The practitioners of Unbreakable Colossus are mainly the warriors of the front line of battles. Many in the world considered Unbreakable Colossus to be nothing more then untrained soldiers trying to mimic a martial adept. This is not the case, colossus as they call themselves are unmatched on the open battlefield in war. This discipline has been refined over many years of countless war and mastered by few.
Unbreakable Colossus is a discipline based on the one truth as they call it, true glory is only found at the heart of battle. This lead the practitioners of this discipline to base all of the maneuvers on skills that would put them in the heart of the battle, charges, bull rushes and over runs.
The preferred weapon of a colossus are the long spear, glaive, halberd, and the war hammer.
1st-Level Maneuvers
- Victories Charge - + 2 to hit on charge, ignore attacks of opportunity
- Crushing Blow -+1d6 damage, enemy is flat footed till end of round
- Glare of the Warrior - enemies takes a -1 to hit you til the end of the round
- Stance of the Wall (stance)- +2 to ac as long as you are adjacent to an ally
2nd-Level Maneuvers
- Aftershock - the next attack you make before the end of your next turn deals an additional 10 damage to every threatened foe.
- Crippling Strike - +2d6 damage, enemy lose their move action this round
- Devastating Rush - charge attack +2d6 damage on charge, ignore DR/hardness
- Rage for the Fallen - negate the next 10 melee damage done to you
3rd-Level Maneuvers
- Head of the Pack (stance) - +10 to move on charges, +4 to hit as part of a charge
- Stance of the Bull (stance) - While in this stance you are treated as being 1 size large, doubles weapon damage on charges
- Along the Way - As part of a charge, you may attack one additional enemy that is adjacent to your charge path. This maneuver doesn't provoke an attack of opportunity.
4th-Level Maneuvers
- Thundering Blitz - + 6d6 to damage as part of a charge, gain DR 15/-
- Overshock - the next attack you make before the end of your next turn deals an additional 30 damage to every threatened foe, increases your threatened range for this ability only by 5ft.
- Pushing the Line - With successful bull rush the enemy becomes flat footed til their next turn
5th-Level Maneuvers
- Colliding Force - While performing a bull rush as part of a charge, the enemy take damage equal to your opposed strength check
- Lighting Step - Grants you the ability to change direction once during a charge and negate the movement penalty for harsh terrain.
- Dizzying Blow - With a successful melee attack as per of a charge, the enemy loses their standard action
6th-Level Maneuvers
- Charge of the Bull - As part of a charge add +12D6 to damage and if enemy is flat footed they are knocked prone
- Mountain's Fury - As part of a charge you gain a + 1 to hit for every initiator level you have
- Breaking the Heavens - You add your initiator to hit and damage. After this attack you are flat footed for 1D4 rounds. ( max +20 to hit and damage)
7th-Level Maneuvers
- Trample the Weak- when over running the enemy, if it is successful, the enemy take 3D6 per 10 feet you traveled to reach enemy.
- Trampling Hoard (stance) - as long as your in this stance you gain the benifits of improved overrun feat and deal an additional 3d8 damage on all overruns and charges.
- Disastershock - the next attack you make before the end of your next turn deals an additional 50 damage to every threatened foe, increases your threatened range for this ability only by 10ft.
8th-Level Maneuvers
- Unearthly Destruction - as part of a charge add +1D6 per every initiator levels
- Unstoppable Charge - as part of a charge you may attempt a bull rush or overrun as a free action, if you are successful you can take a extra attack
- Iron Giant (stance) - While in this stance, you count as a creature 2 sizes larger for bull rush and overrun, and deal double damage with weapons while charging and overrunning.
9th-Level Maneuvers
- Unstoppable Force - make a charge attack that provokes no Attacks of Opportunity. You may make a full round attack against the target of your charge, and you may make a single attack against every enemy you threaten during the charge (limit 1). Every attack that lands is a critical hit.
Unbreakable Colossus Maneuvers
1st-Level Maneuvers
Victories Charge
(stance)
Initiation Action: 1 standard action
Range: personal
Target: one creature
Duration: stance
Offense is the only way to win the battle, so as part of your training you learn that the charge Is the only way to defeat your enemy. While n this stance you gain a +2 to hit on change attack plus you dont provoke attacks of opportunity.
Crushing Blow
Initiation Action: 1 standard action
Range: melee attack
Target: one creature
Duration: Instant
With the force of your blow your enemies will be crushed. As part of a successful melee attack add +1D6 to damage and if said melee attack hits the foe is flat footed til his next turn.
