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Oracle Mystery: Boreal

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An oracle adheres to the gods of cold as well...

Class Features Modifications

Deities: Any with the Air or Cold domains.

Class Skills: Climb, Fly, Knowledge (nature), Survival

Bonus Spells: Endure Elements (2nd), Resist Energy (4th), Sleet Storm (6th), Wall of Ice (8th), Cone of Cold (10th), Freezing Sphere (12th), Simulacrum (14th), Polar Ray (16th), Energy Drain (18th)

Revelations: An oracle with a boreal mystery can choose from any of the following revelations.

Blizzard (Su): As a standard action, you can create a blizzard of snow and ice. You can create one 10-foot-cube of storm per oracle level.  These cubes can be arranged in any pattern you desire, but each cube must be adjacent to another and one must be adjacent to you.  Any creature caught in the blizzard takes 1d4 points of cold damage per oracle level, with a Reflex save resulting in half damage.  The storm lasts for a number of rounds equal to your Charisma modifier; the ground remains icy (+5 to Acrobatics DCs) as long as local conditions permit.  The blizzard obscures sight beyond 5 feet, providing total concealment.  A creature within 5 feet has concealment.  You can use this ability once per day.  You must be 11th level to select this revelation.

Cold Aura (Su): As a swift action, you can cause waves of freezing cold to radiate from your body.  This cold deals 1d4 points of cold damage per two oracle levels (minimum 1d4) to all creatures within 10 feet.  A Reflex save halves the damage.  In addition, you’re surrounded by blowing snow, granting you 20% concealment until your next turn.  You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.

Freezing Spells (Su): Whenever a creature fails a saving throw and takes cold damage from one of your spells, it is slowed (as the spell slow) for 1 round.  Spells that do not allow a save do not slow creatures.  At 11th level, the duration increases to 1d4 rounds.

Ice Armor (Su): You can conjure armor of ice that grants you a +4 armor bonus.  At 7th level, and every four levels thereafter, this bonus increases by +2.  At 13th level, this armor grants you DR 5/piercing.  In cold conditions, the armor bonus (and DR bonus) increases by 2; in very hot conditions it decreases by 2.  You can use this armor for 1 hour per day per oracle level.  This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Ice Form (Su): As a standard action, you can assume the form of a Small ice elemental, as elemental body I .  At 9th level, you can assume the form of a Medium ice elemental, as elemental body II.  At 11th level, you can assume the form of a Large ice elemental, as elemental body III.  At 13th level, you can assume the form of a Huge ice elemental, as elemental body IV.  You can use this ability once per day, but the duration is 1 hou/level.  You must be at least 7th level to select this revelation. 

Icy Skin (Ex): You gain resist cold 5.  This resistance increases to 10 at 5th level and 20 at 11th level.  At 17th level, you gain immunity to cold.

Ice Walk (Ex): You may move normally across ice without penalty and you do not need to make Acrobatics checks to run or charge on ice.  At 10th level you may climb icy surfaces as if under the effect of the spell spider climb, but you must have your hands free.

Snow Sight (Su): You can see through blizzards without penalty as long as there is enough light to allow you to see normally.  At 7th level, you can gaze through any source of ice within 10 feet per oracle level, as if using clairvoyance.  You can use this ability for a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive.
Weathered Focus (Ex): You gain a +5 bonus on your Concentration checks to cast a spell in violent weather, including weather caused by spells.  At 5th level you gain Combat Casting as a bonus feat.

Wintry Touch (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of cold damage + 1 point for every two oracle levels you possess.  You can use the wintry touch ability a number of times per day equal to 3 + your Charisma modifier.  At 11th level, any weapon that you wield is treated as a frost weapon.

Final Revelation
: Upon reaching 20th level, you become a master of cold.  You can apply any one of the following feats to any cold spell without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell.

*An ice elemental is treated as an earth elemental for the purposes of the elemental body spells, except you gain darkvision 60 feet, ice glide, resist cold 20, and vulnerability to fire.  It appears to be made entirely of ice.

Author's Note: This is my first submission and I would appreciate feedback.

Additional Ratings
Balance:
1 1 1 1 1 1 1 1 1 1 Rating 5.00 (2 Votes)
Utility:
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Clarity:
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