Zaydos
2015-03-02, 07:55 PM
There are conflicting stories as to the origin of the Crushing Avalanche discipline. Some stories place it as originating after a master of the Desert Wind traveled to the distant north where winters were long and harsh. There they learned the unrelenting power of ice and frost. Where fire was quick and blazed across the battlefield, winter was an inevitable force that could not be prevented only weathered. They developed the Crushing Avalanche style to reflect and in places contrast Desert Wind.
Another telling shows it as an invention of the dwarves. Dwellers of glacial mountains, they knew well the power of frost, and ice which let even water shatter stone. These versions argue that their emphasis on stability and power is shown in the style’s maneuvers.
A third blames the Winter Court of the Fey. These tales say that the style originated from the stylized duels of the noble fey, and were passed from there to their mortal servants. These stories emphasize its elemental powers, and the wintry storms that some of the maneuvers call forth.
Whatever the truth the Crushing Avalanche discipline combines elemental techniques similar to the Desert Wind and Flashing Lightning disciplines, but where those emphasize speed and maneuverability, Crushing Avalanche emphasizes raw physical power.
Gaining Access to Crushing Avalanche: A Wildwood Knight naturally gains access to either Crushing Avalanche or Flashing Lightning. A Swordsage may exchange access to Desert Wind for Crushing Avalanche; if they do so they lose Tumble as a Swordsage class skill and gain Autohypnosis as one.
Associated Skill: Autohypnosis.
Discipline Weapons: Warhammer, greatclub, goliath greathammer, maul, and heavy mace.
Crushing Avalanche Maneuvers
1. Avalanche Blow: 1st, Strike. Suffer a -2 penalty to attack, gain a bonus to damage equal to your Strength modifier.
2. Chilled Edge: 1st, Boost. Swift. Burning Blade, but cold.
3. Numbing Blow*: 1st, Strike. Standard. Attack deals 2 Dexterity damage. Cold immunity prevents.
4. Winterborn: 1st, Stance. Flame’s Blessing but based off of ranks in [discipline skill] and ice resistance/immunity.
5. Winter’s Spread*: 1st, Boost. Swift. Spaces adjacent to you become covered in ice (difficult and slick terrain) for 1 round.
6. Grasping Ice*: 2nd, Strike. Ice reaches up from the ground to grab the target.
7. Ice Hammer*: 2nd, Strike. Attack deals +3d6 cold damage.
8. Icy Backlash*: 2nd, Counter. Fiery Riposte but Cold.
9. Stand like Glaciers: 2nd, Counter. Prevent an effect which would force you to move or trip you.
10. Fortitude of Frost: 3rd, Boost. Gain temp hp equal to IL. These temp hp last 1 minute.
11. Frigid Eruption*: 3rd, Strike. Death Mark but Cold.
12. Ice Bolt: 3rd, Strike. Ranged touch deals 6d6 damage + 1d6/2 IL beyond 5th.
13. Rimecurse Stance*: 3rd, Stance. Each time you hit an enemy icy rime spreads across their body slowing them.
14. Binding Frost*: 4th, Strike. Deal +4d6 cold damage, target is immobilized if they fail a Fort save and take cold damage.
15. Hoary Edge*: 4th, Boost. Swift. As Searing Blade but Cold.
16. Spreading Frost*: 4th, Boost. 6 contiguous squares within 60-ft become covered with ice, becoming difficult terrain and risky tripping.
17. Avalanche Charge: 5th, Strike. Full round action. Charge dealing double damage on a hit.
18. Gelid Resilience: 5th, Counter. Immediate. Make a Fortitude save and reduce damage by the result.
19. Winds of Winter*: 5th, Stance. Icy winds surround you deflecting ranged attacks, ranged attacks made against you suffer a -2 penalty -2 more for each 5 IL you possess (maximum -10 at 20th).
20. Boreal Gale*: 6th, Strike. An instant of tornado force wind which blows creatures towards you and to the ground.
21. Tumbling Blow: 6th, Strike. Attack deals +8d6 damage and target must make a Fort save or be knocked prone.
22. Field of Frost*: 7th, Boost. 30-ft burst around you becomes icy and foggy for 1 round.
23. Frozen Edge*: 7th, Boost. Inferno Blade but Cold.
24. Blizzard Blade Technique: 8th, Strike. Deal +18d6 cold damage. This damage ignores cold resistance and deals half of it through cold immunity.
