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View Full Version : Ice Eternal, Ice-based battlefield control [3.5 ToB Discipline] PEACH please



Soulblazer87
2010-12-19, 11:08 AM
http://i304.photobucket.com/albums/nn182/SoulBlazer_87/Ice_Warrior_by_nathie.jpg

"I have survived the endless wastelands of the North with nothing but the clothes on my back and an axe. You, little man, dare think yourself equal to me?" Ragor, Ice Eternal practicioner.

The eternal glaciers that loom over endless lands. The cold wind that blows a mournfull song for ever. The creeping cold running down vast valeys. The elements of cold, ice and winter. The perfect death trap. Or the perfect training grounds. For it is only there that the spirit, the mind and the body are faced with a nigh-unsurpassable challenge; to survive. Survive the bitter cold, endless wastelands, utter loneliness. Survive and understand themselves. Over the years, many, many prospective warriors of all walks of life have visited such frozen lands in quest of training and power, understanding and enlightnenment. Most of them have perished. However, those few, strong few, who have managed to survive have returned with power unseen by all others. Able to call onto the frozen wings of the tundra, these warriors can freeze the very blood of their opponents solid, cause large spikes of ice to erupt from the ground or shield themselves with malleable yet amazingly tough ice.

Facing a student of the Ice Eternal discipline is akin to facing the endless glaciers in which they trained. Harsh terrain that limits motion. Freezing winds whipping around, blinding everyone. Treacherous pitfalls and avalanches. These warriors specialize in battlefield control, raising blocks and walls of ice to hinder their enemies or simply freezing them solid.

Favoured weapons of the Ice Eternal are picks and hammers, helping combat as much as survival, handaxes, greatsword and gauntlets, including the spiked variant. Their favoured skill is Survival, the ability to survive against unbelievable odds.

NOTE: The Ice Eternal discipline brings in a new mechanic; frozen ground. Frozen ground is considered to be somewhat harsh terrain and cuts five feet of motion once 15 have been made (five out of twenty in essense). Left alone it melts away in two rounds in normal circumstances but may be sped up by fire down to one round (but it cannot be instantly dispelled). Many Ice Eternal maneuvres require pre-existing frozen terrain and some of the most powerfull ones even expend it to be initiated. The area of effect of an Ice Eternal maneuvre is considered to be frozen ground. Additionally, if the maneuvre creates a semi-permanent ice creation, then that frozen ground expands at a speed of five feet per round to a maximum of one round per five initiator levels. If a martial adept initiates an Ice Eternal stance, boost or strike, they cause the land they walk on to be frozen and become frozen ground.

This discipline will be co-written by me and Admiral Squish. I am merely putting things down because he is apparently rather busy. Therefore the credit is not to me but him.

This discipline is focused around two main themes; cold and locking down opponents by means of battlefield control. This includes cold damage, slow effects, conceal effects, ice blocks, ice walls, stalagmites and ice skating (a la Iceman).

Soulblazer87
2010-12-19, 11:09 AM
Maneuvre List by level.

List

Level 1:
Frost Fang (Strike): Launch bolt of ice dealing 1D6 cold damage as a touch attack.
Frost Edge (Boost): Cover weapon in ice-cold energy dealing an added 1D6 damage +1 per initiator level.
Exhausting Strike (Strike): Strike forces a Fortitude save against fatigue. The effect last for five rouds and, if repeated in that time, causes temporary exhaustion for five rounds.
Snow Ledge: Create small ledge of snow under you or on an adjacent square, 5x5x10 feet tall, creating harsh terrain for five feet around that square.
Frozen Earth: Freeze the ground around you in a 20 feet range and expanding it as if it were an ice creation of its own. You become immune to harsh terrain due to cold while this stance is active.

Level 2:

White Dragon Dive(Strike): Create huge stalagtite as you fall down, dealing an extra 1D6 damage per ten feet of falling, while halving the damage you would receive from the fall.
Frozen Riposte (Counter): Launch icicles, dealing 1D6 damage + 1 per initiator level, to whomever attacked you last.
Fangs of Winter (Strike): Trap a small area with spikes of sharp ice. Anyone passing through that square receives 2D6 cold damage and has movement halved. You can create an additional square for every two initiator levels above three.

