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Black Ice

Weapons, ammunition, armor, and other equipment fashioned from black ice take half damage from fire damage due to its own intense cold.

Weapons Weapons and ammunition fashioned from black ice deal half their damage as cold damage instead of their original damage type and is capable of exposing creatures hurt by the weapon to intense chilling cold. Creatures and objects that are dealt damage by equipment made of black ice must roll a DC 15 Fortitude save to avoid being inflicted with the fatigued condition  for one round by the chilling cold of the weapon.

Armor Armor made from black ice grants its wearer fire resistance and deals cold damage to it's user and adjacent creatures and objects each turn depending on the type of armor, granting 5 fire resistance and dealing 1d4 cold damage if it’s light armor, 10 fire resistance and dealing 1d6 cold damage if it’s medium armor, and 15 fire resistance and deal 1d8 cold damage if it’s heavy armor. Black ice is difficult to craft with due to not melting and instead requires a steady, delicate, and cautious hand to make the necessary cuts to the ice. It is due to this that the DC to create a masterwork piece of black ice equipment is increased by 10.

Aptitude
Craftsman Expert, Thaumaturgic Adept

Related Skills
Knowledge (Arcana), Knowledge (Dungeoneering)

Type
Elemental / Molecular
Rarity
Rare
Odor
Odorless
Taste
Water
Color
Black
Common State
Solid

HP/inch 30; Hardness 9; Cost see table; Weight normal.

Type of ItemItem Cost Modifier
Ammunition+30 gp per missile
Light armor+2,000 gp
Medium armor+4,000 gp
Heavy armor+6,000 gp
Weapon+1,500 gp
Shield+2,000 gp

This table only functions when the material is acquirable.