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| #1rarejon42Jun 08, 2010 21:39:09 | I have been playing a wizard specializing in cold spells since last year february and wasn't too excited with the rimetongue caller, so I looked at various different paragon paths to try and balance/create this one. What do you think?
Thank you, Jonathon Ruland Frozen Templar “The few of our ranks have been the bearers of elemental cold before the ice elementals walked this plane…” Prerequisite: Any arcane class
You have proven worthy enough to be admitted to the way of the Frozen Templar. By performing the initiation ritual it seems that the warmth that once flowed through your blood has been removed and replaced with a cool comfort. As a arcane wielder of the Frozen Templar winter is no longer just a season, it has become an unyielding mana source. This surge of freezing energy has also transformed your being into something more elemental. You have been graced with powers and resistance of elemental cold. Your skin has gained a thin layer of frost, and it seems that your hair is always speckled with snowflakes. It seems that wherever you walk, you leave a wake of frost behind.
Frozen Templar Path Features Templar’s Action (11th Level): When you spend an action point to use an attack power with the cold keyword, after the attack is resolved, each target of the attack gains vulnerability 5 to cold damage (save ends).
Templar’s Embrace (11th Level): You gain resist 3 cold; any existing resistance to cold instead increases by 3. This resistance stacks with other resistance to cold granted by powers and effects. At 21st level, this resistance improves to 5 (or increases by 5)
Templar’s Footing (11th Level): You gain icewalk.
Templar’s Sacrifice (16th level): You learn to channel your powers colder than thought possible, but it comes at a price. When you use a wizard encounter power, a wizard daily power, or a frozen templar power that deals damage, you can, once per turn as a free action just prior to using the power, channel a chilling atmosphere or a freezing atmosphere within yourself. A chilling atmosphere deals 1d10 damage to you. A freezing atmosphere deals 2d10 damage to you. When a power you use damages a target, you deal extra cold damage equal to the damage you dealt to yourself. (The damage dealt to yourself pierces all resistances and cannot be reduced by any means.)
Frozen Templar Spells Frost Nova Frozen Templar Attack 11 You summon a tremendous burst of elemental frost, causing your enemies to slip and then freeze. Encounter * Arcane, Cold, Implement Standard Action Close burst 2 Target: Each enemy in burst Attack: Intelligence vs Fort Hit: 2d4 + Intelligence modifier cold damage. You slide the target 1 square, and the target is immobilized until the end of your next turn.
Frozen to the Core Frozen Templar Utility 12 You surround yourself in a barrier of ice, protecting you from harm. Encounter * Arcane, Cold Immediate Interrupt Personal Trigger: An enemy hits you with an attack Effect: You conjure a shell of ice which immediately surrounds you, and the triggering attack is then redirected to the shell. While in the shell of ice, you do not have line of sight or line of effect to anything, nor does anything have line of sight or line of effect to you. The shell of ice can be targeted and affected by anything that could target or affect you; its defenses are equal to your own and its hit points are equal to your healing surge value. The shell of ice has resist 10 cold and vulnerability 10 fire. This effect lasts until the shell’s hit points are reduced to zero or until you take a minor action to dismiss the shell of ice.
Freezing Orb Frozen Templar Attack 20 As a thin line of ice coats the ground in anticipation, you conjure a freezing orb of elemental ice and shoot it along the path. At the end it explodes! Daily * Arcane, Cold, Implement Standard Action Close wall 6 Effect: You conjure an orb, which travels from your square in a straight line through the squares of the wall, with each square moved taking it further away from you. Primary Target: Each enemy in the path of the orb Primary Attack: Intelligence vs. Fortitude Hit: 1d6 + Intelligence modifier cold damage, and the target is pushed a number of squares equal to your Wisdom modifier. Miss: Half damage, and the target is pushed 1 square. Effect: When the orb cannot travel any further in a straight line within the wall, it explodes in the final square it can travel within the wall. Make a secondary attack, which is a burst 3 centered on the square in which the orb exploded. Secondary Target: Each enemy in burst Secondary Attack: Intelligence vs. Fortitude Hit: 3d6 + Intelligence modifier cold damage, and the target gains ongoing 10 cold damage and stunned (save ends both). Miss: Half damage, no ongoing damage, and the target is stunned until the end of your next turn. |
| #2KarmaInfernoJun 09, 2010 8:28:42 | It's interesting, but would this not be better posted in the general D&D forums? LFR does now allow custom paragon paths. -karma |