Level 3:
Frost Prison: Create a hollow 10x10x10 feet sized cube. You can either use it as a block or conjure it around an enemy to act as a prison, in which case the target gets a reflex save to escape.
Frost Spear (Strike): You hurl a frosty spike from your weapon, dealing weapon damage +2d6 cold damage.If the attack hits, the target must make a reflex save or be slowed for one minute. This can be halved by 5 points of fire damage.
Frost Stride (Stance): Freeze the ground in a five-foot radius emanation centered on you and create slippery ice in any squares you move through, granting youself a +20 foot bonus to speed. You may ignore the negative effects of frozen or icy terrain.

Level 4:
Ice Wall: Create a 10x20 feet sized wall, one foot thick, to prevent movement. It must be on frozen terrain and begins either adjacent to you or at the end of a pre-existing Ice Wall.
Fangs of the Winter Wolf (Strike): Spears of ice spring from frozen ground dealing 4D6 points of damage to a 10feet radius around you.
Ice Slide: Create a frozen pathway for yourself, allowing you to mvoe at a speed of 50 feet as though under the effects of an air walk spell, except you aren't affected by wind, though powerful gusts may force you off the path.
Avalanche Charge (Strike): You make a charge attack with the force of an avalance. In addition to the normal effects of a charge, you deal 2d6 points of cold damage to all creatures within 10 feet of the path of your charge and 3d6 cold damage to all creatures within 10 feet of your target. The charge must be made entirely on frozen terrain.
Glacier Prison (Strike): Strike deals no damage but encases enemy in ice so as to prevent movement. Enemy is held until he succeeds in a DC 14+one half your initiator level check to break free or the prison is dealt 5 points of fire damage or five rounds pass.
Freezing Assault (Boost): Enchant your weapon with ice, dealing an extra 2D6 +1 per initiator level cold damage. Repeated strikes cause fatigue.

Level 5:
Snowstorm (Stance): Surround yourself with the winds of a snow-covered tundra, blocking out vision beyond five feet and dealing 1D6 points of cold damage per round as well as halving speed. You are exempt from these penalties beyond the sight impairment.
Armor of Frost: Create armor of frost and ice, giving you AC and Damage reduction equal to one half your initiator level, which is reduced by one point each every round. You count as an ice creation and may expand your frozen territory.
Inhalation of Ice: Breathe in the frost of the tundra and become immune to cold and gain 10 fire resistance.
Glacial Maelstrom (Strike): Unleash a maelstrom of ice spikes all around in a 20 feet radius, dealing 5D6 damage and slowing everyone for one round.

Level 6:
Iceborn Double: Create a clone of ice and snow. While weaker physically, it explodes in a barrage of icicles if destroyed and deals 3D6 cold damage in a ten feet radius. Otherwise it acts like you but consider its initiator levels (and available maneuvres) as yours divided by two. Also, it possesses only half your hit points.
Frostpass (Stance): Pass through ice as if it weren't there. Additionally, you know where everyone is while in contact with your frozen terrain, though that does not necessarily prevent concealment penalties.
Breath of Iborighu (Strike): Breathe out a breath of utter cold and frost, blowing enemies away and possibly freezing them.

Level 7:
Blizzard (Stance): Call on the powers of Ice and Snow to surround a 30feet radius around you with powerfull winds and hail dealing 3D6 cold damage per round and hampering vision.
Labyrinth of Ice: Create two walls or blocks of ice, or any combination of the two, per Initiator level and arrange them as you wish in a 90 feet radius around you.
Fangs of the White Dragon (Strike): Huge stalagmites erupt violently from the frozen ground around you in a 20feet radius and violently rip into everyone near you dealing 6D6 points of cold damage. The icicles stay there for five rounds, helping expand your frozen domain. A Reflex save halves damage taken.

Level 8:
White-out: Summon up a snowstorm in a 60 feet range around you, fatiguing and temporarily blinding everyone inside and forcing a Fortitude Save to avoid being exhausted. Also, it counts as an ice creation and deals 1D6 cold damage to all inside.
Call the Frozen King (Strike) Call forth an avalanche of ice and snow. The avalanche can only be created on frozen ground. The avalanche is a wave 30 feet wide that moves forward 50 feet, dealing 8d6 damage and burying all creatures that fail a reflex save.
Path of the Eternal Glacier (Stance): You may step into any ice creation as though it weren't there. You may emerge from any ice creation within 40 feet as long as it is connected to your entry point by another ice creation or by a path of frozen earth. Both entry and exit points must be large enough for you to walk into. Also, you are unaffected by concealment penalties as long as your targets are within your frozen terrain.
Glacial Assault (Boost): Enchant weapon held with the power of ice, dealing 4D6+1 per initiator level cold damage and every two successfull hits in a round forcing a Fortitude save or be affected by a slow effect for five rounds.


