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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.

Zaydos
2015-03-02, 07:56 PM
Crushing Avalanche Maneuvers

Sorted by level and alphabetically.

1st Level Maneuvers

Avalanche Blow
Crushing Avalanche (Strike)
Level: 1st
Initiation Action: Standard.
Range: Melee attack.
Target: 1 creature or object.
You focus all your power into a single mighty swing.
When you use this maneuver you may make a single melee attack at -2 to hit. If you hit you deal additional damage equal to your Strength modifier.

Chilled Blade
Crushing Avalanche (Boost) [Cold]
Level: 1st
Initiation Action: Swift.
Range: Personal.
Target: You.
Duration: End of turn.
Rime coats your weapon spreading to your foe with each hammering strike.
This maneuver functions as the Burning Blade maneuver from the Desert Sun discipline except that it adds Cold damage instead of Fire damage.

Numbing Blow
Crushing Avalanche (Strike) [Cold]
Level: 1st
Initiation Action: Standard.
Range: Melee attack.
Target: 1 creature.
Icy chill fills your weapon as you bring it down on your enemy, the cold reaching into their bones numbing their body.
As part of this maneuver make a melee attack. If you hit the target suffers 2 points of Dexterity damage in addition to the normal damage of the attack; a target immune to Cold damage are immune to the Dexterity damage from this attack.

This is a supernatural maneuver.

Winterborn
Crushing Avalanche (Stance) [Cold]
Level: 1st
Initiation Action: Swift.
Range: Personal.
Target: You.
Duration: Stance.
You have internalized the cold, focusing your body to let the chill of winter wash over you with no more effect than a gentle breeze.
You gain some resistance to cold as long as you remain in this stance. The amount of resistance is determined by your ranks in Autohypnosis. If you have 19 or more ranks in Autohypnosis, you gain immunity to cold while in this stance.

This stance is a supernatural ability.


Autohypnosis RanksCold Resistance
4-85
9-1310
14-1820
19+Immunity


Winter’s Spread
Crushing Avalanche (Boost) [Cold]
Level: 1st
Initiation Action: Swift.
Range: 5-ft.
Area: 5-ft burst centered on you.
Duration: 1 round.
You release a pulse of frigid energy covering the ground around you with hoarfrost making the ground slick and slow to pass through.
When you initiate this maneuver every square adjacent to you becomes covered in a thin layer of icy frost. This renders them difficult terrain and any creature leaving an affected square must make a DC 11 + your Wis modifier Balance check or fall prone.

This is a supernatural maneuver.

2nd Level Maneuvers

Grasping Ice
Crushing Avalanche [Cold]
Level: 2nd
Prerequisites: 1 Crushing Avalanche maneuver
Initiation Action: Standard action.
Range: 60-ft.
Target: 1 creature.
Duration: 10 rounds.
You channel your Ki through the ground, creating a growth of ice beneath your opponent. This ice climbs up your foe, holding tight around it.
When you initiate this maneuver you create a grasping layer of ice on a surface adjacent to the target. This ice makes a Grapple check (using your Grapple modifier) against the target. If the ice wins the target is immobilized until they manage to succeed on a grapple check against the ice (as normal rules for grappling) or the ice is destroyed, but the target is not considered grappled. The ice will make this grapple check each round the target remains free and within any square it was within when this maneuver was initiated for 10 rounds or until the ice is destroyed. The ice has AC 12 (includes a +2 size bonus) and 3 hp per Initiator Level, and can be broken with a Strength check (DC 15 + ½ IL) made as a standard action.

This is a supernatural maneuver.

Ice Hammer
Crushing Avalanche (Strike) [Cold]
Level: 2nd
Initiation Action: Standard.
Range: Melee attack.
Target: 1 creature.
You fill your weapon with a powerfully frigid cold which seeps into your target with a single powerful blow.
As part of this maneuver make a single melee attack. If you hit the target takes an additional 3d6 cold damage.

This is a supernatural maneuver.

Icy Backlash
Crushing Avalanche (Strike) [Cold]
Level: 2nd
Prerequisites: 1 Crushing Avalanche maneuver.
Initiation Action: Immediate Action.
Range: Personal.
Target: You.
Duration: Instantaneous.
You release a blast of ice from the wound you just received, freezing the foe that struck you.
This functions as the Fire Riposte strike from the Desert Wind discipline but deals Cold damage instead of Fire.

Stand like Glaciers
Crushing Avalanche (Counter)
Level: 2nd
Initiation Action: Counter.
Range: Personal.
Target: You.
Duration: Instantaneous.
You focus your Ki into your feet, holding your body in place against all attempts to shift you.
You may initiate this maneuver in response to an effect which would move or knock you prone. When you do you may prevent that movement or being knocked prone. This does nothing to prevent you from falling if you are falling (though could be used to ensure you land on your feet).

