The Eternal Glacier discipline favors the greataxe, battle axe, glaive, and warhammer. Maneuvers of the Eternal Glacier Discipline1st-Level Maneuvers
2nd-Level Maneuvers
3rd-Level Maneuvers
4th-Level Maneuvers
5th-Level Maneuvers
6th-Level Maneuvers
7th-Level Maneuvers
8th-Level Maneuvers
9th-Level Maneuvers
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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:
This stance is a supernatural ability.
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.
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.
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
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)
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.
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 immunity to cold and vulnerability to fire.
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
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.
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.
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.
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.
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: |