Level 9:
Glacial Tomb (Strike): You seal the enemy in a block of the strongest ice. The opponent takes 5d6 cold damage each round and must hold it's breath or begin to suffocate as though drowning.
Freeze the Lifeblood (Strike): You freeze the blood flowing through the veins of a target. That instantly deals 100 damage and if the target dies from this ability, the body is destroyed it turns to ice.

Soulblazer87
2010-12-19, 11:10 AM
Maneuvre Descriptions:


Level 1:
Frost Fang (Strike)
Ice Eternal (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

You wrap your weapon with hard, sharp ice and, using a violent thrust or swing, launch it to your target. This deals cold damage equal to the weapon's damage plus 1D6.

Frost Edge (Boost)
Ice Eternal (Boost)
Level: 1
Initiation Action: 1 swift action
Target: You
Duration: One round

You coat your weapon with the energies of the frozen wastelands, borrowing some of their endless power. A weapon enhanced thusly deals an additional 1D6 +1 per Initiator level cold damage.


Exhausting Strike (Strike)
Ice Eternal (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

Your weapon is wrapped with the chill of the tundras, its mere presence sapping the vitality of those unprepared to deal with it. The target must make a fortitude save equal to 11+ one half your Initiator level or be fatigued for one minute. Subsequent hits do not cause exhaustion but merely restart the duration of the fatigue, unless the target has been hit with this maneuvre more times than his/her Consitution modifier, in which cases they also suffer exhaustion for five rounds.

Snow Ledge
Ice Eternal [Conjuration]
Level: 1
Initiation Action: 1 standard action
Range: Five feet
Duration: One minute

You create a small mound of snow, barely hard enough to hold your weight. The snow ledge takes up a five foot square and squares adjacent to it becomes harsh terrain, halving movement speed and preventing charge attacks. Additionally, you are eleveted to a height of five feet, giving you the height advantage in combat.

Frozen Earth
Ice Eternal (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You freeze the ground around you, creating frozen terrain out to 20 feet range. While you do not move, it expands as if you were an ice creation. While in this stance, you become immune to harsh terrain of all forms due to cold, as even natural ice and snow do not affect you, succumbing to the command of your frozen dominion.


Level 2:

White Dragon Dive(Strike)
Ice Eternal (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

While falling, you quickly point your weapon down and towards your opponent and channel the energies of the eternal glaciers of the north. This creates a rapidly expanding and sharpening formation of ice in the shape of your weapon. Roll an attack, to hit with your weapon. If it lands, you negate all falling damage to yourself and deal an additional damage to your enemy equal to 1D6 per five feet of falling distance. You may still take falling damage if the enemy is tall enough.

Frozen Riposte (Counter)

Fangs of Winter (Strike)
Ice Eternal (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Five feet
Target: One five foot square
Duration: Five rounds

You stab your weapon to the ground or violently stomp your foot, creating sharp spikes of ice to jut out from the ground. To may only affect squares that are covered by cold, including your frozen terrain. These deal 2D6 damage to all that pass through it and halves their movement speed unless they succeed at a reflex save DC12 + one half your initiator level. You create another such trapped square for every two initiator levels abone three. The squares remain trapped for five rounds but do not expand your frozen terrain.

Level 3:
Frost Prison
Ice Eternal [Conjuration]
Level: 3
Prerequisites: 1 Ice Eternal maneuvre
Initiation Action: 1 standard action
Range: Five feet per two initiator levels
Duration: One minute

You create a hollow square of ice and frost, making it pop out of frozen terrain near you. Its dimensions are 10 feet by 10 feet by 10 feet. It can be used as a ledge, a block or even to imprison something, in which case possible targets may attempt a Reflex save DC 13+one half your Initiator level to roll out of its way before it manifests fully. The walls are see-through and have a hardness of 10+one half your initiator level and hit points equal to 10+your initiator level. The prison takes double damage from fire but no damage from cold.

Frost Spear (Strike)
Ice Eternal (Strike)
Level: 3
Prerequisites: 1 Ice Eternal maneuvre
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

You coat your weapon with ice and cold, creating a shell of frost around it. With a mighty thrust or swing, you launch that frozen shell to your enemy, by making an attack roll. If it hits, the ice rapidly expands over your target, causing him to be slowed as per the spell unless they make a Reflex save DC 13+ one half your initiator level. Hitting the enemy deals cold damage equal to the weapon's damage plus an added 2D6. The slow duration can be halved by dealing 5 points of fire damage to the ice (or enemy). Otherwise, it lasts for five rounds.

