Deepfreeze Mage Paragon Path (controller cold)

Post/Author/DateTimePost
#1

cooledgar

Jul 06, 2008 12:25:35
Deepfreeze Mage

prerequisite: wizard class, burning blizzard feat, Orb implement

You learn how to use arcane powers to take away the heat, leaving only cold and death.

Paragon path features:

Cold Spell (11th level):
When you spend an action point to take an extra action, if you use your extra action to make a wizard spell, that spells become cold and give and extra 1d6 cold damage (if it causes damage).

Icicle Orb (11th level):
When using "Orb of Imposition" ability on a cold spell, the target become slowed until end your next turn.
If the spell cause daze or slow the target become immobilized until end your next turn.
If the spell cause imobilize the target become restrained until end your next turn.
If the spell cause restain the target become petrified until end your next turn.

Cold of death (16th level):
While you are bloodied all enemys on 3 close burst of you take 5 ongoing cold damage and become slowed when they start their turn on that burst.

Deepfreeze Mage Spells

Cold Hearth Deepfreeze Mage attack 11
"The living heat from heart is stolen leaving only a crushing pain"
Encounter * Arcane Cold Implement Necrotic
Standart Action Close Burst 5
Target: Each enemy in the burst
Attack: Intellect vs Fortitude
Hit: 2d8 + intelligence mod cold and necrotic damage
Effect: For each target hit by the spell, the wizard gain 5 temporary hitpoints
The hit targets are unconscious (save end)
Miss: Target get 5 cold necrotic damage and are wekened (save end)


Ice Slide Deepfreeze Mage utility 12
"A slippery surface appear from mage feets allowing fast moves and covering the area with thick snow and ice"
Encounter * Arcane Cold Zone
Move Action Personal
Effect: You can shift your speed and a close burst 1 of your shift way become dificult terrain covered with ice and snow. That trail of ice and snow remain for your wisdom mod turns.

Living Snowfall Deepfreeze Mage attack 20
"The cold water particles in the air bound and spin around the creatures in the area"
Daily * Arcane Cold Implement Zone
Standart Action Area Busrt 5 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 2d6 + intelligence mod cold damage
Effect: This power's area is difficult terrain and blocks the line of sight until the end of encounter or for 5 min.
Any creature that stars its turn in the area takes 5 cold damage.
You can move the dificult terrain zone as move action in 5 squares.
You can dismiss the effect as a minor action.



A cold controller mage paragon path for the fans
I hope u enjoy
#2

aluman

Jul 06, 2008 15:38:19
Deepfreeze Mage

prerequisite: wizard class, burning blizzard feat, Orb implement

You learn how use arcane powers to take away the heat, leaving only cold and death.

How TO use. ;)
Paragon path features:

Cold Spell (11th level):
When you spend an action point to take an extra action, if you use your extra action to make a wizard spell, that spells become cold and give and extra 1d6 cold damage (if it make damage).

It it causes damage. Otherwise looks ok.
Icycle Orb (11th level):
When using "Orb of Imposition" ability on a cold spell, the target become slowed until end your next turn.
If the spell cause daze or slow the target become immobilized (see spell description for the duration).
If the spell cause imobilize the target become restrained (see spell description for the duration).
If the spell cause restain the target become petrified (see spell description for the duration).

Icicle I think. Drop the restrained becomes petrified. Petrified is Death. You never ever grant that automatically. (at least in 4e)
Cold of death (16th level):
While you are bloodied all enemys on 5 close burst of you take 5 ongoing cold damage and become slowed when they start their turn on that burst.

enemies. close burst 5 is 24 squares, it guarnetees enemies adjacent to you will take 10 ongoing before being freed, drop it to close burst 3, this allows the ones adjacent to you to back off rather than continually taking damage.
Deepfreeze Mage Spells

Cold Hearth Deepfreeze Mage attack 11
"The living heat from heart is stolen leaving only a crushing pain"
Encounter * Arcane Cold Implement Necrotic
Standart Action Close Burst 5
Target: Each enemy in the burst
Attack: Intellect vs Fortitude
Hit: 2d8 + intelligence mod cold and necrotic damage
Effect: For each target hitted the mage gain 5 temporary hitpoints
The hitted targets are unconscious (save end)
Fail: Target get 5 cold necrotic damage and are wekened (save end)

Each Target Hit. Wizard (mages don't exsist anymore), the hit targets are unconscious. replace fail with miss.

I dislike the idea of giving more ways to take out a large number of foes, especially as this one doesn't have friendly fire concerns...but it probably is ok.

Ice Slide Deepfreeze Mage utility 12
"A slippery surface appear from mage feets allowing fast moves and covering the area with thick snow"
Encounter * Arcane Cold Zone
Move Action Personal
Effect: You can shift your speed + wisdom mod + intelligence mod in squares, a close busrt 2 the way you shift become Dificult terrain by snow and ice until the end of encounter.

No. There is so much wrong with this, just no. Just let them shift.
Living Snowfall Deepfreeze Mage attack 20
"The cold water particles in the air bound and spin around the creatures in the area"
Daily * Arcane Cold Implement Zone
Standar Action Area Busrt 5 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 2d6 + intelligence mod cold damage
Effect: This power's area is difficult terrain and give concealment for inside and outside creatures until the end of encounter or for 5 min.
Anys creature that stars its turn in the area takes 5 cold damage.
You can move the dificult terrain zone as minor action in 5 squares.
You can dismiss the effect as a minor action.

any not Anys. Standard not Standar. Not sure what you are aiming for specifically, but the effect of concealment needs to be reworded. Maybe grants concealment to creatures inside the area and gives them a -2 to hit targets outside?
#3

cooledgar

Jul 06, 2008 17:08:23
thanks for your sugestions

Icicle Orb

When using "Orb of Imposition" ability on a cold spell, the target become slowed until end your next turn.
If the spell cause daze or slow the target become immobilized (see spell description for the duration).
If the spell cause imobilize the target become restrained (see spell description for the duration).
If the spell cause restain the target become petrified (see spell description for the duration).

I change the duration of Icicle Orb for all conditions for until end your next turn, its seens more reasinable.
When using "Orb of Imposition" ability on a cold spell, the target become slowed until end your next turn.
If the spell cause daze or slow the target become immobilized until end your next turn.
If the spell cause imobilize the target become restrained until end your next turn.
If the spell cause restain the target become petrified until end your next turn.

Drop the restrained becomes petrified. Petrified is Death. You never ever grant that automatically. (at least in 4e)

i didnt find petrified = dead
in petrified status just say on 277
You have been turned to stone
You can't take actions

Isn't death
If you are dead sure you can't take actions, they wouldn't need to mention that
You can be petrified just for a turn, they don't mention permanent.

Ice Slide

Effect: You can shift your speed + wisdom mod + intelligence mod in squares, a close busrt 2 the way you shift become Dificult terrain by snow and ice until the end of encounter.

No. There is so much wrong with this, just no. Just let them shift.

change to
You can shift your speed and a close burst 1 of your shift way become dificult terrain covered with ice and snow. That trail of ice and snow remain for your wisdom mod turns.

Living Snowfall

give concealment for inside and outside creatures until the end of encounter or for 5 min
Not sure what you are aiming for specifically, but the effect of concealment needs to be reworded. Maybe grants concealment to creatures inside the area and gives them a -2 to hit targets outside?


Now
blocks the line of sight until the end of encounter or for 5 min

insted of "move the dificult terrain zone as minor action" now is "move the dificult terrain zone as move action"

Better this way i believe :D