Talk:Cryowarrior (3.5e Prestige Class)
From D&D Wiki
Power - <<<5>>>/5 I give this class a <<<5>>> out of 5 because <<<this class makes up for the deficiencies of most arcane casting classes but still continues to allow spell progression. >>> --220.127.116.11 00:00, 2 October 2011 (MDT)
Wording - <<<5>>>/5 I give this class a <<<5>>> out of 5 because <<<well written and easily understandable>>> --18.104.22.168 00:00, 2 October 2011 (MDT)
Flavor - <<<5>>>/5 I give this class a <<<5>>> out of 5 because <<<this class works great with the elemental savant class (cold)>>> --22.214.171.124 00:00, 2 October 2011 (MDT)
Power - <<<0>>>/5 I give this class a <<<0>>> out of 5 because: d12 hit dice, full BAB, all three good saves, AND full arcane casting? Definitely overpowered, before even looking at the class features.
And once we do, it gets worse.
- Freezing Embrace (lvl 1): "Strength to his AC, Initiative, and all saves". I'm assuming you meant Strength modifier, and even so, this makes him almost as hard to kill as an initiate of the sevenfold veil! He doesn't NEED a boost to saves with three good saves (at least key if off Charisma to give a leg-up to sorcerers, and to make it less attractive to the objectively superior prepared casters like wizards), and Initiative is one of the most important stats in D&D (the higher your level, the more true becomes the following: "Whoever goes first, wins."). Really, this ability should just be *puts on shades* iced.
- Endurance of the Tundra (lvl 1): "odd level the Cryowarrior gains +4 to Strength, Constitution and Dexterity." Okay seriously, no. Just, no. Even a +2 to one of those every other level is a big no. No, no, no. I'm sorry but, what were you thinking? Get rid of this. Now.
- Ice Armor (lvl 1): "+1 natural armor and permanent Endure Elements." seems fine and flavorful, but maybe make the Endure Elements only protect from cold environments?
- Frost Fell (lvl 2): "half prestige class level with [cold] descriptor spells." Quite a bit on the powerful side; I'd make it a straight +2.
- Power of the Frost (lvl 3): ...isn't described. Instead, we have Frozen Death, which says, "ignore saving throws when using a [cold] descriptor." This is too powerful. Much, much too powerful. Amazingly, stupidly powerful. Even deities couldn't get away with this.
- Bite of the North (lvl 4): "30% damage the following round after hitting with a cold damage spell." That's fine. In fact I'd make it 50% (then 75% again at level 7, then full damage again at level 10) since cold is a somewhat common energy type to be resistant or immune to, and blasting spells are weak to begin with.
- Gift of the Frozen (lvl 5): "gains cold subtype, +1d8 damage with natural attacks, [cold] descriptor spells uncapped" Seems like a capstone ability, gained at level 10. The uncapped spells make me a little wary, but at level 15 you should be pretty hardcore even as a straight wizard or sorcerer.
- Breath of the Ice Queen (lvl 6): "4d6/character level at-will breath weapon, 1d4 round delay between uses" Too much damage. I'd make it usable 1/day per level in this prestige class, make the damage 2d6 per level in the prestige class, make the cone short range (so 50' cone at level 10), and make it count as a [cold] descriptor spell for stuff like bite of the north.
- Chilling Power (lvl 7): "metamagic feats applied to spells with the [cold] descriptor have their cost reduced by 20, to a minimum of 0." ...you kidding? 20?! Letting you freely add Quicken and Energy Admixture (Cold) four times to every single [cold] spell? 20!? Even reducing by 1 (minimum 1) is part of why the incantatrix is so devastating... though if only applied to [cold] spells that might not be so bad. Still quite powerful though, since you can easily make just about any spell [cold] with Energy Substitution (Cold) and probably some other feat or metamagic that makes spells [cold].
- Succumbing Frost (lvl 8): "anyone hit by [cold] is slowed permanently." Permanently? Nuh-uh. Maybe make it so they make an additional Fortitude save or be slowed for 1d4 rounds or something. But even that makes all your [cold] damaging spells pretty significant debuffs. Dunno about the stacking part, seems klunky. I'd just make it so if you hit them twice (and them failing the save twice) they become frozen (as per Freezing Glare from Frostfell) for 1d4 rounds, then slowed for another 1d4 rounds.
- Uttercold Manipulation (lvl 9): "all cold damage is uttercold, which isn't resisted or immununized by cold immunities and resistances" Mmm.. I'd make it only half damage to make all cold spells similar to a flame strike (half divine damage).
- Uttercold Master (lvl 10): "healed by cold damage and gains fire and uttercold immunity, permanent chill dhield." Eh, I'd make it only heal 1/4 cold damage, gain resistance to uttercold equal to class level, and save this for epic levels in this prestige class. Maybe level 11, right after gaining Gift of the Frozen at level 10 (minimum char lvl 15).
In short: pretty much a gestalt wizard/tome fighter or tome monk with the worst class features of a planar shepherd and an incantatrix. Before I looked at utterly broken class features like Freezing Embrace, Endurance of the Tundra, and Succumbing Frost I was about to give this a 2/5 since either the planar shepherd or the incantatrix were still worse.
As is, this is an epic level prestige class, and still broken with Endurance of the Tundra and the like. Also, why do you have to be evil? And with all those class features, even after severe nerfage, does it need a full progression in caster levels? Maybe at level 1, 5, and 10 it doesn't progress, to keep away all those "thou shalt not lose caster levels" types, and to give it a more gish feel, as that's what (I think) is going on with this.
Wording - <<<3>>>/5 I give this class a <<<3>>> out of 5 because it's solid and well enough, if a bit confusing and hyperbolic in places -- "Even the gods may freeze! Bwahahahaa!" (not verbatim, of course). --Scryer's Eve (talk | contribs) 11:18, 2 October 2011 (MDT)
Formatting - <<<4>>>/5 I give this class a <<<4>>> out of 5 because it's fine, but it's missing a few things (like Power of the Frost [change name to Frozen Death]). --Scryer's Eve (talk | contribs) 11:18, 2 October 2011 (MDT)
Flavor - <<<3>>>/5 I give this class a <<<3>>> out of 5 because, while it does the whole Mr. Freeze thing well, it doesn't have much else going for it than "I'm cold! Brr!". Since it's supposed to eventually turn you into a frozen superstar, maybe emphasize the uttercold aspect? Give the idea that you truly are on the path of frost-elemental-esque apotheosis, not just a guy who likes cold magic and hangs out in the frigid north. --Scryer's Eve (talk | contribs) 11:18, 2 October 2011 (MDT)