Frost Stride (Stance)
Ice Eternal (Stance)
Level: 3
Prerequisites: 1 Ice Eternal maneuvre
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You channel the frost of the glaciers to the earth around you. That creates a frozen terrain five feet in radius around you and turns the ground under you into slippery ice. This grants you an increase in speed of 20 feet. Normally, you would loose control but using this maneuvre also allows you to ignore the negative effects of frozen or icy ground.

Level 4:
Ice Wall
Ice Eternal [Conjuration]
Level: 4
Prerequisites: 1 Ice Eternal maneuvre
Initiation Action: 1 standard action
Range: Five feet per two initiator levels
Duration: One minute

You create a ten by ten feet wall of ice, about one foot thick. The wall is see through and can be destroyed though it will not fall either way even if pushed. Additionally, you must have frozen the ground before conjuring the ice wall and it can start either adjacent to your or linked to another pre-existing ice wall. The wall has a hardness of 10+one half your initiator level and hit points equal to 10+your initiator level. It takes double damage from fire but no damage from cold.

Fangs of the Winter Wolf (Strike)
Ice Eternal (Strike)
Level: 4
Prerequisites: 1 Ice Eternal maneuvre
Initiation Action: 1 standard action
Range: Five feet
Target: Ten feet radius
Duration:Instantaneous

With a stomp and a cry of fury, you call upon the icy might of a winter wolf. You cause large spikes of ice to forcefully rip out from the frozen ground around you and impale the fools that thought you outnumbered. All those affected take 4D6 points of cold damage unless they make a successful Reflex save DC 14 + one half your initiator level.

Ice Slide:
Ice Eternal [Conjuration]
Level: 4
Prerequisites: 1 Ice Eternal maneuvre
Initiation Action: 1 standard action
Range: Five feet per two initiator levels
Duration: One minute

You call upon the surface of the frozen lakes that cover the wastelands and channel their energy to your feet and the land below you. That causes frost to gather and solidify under the soles of your feet, acting as a slide made out of ice. This effect mimics the effects of the Air Walk spell, but strong winds do not affect you. They may however force you to fall if they are strong enough. You gain a speed of 50 feet while on the Ice Slide.

Avalanche Charge (Strike)
Ice Eternal (Strike)
Level: 4
Prerequisites: 1 Ice Eternal maneuvre
Range: Touch
Target: One creature and all within range of maneuvre
Duration: Instantaneous

Calling upon the unstoppable might of the snow-covered mountains, you call a violent torrent of snow to surge up from the ground around you and carry you over to your target. Treat this as a charge attack. Those around your starting position and adjacent to your route to your target receive 2D6 points of cold damage. Your target and those adjacent to him receive 3D6 points of cold damage instead. The entire charge must be on frozen terrain, as must be the ground on which your targets are.

Glacier Prison (Strike)
Ice Eternal (Strike)
Level: 4
Prerequisites: 1 Ice Eternal maneuvre
Range: Touch
Target: One Creature
Duration: Five rounds

You strike your enemy, dealing normal damage and causing a rapidly expanding sheet of ice to cover him. Unless the enemy makes a Strength check DC 10+one half your Initiator level, he is held until either he makes the check or the duration runs out. Five points of fire damage are enough to break the prison but would also affect the imprisoned.

Freezing Assault (Boost)
Ice Eternal(Boost)
Level: 4
Prerequisites: 1 Ice Eternal Maneuvre
Initiation Action: 1 swift action
Target: You
Duration: One round

Your weapon is covered with the winds that stem from the ice-covered North. For a short while it deals additional damage due to the unbelievable chill that is imbued within, dealing an extra 2D6 + 1 per initiator level points of cold damage. Successfully striking the enemy twice forces them to roll a Fortitude save DC 14+1/2 your Initiator level or be fatigued. Further successfull attacks call for repeated saves and increasing the difficulty by +1.

Level 5:

Snowstorm (Stance)
Ice Eternal (Stance)
Level: 5
Prerequisites: 2 Ice Eternal maneuvres
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

A cold wind blows and twirls around you, obscuring your form before expanding outwards to cover the surrounding area in a sudden, yet very violent, snowstorm. All those in the 30 feet of its area of effect, except for the user, suffer from sight impairment, damage due to cold and even preventing them from fully using their maneuvrability. Those inside the snowstorm receive a 20% concealment bonus for every five feet of distance and may not charge due to the strong winds. Additionally, they take 1D6 points of cold damage while inside the area of effect.

