Eternal Glacier (3.5e Martial Discipline)/All Maneuvers

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Advancing Wall
Eternal Glacier (Strike)
Level: 3
Prerequisite: One Eternal Glacier maneuver
Initiation Action: 1 full-round action
Range: Touch
Area: Three squares (see below)

You swing your weapon wide and catch it across yourself to drive your enemies back, pressing like a glacier

You drive your enemies back, re-arranging the battlefield. This maneuver affects one square adjacent to you, and the two squares orthogonally adjacent to it and adjacent to your own (e.g., Northeast, North, and Northwest, or North, Northeast, and East).

You may make a melee attack against each creature or object in the area. If the attack hits, you may make a bull rush attempt without moving into the creature's square, provoking no attack of opportunity, rolling a single check opposed by a single check of the strongest creature in the group being pushed (others being pushed can Aid Another, with a DC equal to your check result - 10 to add two to its check result). All creatures are moved in the direction of the middle square, not necessarily directly away from you. If you move, the maneuver's area moves with you; new creatures caught in it can be attacked and, if there's distance remaining, pushed (they may also resist the push, which can stop you but not push you back).


Antarctic Blade
Eternal Glacier (Boost) [Cold]
Level: 7
Prerequisite: Three Eternal Glacier 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
Eternal Glacier (Strike) [Cold]
Level: 9
Prerequisite: Four Eternal Glacier maneuvers
Initiation Action: Standard
Range: Melee Attack
Target: One creature

With a single, mighty attack, channeling the power of all the world's cold places, you leave your enemy nearly paralyzed

As part of initiating this maneuver, make a single melee attack. If it hits, your target takes 3d6 points of Dexterity damage in addition to the normal melee damage. Five points of cold resistance negates one point of dexterity damage, and this maneuver does not work on creatures immune to cold (anything that multiplies cold damage, whether by something less than or greater than one, applies normally to this damage).

This maneuver is a supernatural ability.


Avalanche Charge
Eternal Glacier (Strike)
Level: 4
Prerequisite: Two Eternal Glacier maneuvers
Initiation Action: 1 full-round action
Range: Melee Attack
Targets: One creature and everything in the way

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. Even if you fail to knock something prone, you can keep going, and it can't knock you prone, although it can attempt an attack of opportunity for your movement. 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.


Avalanche Surge
Eternal Glacier (Strike)
Level: 8
Prerequisite: Three Eternal Glacier maneuvers
Initiation Action: 1 full-round action
Range: Melee Attack
Targets: One or more creatures in reach

With a yell, followed only by the rumbling sounds of an avalanche, you are upon your enemies

Charge an enemy as part of this maneuver. You may charge through occupied squares and difficult terrain. If the charge hits, it inflicts normal melee damage, plus 40 more. You may make a single charge attack against each creature that comes into your reach while you charge; these attacks only inflict normal melee damage plus 10. You provoke no attacks of opportunity for moving as part of this charge.


Bonechilling Wind Guard
Eternal Glacier (Boost) [Cold]
Level: 6
Prerequisite: Three Eternal Glacier maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One Round
Saving Throw: Fortitude Partial (see text)

You summon the winds of the glacier to protect you, and they heed your call, surrounding you with whipping cold winds and shards of ice

Until the beginning of your next turn, any creature that hits you in melee takes 1d6 plus half your initiator level cold damage, and must make a fortitude save (DC 16 + your Constitution modifier) or be fatigued. Creatures attacking you using weapons with exceptional reach (such as Longspears) are not subject to this maneuver.

This maneuver is a supernatural ability.


Breath of Long Winter
Eternal Glacier (Stance) [Air, Cold]
Level: 5
Prerequisite: Two Eternal Glacier maneuvers
Initiation Action: Swift
Range: 5 ft
Area: 5 ft radius spread centered on initiator

The warblade was lost admit the whirling snow and hail, but even the roar of the northern wind could not drown out the screams of his enemies.

