Paths

Path of the Shining Sea
A path walker that walks this path tends to be clean shaven and to the point, but there unmatched battling abilitys and powerful healing makes them a formidable foe. Those who follow the Path of the Shining Sea are always good and can range from Lawful to Chaotic, they can also be of almost any race. Those who follow the Path of the Shining Sea tend to be Charismatic and Strong.

Path Information
Alignment: LG, NG, CG

Skills: Same as Paladin

Weapon and Armor Proficiency: Same as Paladin

Skill Per level: 2 + Int Modifier

Base Attack Bonus: Good

Saves: Fort: Good, Ref: Poor, Will: Good

Default Abilities
First Path: You gain energy resistance cold 5+1/every 5 level you have in Path walker. You can cast the spell “Light” at will. You can cast daylight 1/day.

Second path: You gain energy resistance cold 5. You can cast the spell “Light” 5 times /day.

Third Path: You gain energy resistance cold 2. You can cast the spell “Light” 1/day.

Path Powers
1st: You gain the ability to turn undead as if you were a cleric 1 level lower than you path walker level.

2nd: You gain +2 Deflection Bonus to Ac that stacks with everything:

Ultimate: You Gain immunity to Frost and your attacks deal +1d6 frost damage.

Lesser Abilities
There are no prerequisites for Lesser Ablities.

Water Shift: As a immediate action 1/day you may, any time you would have taken damage you may turn you self into water that fall into a puddle on the ground negating the damage and reform the next round as a move action that does not provoke an attack of opportunity. You need not know about the attack before it happens. You may stay in the puddle form for as long as you wish but while in puddle form you may not move and you take double from elemental damage.

Water Shield: You gain damage reduction 3/ Bludgeoning +1 per ability in Path of the shining sea.

<p style="margin: 0in 0in 0pt;">Conjure Water: 2/day you can cast Create Water and Bless Water. You may have no more than 4 Flasks of Holy water in existance that were creaded this way at one time.

<p style="margin: 0in 0in 0pt;">Hand Of light: You must be at least 3rd level to use this ability. You gain the Paladins “lay on hand’s” ability as if you were a paladin 1 level lower than your path walker level.

<p style="margin: 0in 0in 0pt;">Ray of Light: You must be at least 3rd level to use this ability. You may cast searing light 1/day a caster level of your Path walker level +2.

Moderate Abilities
<p style="margin: 0in 0in 0pt;">You must have at least 1 lesser ability of the Path of Shining Sea before you gain any moderate abilties.

<p style="margin: 0in 0in 0pt;">Light Flash: You must have the Water Shift Ability in order to use this ability. When ever you use water shift you create a holy flash that blinds evil creatures within 30 ft for 1 round per ability you have in the Path of Shining Sea. Dc 10+ (½ your class level + your charisma modifier.) You may use water shift 3/day now.

<p style="margin: 0in 0in 0pt;">Healing Water: You must have the Conjure Water in order to use this ability. All holy water you make using your Conjure Water ability is treated as a Cure Moderate Potion when ever you administer it.

<p style="margin: 0in 0in 0pt;">Smite Evil: A Path walker gains the Paladin’s Smite evil attack as if he/she was a Paladin 1 level lower than her Path walker level.

<p style="margin: 0in 0in 0pt;">Light Shield: You gain Damage Reduction 5/evil. If you have water shield you instead gain Damage Reduction 5+1 per ability in the Path of the shining sea.

Major Abilities
<p style="margin: 0in 0in 0pt;">You must have at least 1 moderate ability of the Path of Shining Sea before you gain any major abilties.

<p style="margin: 0in 0in 0pt;">Weapon of the Shining Sea: 1/day you may add to a weapon to make it temporarily more powerful. As a swift action you may Increase a weapons enchantment bonus by +2 (You may go over +5) and make the weapon deal an extra 2d6 holy and 1d6 cold damage every time it hits. This damage stacks with the frost and holy weapon ability and is doubled on critical hits. This last 1 round per ability in the Path of the Shining Sea.

<p style="margin: 0in 0in 0pt;">Divine Water: You must have the Healing Water in order to use this ability. All holy water you make using your Conjure Water ability act as a heal spell to those that drink it (Caster Level 15.) You may also have up to 6 of these in creation now. Also you my designate 1 person per ability in the you have in the Path of the shining sea who can administer the Divine water. Designating someone is a full round action and can be un-designated by you spending another full round action in prayer.

