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    Barbarian in the Playground
    Join Date
    Dec 2005

    Default Re: Lesser Disciplines - 8 more Tome of Battle disciplines

    Falling Wave:

    Aquatic Charge
    Falling Wave (Strike)
    Level: 1
    Initiation Action: 1 full-round action
    Range: Melee Attack
    Target: One Creature

    You spiral through the water, catching your enemy off-guard with a burst of speed

    As part of this maneuver, make a charge action through water. You may move at your full base land speed, if you lack a swim speed, provided you make a swim check against the normal DC for the water (at no penalty for swimming faster). If you hit, you inflict +1d6 damage.

    Battering Waves
    Falling Wave (Boost)
    Level: 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You

    Each of your attacks erodes your enemy's defenses, wearing them down through superior endurance.

    Every time you hit an enemy in this round, you inflict a -1 dodge penalty to AC. This penalty is cumulative; the total penalty on an enemy decreases by 1 per round after three rounds, until the penalty is reduced to 0.

    Cascading Waterfall
    Falling Wave (Stance)
    Level: 5
    Prerequisite: Two Falling Wave maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    Your attacks steadily wear your enemy down, each leaving a critical weakness in your enemy's guard for your next to exploit

    While in this stance, every time you hit an enemy your subsequent attacks against the same enemy gain a +1 bonus to melee damage. This bonus lasts until you go a round without hitting the enemy affected. If you and your enemy are both underwater, your bonus is doubled.

    Dolphin Dance
    Falling Wave (Stance)
    Level: 3
    Prerequisite: One Falling Wave maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You whirl around effortlessly under the water, in a complicated dance that uses the water itself as another layer of armor.

    You gain the benefits of a Freedom of Movement spell as it relates to the effects of water. Additionally, you gain a +1 Deflection bonus to AC for every four ranks that you have in the Swim skill while underwater.

    Dolphin's Rush
    Falling Wave (Strike)
    Level: 5
    Prerequisite: Two Falling Wave maneuvers
    Initiation Action: 1 full-round action
    Range: Melee attack
    Target: One creature

    You rush forward through the water, leaping and spiralling through it like a dolphin, before slamming your weapon home.

    You make a charge attack as part of this maneuver, and may charge while underwater or otherwise swimming even without a swim speed; if this attack hits, it deals 6d6 bonus damage. If your enemy is at least waist-deep in water, and you swam the length of the charge, you inflict 2d6 additional bonus damage, for a total of 8d6.

    Ebbing Wounds
    Falling Wave (Stance)
    Level: 8
    Prerequisite: Three Falling Wave maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    The sea is immortal, as are you; your flesh flows as water when you are wounded, reforming yourself to ignore the damage you would take.

    While in this stance, you gain Regeneration 3. This converts all damage that you take into nonlethal damage, and restores three points of nonlethal damage per round. No damage type deals normal damage to you. Note that if you become helpless (including unconcious), you cannot maintain any stances, including this one.

    Fountain of Life
    Falling Wave (Boost)
    Level: 7
    Prerequisite: Three Falling Wave maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You

    The waters of the fountain of life wash over your soul, washing away your wounds and restoring your fighting spirit.

    When you initiate this boost, you remove all negative effects currently affecting you, with the exceptions of those that require a Remove Curse, Break Enchantment, Limited Wish, Miracle, or Wish spell to remove (such as Geas), and those that affect an area that you are in (such as Acid Fog or Antimagic Field), instead of affecting you or items on your person directly. Additionally, you recover two hit points per initiator level that you have, to a maximum of 1/2 of your normal maximum hit points.

    This maneuver is a supernatural ability.

    Home in the Water
    Falling Wave (Stance)
    Level: 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You are at home in the water every bit as much as you are on land.

    You gain a Swim speed equal to your armored land speed (15 feet if your base land speed is 20 feet, 20 feet from a base of 30, and 30 feet from a base of 40). This can be further reduced for armor, as usual, and provides all of the benefits of having a racial swim speed (such as the ability to take 10 on Swim checks under any circumstances, and a +8 racial bonus to your Swim skill). If you have nine or more ranks in Swim, your Swim speed improves to your base land speed.

    Additionally, you can hold your breath for much longer; multiply the length of time you can hold your breath for by 2 if you have fewer than four ranks in swim, 3 if you have 4-7 ranks, 4 if you have 8 or more ranks, and increase the multiplier by one for every 3 ranks beyond 8 that you have.

    Ocean's Embrace
    Falling Wave (Boost) [Water]
    Level: 2
    Prerequisite: One Falling Wave maneuver
    Initiation Action: 1 swift action
    Range: 30 feet
    Effect: Medium Water Elemental
    Duration: End of Turn

    You reach out with your mind and call a spirit of the water to help you, and it obliges, holding an enemy down

    A Medium Water Elemental appears in the space you designate and acts immediately to attempt to grapple an enemy of your choice, provided that it appears adjacent to that enemy. After its turn ends, you may take the rest of your turn (possibly attacking a flanked or grappled enemy), then it vanishes.

    This maneuver is a supernatual ability.

    Purifying Spring
    Falling Wave
    Level: 3
    Prerequisite: One Falling Wave maneuver
    Initiation Action: 1 standard action
    Range: Personal
    Target: You

    You focus inward, and let the water of your memories wash over your soul to purify it, allowing you to fight with renewed vigor

    You can summon the essence of water to wash your soul clean of negative magic. Select one spell, effect, or other condition currently affecting you and with a duration of one or more rounds. That effect ends immediately. Poison and Disease can only be removed if they were applied in the preceding round, and have their effects removed with them; you cannot remove the damage from poison or disease without removing the cause. You may remove Ability Drain or Level Drain up to three rounds after it is applied (to any one ability score, in the former case). Additionally, your focus allows you to heal one point of damage per initiator level, to no more than half of your maximum HP and not affecting damage taken more than three rounds ago.

    Reflection of the Moon
    Falling Wave (Counter)
    Level: 6
    Prerequisite: Two Falling Wave maneuvers
    Initiation Action: 1 immediate action
    Range: Melee attack
    Target: One creature

    You recover from a grevious blow by striking back in a mirror image of your attacker's technique.

    You may initiate this counter only when damaged by a melee attack, immediately after being damaged. This counter allows you to make an immediate melee attack against your attacker. If this attack hits, it deals damage equal to the amount of damage that you took, not your normal melee damage. All hit point damage inflicted by added effects to the attack, such as martial maneuvers or added spells, is included in the tally of damage that you took from the attack. Added effects that do not cause hit point damage, including ability damage, fatigue, stun, and the like, are not reflected. You still take full damage from the attack. This maneuver takes place after damage is determined, but before the effects of that damage are resolved, i.e., you may initiate this maneuver in response to an attack that kills you or renders you helpless.

    Riverine Defense
    Falling Wave (Counter)
    Level: 4
    Prerequisite: Two Falling Wave maneuvers
    Initiation Action: 1 immediate action
    Range: Personal
    Target: You
    Duration: See Below

    You roll with your enemies' attacks, absorbing their blows as a river does.

    You absorb your enemies' attacks and recover from them near-effortlessly. This grants you Damage Reduction 5/- and 20 temporary HP, both of which you lose at the beginning of your next turn, if you have not lost the temporary hit points already. The damage reduction lasts no longer than the temporary HP.

    Rolling Wave
    Falling Wave (Counter)
    Level: 7
    Prerequisite: Three Falling Wave maneuvers
    Initiation Action: 1 immediae action
    Range: Personal
    Target: You
    Duration: See Below

    The attacks of your enemies mean nothing to you as you tumble like a wave, deflecting and softening each attack in an amazing defense.

    You gain 75 temporary HP, which last until the beginning of your next turn. However, any attack against you deals five bonus damage or double damage, whichever is less; this bonus damage can only affect your temporary HP.

    Sea-dwelling Spirit
    Falling Wave (Stance)
    Level: 3
    Prerequisite: One Falling Wave maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You can make water bend to your will, taking on properties of air and earth to satisfy you

    You can walk on water, as per the Water Walk spell, and breathe water, as per the Water Breathing spell. You may choose freely between walking on and swimming through water, and switch from swimming to walking by expending 5' of movement to climb from swimming on the surface to standing on it; you may also switch as part of moving 10' along the surface; you may switch from walking to swimming as a free action.

    Shark's Frenzy
    Falling Wave (Strike)
    Level: 3
    Prerequisite: One Falling Wave maneuver
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: All enemies in range

    You lash out like a shark in a frenzy, recklessly tearing at any enemy in reach.

    You make a single melee attack against each enemy within your melee attack reach. If the attack hits, you inflict normal melee damage. You cause 2d6 bonus damage if both you and your target are at least waist-deep in water. You then take a -4 penalty to AC for one round.

    Sinking Curse
    Falling Wave (Boost)
    Level: 6
    Prerequisite: Three Falling Wave maneuvers
    Initiation Action: 1 swift action
    Range: 30'
    Effect: Huge water elemental
    Duration: 1 round

    You move your weapon in an elegant whirling motion, actually the gestures for an ancient spell, while speaking a curse upon your enemy. The sea itself rises to drag your enemy into the deeps.

    This maneuver functions as Ocean's Embrace, except that the elemental summoned is Huge rather than Medium, and lasts until just before the beginning of your next turn.

    This maneuver is still a supernatural ability.

    Tangled Kelp Strike
    Falling Wave (Strike)
    Level: 5
    Prerequisite: One Falling Wave maneuver
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: 1 round
    Saving Throw: Fortitude negates

    You focus yourself, then make an attack with the power of the sea behind you, knocking your opponent into disarray and leaving him stumbling, trying to recover

    As part of this maneuver, make a melee attack; you have a -1 penalty on this attack if both you and your opponent are standing on the ground, or a +1 bonus if both are in water. If it hits, your opponent must make a fortitude save (DC 15 + your Strength modifier) or be dazed for one round. A successful save does not negate the melee damage from this strike.

    Tsunami's Mighty Landing
    Falling Wave (Strike)
    Level: 9
    Prerequisite: Four Falling Wave maneuvers
    Initiation Action: 1 full-round action
    Range: Melee attack
    Target: One creature
    Duration: 1d4+1 rounds
    Saving Throw: Fortitude negates (see below)

    Channelling the force of the ocean behind your single mighty blow, you knock your opponent to the ground.

    When you initiate this maneuver, make a single melee attack. This attack inflicts 20d6 bonus damage. If it deals damage, the target must make a Fortitude save (DC 19 + your Strength modifier). On a failed save, the target is dazed for 1d4+1 rounds, and must use its same save result against a modified DC by +2 for each size category bigger than it you are, or -2 for each size smaller; if it fails this save launched 2d6 squares away from you in any direction you choose, so long as it never approaches closer to you in any dimension, and moves at least 1 square away from you along the line between you and its starting point. If it hits an obstacle on its path, it stops immediately; if it ends its movement in a square with a surface it could stand on, it is prone on that surface. A successful save negates the daze, but not the extra damage; the creature must still meet the modified DC to avoid being launched, even if it saves to avoid being dazed.

    If you initiate this maneuver on land (less than hip-deep in water), the target cannot be dazed, and can only be launched 1d6 squares. If the target avoids being launched but fails the save against the default DC, it falls prone in its space.

    This maneuver functions normally on creatures immune to effects that allow fortitude saves (such as undead and constructs).

    Undertow
    Falling Wave (Strike)
    Level: 4
    Prerequisite: Two Falling Wave maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: 1 round

    You sweep your legs out under an enemy, pulling him to the ground and giving you an opening to attack.

    As part of this maneuver, make a trip attempt. You may use your Strength or Dexterity for this attempt; your target opposes with the same ability. You gain a +4 bonus on this check. If you succeed, you may make a melee attack with whatever weapon you are wielding as part of this strike, which inflicts an extra 2d6 damage, and your opponent's speeds (in all movement types) are reduced to 0 for one round. If you fail, your opponent cannot attempt to trip you in turn. This maneuver functions even on enemies that cannot be tripped normally, such as those without legs or who aren't using legs.

    Unmerciful Deeps
    Falling Wave (Strike)
    Level: 8
    Prerequisite: Three Falling Wave maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: 3 rounds
    Saving Throw: Fortitude partial

    With a mighty blow sweeping downward, you banish your enemy to the depths beneath you.

    As part of this maneuver, make a melee attack. If it hits, it inflicts 15d6 damage and the target must make a fortitude save (DC 18 + your Strength modifier). On a failed save, the target begins to sink at a rate of 60 feet per round for the duration of the maneuver, whenever in water (and not on a solid bottom); the target pushes floating obstacles to their sinking (including other creatures) as though it weighed an extra 200 pounds per initiator level, provided that it is immersed in water (a target standing on a boat does not sink it, but one standing on the side of a submarine would). Additionally, the target may not swim upward for the duration of the maneuver. On a successful save, the target does not sink, and may swim upward, but only at a rate of 5' per round.

    Watery Dodge
    Falling Wave (Counter)
    Level: 2
    Initiation Action: 1 immediate action
    Range: Personal
    Target: You
    Duration: See Text

    As an attack hits you, you roll with it like water, and let it flow off of you.

    When you iniate this maneuver, you gain 10 temporary HP. These temporary HP last until the beginning of your next turn.


    Glacial Chill:

    Antarctic Blade
    Glacial Chill (Boost) [Cold]
    Level: 7
    Prerequisite: Three Glacial Chill maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn

    Visible cold winds whip around the blade of your weapon as it seems to transform into a razor-edged icicle. Snow pours off of it, blown on the winds, and anything it strikes turns to ice.

    For the rest of your turn, all of your melee attacks inflict 3d6 + initiator level bonus cold damage. Additionally, any critical hits you make cause your target to be slowed as the spell, for one round less than your weapon's critical damage multiplier.

    This maneuver is a supernatural ability.

    Arctic Winter Strike
    Glacial Chill (Strike) [Cold]
    Level: 9
    Prerequisite: Five Glacial Chill maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature

    You unleash a single mighty strike, leaving your foe nearly paralyzed

    As part of this maneuver, make a single melee attack. If the attack hits, it inflicts 3d6 points of Dexterity damage in addition to your normal damage. Every five points of Cold resistance that the target has negates one point of Dexterity damage; cold immunity negates this entirely; each point counts as five points of cold damage for tracking purposes (such as for Protection from Energy or the Shatter the Ice maneuver).

    Avalanche Charge
    Glacial Chill (Strike)
    Level: 4
    Prerequisite: Two Glacial Chill maneuvers
    Initiation Action: 1 full-round action
    Range: Melee attack
    Area: 5' wide line
    Saving Throw: Reflex negates (see text)

    You charge like an onrushing avalanche, heedless of anything in your way.

    You rush forward, making a charge attack against one target. You may charge across difficult terrain. Along the way, you may attempt to overrun any creatures in your way; you do not provoke an attack of opportunity for doing so, gain a +4 bonus on your Strength check, and inflict 4d6 damage to any you knock prone. You may continue even through those you do not knock prone, and cannot be knocked prone in turn by them, although they may attempt attacks of opportunity; those you knock prone may not attempt attacks of opportunity against you. An enemy who attempts to avoid you must make a Reflex save (DC 14 + your Strength modifier); otherwise you attempt to overrun them. You inflict 4d6 bonus damage to the target of your charge, should your charge attack hit.

    Carving Glacier
    Glacial Chill (Strike)
    Level: 2
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: 1 round

    You deliver a mighty strike, knocking your enemy's wind out

    Make a melee attack as part of initiating this maneuver. If it deals damage, your enemy must make a Fortitude save (DC 12+your Strength modifier) or be nauseated for one round.

    Collapsing Strike
    Glacial Chill (Strike)
    Level: 4
    Prerequisite: One Glacial Chill maneuver
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: 1 minute
    Saving Throw: Fortitude partial

    You strike at your enemy with the might of the glacier, forcing him to exhaust his energy on this one attack

    Masters of the Glacial Chill style base their style on the creatures and environment of the glaciers, mountains, and tundra, seeking to copy their strengths. This maneuver emulates the cold's ability to draw the vigor from a person and exhaust them before death. Make a melee attack. If this attack hits, your enemy must make a Fortitude save (DC 14 + your Strength modifier). On a successful save, he is fatigued for the duration of the maneuver; unlike with normal fatigue, this ends when the maneuver does. On a failed save, he is exhausted for the duration of the maneuver, then fatigued for the rest of the encounter; if the maneuver's effect is ended prematurely (such as by a Heal spell, Iron Heart Surge, or Purifying Spring), the target is not fatigued.

    Crack the Ice
    Glacial Chill (Strike)
    Level: 2
    Prerequisite: One Glacial Chill maneuver
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature

    A single blow landing exactly where your enemy is frostbitten by your cold attacks shatters your target's flesh.

    As part of this maneuver, make a melee attack. If the attack hits and the target has taken at least 1 point of cold damage in the previous round, it inflicts 1d6 bonus damage. This increases to 2d6 if the target has taken at least 11 points, and 3d6 for at least 16 points.

    Crushing Wall
    Glacial Chill (Strike)
    Level: 1
    Initiation Action: 1 full-round action
    Range: Melee Attack
    Target: One or more creatures

    You push your weapon into forming a wall, then press that wall against your enemies in a reckless display of might

    When you initiate this maneuver, select one side of your facing. You may make a melee attack against all enemies that you threaten on or within 45 degrees of that side of your facing. Make these attacks at a -1 penalty to hit for each enemy after the first that you attack; you suffer an equal penalty to armor class for one round.

    Enduring Glacier
    Glacial Chill (Stance) [Cold]
    Level: 6
    Prerequisite: Two Glacial Chill maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    Ice that is almost entirely unlike ice creeps up your body, forming another layer of armor. This cold ice bends to fit your body and movements, but is unyielding when struck.

    While in this stance, you gain damage reduction 5/adamantine and Cold Resistance 15. However, you gain fire vulnerability; you take half again as much damage from any fire effect, regardless of whether or not your saving throw (if allowed) succeeds or fails.

    Falling Glacier Hammer
    Glacial Chill (Strike)
    Level: 7
    Prerequisite: Three Glacial Chill maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: 1 round
    Saving Throw: Fortitude Negates

    With a mighty, hewing downward blow, you smash through your enemy's defenses and leave them weak and unable to defend themselves, or strike back.

    As part of this maneuver, make a single melee attack. If it hits, in addition to taking normal melee damage, the creature hit must make a Fortitude save (DC 17 + your Strength modifier) or be stunned for one round.

    Freezing Blood
    Glacial Chill (Strike) [Cold]
    Level: 1
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: 1d4+1 rounds

    You focus your ki and perform an attack, striking against your enemy's defenses, then using your leverage to force him into exhaustion

    Emulating the cold of the great glacier, you make a strike aiming to exhaust your enemy's vitality. When you initiate this maneuver, make a melee attack. If that attack hits, your target is fatigued for the duration of this maneuver. Unlike with normal fatigue, the effect expires at the end of the maneuver and cannot stack to become exhaustion.

    Glacial Assault
    Glacial Chill (Stance)
    Level: 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    For as long as you're able to maintain solid footing, you can push the attack.

    While in this stance, your melee attacks inflict +1d6 damage. You exit this stance if you ever move more than 5' in a round; you may not resume it for one round afterward.

    Glacial Embrace
    Glacial Chill (Boost)
    Level: 5
    Prerequisite: Two Glacial Chill maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn
    Saving Throw: See below

    Your fighting style shifts noticably into one of endurance, aiming to exhaust your enemy with attacks that are difficult to react to, but that would exhaust a lesser attacker first

    All attacks you make in a round where you initiate this boost cause the creature hit by them to become fatigued. An already-fatigued creature may make a Fortitude save (DC 15 + your Strength modifier) to avoid having the conditions stack to exhaustion.

    Ice Hammer
    Glacial Chill (Strike)
    Level: 3
    Prerequisite: One Glacial Chill maneuver
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: 1 round
    Saving Throw: Fortitude negates

    You strike at the same point as the last cold attack hit, hoping to cripple your enemy.

    As part of this maneuver, make a melee attack. If the attack hits, the target must make a Fortitude save (DC 13 + your Strength modifier) or suffer an effect dependant on the amount of cold damage taken in the last round, as per the table below:
    0: No effect
    1-5: Fatigued (effect ends after one round, unlike normal fatigue)
    6-10: Sickened
    11-20: -4 penalty to all physical ability scores (cannot reduce to 0)
    21-25: Nauseated
    26-35: Dazed
    36+: Stunned

    Ice Cleaver
    Glacial Chill (Strike)
    Level: 8
    Prerequisite: Three Glacial Chill maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature

    A single mighty blow delivered to the ice left on your target's flesh by your last attack splits a wide gash from where his body had last been frozen.

    As part of this maneuver, make a single melee attack. If it hits, you inflict 1d6 bonus damage per five points of cold damage, or fraction thereof, up to 100 points, that the creature hit took on or after your last turn, plus 3d6 points more damage if any was taken. If the creature took more than 20 cold damage, you inflict an additional 3d6, another 4d6 at 50, and a final 4d6 at 100. Inflict 1d6 more damage for every two points of ability damage the creature took from cold (such as from Arctic Winter Strike, Five-Shadow Creeping Ice Enervation Strike, or Shivering Touch) in the past round. Additionally, if the target is currently exhausted, immobilized, or Slowed by cold or a Glacial Chill maneuver, use d8s for damage instead of d6s. This maneuver cannot inflict more than 30 dice of damage.

    Icy Blade
    Glacial Chill (Boost) [Cold]
    Level: 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of Turn

    As you sweep your weapon into position to attack, ice begins to creep up the blade.

    When you initiate this maneuver, ice creeps up your melee weapon and cold air sweeps behind it. For the rest of your turn, your melee attacks deal an extra 1d6+Initiator Level cold damage.
    This maneuver is a supernatural ability

    Icy Grip
    Glacial Chill (Strike) [Cold]
    Level: 2
    Prerequisite: One Glacial Chill Maneuver
    Initiation Action: 1 Standard Action
    Range: Melee Attack
    Target: One Creature
    Duration: 1 round

    You hack into your enemy, sucking the heat from the air around it and letting ice leap up around its feet

    Make a melee attack as part of this maneuver. If it hits, your enemy must make a Reflex save (DC 12+your Wisdom modifier) or be unable to move for one round and take an extra 2d4 cold damage just before your next turn, in addition to taking normal melee damage. This works only against enemies standing on the ground.

    This maneuver is a Supernatual ability

    Ignore the Elements
    Glacial Chill (Stance) [Cold]
    Level: 3
    Prerequisite: One Glacial Chill Maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    You can shrug off even the most extreme cold.

    You gain Cold Resistance 10. If you have at least 14 ranks in Survival, this upgrades to Cold Resistance 20. If you have at least 19, this becomes complete immunity. Additionally, once per round, when subjected to a Cold attack that allows a saving throw, you may make a Survival check instead of a saving throw.

    The cold resistance granted by this stance is a Supernatural ability.

    Jagged Ice Guard
    Glacial Chill (Boost)
    Level: 6
    Prerequisite: Three Glacial Chill maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: 1 round

    Freezing winds whip around you as icicles begin to form, hanging on your body and weapon. With a single movement you throw the ice from yourself and your weapon into the air, where it hangs, tossed by the winds, daring your enemies to attack through it.

    Whirling razor-sharp ice shards circle around you. These shards inflict 1d6 cold damage on any creature that makes a melee attack against you with a nonreach weapon, plus a number of additional points of damage equal to your initiator level. Additionally, they provide you with concealment.

    This maneuver is a supernatural ability.

    Rumbling Glacier
    Glacial Chill (Stance)
    Level: 8
    Prerequisite: Three Glacial Chill maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    With a series of slow, powerful blows, you are able to bring down the strongest of enemies.

    While in this stance, making only a single melee attack (such as with an attack action or martial strike), and moving no more than 5 feet in the round, you gain a +3 bonus to hit and damage for each attack that you would have in a full attack beyond the first. If you decide to gain the benefits of this stance, you may not move later in the round. If you gain additional, unexpected melee attacks (such as from Cleave), they do not benefit from this stance.

    Shatter the Ice
    Glacial Chill (Strike)
    Level: 5
    Prerequisite: Two Glacial Chill maneuvers
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature

    You size up your target quickly, and see where their armor is frozen and their body frostbitten. Drawing upon all of your training, you deliver a blow straight to the center of that point, shattering the ice.

    Shatter the Ice is a deadly maneuver, designed to take advantage of weaknesses left in an enemy by other Glacial Chill maneuvers, although the support of a spellcaster can do the same thing. It is favored by Glacial Chill adepts as a finishing move, ending a fight in a single blow.

    As part of this maneuver, make a melee attack and deal normal melee damage. If it hits, it inflicts bonus damage based on the amount of cold damage the target took in the last round:
    0: None
    1-10: 4d6
    11-15: 5d6
    16-20: 6d6
    21-35: 8d6
    36+: 10d6

    Tomb of Carved Ice
    Glacial Chill (Counter) [Cold]
    Level: 5
    Prerequisite: Two Glacial Chill maneuvers
    Initiation Action: 1 immediate action
    Range: Personal
    Target: You
    Duration: See below

    Through force of will, you form a block of ice to form around yourself, stopping your enemy's attack.

    When you initiate this maneuver, you create a block of ice around yourself, freezing yourself to prevent damage and avoid the need to breathe while so entombed. This ice block has 10d8 hp, hardness 5, and takes double damage from fire, full from sonic, physical, and untyped attacks, half from acid and electricity, and none from cold. You take half damage from fire attacks targeted on the block, as well as all energy and area damage over the block's hit points; other attacks cannot target you. The block automatically fails all Reflex saving throws; it makes Fortitude and Will saving throws as an attended object (at your bonuses). The block loses eight hp per round just before your turn, and shatters at 0 hp; you may shatter it as a full-round action but other than that you may only take purely mental actions; you may not initiate any martial maneuvers, but you may change your stance or recover maneuvers, provided that you need not take a physical action to do so (Swordsage meditation, and application of the Adaptive Style feat is a purely mental action). You do not have line of effect out of the block to use psionic powers on others, nor can others use psionics or magic on you.

    If you initiate this maneuver in response to a melee attack, you may attempt an opposed attack roll with your weapon against the attacker's attack roll; on a success, the weapon is frozen in the block with you, and cannot be removed until the block is broken; you take no damage. If the attacker wins, he may choose to withdraw his weapon, negating the attack, or to damage you, but lose the weapon.

    This maneuver is a supernatural ability.

    Winter's Blade
    Glacial Chill (Boost) [Cold]
    Level: 4
    Prerequisite: One Glacial Chill maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn

    Your blade glows with a cold blue glow as the vapor in the air forms a mist around it, with a handful of snowflakes dropping from the mist. You are unfazed by the cold, but it sends the teeth of those around you chittering.

    Your melee attacks inflict 2d6 additional cold damage, plus an extra point of cold damage for each initiator level you have.

    This maneuver is a supernatural ability.
    Last edited by I_Got_This_Name; 2007-06-22 at 01:33 PM.