When you enter this stance you are surrounded by a supernatural swirling barrier of snow, ice, and wind. It grants you 20% concealment against ranged attacks, gives a +1 damage per die on any effect which deals cold damage, and a -1 damage per die on any effect which deals fire damage in the area. Mundane fire sources are snuffed out automatically.

The ambient temperature drops by 100 degrees in the area, though this doesn't harm the initiator who instead becomes immune to even the lowest environmental temperatures. You still take damage from non-environmental cold sources, but gain cold resistance 10, which stacks with pre-existing cold resistant.

As a swift action you can expand the radius of your effect up to 30 ft radius, but your movement speeds are cut in half for any amount greater than 5 ft. As a standard action you can cause the swirling to become opaque with heavy snowfall, giving total concealment for 1 round. You can see through your own storm normally.


Chill Bones
Eternal Glacier (Strike) [Cold]
Level: 3
Prerequisite: One Eternal Glacier maneuver
Initiation Action: Standard
Range: Melee attack
Target: One creature
Duration: One minute
Saving Throw: Fortitude Negates

You bring the might of the glacier to bear on your opponent, cutting a path for bonechilling cold.

When you initiate this maneuver, make a melee attack. If it hits, it does normal damage and the target must make a fortitude save (DC 13 + your Constitution modifier) or gain Cold Vulnerability for the maneuver's duration. If they already have Cold Vulnerability, they take 50% more base cold damage. Cold-immune creatures instead take half of base damage from cold for the maneuver's duration (instead of being immune or vulnerable). This maneuver is a supernatural ability.


Collapsing Drift
Eternal Glacier (Boost)
Level: 4
Prerequisite: Two Eternal Glacier maneuvers
Initiation Action: Swift
Range: Personal
Target: You
Duration: End of Turn and One Round

You fall on your enemies like a snowdrift off a cliff, leaving them staggered

All creatures you hit in melee until the end of your turn have their movement speed halved until the beginning of your next turn.


Crumbling Wall
Eternal Glacier (Boost)
Level: 4
Prerequisite: Two Eternal Glacier maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One Round

You turn the force of your enemies' attacks on their companions

Nothing happens immediately when you initiate this maneuver. Just before the beginning of your next turn, you may make a single melee attack against each enemy in reach that has not attempted to attack you (using the definition used by Invisibility) since you initiated this maneuver. If an enemy attempts to move out of your reach, you may make the melee attack then (in addition to the attack of opportunity you might be allowed). For each enemy that has attacked you or tried to run away between when you initiate the maneuver and making the attack, you get +1 to hit on these attacks. For every five points of damage those attacks have dealt to you (before damage reduction), your attacks do +1 damage.


Crushing Wall
Eternal Glacier (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee Attack
Targets: Two adjacent creatures

You swing your weapon in a wide, sweeping strike, cleaving through your enemies.

When you initiate this maneuver, select two adjacent creatures that you threaten. Make a single melee attack against each one.


Drumlin Wall
Eternal Glacier (Strike)
Level: 7
Prerequisite: Three Eternal Glacier maneuvers
Initiation Action: Standard
Range: Melee Attack
Targets: All creatures in range

You carve a canyon through your enemies' ranks, leaving the results piled in a hill before you

When you initiate this maneuver, move your speed in any movement type you have except flying, in a straight line. Make a melee attack against each creature in front of you at the beginning of the move (any creature you get closer to, including moving from diagonal adjacency to orthogonal, or partial to more complete adjacency, for large creatures), and any creature you threaten as you move that you didn't threaten when you started moving. Each creature hit moves with you until the end of your move or it hits an immovable object or creature (including one that you do not hit over the course of the maneuver, but not one that you will hit but haven't hit yet), at which point it and the object each take 6d6 damage and it falls prone. You provoke no attacks of opportunity from anything you can attack over the course of this maneuver, and things you push likewise provoke no attacks of opportunity. At the end of the move, anything that moved to share its space with something else falls prone and takes 6d6 damage.


