Requirements
- Race: Aeon only.
- Alignment: True Neutral only.
- Skill: Sense Motive 17 ranks
- Feats: Combat Reflexes, Improved Initiative
Fastest Route: Aeon 14
Class Information
Hit Die: d8.
Class Skills: The Freezing Fayth’s class skills (& the key ability for each skill) are Balance (Dex), Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), & Tumble (Dex).
Skill Points at Each Level: 4 + Intelligence modifier.
MP per Level: 4d4.
Table 1-15: The Freezing Fayth (Monster PrC)
{table=head]Level|BAB|Fort Save|Reflex Save|Will Save|Special|Average MP
1st|+1|+0|+0|+2|Form of Ice|30
2nd|+2|+0|+0|+3|Cold Mage|60
3rd|+3|+1|+1|+3|Frozen Flesh|90
4th|+4|+1|+1|+4|Mark of Status|120
5th|+5|+1|+1|+4|Heavenly Strike|150[/table]
Class Features
All of the following are class features of the Freezing Fayth. See level progression on
Table 1-15: The Freezing Fayth (Monster PrC) for more information.
Weapon & Armor Proficiency: You gain no proficiency with any weapon or armor.
Form of Ice (Su): at 1st level, you become an icy being; you gain the [Cold] subtype, meaning that you have immunity to cold damage & vulnerability to fire damage, which means it takes half again as much (+50%) damage as normal from fire-based attacks, regardless of whether a saving throw is allowed, or if the save is a success or failure; also, any cold-based damage actually restores HP equal to the amount of damage that it would normally inflict
Cold Mage (Sp): at 2nd level, you gain some cold-related spell-like abilities; you can now cast Blizzard (4MP), Blizzara (4MP), NulBlaze (2MP), & NulFrost (2MP); you cast these like a Black Mage with a class level equal to your HD; you do not need any somatic components to cast these, but you must spend the MP cost to cast such abilities
Frozen Flesh (Su): at 3rd level, your flesh becomes rimed with frost, granting you a natural armor bonus equal to ¼th of your HD; this bonus does not apply against touch attacks; in addition, any creature that touches you (either through an unarmed melee attack, a touch attack, a grapple, or some other direct physical contact) suffers 1d4 cold damage per round (no saving throw); you lose these bonuses when you wear any armor
Mark of Status (Su): at 4th level, you gain a resistance bonus equal to your HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see
Status Effects, above)
Heavenly Strike (Su): at 5th level, you can blast your enemies with a frozen touch; this is a special melee attack (your BAB + your Strength modifier + 5; no size modifier) on a single opponent within 30’ that deals 2d6 cold damage + your Strength modifier & a -5 Initiative penalty for the next round; if a creature makes a Fortitude save (DC10 + ½ your class level + your Wisdom modifier), then they only take half damage & negate the Initiative penalty; this is a standard action that does not provoke attacks of opportunity