and another costed prototype. Ice is such a versatile type it's quite worryome what I could reasonably fit into it
had to be careful not to tread on other types toes.
Frost Blade
Prerequisites: None
Activation Cost: 2 SEP
Action: Move
Duration: until the end of the current encounter.
The shinigami coats her zanpakuto in an icy aura that freezes those that come to near, the cold draining their life force. Whilst active, the shinigami's zanpakuto deals 2d6 points of frost damage in addition to any other damage.
Greater Frost Blade
Prerequisites: Frost Blade, 1 other ice type ability
Activation Cost: as frost blade + 2 SEP/2 SEP (see below)
Action: None/Swift (see below)
This is an upgrade to frost blade. The shinigami may us this ability as part of the same action as frost blade, or as a swift action whilst frost blade is activate. The damage from frost blade is increased by 2d6, for a total of 4d6.
Superior Frost Blade
Prerequisites: Greater Frost Blade, 4 other ice type abilities
Activation Cost: as frost blade + 4 SEP /4 SEP (see below)
Action: None/Swift (see below)
This is an upgrade to Frost Blade. The shinigami may us this ability as part of the same action as frost blade, or as a swift action whilst frost blade is activate. The Damage from Frost Blade is increased by 4d6, to a total of 6d6. This replaced the bonus from Greater Frost Blade.
Swift Frost Blade
Prerequisites: Frost Blade
Activation Cost: As Frost Blade + 2 SEP
This is an upgrade to frost blade. The shinigami is able to use Frost Blade as a swift action, rather than a move action. The shinigami can activate upgraded versions of frost blade as a free action whilst frost blade is active, rather than a swift action.
Freezing Blow
Prerequisites: Blizzard Edge
Activation Cost: None. This ability is always active.
The shinigami's blade coats all she strikes in a layer of ice, robbing those the edge kisses of mobility and strength. Choose either strength or dexterity. The shinigami's zanpakuto deals 1 point of damage of the chosen type per hit. Any victim is entitled to a fortitude save (Dc 10 + ½ character level + reiatsu modifier) to resist this damage.
In addition, so long as the victim suffers from ability damage from Freeing Blow, they treat any temperature as if it was one stage lower (EG: extreme heat becomes severe heat, or normal weather becomes cold weather).
Special: this ability may be taken a second time. If so, the shinigami's blade deals both strength and constitution damage. The victim makes a single save against both.
Greater Freezing Blow
Prerequisites: Freezing Blow, two other ice type abilities.
Activation Cost: 2 SEP
Action: None. This ability is used as part of any other action.
Whenever the shinigami makes a melee attack with her zanpakuto, she may cause the victim to be fatigued for a number of rounds equal to her reiatsu modifier. This ability is activated before the attack is made. If the attack misses, then the effect is wasted and the shinigami must still pay the SEP cost. This ability must be activated individually for each attack.
The victim is entitled to a fortitude save (dc 10 + ½ character level + reiatsu modifier) to resist. The victim only makes a single save, regardless of the number of hits, though each successful hit beyond the first increases the duration by 1 round, and the save dc by 2.
Unlike normal, striking a fatigued enemy with Greater Freezing Blow will not cause the fatigue to become exhaustion, though it can extend the duration of the fatigue (see above).
Superior Freezing BlowPrerequisites: Greater Freezing Blow, 4 other ice type abilities
Activation Cost: 6 SEP
Action: None. This is used as part of the same action as greater freezing blow
This is an upgrade to greater freezing blow. When using Greater Freezing Blow, the shinigami may choose to have the victim become exhausted instead of fatigued. Once the exhaustion ends, the victim is then fatigued for the same number of rounds as the initial duration of the exhaustion.
Deep ChillPrerequisites: Specialized, three+ ice type abilities.
Activation Cost: None
The save DC of the shinigami's ice zanpakuto abilities (if any) are increased by 1
Deep FreezePrerequisites: Specialized, three+ ice type abilities.