Embrittle Bones
Eternal Glacier (Strike)
Level: 5
Prerequisite: Two Eternal Glacier maneuvers
Initiation Action: Standard
Range: Melee Attack
Target: One Creature
Duration: Three rounds
Saving Throw: Fortitude Partial (see text)

Everything gets more brittle in extreme cold, even your enemies. The trick is to bring the right cold

As part of this maneuver, make a melee attack. If it hits, the target takes normal melee damage, and then takes double physical damage from every source that hits them, to a maximum of +3 damage per attack. If the target takes cold damage, the duration of this effect is refreshed (three rounds after the last application of cold damage), and, if the target fails a saving throw against the effect (or against DC 15 + your Constitution modifier if the effect doesn't allow a save), they are also fatigued.

This maneuver is a supernatural ability.


Foul Frost
Shadow Hand, Eternal Glacier (Strike) [Cold, Evil, X-Discipline]
Level: 6
Prerequisite: One Eternal Glacier maneuver, two Shadow Hand maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
No amount of insulation can keep out this cold.

Make a single melee attack. If it hits, in addition to its normal damage, it does 4d8 cold damage, 4d8 vile damage, and 2d8 vile cold damage. The opponent also takes 1d8 Strength damage, which can be negated with a Fortitude save (DC = 16 + your Strength or Dexterity modifier, whichever is better).


Freezing Blood
Eternal Glacier (Counter)
Level: 2
Prerequisite: One Eternal Glacier maneuver
Initiation Action: Immediate Action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude Negates

Attacking you is as exhausting as trying to face down a glacier

You embody the tenacity of the glacier to exhaust your enemy. You may initiate this counter after you are attacked in melee, whether a hit or miss, or before the result is known. The attacker must make a Fortitude save (DC 12 + your Constitution modifier) or be fatigued. If you initiate the maneuver before the result is known, this may cause the attack to miss or reduce the damage it does.


Glacial Endurance
Eternal Glacier (Stance) [Cold]
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You steady yourself, and shrug off extreme cold

You can ignore most normal cold temperatures, as the Endure Elements spell. Also, you gain cold resistance based on your Survival ranks, as shown below:

  • 4 Ranks: Resistance 5
  • 9 ranks: Resistance 10
  • 14 ranks: Resistance 20
  • 19 ranks: Immunity and Resistance 20 to anything that bypasses Cold Immunity.

This stance is a supernatural ability.


Glacial Patience
Eternal Glacier (Stance)
Level: 3
Prerequisite: Two Eternal Glacier maneuvers
Initiation Action: Swift
Range: Personal
Target: You
Duration: Stance

With the unending patience of a glacier awaiting the next ice age, you bear your enemies' blows

Once per round, you may choose to take half damage from a cold or physical attack. Decide to do this before any attack rolls or saving throws are rolled. If you succeed on a save for half damage for a cold attack that you halve with this ability, you take no damage. Also, whenever you are subjected to a cold effect that allows a saving throw, you may roll a Survival check and use its result as your save result.


Ice Hammer
Eternal Glacier (Strike)
Level: 2
Prerequisite: One Eternal Glacier maneuver
Initiation Action: Standard
Range: Melee attack
Target: One creature
Duration: Two rounds

You hammer your enemy once, as if cracking ice to prepare it to shatter

As part of initiating this maneuver, make a single melee attack against an enemy. If the attack hits, it does normal damage and the enemy's damage reduction and cold resistance are reduced by an amount equal to the damage done for the duration of the maneuver. They cannot be reduced below zero. Note that the maneuver expires before the beginning of your second turn; you only have one shot to take advantage.


Icy Blade
Eternal Glacier (Boost) [Cold]
Level: 1
Prerequisite: One Eternal Glacier maneuver
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.

In Wizard-Level Games
If you know at least one 4th-level Eternal Glacier maneuver, the damage bonus granted by this maneuver increases by 1d6. If you have at least 16 ranks in Survival, it also increases by 1d6. These stack.


Icy Burial
Eternal Glacier (Strike)
Level: 6
Prerequisite: Three Eternal Glacier maneuvers
Initiation Action: Standard
Range: Melee attack
Target: One Creature
Duration: One round
Saving Throw: Fortitude Partial

You strike with the cold fury of a glacial blizzard, burying your enemy under your blows

As part of this maneuver, make a melee attack. If it hits, in addition to dealing damage, the target loses any damage reduction it has for one round and must make a fortitude save (DC 16 + your Constitution modifier) or be immobilized (all speeds reduced to 0 and unable to take 5' steps) for one round and have its armor and natural armor bonuses to AC reduced by a total of 6, to a minimum of zero each (initiator's choice how this is distributed, subject to the limits of what the bonuses actually are)


Morningfrost Stance
Eternal Glacier (Stance)
Level: 8
Prerequisite: Four Eternal Glacier maneuvers
Initiation Action: Swift
Range: Personal
Target: You
Duration: Stance

A true master of Glacial Chill is renewed like the morning's frost, but far more rapidly

While in this stance, you gain Regeneration 4. Fire does normal damage to you. Additionally, only a number of points of damage per attack equal to your initiator level may be converted into nonlethal damage by this stance; all damage beyond that is lethal. Keep track of damage converted by this stance separately; when you leave it, all such damage becomes lethal as long as it does not reduce you below zero hit points. If it would, you are reduced to zero hit points, but excess damage remains nonlethal.

This stance is a supernatural ability.


Permafrost Stance
Eternal Glacier (Stance) [Cold]
Level: 6
Prerequisite: Four Eternal Glacier maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You take on the endurance of the glacier to turn your enemies' attacks from you

While in this stance, you gain damage reduction 5/adamantite and the [Cold] subtype, giving you immunity to cold and vulnerability to fire. Initiating this stance is a supernatural ability, but maintaining it is not.

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Author: Leziad (talk)
Date Created: 31st May 2020
Status: Complete
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Polar Burst
Dire Winter (Strike) [Cold]
Level: 8
Prerequisite: Four Dire Winter maneuvers
Initiation Action: Swift
Range: 20 ft.
Area: 20-ft-radius burst centered on you
Duration: Instantaneous
Saving Throw: Reflex Halves

A burst of cold wind and ice knocked all of her foe off their feet.

As you initiate this maneuver you unleash a wave of cold winds and shards of ice. All creatures in the area take 4d6 + your initiator level in cold damages and if large or smaller are moved 10 feet away from you and land prone. A successful Reflex save halves the damage and negate the movement and are not made prone.



Back to Main Page3.5e HomebrewClass Ability ComponentsMartial DisciplinesDire Winter


Pressing Wall
Eternal Glacier (Strike)
Level: 5
Prerequisite: Two Eternal Glacier maneuvers
Initiation Action: Standard
Range: Melee Attack
Targets: All enemies in range
Saving Throw: Fortitude Negates

You carve through your enemies like a glacier carves a canyon

When you initiate this maneuver, move using any of your speeds except flying, in a line that turns no more than 90 degrees. Make a single melee attack for normal damage against each creature you threaten over the course of the move except for those whom your threatened area leaves when you move your first square. You may move through any creature you hit. Each creature you hit takes normal damage, and must make a fortitude save (DC 15 + your Constitution modifier) or be fatigued


Rimed Armor
Eternal Glacier (Boost) [Cold]
Level: 3
Prerequisite: Two Eternal Glacier maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One round

From your icy resolve, a chill emanates to freeze a protective layer of ice over your armor

You gain damage reduction 5/- until the beginning of your next turn. Fire damage reduces your damage reduction by an amount equal to the damage done.


Rollout
Stone Dragon, Domestic Tarrasque, Eternal Glacier (Rush) [Earth, X-Discipline]
Level: 2
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: See text
Saving Throw: Reflex half

Curling up your body, you become like a boulder tumbling down the mountainside, flattening all in your way.

