (Int).
    Skill Points at Each Level: 2 + Int modifier.

    Table 1-4: The Cryomancer (PrC)
    {table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Spellcasting
    1st|+0|+0|+0|+2|Ray of Frost, ColdRes 5|--
    2nd|+1|+0|+0|+3|Snowball|+1 level of existing spellcasting class
    3rd|+1|+1|+1|+3|Frostbite|+1 level of existing spellcasting class
    4th|+2|+1|+1|+4|Ice Blast, ColdRes 10|+1 level of existing spellcasting class
    5th|+2|+1|+1|+4|Hail Storm|+1 level of existing spellcasting class
    6th|+3|+2|+2|+5|Blizzard|--
    7th|+3|+2|+2|+5|Deep Freeze, ColdRes 20|+1 level of existing spellcasting class
    8th|+4|+2|+2|+6|Cryoclysm|+1 level of existing spellcasting class
    9th|+4|+3|+3|+6|Stygia’s Wrath|+1 level of existing spellcasting class
    10th|+5|+3|+3|+7|Zero Kelvin, Cold Being|+1 level of existing spellcasting class[/table]

    Class Features
    All of the following are class features of the Cryomancer. See level progression on Table 1-4: The Cryomancer (PrC) for more information.

    Weapon & Armor Proficiency: You gain no proficiency with any weapon or armor.

    Cold Resistance (Su): At 1st level, you can ignore the first 5 points of cold damage that you receive from any attack; at 4th level, this resistance increases to negate the first 10 points of cold damage that you receive from any attack; at 7th level, this resistance increases to negate the first 20 points of cold damage that you receive from any attack

    Ray of Frost (Sp): At 1st level, you can emit a ray of freezing energy from your finger, just like ray of frost; you must succeed on a ranged touch attack with the ray to deal damage to a target; this ray is 25’ long, +5’ per class level; this ray deals 1d3 points of cold damage, +1 point of cold damage per class level (no saving throw); this is a standard action that provokes attacks of opportunity

    Snowball (Sp): At 2nd level, you can emit a small sphere of freezing energy from your hand, similar to freezing sphere; this sphere can hit a location up to 50’ away, +10’ per class level; once the sphere reaches its target location, it explodes in a 10’-radius burst, dealing 1d4 points of cold damage per class level (no saving throw); this attack only affect creatures, not objects; this is a standard action that provokes attacks of opportunity

    Frostbite (Su): Three times per day, at 3rd level, you can blast 1 opponent within 30’ with freezing energy; this is a ranged touch attack that deals 3d6+2 points of cold damage & 2d6+3 points of slashing damage (no saving throw); this is a standard action that does not provoke attacks of opportunity

    Ice Blast (Sp): Three times per day, at 4th level, you can emit a cone of freezing energy from your hand, just like cone of cold; this cone is 60’ long; this ray deals 1d6 points of cold damage per class level (no saving throw); this attack only affect creatures, not objects; this is a standard action that provokes attacks of opportunity

    Hail Storm (Su): Twice per day, at 5th level, you can create a tempest of freezing energy around you; all creatures within range (except you) takes 1d6+4 points of cold damage & 1d4+1 points of bludgeoning damage per round (no saving throw); this effect has a range of 80’; this effect lasts for 1 round per class level; this is a standard action that does not provoke attacks of opportunity

    Blizzard (Sp): Twice per day, at 6th level, you can conjure a torrent of freezing energy around you, similar to ice storm; for 1 round, all creatures within a 50’ radius (except you & 1 ally per class level) take 4d6 points of cold damage & 2d6 points of piercing damage (no saving throw); all movement within this effect is at ½ speed; this is a standard action that provokes attacks of opportunity

    Deep Freeze (Sp): At 7th level, you can emit a ray of freezing energy from your finger, just like polar ray; you must succeed on a ranged touch attack with the ray to deal damage to a target; this ray is 25’ long, +5’ per class level; this ray deals 1d6+4 points of cold damage per class level (no saving throw); this is a standard action that provokes attacks of opportunity

    Cryoclysm (Su): Once per day, at 8th level, you can freeze 1 opponent within 30’ in their tracks; this is a ranged touch attack that deals 5d6+20 points of cold damage; in addition, an opponent struck by this is frozen solid (IE petrified, as per the spell flesh to stone) until thawed (an equal amount to fire damage must be applied to thaw; this damage does not harm the frozen creature, merely warming them to room temperature); opponents can attempt a Fortitude save (DC10 + ½ your class level + your primary Spellcasting ability modifier) to take half damage & negate the petrification effect; this is a standard action that does not provoke attacks of opportunity

    Stygia’s Wrath (Su): Once per day, at 9th level, you can blast 1 opponent within 40’ with freezing energy; this is a ranged touch attack that renders an opponent struck by this dead (-10HP); opponents can attempt a Fortitude save (DC10 + ½ your class level + your primary Spellcasting ability modifier) to negate the death effect; opponents that make their saving throw take 6d6+24 points of cold damage instead (although this may still kill them); this is a standard action that does not provoke attacks of opportunity

    Zero Kelvin (Su): Once per day, at 10th level, you can create a tempest of freezing energy around you; all creatures within range (except you & up to 5 allies) takes 3d6+12 points of cold damage & 1d4 points of Constitution damage per round; opponents can attempt a Fortitude save (DC10 + ½ your class level + your primary Spellcasting ability modifier) each round to take half damage; this effect has a range of 120’, & lasts for 2d6+8 rounds; this is a standard action that does not provoke attacks of opportunity

    Cold Being: At 10th level, you gain the [Cold] subtype; you become immune to all cold damage; however, you also take double damage from fire-based attacks unless you make a successful saving throw
    Last edited by Zeta Kai; 2009-04-14 at 08:52 PM.