Activation Cost: None
Any cold damage the shinigami inflicts is increased by her character level.
Grasp of FrostPrerequisites: 3 ice type abilities
Activation Cost: 4 SEP
Action: None. This is used as part of another action.
Duration: Instant.
The shinigami's cold powers rob the victim of their mobility and slowly reduce them to frozen husks. Whenever the shinigami inflicts cold damage to a creature, or successfully (ie: the ability takes full effect and the victim fails athe save/saves) targets them with an ice tpye ability, she may also cause the target to become slowed for a number of rounds equal to her character level. Victims are entitled to a fortitude save (dc 10 + ½ character level + reiatsu modifier) to resist this effect.
A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed.
Multiple slow effects don’t stack. Slow counters and dispels haste.
Ice LockPrerequisites: 5 Ice type abilities, Grasp of Frost
Activation Cost: 8 SEP
Action: Full Round
Duration: See Below
The shinigami uses her elemental manipulation power to encase a creature in a block of ice, robbing it of motion and making a pretty awesome decoration for parties.
Target one creature within 100 ft + 10ft per character level. The victim must pass a dc 10 + ½ character level + reiatsu modifier reflex save or be enacased in a block of ice. A victim entierly submerged in water/some form of liquid suffers a -5 penalty to the save. The victim is paralyzed whilst the ice remains, and suffers from the effects of extreme cold, and must pass either a dc 10 + ½ character level + reiatsu modifier strength test, or a dc 15 + ½ character level + reiatsu modifier escape artist test to escape the ice. Alternatively, the ice can be broken from outside. The ice has 5 hp per character level, a hardness of 5 + 1 per 2 character levels, and AC of a regular static object of its size, and is vulnerable to fire.
Greater Ice LockPrerequisites: Ice Lock
Activation Cost: As Ice Lock + X
Action: None. This ability is used as part of ice lock/swift (see below)
At the start of each of their round, the victim of your ice lock suffers 1d6 cold damage for each SEP spent to enhance ice lock when it was used. In addition, any creature that touches or attacks the ice block suffers the same amount of cold damage. The victim is entitled to a fortitude save (dc 10 + ½ character level + reiatsu modifier) for ½ damage.
In addition, as a swift action the shinigami may target one ice lock she created and enhance it with this ability. Multiple instances of Greater Ice Lock do not stack. Each time replaces a previous instance.
Perma-lockPrerequisites: Ice Lock
Activation Cost: None
This is an enhancement to Ice Lock. The shinigami's Ice Lock regenerates 10 hp each round it persists.
Voracious Ice LockPrerequisites: Specialized, Ice Lock
Activation Cost: Ice Lock + 4 SEP
Action: None. This is used as part of the same action as ice lock.
This is an enhancement to Ice lock. The shinigami's ice lock eats moisture from the atmosphere, spreading and growing each round. Each Round the shinigami's ice lock persists, the area frozen expands 5 foot in each direction. Any victim in the area must pass a reflex save, at the same DC of the shinigami's Ice Lock – 2 for each round it has lasted, or be trapped as well, exactly as if they had been targeted by Ice Lock.
Each trapped victim counts as a separate ice lock. Breaking one free does not free others.
Ice ArmourPrerequisites: None
Activation Cost: 3 SEP
Action: Move
Duration: 1 round per character level.
The shinigami creates a barrier of spiritually re-enforced ice around himself, or an ally, that protects him from harm. Target one creature within medium range (100 ft + 10 ft per character level) the target gains +4 armour bonus to AC, 5 DR/Bludgeoning and 5 cold resistance.
Special: This ability may be taken multiple times. Each time increases the AC Bonus by 2, and the dr/cold resistance by 1.
Ice AgeisPrerequisites: Ice Armour, 2 ice abilities
Activation Cost: 5 SEP
Action: Standard Action
Duration: 1 round per character level.
