Ice Reaver

Long ago, the nomads of the great deserts came under attack by giants from the great smoking mountains. The people scattered to the four winds, trusting to luck and the guidance of their seers to protect them. Unfortunately, the giants were luckier, or their seers more skilled, and the people came close to extinction.

Into this dark time came the great warrior Jabal. His shining sword left a wisp of mist in the air as he smote down the giants. The fire they flung died before it burned his skin. With skill and daring he rallied the people, drove back the giants, and reclaimed the ancient lands. He then sought among all the people for warriors with the strength, courage, and inner gifts needed to master his unique sword style.

At last, Jabal found a handful of men so gifted. Although the training killed half of them, the other half became the Ice Reavers, a band of men beyond tribal or clan alliance. They fight on the borders of the mountains, never allowing the giants to spread their hateful flames. Their proud tradition continues into the present day.

Men who would join the Ice Reavers must prove themselves before the Council. They must demonstrate exceptional martial skill as well as an undying hatred for the giant-kin. After receiving their training, they may serve the people as they see fit, but must always be ready to respond should the giants once again issue forth from the fire-mountains.

Hit Die: d8


To qualify to become an ice reaver a character must fulfil all of the following criteria.
Base Attack Bonus: +4 or higher.
Base Power Points/Day: 5+ (not including bonus power points).
Special: Must possess the rage ability or favoured enemy (giant).

Class Skills

The ice reaver class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis) and Swim (Str). See the SRD for skill descriptions.
Skill points at each level: 4 + Int modifier

Class Features

All of the following are class features of the ice reaver prestige class.

Weapon and Armour Proficiency: An ice reaver is proficient with all simple weapons, bows and scimitars. An ice reaver is proficient with light armour and with shields. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armour and equipment carried.

Psionic Manifestation Level: An ice reaver continues to develop his psionic powers, but at a slower rate than he would if he approached his training in a more traditional manner. Thus when the character gains an even numbered ice reaver level (2nd, 4th, 6th, 8th and 10th) he gains psionic powers and power points as if he gained a level in a psionic class he belonged to before he added this prestige class. He does not gain any additional benefits a character of that class would normally receive, only the new powers and power points.

If the character had more than one psionic class before he became an ice reaver, the player must decide which class to assign each level of ice reaver, for the purpose of determining psionic power points and psionic powers.

Ice Manifestation (Su): Anytime the ice reaver manifests a psionic power, that power has this descriptor in addition to all its normal manifestation descriptors. Any powers which inflict hit point damage may now deal cold damage rather than the usual type of damage, at the character’s discretion. The ice manifestation causes the air in a 10 foot radius around the character to chill. This chill makes most creatures slightly uncomfortable and deals 1d6 hit points of cold damage to creatures of the fire subtype.

Soul of the Blade (Su): At 3rd level, the ice reaver can invest 5 power points into any normal weapon to give that weapon the frost special ability. This causes the weapon to deal +1d6 cold damage whenever it strikes a target. This investment process takes 1 hour. The ice reaver does not regain the power points invested in the weapon until he takes ten minutes to disenchant the item, is destroyed or not used by the character for one month. This power cannot affect weapons already possessing a psionic or magical enhancement of any sort. The ice reaver may choose to have more than one weapon under the effects of this power, although he must invest separately for each weapon

Rime (Su): At 3rd level, the ice reaver gains the ability to create a zone of cold around one target within 30 feet. Creating this zone is a full-round action that provokes an attack of opportunity. Maintaining it requires the ice reaver’s concentration. Each round that the target is within the zone it must make a Fortitude save (DC 10 + half ice reaver level + Con modifier) or gain a –1 penalty to attack and damage rolls, skill checks and saves. Every round the target fails his save, the penalties stack. The penalties last for 2d4 rounds after the rime ends. This ability does not affect creatures with the cold subtype. Creatures with the fire subtype take 1d6 damage per round if they fail their saving throw, in addition to other penalties. Ice crystals grow in the hair and clothing of a target subjected to this ability.

Ice Shroud (Su): At 5th level, the ice reaver can take a full round action to surround himself with a shimmering shroud of ice crystals. This shroud drains 1 power point per round during its manifestation. While the shroud exists the ice reaver is immune to fire damage. He may end the ice shroud as a free action at any time.

Hand of the Avalanche (Su): At 7th level, the ice reaver gains the ability to invoke the ‘hand of the avalanche’, a wave of psychokinetic force that freezes the next target he hits. Invoking the hand costs 5 power points and may be done as a free action before any attack (including an attack of opportunity). The attack under the influence of this ability strikes as a melee touch attack. It inflicts its normal damage, but that damage is considered cold damage in addition to the damage type normally associated with the weapon.

Glacier Aura (Su): At 10th level, the ice reaver uses his psychokinetic powers to establish a field of cold around himself that damages anything that comes into it. Anyone making a melee attack against the ice reaver takes 2d6 cold damage with no saving throw. This ability can be invoked as a free action that does not provoke an attack of opportunity. Every round the glacier aura remains active, it drains 3 power points from the ice reaver’s power pool and deals 1 point of cold damage to him.

The Ice Reaver

Class LevelBase AttackFort SaveRef SaveWill SaveSpecialPsionic Manifestation Level
1+0+0+0+2Ice manifestation
2+1+0+0+3+1 level of existing class
3+2+1+1+3Soul of the blade, rime
4+3+1+1+4+1 level of existing class
5+3+1+1+4Ice shroud
6+4+2+2+5+1 level of existing class
7+5+2+2+5Hand of the avalanche
8+6+2+2+6+1 level of existing class
10+7+3+3+7Glacier aura+1 level of existing class