Cryokineticist

Cryokineticists specialize in working with one of the most abundant materials in the polar realms: Ice. It is their main motivation in most things they do. They have learned that by channeling psionic energy, they can create the intricate ice crystals that they love so much and they revel in the experience. Any character with psionic ability can become a cryokineticist, although psions and wilders must sincerely be drawn to ice and cold to give up the manifesting ability that comes with becoming a cryokineticist. Soulknives may become cryokineticists to gain the frosty weapon ability to use with their mind blade.

**Role:** Since their area of expertise is manipulating and creating ice, cryokineticists are best at dealing cold damage to enemies. While they do have modest damage-dealing potential from afar, they are most suited at dealing damage in melee range.

**Alignment:** Any lawful.

**Hit Die:** d8.

### REQUIREMENTS

To qualify to become a cryokineticist, a character must fulfill all the following criteria:

* **Skills:** Autohypnosis 5 ranks, Craft (alchemy) 1 rank, Knowledge (psionics) 2 ranks.
* **Psionics:** Must have a power point reserve of at least 1 power point.
* **Special:** Must have spent at least one winter in an environment where the seawater freezes.

**CLASS SKILLS:** The cryokineticist’s class skills (and the key ability for each skill) are Acrobatics (Dex), Autohypnosis (Wis), Climb (Str), Intimidate (Cha) and Spellcraft (Int).

**Skill Ranks at Each Level:** 2 + Int modifier.

### **CLASS FEATURES**

All the following are class features of the cryokineticist prestige class:

### **Weapon and Armor Proficiency**

Cryokineticists gain proficiency with the harpoon.

### **Rimespear (Ps)**

A Cryokineticist can use a move-equivalent action and psionic energy to freeze water into a harpoon with a flexible shaft that can instantly be extended up to 15- foot-long (behaving much like a rope of the same length). He takes no damage from a rimespear that he creates and if he releases his hold, it immediately melts. The rimespear deals 1d8 points of cold damage to a target within 15 feet on a successful ranged touch attack.

A Cryokineticist can take Weapon Focus and Weapon Specialization (if she otherwise meets the prerequisites) in conjunction with the rimespear, as well as any feats that apply to the use of a standard harpoon. The harpoon remains in existence as long as the Cryokineticist holds it and is treated for mechanical purposes as a harpoon with a rope length of 15 feet. If the character has the ability to fashion a mind blade and has the Altered Blade skill, her rimespear may be treated as her mind blade for mechanical purposes such as enhanced mind blade and other class abilities. All damage dealt by the mind blade in this form, including psychic strike damage and bonus damage from weapon abilities, is cold damage.

### **Manipulate Freeze (Su)**

Cryokineticists learn not only how to fashion an ice harpoon but also how to manipulate existing sources of ice. As a standard action, the cryokineticist may manipulate one source of ice within close range (25 ft. + 5 ft. / 2 levels of cryokineticist). The ice source immediately melts upon being utilized. A chunk of ice so large that it exceeds a 20-foot cube only partly melts. Magical ice and magically treated ice, including ever-ice and gelugarma, do not melt, although an ice-based creature used as a source takes 1 point of damage per class level.

The ice may be used for one of the three following purposes three times per day for any combination of the uses:

* ***Shatter Ice:*** The ice fractures into a thousand crystals creating a deafening popping sound. This effect causes creatures within 120 feet of the ice to become deafened for 1d4+1 rounds (Will negates, DC 10 + 1/2 class level + Charisma modifier). Power resistance can prevent deafness
* ***Healing Cold:*** The cryokineticist can convert the cold of the ice plus his own psionic power into a source of healing energy. For every power point the cryokineticist spends, he heals 2 hp. Every 3 levels thereafter, the cryokineticist heals one additional hit point per power point spent, to a maximum of 5 hp per 1 pp at 10th level.
* ***Frazil Stream:*** A stream of ice crystals billows out from the ice, forming a freezing murk that spreads 20 feet in all directions and lasts for 1 round per class level. All sight, even darkvision, is ineffective in or through the murk. All within the cloud take –4 penalties to Strength and Dexterity (Fortitude negates, DC 10 + 1/2 class level + Charisma modifier). These effects last for 1d4+1 rounds after the murk dissipates or after the creature leaves the area of the cloud. Power resistance does not apply.