This is an upgrade to Ice Armor. The shinigami may, as a standard action, use her ice armour ability on any number of creatures within short range (30 ft + 5ft per character level).
Ice AdaptationPrerequisites: None
Activation Cost: N/A
Action: Passive
Duration: Permanent
The shinigami gains either cold or fire resistance 10, or increases her existing fire or cold resistance by 10.
Special: This ability may be taken multiple times, it's effects stack.
Ice ImmunityPrerequisites: Cold resistance 50+
Activation Cost: N/A
The shinigami is immune to cold damage, and suffers no ill effects from cold weather.
Ice EaterPrerequisites: Specialized, Ice Immunity
Activation Cost: N/A
The shinigami is healed by cold energy, the same as she is healed by positive energy.
Falling SnowPrerequisites: None
Activation Cost: N/A
Action: Free
Duration: Until Canceled.
The shinigami is surrounded at all times by falling snow. The area within 10ft of the shinigami is a constant snowfall. See Frostburn for snow rules. This has all the normal effects of snow, save the snow only remains on the ground for 2 rounds after it has fallen.
The shinigami themselves are unaffected by the snow/weather effects.
The shinigami can activate and deactivate this ability as a free action.
Special: This ability may be taken multiple times. Each time increases the level of snowfall around the shinigami by one stage (from snow to heavy snow, heavy snow to snowstorm etc) or the radius by 10ft.
HailstormPrerequisites: Falling Snow, 2 other ice type abilities
Activation Cost: 7 SEP
Action: Standard
Duration: 1round per character level.
The shinigami whips the weather into a deadly hailstorm. As a standard action, the shinigami creates a hailstorm at one point within medium range (100 ft + 10ft per character level), which takes the form of a burst with a radius of 10ft + 5 ft per 2 character levels. Any creature that enters the hailstorm, or spends part of their turn within, suffers 3d6 bludgeoning damage and 2d6 cold damage. Victims are entitled to a reflex save (dc 10 + ½ character level + reiatsu modifier) to halve the damage from the hailstorm.
In addition, due to the hail, all land-based movement through the effected area is reduced to half speed, and everyone inside suffers a -4 penalty on listen checks.
The shinigami themselves do not take damage from the hail, though any other penalties apply.
Improved Hailstorm
Prerequisites: Hailstorm
Activation Cost: N/A
The shinigami's hailstorm is more potent. When this ability is obtained, choose one of the following options. The shinigami's hailstorm ability is permanently enhanced by the chosen option.
Increase the radius by 5ft per2 character levels
Increase the duration by 1 round per character level
Increase the bludgeoning damage by 2d6, and the cold damage by 1d6.
Increase the save DC by 2.
Replace the slowing effect with the area inside being treated as ice (see terrain effects)
Special: This ability may be taken multiple times. The effects stack.
Bloody HailPrerequisites: Hailstorm
Activation Cost: As Hailstorm + 3 SEP
The shinigami's hailstorm is formed of jagged knives of frost that rip and tear those caught within, reducing them to a bloody mess. This ability is an enhancement to Hailstorm.
The Hailstorm deals slashing damage equal to the bludgeoning damage, in addition to any other damage caused.
Anyone who failed their save against the hailstorm also starts to bleed, loosing 1d6 HP each round until they pass a fortitude save at the same DC as hailstorm's save DC. The victim makes their save at the start of each of their rounds.
Bleed damage from Bloody Hail is cumulative.
Victims immune to slashing damage, or that do not possess blood, are immune to the bleed effect.
Sleet StormPrerequisites: Falling Snow, 2 other ice type abilities
Activation Cost: 7 SEP
Action: Standard
Duration: 1 round per character level.
The shinigami creates a heavy storm of sleet that obscures sight and impairs movement, as well as makes the ground underfoot treacherous. This creates a sleet storm with a radius of 25ft + 5ft per character level anywhere within medium range (100 ft + 10ft per level).