3rd Level Maneuvers

Fortitude of Frost
Crushing Avalanche (Boost)
Level: 3rd
Prerequisites: 2 Crushing Avalanche maneuvers.
Initiation Action: Swift.
Range: Personal.
Target: You.
Duration: 1 minute.
You harden your body through sheer force of will, providing you with the ability to shrug off blows.
When you initiate this boost you gain temporary hit points equal to your Initiator Level. These temporary hit points last 1 minute.

Frigid Eruption
Crushing Avalanche (Strike) [Cold]
Level: 3rd
Prerequisites: 1 Crushing Avalanche maneuver.
Initiation Action: Standard action.
Range: Melee attack.
Targets: 1 target.
Area: Variable spread; see text.
Duration: Instantaneous.
Saving Throw: Reflex half, see text.
As your weapon strikes your foe ice forms across their body for a moment before exploding forth from them in a wave of cryonic energy which freezes nearby creatures.
This maneuver works as the Death Mark Desert Wind maneuver except that it deals Cold damage instead of Fire damage.

Icebolt
Crushing Avalanche (Strike) [Cold]
Level: 3rd
Initiation Action: Standard.
Range: 60-ft.
Target: 1 creature.
You focus your will, creating a sphere of freezing cold which you fire at a foe.
As part of initiating this maneuver make a ranged touch attack against one target within range. This attack deals 6d6 cold damage +1d6 electricity damage per 2 initiator levels beyond 5th that you possess.

This is a supernatural maneuver.

Rimecurse Stance
Crushing Avalanche (Stance) [Cold]
Level: 3rd
Prerequisites: 1 Crushing Avalanche maneuver.
Initiation Action: Swift.
Range: Personal.
Target: You.
Duration: Stance.
You become an embodiment of the creeping frost, your every blow spreading ice across your foes.
While in this stance whenever you strike an opponent in melee a film of rime forms across them limiting their movements. Each successful attack inflicts a cumulative -5-ft penalty to all the target’s movement speeds for 2 rounds and resets the duration on all instances already in place upon the target. This rime can be removed through a standard action to scrape it off which reduces the penalty to speed by 15-ft, or by fire damage being dealt to the target. Every 2 points of fire damage a creature (or fraction thereof) receives removes 5-ft of penalty, even if the damage is prevented by fire resistance or immunity. A creature whose body deals fire damage (such as a thoqqua or fire elemental) is immune to this effect.

This is a supernatural stance.

4th Level Maneuvers

Binding Ice
Crushing Avalanche (Strike) [Cold]
Level: 4th
Prerequisites: 1 Crushing Avalanche maneuver.
Initiation Action: 1 Standard action.
Range: Melee attack.
Target: 1 creatures.
Duration: 1 round.
Saving Throw: Fort partial.
You strike your foe encasing them in ice to freeze their movements.
As part of this maneuver make a single attack which deals +4d6 Cold damage and the target must make a Fortitude save (DC 14 + Wis modifier) or be immobilized (unable to move from their square) for 1 round.

This is a supernatural maneuver.

Hoary Blade
Crushing Avalanche (Boost) [Cold]
Level: 4th
Prerequisites: 2 Crushing Avalanche maneuvers.
Initiation Action: Swift.
Range: Personal.
Target: You.
Duration: End of turn.
Ice encases your weapon pressing a freezing cold across your foes as you strike them.
This maneuver functions as the Searing Blade maneuver from the Desert Sun discipline except that it adds Cold damage instead of Fire damage.

Spreading Frost
Crushing Avalanche (Boost) [Cold]
Level: 4th
Prerequisites: 2 Crushing Avalanche maneuvers.
Initiation Action: Swift.
Range: 60-ft.
Area: 8 contiguous 5-ft squares.
Duration: 1 round.
You call up a covering of ice across the battlefield to hinder and shut down foes.
When you initiate this maneuver you create a layer of frost across 8 contiguous 5-ft squares within range. These squares become difficult terrain and any creature leaving an affected square must make a Balance check (DC 14 + Wis modifier) or fall prone.

This is a supernatural maneuver.

5th Level Maneuvers

Avalanche Charge
Crushing Avalanche (Strike)
Level: 5th
Initiation Action: 1 Full-Round Action.
Range: Melee attack.
Target: 1 creature.
You rush forward striking your enemy with the full brutal force of an avalanche.
As part of this maneuver charge towards an enemy and make a single attack. This charge deals double the normal damage (this does not double bonus dice such as Sneak Attack or a Flaming weapon).

Gelid Resistance
Crushing Avalanche (Counter)
Level: 5th
Prerequisites: 1 Crushing Avalanche maneuver.
Initiation Action: Immediate action.
Range: Personal.
Target: You.
Duration: Instantaneous.
Gritting your teeth you steel yourself, shrugging off even powerful blows.
You may initiate this maneuver when you would take damage. Make a Fortitude save and reduce the damage by that amount.