<h2 style="margin: 0in 0in 0pt;">Path of the Shadow Striker <p style="margin: 0in 0in 0pt;">Those who follow the Path of the Shadow Striker tend to not care much about there appearance as long as the enemy finds no weakness in it. They are known for being more chaotic or neutral but they can be any alignment. The original shadow strikers were rogues who abandoned their fighting style and enbraced the shadows true powers. Shadow Strikers are often very dexterous.

Path Information
<p style="margin: 0in 0in 0pt;">Alignment: Any

<p style="margin: 0in 0in 0pt;">Skills: Same as Rouge

<p style="margin: 0in 0in 0pt;">Weapon and Armor Proficiency: Same as Rouge

<p style="margin: 0in 0in 0pt;">Skill Per level: 8 + Int Modifier

<p style="margin: 0in 0in 0pt;">Base Attack Bonus: Moderate

<p style="margin: 0in 0in 0pt;">Saves: Fort: Poor, Ref: Good, Will: Poor

Default Abilities
<p style="margin: 0in 0in 0pt;">First Path: You gain trap-finding and sneak attack as if you were a rouge ½ the level of you Path walker Level.

<p style="margin: 0in 0in 0pt;">Second path: You gain Trap finding and Search and Disable Device is added to your Skills list. You gain 2 extra skills per level (max 8).

<p style="margin: 0in 0in 0pt;">Third Path: You gain Trap finding and Search and Disable Device is added to your Skills list.

Path Powers
<p style="margin: 0in 0in 0pt;">1st: You gain evasion.

<p style="margin: 0in 0in 0pt;">2nd: You gain Improved Evasion

<p style="margin: 0in 0in 0pt;">Ultimate: You can cast dimension door at will and dimension door as a free action 3/day.

Lesser Abilities
There are no prerequisites for Lesser Ablities.

<p style="margin: 0in 0in 0pt;">Returning Dagger Strike: As a full round action a Shadow Strike Walker may throw a weapon that is both ranged and melee (such as a dagger) at 1 enemy 10 ft away (The dagger become temporarily returning for this attack.) take a 5ft step towards the enemy and attack with the same dagger he/she threw. If the first attack hit the target is considered flat-footed for the next attack.

<p style="margin: 0in 0in 0pt;">Shadow Warp: 1/day per ability in Shadow Strike Path the Path walker has, the path walker can, as a immediate action, shift a waver until his next action. This grants him 20% concealment. If you activate this on a result of an attack hitting you may make the enemy Re-roll the attack

<p style="margin: 0in 0in 0pt;">Smoke Bomb Escape: 1/day as a standard action, The Shadow Strike Path walker may use the power of Shadow to create a small ball of shadow that he can throw. The bomb creates a explosion of shadow that fills up a 20ft radius as long as the Shadow Walker is inside this radius he make shadow jump to anywhere within 100ft.

<p style="margin: 0in 0in 0pt;">Mirror Image: A path walker must be at least 3rd level to use this ability. A path Walker may cast the spell Mirror Image 1/day to create 4 Mirror Images. Caster Level 3

<p style="margin: 0in 0in 0pt;">Ghost Step: A path walker must be at least 3rd level to use this ability. You can cast Invisibility, Swift /1 day per ability in Shadow Strike Path the Path

Moderate Abilities
<p style="margin: 0in 0in 0pt;">You must have at least 1 lesser ability of the Path of the Shadow Striker before you gain any moderate abilties.

<p style="margin: 0in 0in 0pt;">Mirror Clone: You must have the Mirror Image Ability in order to use this ability. When ever you use Mirror Image you create 4 images within 20 ft. Each mirror image takes up 1 5ft by 5ft space. Each move’s on you initiative and if your initiative changes so does there’s. The clones deal no damage. They do not threaten. You can flank with them. They have an Ac 15, touch 15 and cannot be Flat-Footed.

<p style="margin: 0in 0in 0pt;">Shadow Step: You must have the Ghost Step ability in order to use this ability. Every time you use your Ghost Step you may either create an illusion (Dc 19 disbelieve) in the place you were before you were invisible, or Dimension Door to any place you can see within 40ft and stay invisible for 5 rounds.