25. Glacial Might: 8th, Stance. At the start of each of your turns you gain temporary hit points equal to your IL.
26. Absolute Freeze*: 9th, Strike. Blow deep freezes target lethally.
Crushing Avalanche Feats:
Avalanche Cleave
You are master at riding your momentum in combat, capitalizing on the fall of one with an icy avalanche against the next.
Prerequisites: Str 13+, one Crushing Avalanche maneuver, Cleave.
Benefit: When you make a bonus attack granted by the Cleave or Great Cleave you deal bonus cold damage equal to the normal damage of the attack; this bonus damage is not multiplied on a crit or by another effect which multiplies damage.
Special: This feat's effect is supernatural in nature.
Standing Glacier
You are the immovable glacier mighty and firm in the face of all opposition.
Prerequisites: Con 13+, Autohypnosis 6 ranks, one Crushing Avalanche Stance
Benefit: While in a Crushing Avalanche stance if you have not moved more than 5-ft since the beginning of your last turn you gain DR 2/- and a +2 on checks and saves to resist trip, bull rush, or other abilities or effects which would force you to move or knock you prone.
Frozen Rockslide
The Crushing Avalanche style teaches you to use the power and might of the falling avalanche striking foes with heavy blows which shatter their resistance, freeze them in place, or rolling over them like the falling boulder.
Prerequisites: Avalanche Cleave, BAB +6, 2 Crushing Avalanche maneuvers.
Benefit: The Frozen Rockslide feat grants you three tactical options.
Deep Impact Freeze: To use this option you must make a melee attack with one of the Crushing Avalanche discipline's favored weapons and take a -5 penalty to hit from the Power Attack feat. If you hit on your next turn your melee attacks ignore any cold resistance or immunity that target possesses.
Stop Cold: To use this option you must deal cold damage to a target. On your next turn if you take a penalty to hit from the Power Attack feat you may choose to have the bonus damage granted be Cold damage instead of regular damage. If you do so any creature you dealt cold damage to on your previous turn which you deal cold damage to with a melee attack this turn has their speed reduced by 5-ft for every 5 points of cold damage you deal to them this turn.
Rolling Boulder: To use this option you must deal enough damage to a creature to make it drop and then forgo an attack which would be granted to you by the Cleave feat. On your next turn you may attempt a DC 20 Autohypnosis check as a swift action. If you succeed you may move your speed and at the end of it make a free melee attack at your highest base attack bonus; this attack gains any bonuses which normally would apply to your bonus attack from Cleave.
Another telling shows it as an invention of the dwarves. Dwellers of glacial mountains, they knew well the power of frost, and ice which let even water shatter stone. These versions argue that their emphasis on stability and power is shown in the style’s maneuvers.
A third blames the Winter Court of the Fey. These tales say that the style originated from the stylized duels of the noble fey, and were passed from there to their mortal servants. These stories emphasize its elemental powers, and the wintry storms that some of the maneuvers call forth.
Whatever the truth the Crushing Avalanche discipline combines elemental techniques similar to the Desert Wind and Flashing Lightning disciplines, but where those emphasize speed and maneuverability, Crushing Avalanche emphasizes raw physical power.
Gaining Access to Crushing Avalanche: A Wildwood Knight naturally gains access to either Crushing Avalanche or Flashing Lightning. A Swordsage may exchange access to Desert Wind for Crushing Avalanche; if they do so they lose Tumble as a Swordsage class skill and gain Autohypnosis as one.
Associated Skill: Autohypnosis.
Discipline Weapons: Warhammer, greatclub, goliath greathammer, maul, and heavy mace.
Crushing Avalanche Maneuvers
1. Avalanche Blow: 1st, Strike. Suffer a -2 penalty to attack, gain a bonus to damage equal to your Strength modifier.
2. Chilled Edge: 1st, Boost. Swift. Burning Blade, but cold.
3. Numbing Blow*: 1st, Strike. Standard. Attack deals 2 Dexterity damage. Cold immunity prevents.
4. Winterborn: 1st, Stance. Flame’s Blessing but based off of ranks in [discipline skill] and ice resistance/immunity.
5. Winter’s Spread*: 1st, Boost. Swift. Spaces adjacent to you become covered in ice (difficult and slick terrain) for 1 round.
