Solstice Martial Discipline
Associated Skill: Survival.
Discipline Weapons: Axes, swords.

Solstice Level 1
  • Flurry: Winter strike. Make an attack which deals +1d3 cold and +1d3 negative energy damage.
  • Frozen Trail: Winter boost. The path you move becomes slick and difficult to move on.
  • High Noon: Summer strike. Make an attack which deals +1d8 fire damage.
  • Mild Climate: Summer stance. You are continuously protected as the endure elements spell.


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Flurry
Solstice (Winter, Strike)
Level: Cycle Warden 1
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
As part of this maneuver, you make a single melee attack which deals an additional +1d3 cold damage and +1d3 negative energy damage.

Frozen Trail
Solstice (Winter, Boost)
Level: Cycle Warden 1
Initiation Action: 1 swift action.
Range: Personal.
Target: You
Duration: Wis mod rounds
After you initiate this maneuver, until the beginning of your next turn, every square you move out of becomes covered with a thin sheet of ice for a number of rounds equal to your Wisdom modifier. The ice causes the square to be slippery as per the grease spell (DC for the Reflex save is 11 + your Wisdom modifier).

High Noon
Solstice (Summer, Strike)
Level: Cycle Warden 1
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
As part of this maneuver, you make a single melee attack against a target, dealing an additional +1d8 fire damage if you are successful.

Mild Climate
Solstice (Summer, Stance)
Level: Cycle Warden 1
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: Stance
While in this stance, you constantly gain the benefit of the endure elements spell.


Solstice Level 2
  • Deep Chill: Winter strike. Make an attack which slows an opponent for 1 round.
  • Long Night: Winter counter. Shroud your opponent in darkness.
  • Parching Strike: Summer strike. Your attack does nonlethal damage, causes dehydration.


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Deep Chill
Solstice (Winter, Strike)
Level: Cycle Warden 2
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: 1 round
As part of this maneuver, you make a single melee attack. If the attack hits and deals damage, your opponent is slowed (as the spell) for 1 round.

Long Night
Solstice (Winter, Counter) [Darkness]
Level: Cycle Warden 2
Initiation Action: 1 immediate action.
Range: Melee touch attack.
Target: 1 creature
Duration: 1 round
As an immediate action, you make a melee touch attack with your weapon. If it hits, your opponent is shrouded in darkness as per the deeper darkness spell until the beginning of your next turn. Other creatures suffer no miss chance against your opponent due to the darkness, as it outlines the target's body perfectly.

Parching Strike
Solstice (Summer, Strike)
Level: Cycle Warden 2
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
When you initiate this strike, make a melee attack against your opponent. This attack only deals nonlethal damage. If you are successful, the creature becomes dehydrated (as described in Sandstorm pg 15), and any further fire damage the creature takes while dehydrated counts as damage from thirst.


Solstice Level 3
  • Heat Haze: Summer boost. Ripples in the air grant you total concealment.
  • Scorcher: Summer strike. Make an attack which deals +2d8 fire damage, can daze your opponent.
  • Tamed Blizzard: Winter stance. Create an area of wintry weather around you.


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Heat Haze
Solstice (Summer, Boost)
Level: Cycle Warden 3
Prerequisites: One Winter maneuver
Initiation Action: 1 immediate action.
Range: Personal
Target: You
Duration: 1 round
When you initiate this maneuver, you gain total concealment for 1 round as the air around you blurs and ripples from the heat.

Scorcher
Solstice (Summer, Strike)
Level: Cycle Warden 3
Prerequisites: One Winter maneuver
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: 1 round
As part of this maneuver, you make a single melee attack which deals an additional +2d8 fire damage if successful. In addition, an enemy which takes fire damage from this maneuver must make a Fortitude save (DC 13 + your Wisdom modifier) or become dazed for 1 round.

Tamed Blizzard
Solstice (Winter, Stance)
Level: Cycle Warden 3
Prerequisites: One Summer maneuver
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: Stance
The area around you to a distance of 5 feet times your Wisdom modifier becomes a whirlwind of blowing snow, which imposes a -2 penalty on ranged attacks, as well as Listen, Search, and Spot checks. All sight, including darkvision, is reduced to a range of 5 feet, and creatures 5 feet away have concealment. In addition, any space that is within the area for at least 1 round becomes snow-covered (costing 2 squares of movement to enter) until it is no longer within the area. Each round you can attempt a DC 20 Survival check; if you succeed, your ranged attacks, skill checks, visibility, and movement are unhindered by snow, including that created by this stance (and creatures do not gain concealment from you due to snow).


Solstice Level 4
  • Dawn Riposte: Summer counter. Opponent which attacks you takes damage equal to your Survival check.
  • Frostbite: Winter boost. Your attacks freeze your opponents' extremities.
  • Snowfall: Winter strike. Make an attack which deals +2d6 cold and +2d6 negative energy damage.


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Dawn Riposte
Solstice (Summer, Counter)
Level: Cycle Warden 4
Prerequisites: One Winter maneuver.
Initiation Action: 1 immediate action.
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
Initiate this maneuver in response to an attack made against you. As part of the maneuver, make a melee attack with your weapon against the creature attacking you. If you are successful, the creature takes damage equal to your Survival check result instead of your normal damage.

Frostbite
Solstice (Winter, Boost)
Level: Cycle Warden 4
Prerequisites: One Summer maneuver.
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: 1 round
Any attacks you make until the beginning of your next turn have the potential to freeze your opponents' extremities. A creature struck by your attack must make a Fortitude save (DC 14 + your Wisdom modifier) or take a -2 penalty to attack and damage rolls, Strength- and Dexterity-based skill checks, Reflex saves, and AC for 1 round. In addition, their speed for all movement modes is reduced by 10 feet (to a minimum of 0) for the same duration. You can only affect a given creature once with this ability (a creature which makes its save does not count as being affected).

Snowfall
Solstice (Winter, Strike)
Level: Cycle Warden 4
Prerequisites: One Summer maneuver
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: Instantaneous
As part of this maneuver, you make a single melee attack which deals an additional +2d6 cold damage and +2d6 negative energy damage.


Solstice Level 5
  • Heatwave: Summer stance. Nearby enemies take nonlethal damage, which converts over time to lethal damage.
  • Permafrost: Winter strike. Your attack deals +3d8 cold damage, fills surrounding squares with snow and ice.
  • Sunstroke: Summer strike. Make an attack which deals +4d8 fire damage, may stun opponent.


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Heatwave
Solstice (Summer, Stance)
Level: Cycle Warden 5
Prerequisites: Two Winter maneuvers.
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: Stance
Each round, enemies within 10 feet of you take 1d6 + your Initiator level nonlethal damage, and may make a Fortitude save (DC 15 + your Wisdom modifier) to halve the damage. In addition, an enemy which fails its save converts an amount of nonlethal damage caused by this stance in previous rounds to lethal damage (nonlethal damage an enemy receives cannot be converted on the round that it is received).

Permafrost
Solstice (Winter, Strike)
Level: Cycle Warden 5
Prerequisites: Two Summer maneuvers.
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: 3 rounds
As part of this maneuver, you make a single melee attack which deals an additional +3d8 cold damage if successful. In addition, choose a number of squares adjacent to (and including) your enemy's square, up to your Wisdom modifier. The cold energy from your attack drops the temperature in this area precipitously, filling these squares with falling snow for 3 rounds. Creatures moving through these squares must deal with the effects of the snow.

Sunstroke
Solstice (Summer, Strike)
Level: Cycle Warden 5
Prerequisites: Two Winter maneuvers.
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: 1 round
As part of this maneuver, you make a single melee attack which deals an additional +4d8 fire damage if successful. In addition, an enemy which takes fire damage from this maneuver must make a Fortitude save (DC 15 + your Wisdom modifier) or become stunned for 1 round. If the enemy is immune to stunning but not to dazing, it becomes dazed on a failed save instead.


Solstice Level 6
  • Bloodfreeze: Winter strike. Make an attack which can freeze your opponent's blood.
  • Nightfall: Winter counter. Your attacker is surrounded by hungry darkness which deals negative energy damage.
  • Overabundance: Summer boost. Allies within 30 feet gain combat benefits for 1 round.


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Bloodfreeze
Solstice (Winter, Strike)
Level: Cycle Warden 6
Prerequisites: Two Summer maneuvers.
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: 1 round
As part of this maneuver, make a normal melee attack. If successful, your attack deals extra cold damage equal to your Survival check as your opponent's bodily fluids freeze, and it must make a Fortitude save (DC 16 + your Wisdom modifier) or take a -6 penalty to Dexterity for 1 round. This maneuver cannot reduce a creature's Dexterity below 1, and repeated applications of this maneuver on the same creature do not stack.

Nightfall
Solstice (Winter, Counter) [Darkness]
Level: Cycle Warden 6
Prerequisites: Two Summer maneuvers.
Initiation Action: 1 immediate action
Range: Melee touch attack
Target: 1 creature
Duration: 3 rounds
As an immediate action, you make a melee touch attack with your weapon. If it hits, your opponent is shrouded in darkness as per the deeper darkness spell for 3 rounds. Other creatures suffer no miss chance against your opponent due to the darkness, as it outlines the target's body perfectly. In addition, each round that the creature is affected by this maneuver, it takes 3d6 + your Initiator level negative energy damage (Fortitude save DC 16 + your Wisdom modifier for half damage).

Overabundance
Solstice (Summer, Boost)
Level: Cycle Warden 6
Prerequisites: Two Winter maneuvers.
Initiation Action: 1 swift action.
Range: 30 feet
Target: 1 or more creatures
Duration: 1 round
When you initiate this maneuver, all allies within 30 feet gain a morale bonus equal to your Wisdom modifier until the beginning of your next turn. They may divide that bonus up however they like among attack rolls, damage rolls, saves, and AC.


Solstice Level 7
  • Blinding Snow: Winter strike. Make an attack which deals +3d8 cold and +3d8 negative energy damage, may blind your opponent.
  • Flash Step: Summer counter. Take a 5-foot step as an immediate action.
  • Heatstroke: Summer strike. Make an attack which deals +6d8 fire damage, may cause your opponent to lose actions.


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Blinding Snow
Solstice (Winter, Strike)
Level: Cycle Warden 7
Prerequisites: Two Summer maneuvers, one Winter maneuver.
Initiation Action: 1 standard action.
Range: Melee attack
Target: 1 creature
Duration: 3 rounds
As part of this maneuver, you make a single melee attack which deals an additional +3d8 cold damage and +3d8 negative energy damage. In addition, if you are successful, your opponent must make a Fortitude save (DC 17 + your Wisdom modifier) or be blinded for 3 rounds.

Flash Step
Solstice (Summer, Counter)
Level: Cycle Warden 7
Prerequisites: One Summer maneuver, two Winter maneuvers
Initiation Action: 1 immediate action.
Range: Personal
Target: You
Duration: Instantaneous
When you initiate this maneuver, you take a 5-foot step as an immediate action, possibly moving out of range of an attack made against you.

Heatstroke
Solstice (Summer, Strike)
Level: Cycle Warden 7
Prerequisites: One Summer maneuver, two Winter maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: See text
As part of this maneuver, you make a single melee attack which deals an additional +6d8 fire damage if successful. In addition, an enemy which takes fire damage from this maneuver must make a Fortitude save (DC 17 + your Wisdom modifier); if the enemy fails, it may take a single move action or standard action each round, but not both, nor can it take full-round actions. This effect lasts until the opponent is the recipient of at least 1 point of healing, or a Heal check at a DC equal to your Survival check result.


Solstice Level 8
  • Glacierstrike: Winter strike. Your attack does +6d6 cold damage, may encase your opponent in ice.
  • Hungry Night: Winter stance. The area around you is covered in darkness you can see through, which drains the life force from nearby enemies to heal you.
  • Sunburn: Summer strike. Make an attack at +8d6 fire damage which hampers your opponent's subsequent actions.


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Glacierstrike
Solstice (Winter, Strike)
Level: Cycle Warden 8
Prerequisites: Two Summer maneuvers, one Winter maneuver.
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: 3 rounds
As part of this maneuver, make a normal melee attack which deals +6d6 cold damage on a successful hit. In addition, an opponent that takes cold damage from this maneuver must make a Fortitude save (DC 18 + your Wisdom modifier) or become encased in ice for 3 rounds. The subject can still breathe but is otherwise helpless, unable to see through the ice, speak, or take any physical actions, and takes an additional 2d6 points of cold damage each round. The subjectís nostrils are clear, and it can breathe normally. The subject can execute purely mental actions (such as manifesting powers or casting spells with no verbal, somatic, or material components).

Destroying the ice can free the subject, at the risk of damaging them. The ice has hardness 5 and 3 hit points times your Wisdom modifier, but the trapped creature takes one third of any damage dealt to the ice. Teleportation and other forms of travel provide a means of escape. The ice is unaffected by dispel magic. The creature within the ice is visible only as a vague shape (substantial enough to interrupt line of sight) and cannot be directly harmed or interacted with unless the ice is destroyed. The frozen creature weighs twice as much as normal while encased in the ice.

A creature that is frozen while aloft begins to fall immediately, but a creature that is frozen while swimming or underwater floats to the surface. After 3 rounds, or once the ice is reduced to 0 hp, the ice melts, freeing the creature.

Hungry Night
Solstice (Winter, Stance)
Level: Cycle Warden 8
Prerequisites: Two Summer maneuvers, one Winter maneuver
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: Stance
When you assume this stance, an area around you of radius 10 feet times your Wisdom modifier fills with darkness. All light in the area vanishes; only you and those who can see through magical darkness can see. In addition, any enemies within the area take 3d4 negative energy damage per round, and you gain 3 temporary hit points per creature damaged by this stance each round. Temporary hit points gained from this stance last for 1 round, and stack with other sources of temporary hit points.

Sunburn
Solstice (Summer, Strike)
Level: Cycle Warden 8
Prerequisites: One Summer maneuver, two Winter maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: 1 creature
Duration: See text
As part of this maneuver, make a melee attack which deals +8d6 fire damage on a successful hit. In addition, an opponent that takes fire damage from this maneuver must make a Will save (DC 18 + your Wisdom modifier) to perform any action, as it tries to push past the pain of the burn. On a failed save, the opponent does nothing and the action is wasted. This effect lasts until the opponent is the recipient of at least 10 points of healing, or a Heal check at aDC equal to your Survival check result.


Solstice Level 9
  • Dog Days: Summer boost. Energy damage you deal is doubled, bypasses resistance.
  • Untamed Blizzard: Winter strike. Create a short-lived blizzard over a large area.


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Dog Days
Solstice (Summer, Boost)
Level: Cycle Warden 9
Prerequisites: One Summer maneuver, three Winter maneuvers
Initiation Action: 1 swift action.
Range: Personal
Target: You
Duration: 1 round
Until the beginning of your next turn, whenever you deal energy damage, you deal an additional amount of untyped damage equal to the amount of energy damage you deal. This damage counts as the original energy type for the purposes of triggering effects which require you to deal damage of that type.

Untamed Blizzard
Solstice (Winter, Strike)
Level: Cycle Warden 9
Prerequisites: Three Summer maneuvers, one Winter maneuver
Initiation Action: 1 full-round action.
Range: 10 ft./level
Duration: Wis mod rounds
When you initiate this maneuver, you create a blizzard in an area of radius 10 feet per Initiator Level, centered on your square. The blizzard reduces visibility to zero, making Spot, Search, and Listen checks and all ranged weapon attacks impossible. Unprotected flames in the area are automatically extinguished, and protected flames have a 75% chance of being doused. Due to the high winds, creatures caught in the area must make a Fortitude save (DC 19 + your Wisdom modifier) or face the effects based on the size of the creature: Medium or smaller creatures are blown away, Large creatures are knocked down, and Huge creatures are checked (Gargantuan or larger creatures are unaffected by the wind). Each affected square requires 4 squares of movement to enter. In addition, creatures within the area take 5d6 cold damage per round (Fort save DC 19 + your Wisdom modifier for half damage).

The blizzard lasts for a number of rounds equal to your Wisdom modifier before dissipating. The affected area remains covered by heavy snow for 1 hour before the snow melts.