<p style="margin: 0in 0in 0pt;">Opportunist: You must be at least 10th level to gain this ability. You gain the Rouge’s Opportunist Class feature.

<p style="margin: 0in 0in 0pt;">Double Attack: 1/day per 2 Path of the Shadow Striker abilitys you have you may gain a free extra attack at your highest base attack bonus whenever you catch a enemy flat-footed. You take a -5 to Ac for a round when you use this ability. If you use this in conjunction with the Returning Shadow Strike you do not gain a penalty to AC.

Major Abilities
<p style="margin: 0in 0in 0pt;">You must have at least 1 moderate ability of the Path of the Shadow Striker before you gain any major abilties.

<p style="margin: 0in 0in 0pt;">Aspect of the Shadow Striker: As a move action you can become the Aspect of the Shadows themselves. You gain damage reduction 5/- and extra movement of +30ft. You gain Displacement 20%, Track, Sent, +10 to Spot, Listen and Search, +5 to attack and damage and +2d6 Sneak Attack. You gain a +10 to hide and move silent and you appearance become shadowed and dark. None can tell your features. Your eyes also glow blue. You may have this ability active for 5 round per Path of the Shadow Striker ability you have.

<p style="margin: 0in 0in 0pt;">Shadow Clone: You must have the Mirror Clone in order to use this ability. As a swift action. You create 1 clone of you self that is a exact replica. You have telekinetic control of the clone and only you can tell the difference. The clone has the same stats as you and when it uses a x/day ability you are docked for it. It last 2 rounds minutes per Path of the Shadow Striker ability you have. Example Kyle has Double Attack 3 time per day. His clone uses Double attack. Not both him And his clone have double attack 2/day. When the time runs out or the clone dies it fades into nothingness.

Path of Natures Defender
<p style="margin: 0in 0in 0pt;">Someone who follows this path does not wear metal and usually is in need of a bath and a haircut. Natures Defenders tend to be neutral or good, but rarely ever evil. Natures Defenders tend to have been abandoned in the

<p style="margin: 0in 0in 0pt;">forest and pick up by the wise sage defenders. They are taught about nature a how to live in harmony with it. Natures defenders seem to be half-elf or elvish. Those who follow this path are very wise.

Path Information
<p style="margin: 0in 0in 0pt;">Alignment: Any

<p style="margin: 0in 0in 0pt;">Skills: Same as Druid

<p style="margin: 0in 0in 0pt;">Weapon and Armor Proficiency: Same as Druid

<p style="margin: 0in 0in 0pt;">Skill Per level: 4 + Int Modifier

<p style="margin: 0in 0in 0pt;">Base Attack Bonus: Moderate

<p style="margin: 0in 0in 0pt;">Saves: Fort: Good, Ref: Poor, Will: Good

<h4 style="margin: 0in 0in 0pt;"> Default Ability

<p style="margin: 0in 0in 0pt;">First Path: You gain Nature Sense, Wild Empathy and you can understand Druidic (But not speak it).

<p style="margin: 0in 0in 0pt;">Second path: You gain Natures Sense and Wild Empathy.

<p style="margin: 0in 0in 0pt;">Third Path: You gain Wild Empathy.

<h4 style="margin: 0in 0in 0pt;"> Path Power

<p style="margin: 0in 0in 0pt;">1st: You gain Wild Shape as if you were a Druid of same level as you path walker Level.

<p style="margin: 0in 0in 0pt;">2nd: You gain Wild Shape Large, Wild Shape Tiny, Wild Shape Plant,

<p style="margin: 0in 0in 0pt;">Ultimate: You gain Wild shape Huge and 1 Bonus feat that has a Benefit or Prerequisite that has to do with Wild Shape.

<h4 style="margin: 0in 0in 0pt;"> Lesser Abilities <p style="margin: 0in 0in 0pt;">There are no prerequisites for Lesser Ablities.

<p style="margin: 0in 0in 0pt;">Summon Natures Ally: A Natures Defender may cast Summon natures ally I 1/day per 2 ability in the Natures Defender Path you have. At 4th level it changes to natures ally II, at 6th level it changes to natures ally III, 8th level it changes to natures ally IV, and 10th level it changes to natures ally V.

