General Prestige Class : Cryokineticist
The cryokineticist is the master of cold psionic energy. He finds beauty in the crystalline structure cold imposes on all it touches, and has learned to harness the life-altering power of this much-overlooked source of dire energy.
A cryokineticist calls on the power of cold for protection, transfiguration, and attack, developing his abilities to the point where he can harness the most pure elemental cold for his bidding.
Few psionicists are drawn to the life of a cryokineticist, for many who come from temperate climates fail to see the hidden power in seasonal - and therefore ephemeral - cold and ice. Most who become cryokineticists come from frostfell environments, typically polar civilizations or planar cities that exist in areas dominated by elemental cold or ice where the frigid temperatures continually reveal the limitless power of cold.
NPC cryokineticists spend most of their time in freezing regions, and therefore are rarely found in temperate climes. Some bring their unique control of cold to warm or even hot environments, charging dearly for their cold-generating powers.
To qualify to become a Cryokineticist, a character must fulfill all the following criteria:
- Alignment: Any lawful
- Skills: Concentration 8 ranks, Craft (alchemy) 1 rank, Knowledge (psionics) 2 ranks.
- Able to manifest the energy emanation power.
Skill Points at Each Level: 2 + Int modifier.
All of the following are class features of the cryokineticist prestige class.
Weapon and Armor Proficiency: Cryokineticists gain no proficiency with any weapons, armor, or shields.
Glacial Ray (Ps): A cryokineticist can launch a frigid ray that freezes water and damages living creatures. The ray does 1d12 points of cold damage to any living creature on a successful ranged touch attack (up to 15 feet). The ray also freezes one pint of water per level of cryokineticist.
Cold Adaptation (Ex): At 2nd level, the cryokineticist becomes resistant to cold, gaining a +4 bonus on all saving throws against cold and cold spells and spell-like abilities. In addition, the cryokineticist gains resistance to cold 10.
Frozen Fist (Ps): At 2nd level, the cryokineticist can activate this psi-like ability as a move action. One of the cryokineticist's clenched fists freezes into a solid block of ice that does him no harm, but causes his unarmed attacks to be treated as armed. A Medium cryokineticist deals 1d6 points of bludgeoning damage and 1d8 points of cold damage instead of any other special damage from the unarmed attack. The bludgeoning damage changes based on size, but the cold damage remains 1d8. This ability lasts a number of rounds equal to the cryokineticist's class level.
Bolt of Cold (Ps): Beginning at 3rd level, three times per day, the cryokineticist can launch a bolt of psionically manifested cold up to 60 feet at any target in line of sight as a standard action. This psi-like ability is treated as a ranged touch attack and deals 3d6 points of cold damage.
Weapon Afrost (Ps): At 4th level, as a move action, the cryokineticist can cause a melee weapon he wields to become sheathed in a layer of intense cold, granting the weapon the frost special ability (+1d6 points of cold damage on a successful strike). If he lets go of the weapon, the frost dissipates immediately, otherwise it lasts for a number of rounds equal to his cryokineticist class level.
Frostfell Creature Insight (Ex): Ar 5th level, the cryokineticist gains a +2 insight bonus on attack and damage rolls against all creatures with the cold subtype.
Cold Walk (Ps): Starting at 6th level, the cryokineticist can walk on air that is 32° F or colder (cold, severe cold, extreme cold or unearthly cold temperatures). He moves at his normal speed in all directions, including vertically, but cannot move more than double his speed in a single round. A coldwalker leaves footprints of coldfire in the air that disperse in 2 rounds, but his tread does not deal damage. He must pay 1 power point per round traveled in this fashion.
Fear No Cold (Ex): At 7th level, the cryokineticist is perfectly at home in cold temperatures. He now has a +8 bonus on all saving throws against cold and cold spells and spell-like abilities, and resistance to cold 20.
Greater Weapon Afrost (Ps): At 8th level, the cryokineticist's weapon afrost ability improves, dealing +2d6 points of cold damage on a successful strike. In addition, the cryokineticist can instead choose to apply this ability to his frozen fist (see above), which increases the cold damage of frozen fist from 1d8 to 2d8.
Wall of Ice (Ps): At 9th level, the cryokineticist gains the ability to create walls of ice, as the spell wall of ice. It is a full-round action to use this psi-like ability, and the cryokineticist must expend his psionic focus. The cryokineticist manifests this as a psi-like ability but otherwise it is just as if a 9th-level sorcerer cast the spell wall of ice.
Bone Chill (Ps): At level, the cryokineticist gains the ability to create a massive burst of supernal cold around him, flash-freezing everything in the area. Once per day, the cryokineticist can use this psi-like ability to deal 9d6+21 points of cold damage in a 30-foot-radius burst emanating from himself (Fortitude save DC 15 + Cha modifier for half damage). Any creature failing its Fortitude saving throw against bone chill must succeed on a second Fortitude saving throw at the same DC or die due to the extreme shock of the intense cold.
|Cryokineticist||Hit Die: d8|
|2nd||+1||+3||+3||+0||Cold adaptation, frozen fist|
|3rd||+2||+3||+3||+1||Bolt of cold|
|5th||+3||+4||+4||+1||Frostfell creature insight|
|7th||+5||+5||+5||+2||Fear no cold|
|8th||+6||+6||+6||+2||Greater weapon afrost|
|9th||+6||+6||+6||+3||Wall of ice|