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Cryomancers, Pyromancers, etc. Need some input and sugestions.
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<blockquote data-quote="ShadowGlade" data-source="post: 6138590" data-attributes="member: 45660"><p>So, this is an idea I have had notes on for years and been thinking about and finally decided on the basic layout of these classes. Which is as follows using the cryomancer as an example (Each class is slightly different following it's elemental theme).</p><p></p><p> <strong>Frost Bolt (Su):</strong> As a standard action a cryomancer can produce a bolt of pure cold energy or solid ice. The frost bolt deals up to the amount of damage listed on Table X-X: Cryomancer and requires a ranged attack roll to hit. The frost bolt possesses a range of 100 feet + 10 feet per cryomancer class level. When the frost bolt is used to produce ice the damage it deals is bludgeoning, piercing, or slashing damage—chosen each time the frost bolt is used—.</p><p> When a frost bolt is used to deliver the effect of a cryomancer power such as the Frostbite power the cryomancer may choose to not deal the frost bolt's normal cold, bludgeoning, piercing, or slashing damage. Frost bolt is useable at-will.</p><p><strong>(Frost Bolt deals 1d6 damage at 1st level, 2d6 at 3rd, 3d6 at 5th, and so on)</strong></p><p></p><p><strong>Cold Resistances:</strong> Resistance/Immunity/Subtype/Absorption spread out from 1st to 20th level which is a given for an elemental class like this.</p><p></p><p><strong>Cryomancer Abilities:</strong> Now this is where i am a bit stuck. I have already decided to do these sort of like Rogue Talents/Alchemist Discovery/etc and they are fairly decent as they are the only real class abilities the cryomancer gets. The are extraordinary and supernatural abilities and some require the cryomancer to be at a minimum level to choose them.</p><p></p><p><u>The easy abilities are ones like these:</u></p><p> <em>Cold Aura, Lesser (Su)</em>: An aura of cold radiates outward from the cryomancer's body. All creatures within 5 ft. of the cryomancer take 1d6 points of cold damage at the beginning of the cryomancer's turn. This is a continues use ability (no activation cost) that may be suppressed and activated at-will as a free action. A cryomancer must be at least 10th level to learn this ability.</p><p></p><p> <em>Cold Aura (Su):</em> This power functions like Cold Aura (lesser) but the range is now 10 ft. and deals 2d6 points of cold damage. This power overlaps with and does not stack with Cold Aura (lesser). A cryomancer must be at least 18th level and possess the Cold Aura (lesser) power before learning this ability.</p><p></p><p> <em>Cold Blooded (Ex):</em> The cryomancers gains DR 2/-. This damage reduction increases by an additional 1/- for every 5 cryomancer class levels. </p><p></p><p> <em>Frost Hardened Flesh (Ex):</em> The cryomancer gains a +1 bonus to natural armor. This bonus to natural armor increases by an additional +1 for every 5 cryomancer class levels.</p><p></p><p> <em>Frost Weapons (Su)</em>: Any weapon held by the cryomancer deals an additional 1d6 points of cold damage on each successful attack. Thrown and projectile weapons retain this quality long enough for the attack made with them to be resolved—hit or miss—. This is a continues use ability (no activation cost) that may be suppressed and activated at-will as a free action. A cryomancer must be at least 4th level to learn this ability.</p><p>[HR][/HR]</p><p>What I am running into problems deciding is on the abilities that alter the cryomancer's frost bolt class feature such as Frostbite ability for example. I am trying to decide mainly if i should write these abilities all out as stand alone supernatural abilities or simply reference the spell in the ability's text such as the Frostbite ability example given below.</p><p></p><p>I am leaning towards them being stand alone supernatural abilities since when a spell or spell-like ability alters a supernatural ability the effect itself becomes supernatural (like Metabreath spells in 3.5 Draconomicon) it just adds an effect/enhances the supernatural ability it is applied to. </p><p></p><p> <em>Frostbite (Su):</em> A cryomancer can apply the effects of the Frostbite spell to their frost bolt, this is an instantaneous effect with no save allowed. A cryomancer must be at least 4th level to learn this ability. Activating this ability requires 2 cryomancer essences.</p><p><u>Note:</u> Frostbite spell is level 2 and deals 1d4+1 points of Dexterity damage (instantaneous effect). The amount of cryomancer essences to activate an ability with an activation cost is usually 1 cryomancer essence for each level of the spell effect it is similar to/replicates.</p><p></p><p></p><p>Thoughts and suggestions would be welcome as this is annoying me to no end.</p></blockquote><p></p>
