Frost Giant Magus

Frost Giant Magus
Level 14 (+6)
"Ok now this is unfair! If he can cast spells, then all his spells are going to be giant-sized! Magic Missile hurts bad enough as it is, imagine what it feels like coming out of this guy! Hey…...Why does the Paladin keep rolling his eyes?"
——Sebastian Pots, Adventuring Rogue
The Frost Magus uses his inherent connection with the ice running through his veins to channel powerful cold magic. They tend to dress in thick hooded, blue and white fur robes, and carry staves made of gnarled, petrified white wood. Akin to a Shaman in social standing and power, in the absence of a Jarl in battle they will be seen commanding warriors with authority, dispersing them to carve out the battlefield so they can devastate enemy ranks with magic from afar. The Magus has a rare position in their hierarchy, very few having the patience or skill to recognize the potential of such powers, thus there are no more than two in an average Frost Giant community at any given time.
Awareness
22
Senses
Low-light Vision
Initiative
22/1d6
Max HP
274
Resilience: +6
Healing Value: 54
Morale
4
Defenses
AC
24/29
Touch
22
Fort
23
Reflex
21
Will
21
Resistances: Cold (Imm)
Vulnerabilities: Fire (1.5x)
Attributes / Saving Throws
STR
30 / 33
DEX
13 / 16
CON
21 / 24
INT
12 / 18
WIS
17 / 23
CHA
16 / 22
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 2
Skirmish 45ft / 3
Sprint 70ft / 3
At-Will
+17 vs AC (ArN 2)
Staff
2d10+15 Bludgeoning damage
Melee Reach 10ft
2d10+20 Bludgeoning + 15 Cold damage
Grapple +20
Special Actions
Frost Glide
REC 3
The Magus causes air around him to solidify with frost, holding him aloft and allowing him to move through the air as if it were a solid surface. The magus can move through the air at his skirmish speed, as with the Air Walk ability. (Advanced)
Magus Evocations
On each turn, roll 1d8 to determine the actions available to the Frost Giant Magus.

Any result, choose one of the following:
Icy Staff: Make a Staff attack. On a hit, the target is also Pushed 15ft. (Basic, Pot 1d4+6, MR No)
Ice Cage [CT 3, REC 4]P: Target one creature within 200ft, +13 vs Reflex. On a hit, the target suffers 6d6+3 Cold damage and the target is Confined [SE, ST 4d10 vs STR]. (Basic, Pot 1d4+6, MR Yes)

3 or more, choose one of the following:
Shards of Ice [CT 4, REC 2]: Target all creatures in a 20ft diameter area within range, +13 vs Reflex. On a hit, deal 6d6+3 Cold. (Basic, Pot 1d4+6, MR Yes)
Ice Slick [CT 3, REC 3]P: Targets a 20ft x 20ft area of ice for 10 rounds, making it slippery and difficult to walk across. If a creature attempts to move through the area (or stand within it), it must make a Balance Check [DC 15] to fall Prone. (Basic, Pot 1d4+6, MR Yes)

3 or more, choose one of the following:
Chilling Aura [CT 3, REC 3]: For 10 rounds the Magus gains an Aura (30ft) that deals 15 Cold Damage every round. Additionally, all creatures within the aura gain Resistance to Fire. (Advanced, Pot 1d8+6, MR No)
Wall of Ice [CT 6, REC 3]P: The Magus creates an icy wall up to 50ft long (10ft high). Each 5ft section of wall has 60 hitpoints. When an adjacent creature attacks the wall, it suffers 6d6 Cold damage. If a hole is created within the wall, creatures moving through it also suffer 6d6 Cold damage. This wall functions as the Wall of Ice spell. (Advanced, Pot 1d8+6, MR No)
Ice Shaping [CT 3, REC 4]P: The Magus causes a 10ft x 10ft area of ice to move vertically up to 40 ft, transporting any creatures standing in the area. Unwilling creatures require a +13 vs Reflex attack. On a hit, the target is moved with the pillar and must make a Balance check [DC 15] or fall prone. On a miss, the creature is Repositioned harmlessly to the nearest edge adjacent to the area (and must make the balance check or fall prone). If the raised pillar of ice impacts with the ceiling or similar solid object, the target suffers 6d10+14 Bludgeoning and fall Prone. Alternatively, the Magus can transport the section of ice horizontally, moving any creatures hit as if on a conveyor belt. In this case, the section of ice can move under additional targets during its movement, subjecting them to the same attack roll. When the movement ends any creatures who fail a DC 15 Balance check fall prone. (Advanced, Pot 1d8+6, MR No)

7 or more:
Freezing Sphere [CT 5, REC 5]P: Targets all creatures in 20ft Diameter area within 500ft, +13 vs Reflex. On a hit, targets suffer 6d6+65 Cold Damage and are Confined [SE, 4d10 vs STR]. Additionally, any liquids held by the target (including potions) are frozen solid until the thaw. (Legendary, Pot 1d12+6, MR Yes)
Overland Movement
40 mi/day
Qualities
  • Frigid Weapons: Weapons of the Frost Giant are wreathed in Cold, dealing extra Cold damage on a hit. (inc)
  • Frost Kin: Immune to Cold, Vulnerable (1.5x) Fire. (inc)
  • Giant Encumbrance: A Giant's speed is not reduced by Armor or light or medium encumbrance. (inc)
  • Natural Armor: AC +2/+6 (inc)
Skills: Rank 2 Balance [+8], Rank 5 Climb [+18], Rank 4 Escape [+9], Rank 4 Jump [+14], Rank 3 Search [+8], Rank 7 Stealth [+10], Rank 4 Listen [+10], Rank 6 Spot [+14], Rank 4 Alchemy [+10], Rank 4 Herbalism [+10], Rank 2 Hunting [+7], Rank 1 Orienteering [+4], Rank 6 Ritual Casting [+14], Rank 3 Survival [+11], Rank 7 Elemental Arts [+17], Rank 4 Coercion [+16], Rank 2 Deception [+5], Rank 4 Bravery [+12], Rank 3 Intuition [+8], Rank 2 Suspicion [+6]
Feats: Fast Initiative [2], Improved Attack, Great Morale, Mental Fortification
Philosophies: Rank 3 Mental, Rank 3 Physical, Rank 6 Elemental
Combat Training: Cast 5, Melee 3, Parry 4, Fort 2, Reflex 3, Will 3
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Staff
Social
Languages: Giant
Composure: 20
Charm
+1
Coercion
+16
Deception
+5
Manipulation
+1
Persuasion
+2
Aloofness
+1
Bravery
+12
Intuition
+8
Tolerance
+3
Suspicion
+6
Prejudices:
  • Smaller Creatures: Hate 1, Doubt 2
  • Dwarves: Hate 2
Motives: