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GrayDeath
2017-12-29, 03:41 PM
Hey there Folks.

I would be very grateful for feedback to my first complete Martial Discipline. It is intended for an upcoming campaign where a rather important plot point deals with Elves living in the cold Tundra close to the south pole. We are using both PF and 3.5 Ressources, so please judge accordingly.

Thank you, and onward:



Winter Sovereign



Class Skill: Concentration (Intimidate if using PF Skills)
School Weapons: Mace, heavy Mace, Warhammer, 2-handed Warhammer, Falx and Scythe.


In a time long past, when Ice covered the World, the Winter Sovereigns ruled supreme.
Alas, this time is coming again, the cold, deadly, alien arts of these times has been rediscovered by a too curious Martial Adept of the Elven Clan of Kagharnath.
Unknowingly, by funding his own School in the distant Ice Crown Mountains of the South Pole, he opened the door to another Ice Age.
May the Gods have mercy!

Descritpion:

This Martial Discipline focusses on perfect control of the mind and body, inner as well as outer Cold, and mighty, punishing attacks combined with a hard, yet sometimes brittle, defense.
Subtlety, adaptability or speed are not valued at all.

All the Maneuvers of this School are Supernatural!


All Save DC`s are calculated as follows: 10+Maneuvere-Level+Int-Bonus.


Stances:


1.: Cold Morning Stance: While in this Stance, the Initiator gains DR 3/crushing and elemental Resistance Ice 5-Immunity (up to level 4 Res 5, up to level 8 Resistance 10, up to level 1, Resistance 15, up to level 16, resistance 20, starting at level 17 Immunity to cold damage).


3.: Winters Day Stance: In an area of 20ft around the Initiator, all living beings take 6 Cold Damage/turn. While in this stance, Ice of any kind counts as normal ground for the initiator.


5: Winters Night: Around the Initiator, everything (including objects) take 12 Cold Damage/turn. Corporeal beings not immune to cold damage also lose 2 to their attack and Initiative rolls for 1d4 turns (if they leave the area of effect).


7.: The Sovereign Stands Supreme: In this Stance the initiator gains DR 30/crushing, Immunity to Cold Damage, elemental Resistance to Acid and electricity 20 and weakness to Fire 50%.






Maneuvers:


Level 1:

Glaciers Calm: Counter. Whenever being the target of an effect that would cause the Initiotor to make a Will save, using this counter makes him pass that will save, but lose 3 points of initiative.

Icy Touch: Strike. Make a single close combat attack. This attack targets the targets touch ac. If you hit, in addition to the normal damage, this deals 1d6+1 cold damage.

Strength of Winter: Boost. When using this boost, either move your full speed or make a close combat attack. Within 5ft of your movement path or within a 5ft radius of the enemy struck by the attack, all living beings except you suffer 2d6 Cold damage.


Level 2:

Intricate Ice Shield: Counter. Utilizing this maneuver nullifies any single non-fire-damage causing attack targetting the initiator that he can perceive.

Cold Smash: Strike. Make a single Close combat attack with a weapon causing Crushing damage. The attack deals an additional Die of its regular damage and +d6 Cold Damage.

Cold Slash: Strike. Make a single CC Attack with a slashing weapon. The Weapon causes +1 die of its normal damage and ignores the targets DR.

Ice Coat: Boost. Covers the Character in Ice-spikes, dealing 1d6 each of Cold and piercing damage to eavery enemy attacking him that turn.


Level 3:

Ice Spike: Strike. Range 30ft. Deals 3d6 each of Piercing and Cold Damage.

Ice Mist: Counter. Make a Concentration Check against an attackers attack roll. If you surpass it, your Character vanishes in a cloud of icy fog, and reappears on a spot of your choice adjacent to your former position, avoiding the attack.

Cold Snap: Boost. Freezes all water surfaces (up to a total volume of 100 cubic feet) within 20 feet of your character.



Level 4:

Greater Cold Smash: Strike. See Cold Smash, but with +2 dice and +d6.

Greater Cold Slash: Strike. Adds +3d6 to the weapons damage, and ignores Damage Resistance.

Immediate Cold Reaction: Counter. When attacked, make a concentration check against the attack roll. If you surpass it, you gain DR/- equal to your Initiator Level against that attack. If you surpass it by more than 10pts, the attacker is also dealt 2d6+Initiator Level Cold Damage.

Cold Minded Exploit: Boost. Make a Concentration check. For each point above 15 or each point of Intelligence bonus, whichever is less, all your weapon damage dice rolled this turn get +1.


Level 5:

Icy Wrath: Strike. You project a Cone of 30ft length. All Creatures within suffer 5d6 Cold Damage and have their Iniatiative reduced b 4 for 1d3 turns. Save is Intelligence based, if passed, damage is halved and Initiative reduction is ignored.

Ice Travel: Boost. You may sink into any body of ice that has more volume than you do, and exit another body of ice within 100ft of it (same limitations) as a move action.



Level 6:

Winter Nova: Strike. Deal 10d6 Cold Damage in a radius of 20ft around your position. Reflex Save halves.


Winter Stride: Boost. You may move an additional 20ft this turn. If you charge, your Target is dealt 4d6 Cold damage in addition tp regular damage dice. If you do not charge, you gain Immunity to Cold Damage and Elemental Resistance 15 agains Electricity and Acid for the turn.


Level 7:

Imperial Winter Coat: Counter. You surround yourself with a majestic coat of ice. Until you are attacked 4 times (or a total of 10 spell levels have been cast at you) you gain: DR 20/- and SR 25.

Flash Freeze: Strike. Range 30ft +5ft/Int Bonus. The Target must pass a Fortitude Save or be frozen solid. Frozen Solid Beings have a Hardness of 1 and 1 HP. If Shattered, they die immedeately.
If they pass the save, they are instead dealt 7d6 Cold Damage.


Level 8:

Ice Queens Mind: Counter. Until the end of Turn, you are immune against: Mind affecting Effects, Cold Damage, Level Drain, Attribute Drain, Attribute Damage.

Outer Cold: Boost. Unteil the end of turn your attacks deal an additional 7d6 Cold Damage.


Level 9:


Winter Queens Avatar: Boost. Make a concentration Check. If you pass 25, each of your physical Attributes, as well as any SR, DR and Elemental Resistances you already possess except against Fire are increased by your Intelligence Bonus. If you pass 30, you also deal an additional 5d6 Cold damage with each attack.
If you pass 40, each attack you make that lands as a critical hit instantly kills the target (unless said target passes a Relfex and a Will Save).
Duration is until the end of the turn you initiate another maneuver in, or the battle ends, but no longer than your Initator Level in total turns.