Ice Elementalist > Ice Elementalist 2

Ice Elementalist Req. Must have been born near the shard of True Ice   1. Frozen Body: Passive   Your body is unphased by cold temperatures. You have magic and cold resistance equal to your INT mod. Cold stacks slow by an additional 1 for every two stacks. Every 6 stacks all their mods get -2. If any of their stats reach 0 while having 6 or more stacks they have to start rolling deathsaver at the end of the round each round.   2. Ice Blast: At Will Attack Range:5   Target takes cold based magic damage equal to your Intelligence + your weapon + INT mod. They gain a cold stack. If this attack critically strikes it applies 2 extra stacks.   3. Ice Wall: Daily^7 Interrupt Range: 6   Create a wall of solid ice next to a target within range. The wall’s position is fixed and blocks the next two attacks from that direction totally before shattering and applying a stack of cold to all enemies within 1 range.   4. Cone of Cold: Daily^5 Action   Apply 2 stacks of cold to all enemies in a 1 2 3 cone in front of you. They take cold based magic damage equal to [your weapon + your Intelligence + INT mod + level]   5. Ice Spike: Daily^5 Action Range:5   Create a spike of ice to strike at a target, dealing your [your Intelligence + their Constitution] in cold based magic damage. This applies two cold stacks on hit even if blocked.   6. When Hell Freezes Over: Passive   You have the ability to freeze just about any liquid on contact. You can move through solid ice or snow faster than most can walk on land. You have +3 movement when moving through ice or snow.   7. Ice Armor: Encounter Shift   Encase yourself in a suit of ice, which increase your unarmed damage by your INT stat and gives you that amount of temporary hp. Attacks made with the armor on apply an extra stack of cold. The suit lasts for 1d4 rounds   8. Snow Flurry: Encounter Shift Range:8   Cast a flurry of snow down over a 2 range circle aoe, all enemies in the area receive an additional stack of cold and take your Intelligence in cold based magic damage at the end of their turn. If you move through the flurry you spread it onto every space you pass through.   9. Ice Crush: Daily Attack Range: 7   Entomb someone within a shard of solid ice, and crush them. This skill does [your Intelligence + your weapon + an additional d20 for every cold stack they have]cold based magic damage to them, and makes them unable to shift for 1d4 rounds.     Ice Elementalist 2 Req. Completed Ice Elementalist and 20 Intelligence     1. Ice Cold: Passive   You have the ability to turn ice you make physical contact with to snow or water and vice versa (within reason). For each cold stack on an enemy, you deal an additional +5 cold based magic damage to them.   2. Ice Beam: Encounter^10 Attack Fire off a blast of cold energy that deals 2x your INT stat + your weapon to all enemies in a line starting from you. If they have cold stacks on them this deals true damage instead.   3. Frostbite: At Will Interrupt   If an enemy has 6 or more cold stacks, you may place this debuff on them. Enemies with frostbite must roll constitution against your INT and beat you at the end of each round or risk losing mobility in one of their limbs. Limbs that have succumbed to frostbite will decay over time and rot off if not healed.   4. Frigid Prison: Daily^10 Interrupt Range:7   Create 3 ice walls 4 wide around a target. The defensive bonuses are the same as regular ice wall only there’s three of them now.   5. Forest of Eternal Snow: Encounter^20 Shift   Create a wave of Ice spikes that starts at your location and grows from 1 to 3 to 5 to 7 range etc. This only damages enemies. The spikes disappear after two rounds. You may warp through your frozen spikes at will. This warping may be performed as a free shift   6. Wave of Cold: Daily^7 Action   Apply your INT mod cold stacks evenly to enemies in a 1x3x5 area in front of you.   7. Winter’s Bite: Encounter^15 Interrupt   Channel the power of the Shard through your weapon, allowing it to shatter non-magical steel and iron objects that are of a similar size upon contact. Doing this is considered a counter attack.   8. Ice Mine: Daily^5 Shift Range:5   You can make your ice into traps. These traps may be placed as a free action. When they explode they deal your INT stat x2 as cold damage in a 1 range circle aoe and apply 3 cold stacks to all enemies struck. If an encounter ends for each trap you laid that wasn’t triggered, you gain an additional use of this skill.   9. Ice Tomb: Daily Action   Kill an immobilized (non-player non-boss) target, this skill ignores effects that prevent death.

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