Winds of Winter
Crushing Avalanche (Stance) [Cold]
Level: 5th
Prerequisites: 2 Crushing Avalanche maneuvers.
Initiation Action: Swift.
Range: Personal.
Target: You.
Duration: Stance.
The Crushing Avalanche is slow but certain, but its practitioners must deal with the slings and arrows of foes. Focusing your spiritual power you create a continuous flurry of wind around you, blowing away attacks against you.
While in this stance you are constantly surrounded by a strong breeze. Besides dramatically blowing about your hair and cape, this wind intensifies to blow away projectiles, including magical rays and effects. Ranged attacks against you, with the exception of oversized projectiles such as siege weapons and thrown boulders, suffer a -2 penalty to hit you -2 more for every 5 IL you possess (to a maximum of -10).

This is a supernatural stance.

6th Level Maneuvers

Boreal Gale
Crushing Avalanche (Strike) [Cold]
Level: 6th
Prerequisites: 3 Crushing Avalanche maneuvers.
Initiation Action: Standard action.
Range: 20-ft.
Area: Burst out to range centered on you.
Saving Throw: Fortitude partial.
With a moment of concentration you create a freezing wind blowing towards yourself with devastating force.
When you initiate this maneuver you create a powerful wind within the area. All creatures and objects within the area take 5d6 cold damage +1d6/2 IL you possess. Any creature or object of huge size or smaller which is not attached to the ground in someway must make a Fortitude save or be blown towards you, falling prone in the nearest unoccupied space to you.

This is a supernatural maneuver.

Tumbling Strike
Crushing Avalanche (Strike)
Level: 6th
Prerequisites: 3 Crushing Avalanche maneuvers.
Initiation Action: Standard action.
Range: Melee attack.
Target: 1 creature.
Saving Throw: Fort partial.
You hammer down on your foe with a powerful blow which sends them falling to the ground.
When you use this maneuver make a single melee attack which deals +8d6 damage and the target must make a Fortitude save (DC 16 + Wis) or be knocked prone.

7th Level Maneuvers

Field of Frost
Crushing Avalanche (Boost) [Cold]
Level: 7th.
Prerequisites: 2 Crushing Avalanche maneuvers.
Initiation Action: Boost.
Range: 30-ft.
Area: 30-ft burst centered on you.
Duration: 1 round.
Focusing your will you release a freezing chill which coats the battlefield with thin layer of ice, even freezing the air with thick fog.
When you initiate this maneuver every square of surface within 30-ft of you, other than those you occupy, becomes covered in a thin layer of icy frost and a thick fog fills the area. Any creature leaving an affected square must make a DC 17 + your Wis modifier Balance check or fall prone. The fog grants concealment to creatures with at least 10-ft of fog between them and their attacker and halves movement through it.

This is a supernatural maneuver.

Frozen Blade
Crushing Avalanche (Boost) [Cold]
Level: 7th
Initiation Action: Swift.
Range: Personal.
Target: You.
Duration: End of turn.
You harness the horrible power of the deepest winter, sheathing your blade in deathly frost which freezes all it touches.
This maneuver functions as the Inferno Blade maneuver from the Desert Sun discipline except that it adds Cold damage instead of Fire damage.

8th Level Maneuvers

Glacial Might
Crushing Avalanche (Stance)
Level: 8th
Prerequisites: 3 Crushing Avalanche maneuvers.
Initiation Action: Swift.
Range: Personal.
Target: You.
Duration: Stance.
You are unstoppable, like an encroaching glacier, shrugging off blows that might prove lethal to a lesser entity.
When you enter this stance and each round at the beginning of your turn you gain temporary hit points equal to your Initiator Level. These temporary hit points last until you start your next turn or leave this stance.

Blizzard Blade Technique
Crushing Avalanche (Strike) [Cold]
Level: 8th
Prerequisites: 3 Crushing Avalanche maneuvers.
Initiation Action: Standard action.
Range: Melee attack.
Target: 1 creature or object.
You sheath your weapon in the horrible frenzy of a blizzard, hammering down with one powerful blow that can freeze even ice itself.
When you use this maneuver make a single melee attack which deals +18d6 cold damage. Cold damage from this attack ignores cold resistance and deals half damage to creatures immune to cold unless they are elementals with the Cold subtype.

This is a supernatural maneuver.

9th Level Maneuvers

Absolute Freeze
Crushing Avalanche (Strike) [Cold]
Level: 9th
Prerequisites: 4 Crushing Avalanche maneuvers.
Initiation Action: Standard action.
Range: Melee attack.
Target: 1 creature or object.
Saving throw: Fort partial.
Your blow deep freezes your target, freezing their blood and body in one blow, killing all but the hardiest.
When you use this maneuver make a single melee attack. A creature that is struck by this attack must make a Fortitude save, on a failure they die (this is a death effect) unless they have immunity to cold and take 100 cold damage. On a success they take only 50 cold damage. Cold damage dealt as part of this attack ignores cold resistance and deals half damage to creatures immune to cold; elementals with the cold subtype retain their full immunity to cold damage dealt by this maneuver.

This is a supernatural maneuver.