Glare of the Warrior
Initiation Action: 1 swift action
Range: personal
Target: one creature
Duration: one round
Your glare is as fierce as a raging fire and those who look upon you doubt their own skills as a warrior. All enemies that try to attack take a -1 to hit you til the end of the round.
Stand of the Wall
(stance)
Initiation Action: 1 standard action
Range: personal
Target: one creature
Duration: stance
The first defensive skill you learn is that as a wall ,you and your allies can stop the onslaught of your enemies. As long as you are adjacent to one of your allies, you gain a +2 to ac your AC
2nd-Level Maneuvers
Aftershock
Initiation Action: 1 swift action
Range: personal
Target: one creature
Duration: Instant
As your power increases you learn that a single attack can carry over to damage near by enemies or allies. You must state before you roll to attack a foe that you are using aftershock. tThe next attack you make before the end of your next turn deals an additional 10 damage to every threatened foe.
Crippling Strike
Initiation Action: 1 standard action
Range: melee attack
Target: one creature
Duration: Instant
When in the hate of battle those of less conviction will run for the hills, you can stop them with a crippling strike. This strike adds +2d6 to damage on this melee attack, if the attack is successful the target loes their move action this round.
Devastating Rush
Initiation Action: 1 standard action
Range: melee attack(charge)
Target: one creature
Duration: Instant
As your skill as a warrior increases you realize that the power of the attack is in the force of your momentum. As a charge you gain + to hit and damage plus during this charge you dont provoke attacks of opportunity.
Rage for the Fallen
Initiation Action: 1 Immediate action
Range: personal
Target: one creature
Duration: Instant
War is unforgiving and many of your comrades may die in battle. In battle you learn to tap into the rage for your fallen comrades. As an immediate action you can focus y our rage to negate the next 10 points of melee damage done to you.
3rd-Level Maneuvers
Head of the Pack
(stance)
Initiation Action: 1 standard action
Prerequisites: One Unbreakable Colossus Maneuver
Range: personal
Target: one creature
Duration: stance
When in battle ,glory isn't found hiding in the back of battle. It is found by leading your troops into battle. When in the stance Head of the Pack you gain +10 feet to your movement speed and adds a +4 to hit with a charge.
Stance of the Bull
(stance)
Initiation Action: 1 standard action
Prerequisites: One Unbreakable Colossus Maneuver
Range: personal
Target: one creature
Duration: stance
In your training you learn to mimic the power and strength of the animals around you. The bull is one of the most powerful charging beast in the world. While in this stance you are treated as being 1 size large, doubles weapon damage on charges.
Along the Way
Initiation Action: 1 standard action
Prerequisites: One Unbreakable Colossus Maneuver
Range: melee attack
Target: one creature
Duration: Instant
While on the path to your enemy it would be unwise to spare those in your way. As part of a charge you may attack one foe that is adjacent to your charge in addition to the target of the charge. This charge doesn't provoke and attack of opportunity.
4th-Level Maneuvers
Thundering Blitz
Prerequisites: One Unbreakable Colossus Maneuver
Initiation Action: 1 standard action
Range: melee attack
Target: one creature
Duration: Instant
Charging into battle is the only way to truly live. You gain + 6d6 to damage as part of a charge, you also gain DR 15/-
Overshock
Prerequisites: One Unbreakable Colossus Maneuver
Initiation Action: 1 swift action
Range: personal
Target: one creature
Duration: one round
The next attack you make before the end of your next turn deals an additional 30 damage to every threatened foe, increases your threatened range for this ability only by 5ft.
Pushing the Line
Prerequisites: One Unbreakable Colossus Maneuver
Initiation Action: 1 standard action
Range: bull rush
Target: one creature
Duration: Instant
Your training teaches you that an enemy that has no sure footing is only steps away from death. With a successful bull rush the target of the bull rush becomes flat footed for one round.
5th-Level Maneuvers
Colliding Force
Prerequisites: One Unbreakable Colossus Maneuver
Initiation Action: 1 standard action
Range: melee attack
Target: one creature
Duration: Instant
In battle your weapon is not the only way to defeat your enemy. As part of a charge you can attempt a bull rush, if the bull rush is successful the target takes damage equal to your roll on the opposing strength.