Armor of Frost
Ice Eternal [Conjuration]
Level: 5
Prerequisites: 2 Ice Eternal maneuvres
Initiation Action: 1 standard action
Range: Five feet per two initiator levels
Duration: One round per 2 Initiator levels

Ice, hard and cold, climbs up from the soles of your feet, up to you chest before covering your head, encasing you in an armor that looks like a glacier statue and yet allows for complete movement. While under the effects of this power, you gain Damage Reduction /fire and Armor Class equal to one half your Initiator level. Both benefits are reduced by one for every round. During the duration of this maneuvre, you cause cold and ice to expand around you as if you were an ice conjuration yourself.

Inhalation of Ice
Ice Eternal [Conjuration]
Level: 5
Prerequisites: 2 Ice Eternal maneuvres
Initiation Action: 1 standard action
Range: Five feet per two initiator levels
Duration: One minute

You take in a deep breath and through it inhale and embrace the winds of the frozen tundras. You become ice-cold yourself, even though you maintain full functionality and become immune to cold and cold-based damage. The frost that hangs in a palpable aura around you also protects you from fire, granting you 10 fire resistance.

Glacial Maelstrom (Strike)
Ice Eternal (Strike)
Level: 5
Prerequisites: 2 Ice Eternal maneuvres
Initiation Time: 1 full round
Range: 20 feet burst
Target: All creatures and items in range
Duration: Instantaneous

You violently howl like the winds in the eternal glaciers before unleashing your power from within, causing several large spikes of ice to explode outwards and strike all within a short range. You make a standard attack roll at your highest attack bonus and compare it to the AC of all targets within the area of effect. Those struck, suffer 5D6 damage and must make a Fortitude save DC 15+one half your Initiator level or be slowed for one round due to the rapidly expanding ice.

Level 6:
Iceborn Double
Ice Eternal [Conjuration]
Level: 6
Prerequisites: 2 Ice Eternal maneuvres
Initiation Action: 1 standard action
Range: Five feet per two initiator levels
Duration: One minute

You conjure a duplicate made out of animated ice and snow, infused with the fury of the northern winds and animated by the ancient magics imbued in those lands. Like a doppelganger, it looks exactly like you only distinguished by the aura of ice and cold it exudes. The double knows all maneuvres of the Ice Eternal discipline up to fifth level and can prepare, and use them, as you would at one half your current Initiator level, which can very well limit its access to the higher level maneuvres. Finally, it takes double damage from fire, is immune to cold and only possesses one half your hit points. When destroyed, your Iceborn Double explodes in frozen shards that deal 3D6 cold damage in a 10 feet radius. You can only have one Iceborn Double active at a time and unlike other manevures of this discipline, it cannot passively create or expand your frozen terrain. All maneuvres initiated by your Iceborn Double end one round after its dispelling or one minute after initiating this maneuvre, whichever is earlier.

Frostpass (Stance)
Ice Eternal (Stance)
Level: 6
Prerequisites: 2 Ice Eternal maneuvres
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You resonate with the frozen glaciers and the powers of Ice and Snow and, instead of bending them to their will, you bend yourself to theirs, becoming accepted as part of them. This allows you, while in this stance, to move through ice, snow and frost as if it weren't there if it would suit you. You may even move upwards if in a frozen creation large enough to enable you to do so. Additionally, you have snowsense, which enables you to sense all that are in contact with your frozen terrain, though that does not negate concealment penalties. It would however allow you to find and determine their position.

Breath of Iborighu (Strike)
Ice Eternal (Strike)
Level: 6
Prerequisites: 2 Ice Eternal maneuvres
Initiation Time: 1 standard Action
Range: 30 feet cone
Target: All items and creatures
Duration: Instantaneous

You breathe out the very breath of Iborighu, the Frozen God of the North. It bursts forth with a powerfull gust of wind of ________ magnitude. Additionally, those affected by the cold wind must make a Fortitude save DC 16+one half your initiator level or be frozen for two rounds unless dealt five or more points of fire damage.

Level 7:
Blizzard (Stance)
Ice Eternal (Stance)
Level: 7
Prerequisites: 2 Ice Eternal maneuvres
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Hail, harsh and sharp, whirls around you in a tight tornado, winds blowing with enough strength to knock away the weak of body. All the while, in the eye of the maelstrom, you remain in perfect focus and tranquility. This stance affects all within 30 feet of you. Those under the effects of this stance suffer 3D6 points of cold damage per round they remain within and are visually impaired, granting those within 25% concealment per five feet of intervening distance. Additionally, the winds are of _______ magnitude and may very well knock those of weak body down.