The sleet storm obscures all vision within it (even darkvsion) and causes the area to be treated as ice (see environment effects). In addition, any creature moving through the sleet must pass a balance test (dc 10 + reiatsu modifier) to resist tripping over, and a fortitude save (dc 10 + reiatsu modifier) or be fatigued.
Improved Sleet stormPrerequisites: Sleet Storm
Activation Cost: N/A
Action: Passive
Duration: Permanent
The shinigami's sleet storm is more potent. When this ability is obtained, choose one of the following options. The shinigami's sleet storm is permanently enhanced by the chosen option.
Increase the radius by 5ft per character level
Increase the duration by 1 round per character level
Increase the save DC by 2.
Cause any creature that spends a turn within the sleet to suffer 2d6 cold damage.
Special: This ability may be taken multiple times. The effects stack.
Heavy SleetPrerequisites: Sleetstorm
Activation Cost: as sleetstorm + 4 SEP
Action: None. This ability is used as part of the same action as sleet storm.
The shinigami's sleet storm is enhanced, becoming a whirling barrier of snow that threatens to prevent anyone from escaping. This ability is an enhancement to sleet storm. The save DC to resist the trip and fatigue effects of her sleet storm are increases to 10 + ½ character level + reiatsu modifier.
Weather WarningPrerequisites: Hailstorm, Sleetstorm
Activation Cost: 10 SEP
Action: Standard
Duration: 1 round per character level.
The shinigami can, as a standard action, create an area with a radius of 25 ft + 5ft per 2 character levels which is under the effects of both her sleet storm and hailstorm abilities (any any enhancements she chooses to activate).
Personal StormcloudPrerequisites: Snow Fall
Activation Cost: None
Action: Passive
Duration: Permanent.
This is an upgrade to snowfall. When using sleet storm, hailstorm or weather warning, the shinigami can choose to have the snowfall around herself become the same as the area she creates with the aforementioned ability whilst the created effect presists.
Using this replaces the normal effects of snow fall.
Ice TrailPrerequisites: None
Activation Cost: 3 SEP
Action: Standard
Duration: 1 round per level.
Where the shinigami treads, a trail of ice forms. Every square the shinigami moves over when using their ground movement (thus not flying/burrowing) is coated with supernatural ice. This behaves identically to normal ice, as well as causing any creature other than yourself that walks or runs across it to make a reflex save (dc 10 + ½ character level + reiatsu modifier) or trip.
In addition, the shinigami may walk freely over water, as it freezes under her feet to make a path. The path is strong enough to support a character of up to twice your weight without breaking.
Ice created through this ability lasts for 1 round per character level after it was created. The ice also melts if exposed to fire or something of similar heat.
Greater Ice TrailPrerequisites: Ice Trail
Activation Cost: None
Action: Passive
Duration: Permanent.
This is an upgrade to Ice Trail. The save dc to resist the trip effect of the shinigami's ice trail is increased by 2. The duration of all ice created is increased by 1 round per level.
Expanded Ice TrailPrerequisites: Ice Trail, 3 other ice type abilites
Activation Cost: None
This is an upgrade to ice trail. Whenever the shinigami uses her Ice trail ability, the ice forms on not only the square they themselves step upon, but on every square within 5ft of the shinigami.
Special: This ability may be taken multiple times. Each time increases the area effected by a further 5ft.
Sky SlidePrerequisites: Ice Trail, 5 other ice type abilities.
Activation Cost: None
This is an upgrade to ice trail. Whilst using ice trail, the shinigami is capable of controling the ice enough to create a floating platform into the sky, allowing them access to the heavens. Whilst Ice Trail is active, the shinigami may use her land movement speed as a flight speed, with perfect mobility. The Ice trail she creates perfectly follows her movements.
If the shinigami is knocked off the ice trail, then she looses her flight ability and begins to fall, though if she makes a move action before hitting the ground she resumes flying.