This functions like the mountain avalanche[1] maneuver, except that it can only be initiated while moving down a slope. Once the maneuver is initiated, you cannot take any actions other than move actions at your full speed to continue moving downhill, though you can change your course as long as each space you move into is at a lower elevation than your previous one. The maneuver does not end until you reach the bottom of the slope, you are forced to stop moving by an external effect or status condition, you collide with a solid barrier that you cannot deal sufficient trample damage to destroy, or you succeed on a DC 18 Tumble or Balance check to end it early (you may attempt such a check once per round). If you end up on a flat surface or get forcibly stopped by an external effect or condition, your inertia still carries you forward 3d4×5 feet. If you end up on another slope after rolling along a flat surface, you continue rolling (though you may roll back the way you came if the new slope faces the opposite direction of the old one). If you were forcibly stopped, you end up prone in the space where you stopped moving, and do not resume even if you're on a slope when your movement ends. If you collided with an immovable object, you stop at the location of the collision and take 1d6 damage, plus 1d6 more damage for every 10 feet you moved while rolling during that round, and fall prone. If you stopped yourself with a Balance or Tumble check, you may stop moving at any point within your current move action, and may take any remaining actions for the round normally. You cannot voluntarily end this maneuver unless you succeed on the aforementioned Tumble or Balance check, or otherwise steer yourself into a situation where the maneuver will be terminated.

You flatten all creatures whose space you enter, regardless of whether they are friend or foe, as if performing a trample attack, so long as you entirely occupy the space of the creature in question. Your trample attack deals 1d4+1½ your Str modifier damage, plus 1 damage for every 10 feet you moved during that round (assuming that you're Medium - larger creatures deal more damage and smaller creatures deal less). A creature whose space you partially pass through may either attempt a Reflex save to take half damage (DC = 12 + your Str or Con modifier + your size modifier for grapple/overrun/bull rush attacks) or attempt an attack of opportunity against you. You provoke attacks of opportunity from any creatures whose threatened area you pass through unless you trample them and fully occupy their square (if you partially occupy an enemy's space, the enemy gets a Reflex save or an attack of opportunity, but not both). You may, of course, alter your course to avoid allies or fully collide with enemies, so long as you follow the limits imposed by this maneuver.


Shattering Strike
Eternal Glacier (Strike)
Level: 7
Prerequisite: Three Eternal Glacier maneuvers
Initiation Action: Standard
Range: Melee attack
Target: One creature
Duration: Three rounds

A single hard strike from your weapon shatters your enemy's defenses

As part of initiating this maneuver, make a melee attack. If it hits, it does normal damage, and the target's AC is reduced by 6 (this does not stack with other Eternal Glacier maneuvers). Also, the target loses all damage reduction it has.


Slick Barrier
Eternal Glacier (Counter)
Level: 1
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature

You hit your enemy just right to send them sprawling as if standing on ice.

You may initiate this maneuver whenever an enemy leaves one of your threatened squares in a direction other than directly toward or away from you, before you make an attack of opportunity against them. Make an immediate trip attack against that creature without provoking an attack of opportunity or giving them the chance to trip you if you fail. You may use your weapon's reach instead of your own for this attack. You may also make your normal attack of opportunity afterwards.


Snowfall Shield
Eternal Glacier (Stance)
Level: 1
Initiation Action: Swift
Range: Personal
Target: You
Duration: Stance

As the glacier is replenished by snowfall and hail, so does your strength return

While you are in this stance, you gain a number of temporary hit points equal to the highest level Eternal Glacier maneuver you know every round. These hit points last until you leave the stance. This stance cannot grant you more temporary hit points than your initiator level at any given time.


Winter's Blade
Eternal Glacier (Boost)
Level: 4
Prerequisite: Two Eternal Glacier maneuvers
Initiation Action: Swift
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.

In Wizard-Level Games:
Change the Duration line to One Round. If you have at least 16 ranks in Survival, this maneuver does 1d6 more damage.