6. Grasping Ice*: 2nd, Strike. Ice reaches up from the ground to grab the target.
7. Ice Hammer*: 2nd, Strike. Attack deals +3d6 cold damage.
8. Icy Backlash*: 2nd, Counter. Fiery Riposte but Cold.
9. Stand like Glaciers: 2nd, Counter. Prevent an effect which would force you to move or trip you.
10. Fortitude of Frost: 3rd, Boost. Gain temp hp equal to IL. These temp hp last 1 minute.
11. Frigid Eruption*: 3rd, Strike. Death Mark but Cold.
12. Ice Bolt: 3rd, Strike. Ranged touch deals 6d6 damage + 1d6/2 IL beyond 5th.
13. Rimecurse Stance*: 3rd, Stance. Each time you hit an enemy icy rime spreads across their body slowing them.
14. Binding Frost*: 4th, Strike. Deal +4d6 cold damage, target is immobilized if they fail a Fort save and take cold damage.
15. Hoary Edge*: 4th, Boost. Swift. As Searing Blade but Cold.
16. Spreading Frost*: 4th, Boost. 6 contiguous squares within 60-ft become covered with ice, becoming difficult terrain and risky tripping.
17. Avalanche Charge: 5th, Strike. Full round action. Charge dealing double damage on a hit.
18. Gelid Resilience: 5th, Counter. Immediate. Make a Fortitude save and reduce damage by the result.
19. Winds of Winter*: 5th, Stance. Icy winds surround you deflecting ranged attacks, ranged attacks made against you suffer a -2 penalty -2 more for each 5 IL you possess (maximum -10 at 20th).
20. Boreal Gale*: 6th, Strike. An instant of tornado force wind which blows creatures towards you and to the ground.
21. Tumbling Blow: 6th, Strike. Attack deals +8d6 damage and target must make a Fort save or be knocked prone.
22. Field of Frost*: 7th, Boost. 30-ft burst around you becomes icy and foggy for 1 round.
23. Frozen Edge*: 7th, Boost. Inferno Blade but Cold.
24. Blizzard Blade Technique: 8th, Strike. Deal +18d6 cold damage. This damage ignores cold resistance and deals half of it through cold immunity.
25. Glacial Might: 8th, Stance. At the start of each of your turns you gain temporary hit points equal to your IL.
26. Absolute Freeze*: 9th, Strike. Blow deep freezes target lethally.
Crushing Avalanche Feats:
Avalanche Cleave
You are master at riding your momentum in combat, capitalizing on the fall of one with an icy avalanche against the next.
Prerequisites: Str 13+, one Crushing Avalanche maneuver, Cleave.
Benefit: When you make a bonus attack granted by the Cleave or Great Cleave you deal bonus cold damage equal to the normal damage of the attack; this bonus damage is not multiplied on a crit or by another effect which multiplies damage.
Special: This feat's effect is supernatural in nature.
Standing Glacier
You are the immovable glacier mighty and firm in the face of all opposition.
Prerequisites: Con 13+, Autohypnosis 6 ranks, one Crushing Avalanche Stance
Benefit: While in a Crushing Avalanche stance if you have not moved more than 5-ft since the beginning of your last turn you gain DR 2/- and a +2 on checks and saves to resist trip, bull rush, or other abilities or effects which would force you to move or knock you prone.
Frozen Rockslide
The Crushing Avalanche style teaches you to use the power and might of the falling avalanche striking foes with heavy blows which shatter their resistance, freeze them in place, or rolling over them like the falling boulder.
Prerequisites: Avalanche Cleave, BAB +6, 2 Crushing Avalanche maneuvers.
Benefit: The Frozen Rockslide feat grants you three tactical options.
Deep Impact Freeze: To use this option you must make a melee attack with one of the Crushing Avalanche discipline's favored weapons and take a -5 penalty to hit from the Power Attack feat. If you hit on your next turn your melee attacks ignore any cold resistance or immunity that target possesses.
Stop Cold: To use this option you must deal cold damage to a target. On your next turn if you take a penalty to hit from the Power Attack feat you may choose to have the bonus damage granted be Cold damage instead of regular damage. If you do so any creature you dealt cold damage to on your previous turn which you deal cold damage to with a melee attack this turn has their speed reduced by 5-ft for every 5 points of cold damage you deal to them this turn.
Rolling Boulder: To use this option you must deal enough damage to a creature to make it drop and then forgo an attack which would be granted to you by the Cleave feat. On your next turn you may attempt a DC 20 Autohypnosis check as a swift action. If you succeed you may move your speed and at the end of it make a free melee attack at your highest base attack bonus; this attack gains any bonuses which normally would apply to your bonus attack from Cleave.