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{{Aspects}} ==Granted Power== The bearer of an Ice Aspect item receives a +2 aspect bonus on attack rolls against creatures of the Fire subtype and against spells and effects with the Fire descriptor, or against creatures of the Cold subtype and against spells with the cold descriptor (chosen at item bonding). ==Aspect Powers== ===First Tier Powers=== *'''Blue Ice Blade:''' This power can only be applied to a slashing weapon. The weapon is treated as if made of Blue Ice (and thus receives a +1 enhancement bonus to damage). ''Cost:'' 1 AP. *'''Blue Ice Protection:''' This power can only be applied to metal armor armor or a metallic shield. The item is treated as if made of Blue Ice. ''Cost:'' 2 AP, +1 for medium armor, +2 for heavy armor. *'''Sudden Frostblade:''' This power can only be applied to specific slashing weapons; it allows the wielder to suddenly produce an extended blade of Ice as a free action; this blade endures for the character's action before melting away (hopefully in a welter of gore). This power causes any of the following weapons- Dagger, Short Sword, Longsword, Bastard Sword, Greatsword - to deal damage as if it were the next blade on the list (thus, a dagger deals damage as a short sword while equipped with a ''sudden frostblade''. The frostblade is light enough that the weapon can still be wielded as easily as it was previously; thus, a longsword is still one-handed, and a bastard sword (with the appropriate exotic weapon proficiency) is one-handed as well. ''Cost:'' 3 AP. *'''Frostbane Strike:'''This power allows the item's wearer to deal 2 points of bonus damage per point invested to any creature with the cold subtype with any effect that deals HP damage, as its inimical frost invades the creature's heart. ''Cost:'' Variable. *'''Permafrost:''' In colder-than-normal conditions, or when it has been exposed to cold (natural or otherwise), the item gains two points of hardness and 10 bonus HP as it freezes into involiate black ice. ''Cost:'' 1 AP. *'''Icewalker:''' While the item is in-hand, its bearer need not make saves to resist the effects of freezing temperatures. ''Cost:'' 2 AP. *'''Frosty Blow:'''All damage made by the weapon, except magical enhancements, is resolved as Cold damage. ===Second Tier Powers=== *'''Nimble-thief Frost-strike:''' Three times a day, the wielder of the item may choose to add the effects of ''lesser shivering touch'' to a single melee attack he makes; the attack is rolled against the target's normal AC. ''Cost:'' 3 AP. *'''Heart-frost:''' The item's bearer gains a +2 bonus on fortitude saves, and a +3 bonus on all saves against the effects of natural or magical cold. ''Cost:'' 3 AP. *'''Shardblade:''' This power can only be added to a slashing weapon; it grants the weapon a sudden, shard-like blade of ice that can strike faraway targets--this blade can be summoned as a swift action. The weapon gains an additional 5' of reach for the character's action, but can still be used to strike adjacent targets. The shard lasts for a number of rounds equal to the bearer's base attack bonus before melting away. ''Cost:'' 3 AP. ''Conditionals:'' On a roll of 5 or less, the Shardblade shatters, ending the effect. -1 AP. *'''Seed of Ice:''' This power allows the item's bearer to implant a shard of perfidious ice whenever they score a critical hit with any form of attack. The shard deals one point of damage each round after implantation as it burrows deeper, and removing it requires one full-round action per round the shard has been implanted. The weapon can implant up to three shards at any one time, and shards return to the weapon when the victim dies or when removed (even if somehow destroyed). ''Cost:'' 4 AP. ''Conditionals:'' The power is usable only with melee attacks. -1 AP. ===Third Tier Powers=== *'''Wintry Affinity:''' Any spells with the Cold descriptor that the bearer casts while bearing the item are treated as being one caster level higher than normal for the purposes of determining their effects. ''Cost:'' 5 AP ''Conditionals:'' The bearer must have the cold subtype or a natural resistance to Cold. -2 AP. *'''Winter Nimbus:''' The temperature for 20' around the item is always 30'f.; the item's bearer can suppress or resume this power as a free action. If natural conditions are colder than 30'f., the power does not function. This power usually freezes standing water in an appropriate amount of time, cools metal armor, and coats surrounding surfaces with frost or ice. This power grants the bearer Resistance 5 against the first attack that deals fire damage in a given round (on subsequent attacks, the frost is too thin to provide protection). ''Cost:'' 6 AP. ''Conditionals:'' The bearer must have the cold subtype or a natural resistance to Cold. -2 AP. *'''Snow-meld:''' Three times a day, the item's bearer can choose to meld with any surface covered in snow or ice, and move through it, as if using ''Meld With Stone'' (save that the effect applies to icy, rather than stone, surfaces). ''Cost:'' 5 AP. ''Conditionals:'' The bearer must have the cold subtype or a natural resistance to Cold. -1 AP. ''Special:'' The bearer of the item can purchase additional uses/day at 1 AP per additional use. *'''Nimble-thief Windblade:''' Three times a day, the item's bearer can choose to make a ranged touch attack; if successful, the attack inflicts the target with the effects of ''Shivering Touch''. ''Cost:'' 6 AP. Additional uses/day cost 1 AP each. ===Fourth Tier Powers=== *'''Frost the Breath:''' The bearer of the item can, at will, summon the thin, icy air of the frozen peaks. All creatures within 15' ft. of the item that are not acclimated to high altitudes take 1 point of damage to all ability scores each round due to Altitude Sickness (Fortitude DC 18 + Bearer's Cha negates). The bearer is immune to this effect. ''Cost:'' 8 AP. *'''Shards of The Blizzard:'''The bearer of the item can produce Ice Shards, like those created by an Ice Golem, every 1d4 rounds. They can choose to focus the ability in a 30 ft. cone, rather than a 20' ft. spread (the default). The DC to avoid being blinded by the shards is equal to 18 + Bearer's Cha. modifier. ''Cost:'' 7 AP. ===Conditionals=== *The power only functions after the item is chilled--after which it functions for one hour. (-1) *The power ceases functioning if exposed to flame or heat--after which it resumes function in one hour. (-1) *The power only functions against creatures without the Cold subtype. (-1) *The power only functions against creatures with the Fire subtype. (-2)
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