The ice created when using this ability is unaffected by gravity. It is otherwise identical to normal.
Slip-streamPrerequisites: None
Activation Cost: None
The shinigami's movemenet is unhampered by snow and ice. In addition, when moving over ice, and whilst the shinigami's Ice trail ability is active, she increases her base land speed by 10ft.
Ice ShardsPrerequisites: Blizzard Edge
Activation Cost: None
Action: Swift
Duration: Until Canceled.
The shinigami may, as a swift action, turn the blade of her zanpakuto into a number of ice shards under her control, or return the blade to normal.
This allows her to use her zanpakuto as a ranged weapon, with a range increment of 30ft. When used in this manner, the blade deals 1/2 piercing damage, 1/2 cold damage regardless of what type of damage it dealt previously.
SnowballPrerequisites: None
Activation Cost: 5 SEP
Action: Standard
Duration: Instant
The shinigami creates a ball of frigid air, and launches it at a foe. This is a burst with a radius of 20ft, and a range of 100ft + 10ft per character level. The snowball deals 5d6 cold damage. Targets are entitled to either a fortitude save or a reflex save, chosen by the shinigami when she uses the attack (dc 10 + ½ character level + reiatsu modifier) for ½ damage.
Snowball WarPrerequisites: Snowball, 4 other ice type abilities
Activation Cost: As Snowball per shot.
Action: Full Round Action
Duration: Instant
The shinigami is capable of creating a barrage of snowballs, targeting all areas. As a full round action, the shinigami can create any number of snowballs (though she's still bound by the SEP limit) Each snowball is enhanced separately. The snowballs are identical to those created with the snowball ability.
This is an upgrade to snowball
Wrath of the NorthPrerequisites: Snowball/Frost Lance/North Winds, 2 other ice type abilities.
Activation Cost: As Snowball/Frost Lance/North Winds + 2 SEP.
Action: None. This ability is used as part of either Snowball, Frost Lance or North Winds.
This ability is an upgrade to the shinigami's Snowball, Frost Lance and North Winds abilities.
The shinigami's snowball deals an additional 2d6 damage, and it's radius is increased by 5ft.
The shinigami's frost lance deals an additional 1d6 piercing damage, and an additional 1d6 cold damage. The length is increased by 10ft
The shinigami's North Winds deals an additional 2d6 damage, and its length is increased by 5ft. If used with Northern Windstorm, the radius is increased by 10ft.
Special: This ability may be taken multiple times. The effect, and the cost, stack.
Frost LancePrerequisites: None
Activation Cost: 5 SEP
Action: Standard
Duration: Instant
The shinigami creates a lance of ice that rushes forwards, impaling those in her path. This is a line attack with a length of 40ft. The line deals 3d6 cold damage, and 2d6 piercing damage. Victims are entitled to a fortitude save (dc 10 + ½ character level + reiatsu modifier) for ½ damage.
Snow CrashPrerequisites: Frost Lance, 3 other ice type abilities
Activation Cost: As Frost Lance + 3
Action: N/A. This ability is used as part of the same action as frost lance
This ability is an enhancement to frost lance. Every victim of frost lance that fails their fortitude save is knocked prone.
Branching Frost LancePrerequisites: Frost Lance, 3 other ice type abilities
Activation Cost: As Frost Lance + 3 per split.
Action: N/A. This ability is used as part of the same action as frost lance
This ability is an upgrade to frost lance. When the lance hits a target, the shinigami can choose to splits the lance into two lances, each of which continues on the remaining distance of the original lance. The two lances can also both be turned up to 90 degrees from their original direction.
The lance can only split once per victim hit, though it may split at each victim.
North WindsPrerequisites: None
Activation Cost: 5 SEP
Action: Standard
Duration: Instant
The shinigami creates a wave of freezing cold air ahead of herself. This is a ranged cone attack with a length of 40ft. Each creature in the cone suffers 5d6 points of cold damage. Victims are entitled to a fortitude save for ½ damage (dc 10 + ½ character level + reiatsu modifier).