<p style="margin: 0in 0in 0pt;">Skin of the ancients: A path walker must be at least 3rd level to use this ability. You gain permanent Bark skin caster level 3.

<p style="margin: 0in 0in 0pt;">Entangling Grasp: A path walker must be at least 3rd level to use this ability. A path Walker may cast the spell Entanglement 5/day at a Dc of (10+½ path walker level + Wisdom Modifier) This Lasts for 5 Rounds.

<p style="margin: 0in 0in 0pt;">Wild Shape: You must be minimum of 5th level to use this ability. 1/day you can duplicate the ability of Wild shape as if you were a 5th level Druid. If you can already wild shape then you gain1 Bonus feat that has a benefit or Prerequisite that has to do with Wild Shape. You can take this ability multiple times.

<p style="margin: 0in 0in 0pt;">Flaming Nature: You may use this ability in a forest or plains area once per day. By using this ability all plants and vegetation and other natural things within 40ft of you, any you gain Fire Resistance 12. Then all of the plants set a-flame dealing 2d6 damage to everything in the area. You can designate 1 person or thing to gain fire resistance 12 as well.

<h4 style="margin: 0in 0in 0pt;"> Moderate Abilities:

<p style="margin: 0in 0in 0pt;">You must have at least 1 lesser ability of the Path of Natures Defender before you gain any moderate abilties.

<p style="margin: 0in 0in 0pt;">Natures Flaming Grasp: You need both Entangling Grasp and Flaming Nature to use this ability. You may use this once per day. All un-designated people within 40 ft must make a reflex save Dc (10+½ path walker level + Wisdom Modifier), or be entangled. By using this ability all plants and vegetation and other natural things within 40ft of you, any you gain Fire Resistance 12. Then all of the plants set a-flame dealing 2d6 damage to everything in the area. You can designate 1 person or thing to gain fire resistance 12 as well and be immune to the entanglement. Also All un-designated enemies that are entangle take 5d6 damage, instead of 2d6. This Lasts for 10 Rounds.

<p style="margin: 0in 0in 0pt;">Skin of the Ancestors: You need Skin of the ancients in order to take this ability. You gain Stone Skin, Caster Level 12. It replenishes every 2 hours.

<p style="margin: 0in 0in 0pt;">Tree Stride: Once Per day Per ability you have in the Natures Defenders Path you may use the ability tree stride. (Caster Level = Your Path Walker Level)

<p style="margin: 0in 0in 0pt;">Natures Knowledge: You can Cast Commune with nature 1/day With 2 Questions. If you Understand Druidic you can gain 3 questions. If you have a natures ally summoned during the beginning casting you gain 4 questions.

<h4 style="margin: 0in 0in 0pt;"> Major Abilities:

<p style="margin: 0in 0in 0pt;">You must have at least 1 Moderate ability of the Path of Natures Defender before you gain any major abilties.

<p style="margin: 0in 0in 0pt;">Natures Avatar: You may, once per day become a knowledgeable sage on nature. You channel the ancestors thought you and gain commune with nature for two minutes. You are able to see for 50 miles. You may ask 5 Question. When the time is up you become Exhausted. When you do this you eyes and mouth glow green and heavy winds blow. You talk in an echo and a booming voice. If you have Nature’s Knowledge the spell goes out 100 miles and you may ask 10 Questions.

<p style="margin: 0in 0in 0pt;">Natures Flaming Wrath: This ability Requires Natures Flaming Grasp. You may use this once per day. All un-designated people within 40 ft must make a reflex save Dc (10+½ path walker level + Wisdom Modifier), or be entangled. By using this ability all plants and vegetation and other natural things within 40ft of you, any you gain Fire Resistance 12. Then all of the plants set a-flame dealing 2d6 damage to everything in the area. You can designate 1 person or thing to gain fire resistance 12 as well and be immune to the entanglement. Also All un-designated enemies that are entangle take 5d6 damage, instead of 2d6. Also 1d4+1 Greater Fire Elemental Appear. This Lasts for 20 Rounds. The Elemental Disappear after the flames die down.

Path of the Endless Flames
<p style="margin: 0in 0in 0pt;">Usually endless flame walkers are a little on the crazy side, using exotic bath soaps and hairsyles. They dress quite nice in bright red or orange robes. Path of endless flame walkers are never good and usually Chaotic Evil or Chaotic Neutral. Usually considered crazy cultists, people who walk this path are outcast form society. Those who follow this path are rash, but strong.

