Alriel, a talented bard of Tenerthor
descent was caught in a terrible storm while upon the Sea of Lost Souls. By a miracle she
drifted to shore on the edge of the Jarik Glacier. There she was found and
rescued by fae from the Winter Court. Once she had healed she was brought
before the Queen who asked her what favor she could provide in return for
her well being. Having nothing more to offer than her skills, Alriel offered
to play for the Queen's court until her debt had been repaid. So impressed
was the Queen of the Winter Court with the talents of the young bard that she
summoned fabled Frostgaze, an incredibly old dragon, to bring forth a wondrous
gift from its lair in the Cliffs of
Jamar. Frostgaze collected many musical delights in its hoard for the
winds that batter the Jamar coastline to play, but the wind could not play
Icesinger and so it brought the flute at the request of the Winter Queen.
Alriel returned to her people with the flute, using it to cross the sea with
its icy song. Since then, the flute has traveled from one bard's hand to the
next, staying upon the Jarik Glacier.
Crafted from the claw of a white dragon and
infused with the spirit of an ice paraelemental,
this flute has powers over water and cold. It appears as a bone white flute that
glimmers in sunlight with coursing blue waves beneath its surface. When played
well it alights with eldritch blue fire and the nearby air becomes noticibly
colder. It is glossy smooth and cool to the touch, making it slightly more
difficult to play than a normal flute.
Using the flute requires that it be played. The
greater the skill level of its artist, the greater effects that are available.
Perform DC 15: The musician may freeze a
quantity of liquid equal to their Perform check in cubic feet. The musician can
only affect one body of liquid per round. Attended liquids, such as potions, are
allowed a Fortitude save (DC = ½ Perform check) to resist the effect. Use:
At will, full round action, may be performed continuously.
Perform DC 20: Grant resist energy,
cold upon 1 creature of the musician's choosing within 30 feet. The musician
may affect one additional creature for every +5 added to the DC. The musician
sets the DC of each attempt before beginning to play. For example, to affect
three creatures the musician must succeed a DC 25 Perform check; if failed then
no creature is affected. Use: 3/day, full round action.
Perform DC 25: The user may shape ice as
though using the spell stone shape. The musician may shape any ice
within 30 ft, affecting a volume of ice equal to their perform check plus
ten cubic feet. Use: 3/day, full round action.
Perform DC 30: Summons a chilling fog which
fills a 20 foot radius about the musician plus 5 ft. per 10 points above thirty
which the musician surpassed the Perform DC. For example, a Perform check result
of 50 would fill a 30 ft. radius. All creatures not recognized by the musician
are slowed for as long as they remain in the fog (Fort DC = ½ Perform
Check to negate slow effect). Creatures within 5 ft. of each other
have concealment from each other (20% mischance). Creatures farther away have
total concealment (50% miss chance, and the attacker can't use sight to locate
Elder Ice Paraelemental: CR 11 Huge elemental (air, cold); HD 24d8+96; hp
204; Init +9; Spd 30 ft.; AC 26, touch 17, flat-footed 17; Base Atk. +16; Grap
+31; Atk +23 melee (2d8+5/19-20 claw, plus 2d8 cold); Full Atk +23/+18/+13/+8
melee (2d8+5/19-20 claw, plus 2d8 cold); Space/Reach 10 ft./10 ft.; SA chill
metal; SQ cold subtype, darkvision 60 ft., elemental, DR 15/magic; AL N; SV
Fort +12, Ref +23, Will +8; Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11.
Skills: Listen +26, Spot +26; Feats:
Awesome Blow, Cleave, Combat Reflexes, Dodge, Improved Critical (icicle),
Mobility, Power Attack, Spring Attack, Weapon Finesse (icicle).
Chill Metal (Su): As druid spell except
affects everything within 30 ft. radius. Fort DC 22 negates.
Cold Subtype: Immune to cold. Takes +50%
damage from fire.
Elemental: Immune to poison, sleep effects,
paralysis, stunning. Not subject to critical hits or flanking. Does not eat,
sleep, or breathe.
Source: Manual of the Planes
A moderate wind (11+ mph disperses the fog in 4
rounds; a strong wind (21+ mph) disperses the fog in 1 round.
The cold fog does not move with the musician,
but remains in place for a number of rounds equal to ½ the musician's perform
check. The musician may dispel the fog by playing the summons backwards; this
is a full round action. Use: 2/day, full round action.
Perform DC 40: All ally's weapons within 30
feet gain the frost weapon enhancement for a number of rounds equal to
the musician's Perform check. Use: 1/day, standard action.
Perform DC 50: Opens a gate to the
para-elemental plane of ice and summons 1d4 elder ice paraelementals. The
gate appears within 30 ft. of the musician and the paraelementals stay and
serve a number of rounds equal to one-half of musician's Perform check.
Use: 1/day, full round action.
Magical Aura: Strong evocation, strong transmutation;
Prerequisites: Caster 20th;