Lighting Step
Prerequisites: One Unbreakable Colossus Maneuver
Initiation Action: 1 swift action
Range: personal
Target: one creature
Duration: one round
Your prowess in battle is unmatched and reflexes are as quick as lighting. You can change he direction of any charge once this round. It also negates the movement penalty for moving though harsh terrain.
Dizzying Blow
Prerequisites: One Unbreakable Colossus Maneuver
Initiation Action: 1 standard action
Range: melee attack
Target: one creature
Duration: Instant
The power of your strike is powerful enough to disable your foe from acting. With a successful attack as part of a charge the target of the attack loses their standard action next round.
6th-Level Maneuvers
Charge of the Bull
Prerequisites: Two Unbreakable Colossus Maneuver
Initiation Action: 1 standard action
Range: melee attack
Target: one creature
Duration: Instant
The ground beneath you rumbles with the power on your charge as you strike your enemy. As part of a charge add +12D6 to damage and if enemy is flat footed they are knocked prone.
Mounting Fury
Prerequisites: Two Unbreakable Colossus Maneuver
Initiation Action: 1 swift action
Range: personal
Target: one creature
Duration: one round
All your rage and hatred are mounting as you move though the battle approaching your foe. With this maneuver you gain a +1 to hit for every ten feet traveled to reach your target.
Breaking the Heavens
Prerequisites: Two Unbreakable Colossus Maneuver
Initiation Action: 1 standard action
Range: melee attack
Target: one creature
Duration: Instant
Disciples of Unbreakable Colossus learn that a truly powerful attack can break the heaven themselves. You learn that as you move in a charge your power and strength are doubled in fiery. As part of a charge you add half your initiator to hit and damage( max +10/+10). Also with this successful melee attack foe is stunned for 1D4 rounds.
7th-Level Maneuvers
Trample the Weak
Prerequisites: Two Unbreakable Colossus Maneuver
Initiation Action: 1 standard action
Range: melee attack
Target: one creature
Duration: Instant
You are the champion of the strong and the weak have no place on the battlefield. With your over whelming power to push through battle,you attempt an over run as part of a charge, if it is successful, the enemy take 3D6 per 10 feet you traveled to reach enemy.
Trampling Hoard
(stance)
Prerequisites: Two Unbreakable Colossus Maneuver
Initiation Action: 1 standard action
Range: personal
Target: one creature
Duration: stance
You trample you enemies over with the force of a thousand bulls. As long as your in this stance you gain the benefits of improved overrun feat and deal an additional 3d8 damage on all overruns and charges.
Destruction Shock
Prerequisites: Two Unbreakable Colossus Maneuver
Initiation Action: 1 swift action
Range: personal
Target: one creature
Duration: one round
Your fury know no end, the next attack you make before the end of your next turn deals an additional 50 damage to every threatened foe, increases your threatened range for this ability only by 10ft.
8th-Level Maneuvers
Unearthly Destruction
Prerequisites: Three Unbreakable Colossus Maneuver
Initiation Action: 1 standard action
Range: melee attack
Target: one creature
Duration: Instant
The destructive might you possess shatters the ground as you charge though the battle. As part of a successful charge attack you add 1D6 to damage per two initiator.
Unearthly Charge
Prerequisites: Three Unbreakable Colossus Maneuver
Initiation Action: 1 standard action
Range: melee attack
Target: one creature
Duration: Instant
You have almost master the art of the total destruction in battle. This charge show the rare unweilding power of the Colossus. As part of a charge you can attempt a bull rush or an over run as a free action in addition to the attack at the end of the charge. If you are successful in the bull rush or over run you are granted and extra action on the target of he charge.
Stance of the Iron Giant
(stance)
Prerequisites: Three Unbreakable Colossus Maneuver
Initiation Action: 1 standard action
Range: personal
Target: one creature
Duration: stance
While in this stance, you count as a creature 2 sizes larger for bull rush and overrun, and deal double damage with weapons while charging and overrunning.
9th-Level Maneuvers
Unstoppable Force
Prerequisites: Four Unbreakable Colossus Maneuver
Initiation Action: 1 standard action
Range: melee attack
Target: one creature
Duration: Full round
You have ascended to a level of unstoppable force and raw power the likes of which no one can compare. You make a charge attack that provokes no Attacks of Opportunity. You may make a full round attack against the target of your charge, and you may make a single attack against every enemy you threaten during the charge (limit 1). Every attack that lands is a critical hit.