Path Information
<p style="margin: 0in 0in 0pt;">Alignment: N,CE,CN,NE

<p style="margin: 0in 0in 0pt;">Skills: Same as Black Guard

<p style="margin: 0in 0in 0pt;">Weapon and Armor Proficiency: Same as Black Guard

<p style="margin: 0in 0in 0pt;">Skill Per level: 2 + Int Modifier

<p style="margin: 0in 0in 0pt;">Base Attack Bonus: Good

<p style="margin: 0in 0in 0pt;">Saves: Fort: Good, Ref: Poor, Will: Poor

<h4 style="margin: 0in 0in 0pt;"> Default Abilities:

<p style="margin: 0in 0in 0pt;">First Path: You gain Dr 2/ cold Iron +1 Per ability in Path of the Endless Flames and SR 10+1 Per ability in Path of the Endless Flames. You may cast the spell lesser orb of fire 2/day. You gain Abyssal as a free bonus Language.

<p style="margin: 0in 0in 0pt;">Second path: You gain Dr 2/ cold Iron. And SR 10+1 Per 2 abilities in Path of the Endless Flames. You gain Abyssal As a free bonus Language.

<p style="margin: 0in 0in 0pt;">Third Path: You gain Dr 2/ cold Iron. You gain Abyssal as a free bonus Language.

<h4 style="margin: 0in 0in 0pt;"> Path Powers:

<p style="margin: 0in 0in 0pt;">1st: For 10 rounds every day your weapon is deals an extra 1d6 fire damage. The duration of the flaming weapon does not have to be in consecutive rounds. This ability stacks with flaming and is doubled on critical hits. You gain energy resistance fire 5.

<p style="margin: 0in 0in 0pt;">2nd: You may cast the spell Orb of fire 2/day, Fireball 2/day and firebrand 1/day.

<p style="margin: 0in 0in 0pt;">Ultimate: Your weapon does and permanent extra 1d6 fire and for 10 minutes every day it becomes +2d6. You gain SR 25 and Immunity to Fire

<h4 style="margin: 0in 0in 0pt;"> Lesser Abilities: There are no prerequisites for Lesser Ablities.

<p style="margin: 0in 0in 0pt;">Demon Servant: 1/day you may summon a Quasit to aid you for 5 minutes. This is a standard action. The Quasit must do as you command it.

<p style="margin: 0in 0in 0pt;">Skin of the Abyss: You gain a +2 natural armor Bonus.

<p style="margin: 0in 0in 0pt;">Grasp of the Abyss: 3/day you may target 1 enemy with this ability. Demonic Hand a all shapes and sizes try to grapple the target. They make a touch attack +5, and then a grapple check +12. They will continue to try to pin the opponent for 5 rounds after they were summoned. They mob hand fallows the enemy and can be destroyed if they take more than 20 damage. If the enemy die before the duration runs out this use of the ability does not count against your 3/day limit

<p style="margin: 0in 0in 0pt;">Flames of Revenge: You must be at least 3rd level to gain this ability. As an immediate action, in response to taking damage, you may cast the spell Fire burst dealing 3d8 damage to all within 10ft of you. Dc 16 reflex save. You may use this 1/day.

<p style="margin: 0in 0in 0pt;">Flames of the Abyss: You must be at least 3rd level to gain this ability. You may cast Flaming Sphere 1/day. This sphere last for 10 rounds and is a Dc 16 Reflex save.

<h4 style="margin: 0in 0in 0pt;"> Moderate Abilities:

<p style="margin: 0in 0in 0pt;">You must have at least 1 lesser ability of the Path of Endless Flames before you gain any moderate abilties.

<p style="margin: 0in 0in 0pt;">Demon assassin: You need demon servant to use take this ability. 1/day you may summon a babau to aid you for 5 minutes, this is a standard action. The babau must do as you command it.

<p style="margin: 0in 0in 0pt;">Flames of the inferno: You need flames of the Abyss in order to take this ability. 1/day, you create a small portal to the abyss that is just large enough to let only fire through. Everything in a 20ft radius around the portal takes 4d6 fire damage every round/ this lasts of 5 rounds. Dc 19 Reflex save.

