Hit Die: d8.
To qualify to become a cryokineticist, a character must fulfill all the following criteria.
Alignment: Any lawful.
Skills: Concentration 8 ranks, Knowledge (psionics) 5 ranks.
Psionics: Must have a power point reserve of at least 1 power point.
Feats: Endurance
Special: Must have meditated continuously for an entire day in a cold environment exposed to snow and ice.
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: The Cryokineticist
| Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|---|---|---|---|---|---|
| 1st | +0 | +2 | +0 | +2 | Ice Armor |
| 2nd | +1 | +3 | +0 | +3 | Cold adaptation |
| 3rd | +2 | +3 | +1 | +3 | Chill metal |
| 4th | +3 | +4 | +1 | +4 | Icy weapon |
| 5th | +3 | +4 | +1 | +4 | Freezing Aura |
| 6th | +4 | +5 | +2 | +5 | Icewalk |
| 7th | +5 | +5 | +2 | +5 | Iceman |
| 8th | +6 | +6 | +2 | +6 | Greater icy weapon |
| 9th | +6 | +6 | +3 | +6 | Icy Tomb |
| 10th | +7 | +7 | +3 | +7 | Radiant Frost |
All the following are class features of the cryokineticist prestige
class.
Weapon and Armor Proficiency: Cryokineticists gain no proficiency with any weapons. They are proficient with all shields, as well as their own special ice armor. They do not gain any other armor proficiency.
Ice Armor (Ps): A cryokineticist gains the ability to crystallize a suit of incredibly hard, full plate armor about his body as a standard action. He takes no armor check or arcane failure penalties from his own ice armor, and if it is removed from him, it immediately dissipates. Starting at cryokineticist level two, the ice armor grants DR 1/adamantine per two class levels, to a maximum of DR 5/adamantine at 10th level.
Cold Adaptation (Ex): At 2nd level, a cryokineticist becomes resistant to cold, gaining a +4 bonus on all saving throws against cold and ice spells and effects. In addition, he gains resistance to cold 10.
Chill Metal (Ps): A cryokineticist of 3rd level or higher can use chill metal as a psi-like ability.
Icy Weapon (Ps): At 4th level and higher, a cryokineticist can activate this ability as a move-equivalent action. One weapon he holds (which can be a projectile such as a stone, bullet, arrow, or bolt) radiates cold that harms neither him nor the weapon. 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.
Freezing Aura (Ps): Beginning at 5th level, a cryokineticist wearing his ice armor can activate this ability as a move-equivalent action. The ice armor grows spikes and begins to glimmer faintly, radiating cold. While Freezing Aura is active, the character gains a circumstance bonus to all saving throws equal to half his cryokineticist levels. All creatures and objects within 5' of him take 2d6 points of cold damage per round that they are exposed to the cold. The cryokineticist himself remains unaffected, as do his items. This ability lasts for up to 1 minute per cryokineticist level and is usable once per day.
Icewalk (Su): Beginning at 6th level, as a free action a cryokineticist can expend his psionic focus (see the Concentration skill description) to freeze moisture in the air underneath him, allowing him to build a bridge to walk anywhere. He moves at his normal base speed in all directions except vertically, and at half speed vertically. An icewalker leaves a solid trail of ice behind him that dissipates over 4 rounds, and is solid enough to support an additional 200 lbs per class level. He must pay 2 power points per round spent traveling in this fashion.
Iceman (Ex): At 7th level, a cryokineticist becomes highly resistant to cold, gaining a +8 bonus on all saving throws against cold and ice spells and effects and also gaining resistance to cold 20.
Greater Icy Weapon (Ps): At 8th level, when a cryokineticist activates his icy weapon ability, the cold damage dealt increases to 4d6 instead of 2d6. The damage dealt by Freezing Aura likewise increases to 4d6.
Icy Tomb (Ps): A cryokineticist who reaches 9th level can expend his psionic focus and take a full attack action to freeze solid one creature within 30 feet, encasing it in ice. The target, if living, must succeed on a Fortitude saving throw (DC 14 + cryokineticist’s Int modifier) or die in agony as it is entombed. In the case of a successful save or a nonliving target, the target must succeed on a subsequent Reflex saving throw (same DC) or be slowed as per the slow spell. Creatures with the cold subtype are immune to this slowing effect, while creatures with the fire subtype have their DC increased by the cryokineticist's class levels.
Radiant Frost (Ps): At 10th level, a cryokineticist gains the ability to create a massive burst of cold that radiates outward, freezing everything in the area. Once per day, as a standard action, he can use this ability to deal 7d6 points of cold damage in a 60-foot-radius burst emanating from himself. Any creature or object caught in the burst can make a Reflex saving throw (DC 15 + cryokineticist’s Int modifier) for half damage. Creatures that fail the Reflex save must also make a Fortitude saving throw (same DC) or die due to the sudden and intense cold.
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