### **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 and is immune to the frosted condition. At 7th level, this bonus increases to +8 and his resistance to cold increases to 20.

### **Cold Hands (Ps)**

A Cryokineticist of 2nd level or higher can activate this ability as a move-equivalent action. Ice engulfs one of the Cryokineticist’s hands (but does him no harm). His unarmed attacks with that hand are treated as armed. Such attacks deal an extra 2d6 points of cold damage. This extra damage increases to 4d6 at 8th level.

### **Icebolt (Ps)**

Starting at 3rd level, as a standard action, a Cryokineticist can launch a bolt of psionically manifested ice at any target in line of sight within 60 feet. This effect is treated as a ranged touch attack and deals 1d6 points of cold damage for each class level the cryokineticist has.

### **Icy Weapon (Ps)**

At 4th level and higher, a cryokineticist can activate this ability as a move equivalent action. Ice that harms neither her nor the weapon engulfs one weapon she holds (which can be a projectile such as a stone, bullet, arrow, or bolt). 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. This extra damage increases to 4d6 at 8th level.

### **Glaze (Ps)**

Beginning at 5th level, a cryokineticist can activate this ability as a move-equivalent action. The cryokineticist becomes sheathed in a layer of crystal clear ice, appearing to be frosted but neither he nor his equipment is negatively affected. While he is glazed, the character’s Charisma score increases by 4, he can make a melee touch attack for 2d6 points of cold damage and he gains damage reduction 5/magic. If he is struck in melee, the attacker takes 2d6 points of cold damage. This ability lasts for up to 1 minute per cryokineticist level and is usable once per day. This extra damage increases to 4d6 at 8th level. The touch attacks from this ability do not stack with the damage from cold hands.

### **Frostwalk (Su)**

Beginning at 6th level, as a free action a cryokineticist can expend his psionic focus to create a walkway of ice. Outside of water, he can move at his normal speed in all directions, including vertically but cannot move more than double his speed in a round. A frostwalking cryokineticist leaves a trail of ice supported by many vertical icicles leading from the water to the air, which melts in 2 rounds but it cannot be used by other creatures as it is too slippery and fragile to be traversed by others. He must pay 1 power point per round spent traveling in this fashion. In addition, the cryokineticist can walk on even the most slippery surfaces (even ice created by a *slippery ice* spell) as if it was normal terrain.

### **Leech Heat (Su)**

A cryokineticist of 6th level gains the ability to steal the heat from a creature within 30 feet and channel it to herself, dealing 2d6 points of cold damage to the target and healing herself for 2 points of damage. At 9th level, the damage increases to 4d6 points of cold damage and the healing 4 points of damage.

### **Penetrating Cold (Su)**

At 6th level, a cryokineticist’s abilities are more adept at striking through any defenses. The cryokineticist’s attacks reduce any cold resistance the target might have by the cryokineticist’s level for that attack.

### **Icy Death (Ps)**

A cryokineticist who reaches 9th level can expend her psionic focus and take a full attack action to lower the internal temperature of one living creature within 30 feet to lethal levels. The target must succeed on a Fortitude saving throw (DC 14 + cryokineticist’s Cha modifier) or its blood (or other internal fluid) begins to freeze and the creature takes 4d8 points of cold damage from the cold (half on a successful save). Every round the target fails its save and the cryokineticist maintains concentration as a standard action, the creature takes an additional 4d8 points of cold damage (half damage on a successful save). Creatures with cold resistance gain a +2 bonus on the saving throw and creatures immune to cold are similarly immune to this attack.

### **Flash Freeze (Ps)**

At 10th level, the cryokineticist gains the ability to create a massive burst of supernal cold radiating from himself, 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 30-foot-radius burst emanating from himself. If used underwater in a depth of less than 300 feet, all creatures in the area of affect become entombed. A successful Fortitude save DC 15 + Cha modifier will grant half damage and the frosted condition instead of entombed.

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.

### **Heart of Ice (Ex)**

Once a cryokineticist has reached 10th level, her body is able to shrug off the effects of cold, granting immunity to cold and ice-based effects. In addition, she may use glaze two additional times per day.

In addition, he can swim through solid ice at half movement, without affecting the ice. As a result of this talent, the cryokineticist can breathe ice as well as he can water and he becomes immune to the entombed condition.

He cannot pull other creatures into the ice with himself unless they are already entombed.