<p style="margin: 0in 0in 0pt;">Demonic Life Drain: Once Per day Per ability you have in the Path of Endless Flames you may attempt to drain life out of an enemy with a melee attack. If you hit you deal and extra 2 damage per ability you have in the Path of Endless Flames, and gain 3 temporary hit points per ability you have in the Path of Endless Flames

<p style="margin: 0in 0in 0pt;">Flame Aura: You may use this ability 2/day. Every time some one successfully hits you in melee white flame aura is activated they take 2d6 fire damage. This lasts for 5 rounds. If you have Flames of Revenge, and use it while flames aura is active than the enemies take 5d8 damage, Reflex 19, instead of the usual 3d8. Also you may use Flames of revenge 2/day, if you have it.

<h4 style="margin: 0in 0in 0pt;"> Major Abilities:

<p style="margin: 0in 0in 0pt;">You must have at least 1 Moderate ability of the Path of Endless Flames before you gain any major abilties.

<p style="margin: 0in 0in 0pt;">Demonic Form: You may, once per day change into a Balor, losing all ability’s, Equipment, and stats, (besides Alignment) it had in its old form and gaining all abilities, and Equipment of the Balor. This lasts for 10 minutes.

<p style="margin: 0in 0in 0pt;">Endless Flames: You need the flames of the inferno ability to take this ability. 1/day, you create a large portal to the abyss that is large enough to let fire, and a few lesser demons through. Everything in a 40ft radius around the portal takes 6d6 fire damage every round/ this lasts of 10 rounds. Dc 23 Reflex save. Also on the 1st round 1d4+1 dretches appear, on the 3rd round 1d3 babau appear. On the 5th round 1 vrock demon appears. Each of the demons stay for 1 round per level you have in path walker. The demon you summon this way are all immune to fire. The demons obey you explicitly and never attack you even if someone else manages to gain control over them.

Path of the Frozen Shards
Those who walk the path of Frozen Shards always think things through. They are often very tactical and thorough. A path walker that walks this path is either neutral or good but never chaotic. Frozen Shard walker tend to be from a cold winter area. They first started appearing in the Wastelands as wizards who lost their connection to the weave, but gained insight in using the power of ice. Those who walk this path are Brilliant Casters.

Path Information
<p style="margin: 0in 0in 0pt;">Alignment: N,LN,LG,G

<p style="margin: 0in 0in 0pt;">Skills: Same as Wizard

<p style="margin: 0in 0in 0pt;">Weapon and Armor Proficiency: Same as Wizard

<p style="margin: 0in 0in 0pt;">Skill Per level: 4 + Int Modifier

<p style="margin: 0in 0in 0pt;">Base Attack Bonus: Poor

<p style="margin: 0in 0in 0pt;">Saves: Fort: Poor, Ref: Good, Will: Good

<h4 style="margin: 0in 0in 0pt;"> Default Abilities

<p style="margin: 0in 0in 0pt;"> First Path: You gain energy resistance cold 5+Int bonus+1/every 5 level you have in Path walker. You may use the psionic power energy missile, cold twice per day, Dc 9 + path walker level 3d6+1d6 per level ice damage, fort half. You can cast the spell frost breath 1 per day 2d4+1d4 per 2 levels Dc 10+Ints bonus+1 per level.

<p style="margin: 0in 0in 0pt;"> Second path: You gain energy resistance cold 5. You can cast the spell frost breath 1 per day 2d4+1d4 per 3 levels Dc 10+Ints bonus +1 per 2 levels.

<p style="margin: 0in 0in 0pt;"> Third Path: You gain energy resistance cold 3.

<h4 style="margin: 0in 0in 0pt;"> Path Powers

<p style="margin: 0in 0in 0pt;"> 1st: You gain crystalline Ice wings that re-grow instantly, if destroyed. You gain a fly speed of 20 feet, good. You may condense the wings as a free action and reconfigure them as a free action.

<p style="margin: 0in 0in 0pt;"> 2nd: Your fly speed increases to 40ft and you grow crystalline ice spikes that grow out of your skin any melee attacks against you deal 2d4 cold damage back to the attacker.

<p style="margin: 0in 0in 0pt;"> Ultimate: Your fly speed changes to 60ft, prefect. 3/day you can cast the spell freeze. The rays come from you eyes instead of your hands. DC 25 lasts 10 rounds.