Labyrinth of Ice
Ice Eternal [Conjuration]
Level: 7
Prerequisites: 2 Ice Eternal maneuvres
Initiation Action: 1 full round
Range: Five feet per two initiator levels
Duration: One minute

You stomp your foot on the ground and instantly cause several boxes and walls of ice to pop out the frozen ground. At least the starting point of this maneuvre must be on frozen terrain. Upon initiation, you create an assortment of Ice Walls and Frost Prisons, as per their respective maneuvres, up to two per initiator level, either two Ice Walls, two Frost Prisons or one Ice Wall and one Frost Prison. You can of course conjure less if you so desire. This maneuvre has a maximum range of 90 feet in which you may place your ice creations as you desire.

Fangs of the White Dragon (Strike)
Ice Eternal (Strike)
Level: 7
Prerequisites: 2 Ice Eternal maneuvre
Initiation Action: 1 standard action
Range: Five feet
Target: 20 feet radius
Duration: Five rounds

With a stomp and a cry of fury, you call upon the icy might of a white dragon. You cause large spikes of ice to forcefully rip out from the frozen ground around you and impale the fools that thought you outnumbered. All those affected take 6D6 points of cold damage unless they make a successful Reflex save DC 17 + one half your initiator level to halve the damage. While the effects of this maneuvre last for five rounds, it's only the first round that deals damage. The rest of the time, they remain to expand your frozen terrain.

Level 8:
White-out
Ice Eternal (Stance)
Level: 8
Prerequisites: 3 Ice Eternal maneuvres
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

A heavy, dense stream of snow surrounds the area, causing blindness and immense exhaustion to those in range, supplanted by some damage from the cold while also limiting sight. This maneuvre has a range of 60 feet and affects all within. For every five feet of distance, those inside gain concealment 50%. The winds are of _______ magnitude and severely hamper movement. Additionally, the constant cold and wind cause fatigue to those inside after five rounds of exposure unless specifically taking time to recuperate (which prevents strenuous movement). Finally, the permeating cold deals 1D6 cold damage. While this is active, you gain improved snowsense and are completely unaffected by concealment caused due to this maneuvre and can sense any and all inside your area of effect.

Call the Frozen King (Strike)
Ice Eternal (Strike)
Level: 8
Prerequisites: 3 Ice Eternal maneuvres
Initiation Time: 1 full-round
Range: 50 feet long, 30 feet wide
Target: Special
Duration: Instantaneous

With a mighty roar, an avalance bursts from the frozen ground around you and crashes forward, laying ruin to all that stand before you. Initiating this maneuvre requires you to be in the center of at least a 15 feet by 15 feet square of frozen terrain and instantly spends them. However, at initiation, it causes a wave of highly pressurized ice and snow to burst forth and move forward 50 feet damaging all inside its area of effect, dealing 8D6 points of cold damage, with a Reflex save DC 18 + one half your initiator level halving the damage. Those that did not make the save must also roll their Strength against your Initiator level or be pushed back 1D4 squares.

Path of the Eternal Glacier (Stance)
Ice Eternal (Stance)
Level: 8
Prerequisites: 3 Ice Eternal maneuvres
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You melt into the ice and the glaciers around you and become part of them. You may step into and through any creation of ice as if it weren't there, even creatures, if it would suit you to do so. Additionally, you can, as a free action, teleport to and out of any creation of ice as long as it is connected to your entrance point by ice, be it through a creation of ice or even frozen terrain, with a maximum distance of 40 feet. Both entrance and exit points must be large enough to allow you to walk into. Also, as long as your targets are in contact with your frozen terrain, you are unaffected by concealment.

Glacial Assault (Boost)
Ice Eternal(Boost)
Level: 8
Prerequisites: 3 Ice Eternal Maneuvre
Initiation Action: 1 swift action
Target: You
Duration: One round

The winds howl their mournfull song and a haze of ice surrounds you like the breath of an angry norse god, while your weapon is almost aglow with the cold energies channeled into it. Initiating this boost covers your weapon in so much power that it could freeze even an oasis during summer with a single slash. Attacks with this weapon during this boost deal an extra 4D6 +1 per initiator level cold damage and every two successfull hits force the target to make a Fortitude save DC 18+ one half your initiator level or be slowed for five rounds.

Level 9:
Glacial Tomb (Strike)
Freeze the Lifeblood (Strike)