The cone also has the effect of a gust of wind
Northern GalePrerequisites: North Wind, three other ice type abilities
Activation Cost: As North Wind + 3 SEP
Action: N/A. This ability is used as part of the same action as North Winds.
This ability is an enhancement to North Wind. Every target of North Winds, and anything that could reasonably be knocked back/moved by the wind, must make either a balance or strength test, at the DC of North Wind + 5 or be knocked back 5ft directly away from the shinigami, plus an extra 5ft for each 2 points they fail the test by, to a maximum of the end of the North Winds.
Targets gains +4 to the test for each pair of legs beyond 2, and for each size category they are above medium. Creatures get -4 to the save for each size category they are below medium. Flying creatures suffer -10 to the test.
If the creature is knocked into another creature, or a solid object, then both suffers 1d6 bludgeoning damage for each 5ft the first creature was knocked backwards by that point. The second creature also suffers a -2 penalty to their test for each 5ft the first creature was knocked back before the impact.
This cone has the same effect as a strong wind, rather than just normal wind
Northern WindstormPrerequisites: None
Activation Cost: As North Wind + 3 SEP
Action: N/A. This ability is used as part of the same action as north wind.
This ability is an upgrade to North Wind. The shinigami's North Wind is used as a spherical burst, with a radius equal to it's length, centered on the shinigami herself. The burst does not effect the shinigami.
FrostbitePrerequisites: None
Activation Cost: None
Whenever the shinigami cold inflicts damage to a target, that target then suffers 1d6 points of cold damage during each of their turns. Each target is entitled to a fortitude save (DC 10 + ½ character level + reiatsu modifier) each round to stop this effect. This damage does not stack.
Special: This ability may be taken multiple times. Each time increases either the save DC by 2, or the damage by 1d4.
Improved FrostbitePrerequisites: Frostbite, Specialized
Activation Cost: None
The effects of the shinigami's frostbite stacks. The victim must save against each individually.
Hypothermia:Prerequisites: Frostbite, Freezing Blow, 2 other ice type abilities.
Activation Cost: 2 SEP per creature.
Action: None. This ability is used as part of another action.
Choose either strength, dexterity or constitution. Whenever the shinigami inflicts cold damage to a foe, that foe suffers 1 point of damage to the chosen attribute. Any victim is entitled to a fortitude save (Dc 10 + ½ character level + reiatsu modifier) to resist this damage. This ability is activated before the attack is made. If the attack misses, then the effect is wasted and the shinigami must still pay the SEP cost. This ability must be activated individually for each attack.
Special: This ability may be taken multiple times. Each time allows the shinigami to select an additional attribute. The shinigami must pay +1 sep for each attribute beyond the first.
Improved HypothermiaPrerequisites: Hypothermia, frostbite, specialized
Activation Cost: 2 SEP per round per creature.
Action: None. See below.
This is an enhancement to frost bite. The victim of the shinigami's freezing blade or hypothermia abilities suffers an additional point of damage to the relevant attribute each round they suffer from frostbite.
The shinigami must pay each round to maintain this ability, or else it is dispelled.
Mobile Antartica
Prerequisites: three+ ice type abilities
Activation Cost: as ability + 1 SEP
Action: N/A. This ability is used as part of other actions
Whenever the shinigami uses any ability that targets an area, she may use this ability at the same time. The ground of the area effected becomes ice. Any water in the area is likewise frozen. This resolves before the boosted ability
Black IcePrerequisites: None
Activation Cost: None
any creature stood on ice the shinigami creates recieves a -5 penalty to all attempts to balance, and to any save or test to resist being moved by physical means (so no penalty to someone mind controling you to move, yes to bullrush).
so, thoughts/critisisms/death threats? also, any idea for other abilities?