<h4 style="margin: 0in 0in 0pt;"> Lesser Abilities There are no prerequisites for Lesser Ablities.

<p style="margin: 0in 0in 0pt;"> Ice Armor: You gain a +4 armor bonus. This does not stack with other Armor bonuses.

<p style="margin: 0in 0in 0pt;"> Ice Pillar: By concentration as a full round action you can create a Ice pillar, within 30ft that goes straight up for up to 60 ft. You can sustain the pillar by spend a move action every round to concentrate, your concentration cannot be broken. If you don’t concentrate on the pillar then it shatters and dissipates and whoever is on top of the pillar falls. You cannot use this ability in a dry location. Every 5 feet of ice has 40 hp and a hardness of 8.

<p style="margin: 0in 0in 0pt;"> Ice field: This ability allows you to cast the spell grease 3/day but using slippery ice, not grease. You are immune to your own ice field.

<p style="margin: 0in 0in 0pt;"> Freeze the blood: You must be at least 3rd level to gain this ability. 1/day you may attempt to freeze part of an enemy’s blood. The target must be within 100ft. You may aim for different places causing different effects. You may aim for the leg causing ½ movement and 1d4 points of dexterity damage. You may aim for the arms causing 2 points of Dex and Str damage. You may aim for the brain causing unconsciousness for 10 hours. Or you may aim for the lungs causing 2 points of con damage and 6d4 damage. The Dc is 12+Int bonus+1 per 2 levels. Fort save.

<p style="margin: 0in 0in 0pt;"> Ice shatter: You must be at least 3rd level to gain this ability. 3/day rounds your may attack a weapon attack made against you. The touch ac of the weapon is the attack roll (before modifiers). If you hit the weapon turns to ice and shatters dealing no damage to you. This does not work on magic or natural or ancestral weapons.

<h4 style="margin: 0in 0in 0pt;"> Moderate Abilities

<p style="margin: 0in 0in 0pt;">You must have at least 1 lesser ability of Frozen Shards before you gain any moderate abilties.

<p style="margin: 0in 0in 0pt;"> Freeze the Heart: You need the Freeze the blood ability to take this ability. You may use the freeze the blood ability 4/day. You gain a new target. You may attack the heart stopping it, causing death. This uses up 4 uses of the freeze the blood ability. This is considered a death effect, but not a spell.

<p style="margin: 0in 0in 0pt;"> Shard Field: You need the Ice Field ability to take this ability. After using ice field you may spend a standard action to make spikes come forth from the ice entangling all on it dealing 3d6 slashing damage, 2d6 slashing damage every round and 3d6 damage for every 5 foot movement. You may now use ice field 5/day. Also the area of the ice field increases by 10 square feet.

<p style="margin: 0in 0in 0pt;"> Ice mirror: 1/day you may create a transparent ice 10ft dome around you and an enemy, consisted up of eight parts. The enemy then makes a will save. If he makes it the ability fails and the dome dissipates. If he fails then he becomes under the illusion that the parts are mirrors and they randomly reflect you. To him you speed up and blink in and out of existence. The enemy may not see out of the dome. Nor may the target attack the dome. The enemy is slowed and is always considered flat-footed and he gains a 80% miss chance against you. This ability last for 10 rounds. If the dome is broken (Every 5 feet of ice has 50 hp and a hardness of 10) or if someone else enter the dome, the effect is broken and the dome dissipates. Dc 10 + Int bonus + 1 per 2 levels

<p style="margin: 0in 0in 0pt;"> Ice Shield: 1/day you may shield yourself using you ice powers to make any one save.

<h4 style="margin: 0in 0in 0pt;"> Major Abilities

<p style="margin: 0in 0in 0pt;">You must have at least 1 moderate ability of the Path of The Frozen Shards before you gain any major abilties.

<p style="margin: 0in 0in 0pt;"> Freeze the Soul: You need the Freeze the Heart ability to take this ability. You may use the freeze the blood ability 8/day. You gain a new target. You may attack the soul gain complete control over the subject for 24 hours (Dominate). This uses up 8 uses of the freeze the blood ability.

<p style="margin: 0in 0in 0pt;"> Freeze time: 1/day you may spend a full round action to freeze time. This last for 1 round per int bonus rounds. This works exactly like the Spell Stop Time