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  1. - Top - End - #1
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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.

  2. - Top - End - #2
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    Default Re: Masters of Magic IV: The Ice Mage

    As written it is too tempting to take the first few levels and stop. I would make it so that you don't gain a caster level at 1 but do at 10.

    Also, consider making it so that the evocation spell they know needs to have the cold descriptor. I'd also specify that this needs to be an arcane spell otherwise a divine caster can take this class.

    I'm not sure why they get 4 + Int modifier skill points, given their low number of class skills, 2 + int might make more sense.

    Other than that looks good at first glance.

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    Default Re: Masters of Magic IV: The Ice Mage

    Ice Blast says "ray" just before staitng the damage it deals, while it says "cone" at the beggining of the ability.

    Copy pasta failure.

    Also, cold subtype normally increases fire damage by 50% not, outright doubles it.
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    Default Re: Masters of Magic IV: The Ice Mage

    Ditto on Joshua's suggestions. I also think Hail Storm is a little weak. I mean, 2d6+5/round is not much for an ability you can gain by 11th level. Now, if it did something beside that, like reduce visibility or hamper movement, then it would be more worthwhile, as the way it is right now, enemies in the area would get hit and either ignore the paltry damage or (more likely) move out of the area. Sure, it covers a large area but most critters can make that withdrawal action to get out of the area.

    Deep Freeze initially feels weak, compared to the original Polar Ray, till I notice that it's an at will, so it actually comes out pretty well.

    Zero Kelvin has a weird duration. 2d6+8 rounds? There a specific reason for that? Maybe go w/ half class level in rounds, considering you're doing Con and cold damage each round.

    If you wanna buff up the class a little more, you may want to give them Piercing Cold or some of the other spellcasting feats from Frostburn as bonus feats, which dovetail fairly nicely with this PRC.

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