[QUOTE="ShadowGlade, post: 6138590, member: 45660"] So, this is an idea I have had notes on for years and been thinking about and finally decided on the basic layout of these classes. Which is as follows using the cryomancer as an example (Each class is slightly different following it's elemental theme). [B]Frost Bolt (Su):[/B] As a standard action a cryomancer can produce a bolt of pure cold energy or solid ice. The frost bolt deals up to the amount of damage listed on Table X-X: Cryomancer and requires a ranged attack roll to hit. The frost bolt possesses a range of 100 feet + 10 feet per cryomancer class level. When the frost bolt is used to produce ice the damage it deals is bludgeoning, piercing, or slashing damage—chosen each time the frost bolt is used—. When a frost bolt is used to deliver the effect of a cryomancer power such as the Frostbite power the cryomancer may choose to not deal the frost bolt's normal cold, bludgeoning, piercing, or slashing damage. Frost bolt is useable at-will. [B](Frost Bolt deals 1d6 damage at 1st level, 2d6 at 3rd, 3d6 at 5th, and so on)[/B] [B]Cold Resistances:[/B] Resistance/Immunity/Subtype/Absorption spread out from 1st to 20th level which is a given for an elemental class like this. [B]Cryomancer Abilities:[/B] Now this is where i am a bit stuck. I have already decided to do these sort of like Rogue Talents/Alchemist Discovery/etc and they are fairly decent as they are the only real class abilities the cryomancer gets. The are extraordinary and supernatural abilities and some require the cryomancer to be at a minimum level to choose them. [U]The easy abilities are ones like these:[/U] [I]Cold Aura, Lesser (Su)[/I]: An aura of cold radiates outward from the cryomancer's body. All creatures within 5 ft. of the cryomancer take 1d6 points of cold damage at the beginning of the cryomancer's turn. This is a continues use ability (no activation cost) that may be suppressed and activated at-will as a free action. A cryomancer must be at least 10th level to learn this ability. [I]Cold Aura (Su):[/I] This power functions like Cold Aura (lesser) but the range is now 10 ft. and deals 2d6 points of cold damage. This power overlaps with and does not stack with Cold Aura (lesser). A cryomancer must be at least 18th level and possess the Cold Aura (lesser) power before learning this ability. [I]Cold Blooded (Ex):[/I] The cryomancers gains DR 2/-. This damage reduction increases by an additional 1/- for every 5 cryomancer class levels. [I]Frost Hardened Flesh (Ex):[/I] The cryomancer gains a +1 bonus to natural armor. This bonus to natural armor increases by an additional +1 for every 5 cryomancer class levels. [I]Frost Weapons (Su)[/I]: Any weapon held by the cryomancer deals an additional 1d6 points of cold damage on each successful attack. Thrown and projectile weapons retain this quality long enough for the attack made with them to be resolved—hit or miss—. This is a continues use ability (no activation cost) that may be suppressed and activated at-will as a free action. A cryomancer must be at least 4th level to learn this ability. [HR][/HR] What I am running into problems deciding is on the abilities that alter the cryomancer's frost bolt class feature such as Frostbite ability for example. I am trying to decide mainly if i should write these abilities all out as stand alone supernatural abilities or simply reference the spell in the ability's text such as the Frostbite ability example given below. I am leaning towards them being stand alone supernatural abilities since when a spell or spell-like ability alters a supernatural ability the effect itself becomes supernatural (like Metabreath spells in 3.5 Draconomicon) it just adds an effect/enhances the supernatural ability it is applied to. [I]Frostbite (Su):[/I] A cryomancer can apply the effects of the Frostbite spell to their frost bolt, this is an instantaneous effect with no save allowed. A cryomancer must be at least 4th level to learn this ability. Activating this ability requires 2 cryomancer essences. [U]Note:[/U] Frostbite spell is level 2 and deals 1d4+1 points of Dexterity damage (instantaneous effect). The amount of cryomancer essences to activate an ability with an activation cost is usually 1 cryomancer essence for each level of the spell effect it is similar to/replicates. Thoughts and suggestions would be welcome as this is annoying me to no end. [/QUOTE]
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