Author Topic: [Discipline] Frozen Night  (Read 3955 times)

Offline Garryl

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[Discipline] Frozen Night
« on: June 27, 2012, 07:43:19 AM »
Frozen Night martial discipline
Frozen Night calls upon the power of the frozen north and the endless polar nights. To many martial adepts, it seems at first glance to merely be a corrupted mirror of the Desert Wind discipline, stealing light and heat instead of creating it. For those who study it and know its secrets, Frozen Night holds a harsh, serene beauty. Its howling winds may sing a vicious song, but there is a melody to it for those who know how to listen.

The history of Frozen Night is largely unknown. The cabal of necromancers that created the first order of death knights and that developed the Restless Bones discipline is the first group known to have formalized its study, but the techniques of the discipline have been around for much longer than that in the hands of individual masters. Some scholars and historians have allegedly traced its origins as far back as before the destruction of the Temple of Nine Swords, but such claims have never been verified.

Discipline Access
Death knights have access to Frozen Night, allowing them to learn and use its maneuvers. Like all martial disciplines, any character can dabble in its techniques with the Martial Study and Martial Stance feats.

Discipline Key Skill: Survival

Discipline Favored Weapons: Dagger, handaxe, heavy pick, light pick, and quarterstaff.

Sidebar: Uttercold Damage
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Maneuvers by Level
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Aurora Blast
Frozen Night (Strike) [Cold, Darkness]
Level: Death Knight 9
Prerequisite: Three Frozen Night maneuvers
Initiation Action: 1 standard action
Range: 60 ft.
Area: 60-ft.-radius burst centered on you
Duration: 1 round
Saving Throw: Reflex half
With this maneuver, you conjure the essence of the frozen night to purge all light and heat from the land, dealing 100 points of uttercold damage (an amalgam of cold damage and negative energy) to all creatures in the area other than yourself. Creatures in the area can attempt Reflex saves (DC 19 + your Cha modifier) for half damage. The area then becomes blanketed in a supernatural darkness that only you can see through. To others, the darkness is impenetrable, no matter how bright the light source, even to natural sunlight or darkvision. To your eyes, the area is lit by a beautiful aurora, allowing you to see everything in the area as though it was brightly illuminated.

Aurora Blast automatically dispels any non-epic light spell within its area when initiated. Non-epic light spells and maneuvers used or brought into its area are suppressed.

This maneuver is a supernatural ability.



Beshadowed Retribution
Frozen Night (Counter) [Darkness]
Level: Death Knight 2
Prerequisite: One Frozen Night maneuver
Initiation Action: 1 immediate action
Range: 10 ft.
Area: 10-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: Reflex half
When a creature successfully strikes you with a melee or natural weapon, you can use this maneuver to release a burst of retributive negative energy. Your attacker (even if it has enough reach to be out of range) and all other creatures within 10 feet of you take 3d6 points of damage. This damage results from negative energy and is considered an effect from the Necromancy school. A successful Reflex save (DC 12 + your Cha modifier) halves this damage.

This maneuver is a supernatural ability.



Black Ice Blades
Frozen Night (Boost) [Cold, Darkness]
Level: Death Knight 8
Prerequisite: Three Frozen Night maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn; See text
Saving Throw: None; Will partial
Until the end of your turn, your melee attacks deal an extra 3d6 points of uttercold damage + 1 point per initiator level (uttercold damage is an amalgam of cold damage and negative energy). The uttercold energies drain both heat and light from the victims of your blows. On a critical hit with a melee attack from which the target takes any uttercold damage, it must make a Will save (DC 18 + your Cha modifier) or be blinded for a number of rounds equal to the critical multiplier minus 1 (1 round for x2, 2 rounds for x3, 3 rounds for x4).

This maneuver is a supernatural ability.



Chilling Strike
Frozen Night (Strike) [Cold]
Level: Death Knight 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude partial
As part of this maneuver, you make a single melee attack. If it hits, you deal an extra 1d6 points of cold damage and your opponent must make a successful Fortitude save (DC 11 + your Cha modifier) or be fatigued for 1 round. A successful save negates the fatigue, but not the extra damage.

This maneuver is a supernatural ability.



Dark Distraction
Frozen Night (Boost) [Darkness]
Level: Death Knight 2
Prerequisite: One Frozen Night maneuver
Initiation Action: 1 swift action
Range: 30 ft.
Effect: One summoned vasuthant
Duration: 1 round
This boost allows you to summon a vasuthant (MM3 182) to shroud the area in darkness and to threaten your enemy, providing you with the benefit of a flanking position. You can use this ability to place the vasuthant in any space within range. The vasuthant remains for the duration, until the start of your next turn. It threatens all creatures within its reach. It takes no actions, except to use Reality Distortion to protect itself from direct attack, and makes no attacks.

The vasuthant's Trap Light ability shrouds a 60-foot radius around it in shadowy illumination and suppresses magical light. You can see through the area normally, as though it was not in effect.

This maneuver is a supernatural ability.



Dark Grasp
Frozen Night (Strike) [Darkness]
Level: Death Knight 4
Prerequisite: Two Frozen Night maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Fortitude partial
As part of this maneuver, you make a single melee attack. If it hits, you deal an extra 4d6 points of damage and your opponent must make a successful Fortitude save (DC 14 + your Cha modifier) or be blinded for 1 round. This extra damage results from negative energy and is considered an effect from the Necromancy school. A successful save negates the blinding, but not the extra damage.

This maneuver is a supernatural ability.



Fading Light
Frozen Night (Counter) [Darkness]
Level: Death Knight 3
Prerequisite: One Frozen Night maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous; see text
You are momentarily shrouded in supernatural darkness, granting you total concealment against a single attack. This darkness is effective in the face of darkvision and even natural sunlight, although it provides no protection against the attacks of creatures that don't use visual senses or that can see through magical darkness. You can choose to use this maneuver after an opponent resolves his attack roll, but before he determines damage, applying the new miss chance to the attack (or to the already-rolled concealment miss chance roll, if applicable).

This maneuver is a supernatural ability.



Frozen Blades
Frozen Night (Boost) [Cold]
Level: Death Knight 5
Prerequisite: Two Frozen Night maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn; See text
Saving Throw: None; Fortitude partial
Until the end of your turn, your melee attacks deal an extra 2d6 points of cold damage + 1 point per initiator level. The cold is so intense that it saps body heat and can freeze limbs solid. On a critical hit with a melee attack from which the target takes any cold damage, it must make a Fortitude save (DC 15 + your Cha modifier) or be entangled for a number of rounds equal to the critical multiplier minus 1 (1 round for x2, 2 rounds for x3, 3 rounds for x4).

This maneuver is a supernatural ability.



Howling Winds
Frozen Night (Strike) [Air, Cold]
Level: Death Knight 3
Prerequisite: One Frozen Night maneuver
Initiation Action: 1 standard action
Range: 20 ft.
Area: 20-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: Reflex half
With this maneuver, you conjure forth a vortex of howling, chilling winds that deal 6d6 points of cold damage to all creatures in the area other than yourself. Creatures in the area can attempt Reflex saves (DC 13 + your Cha modifier) for half damage.

This maneuver is a supernatural ability.



Hungering Cold
Frozen Night (Strike) [Cold]
Level: Death Knight 8
Prerequisite: Three Frozen Night maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 5 rounds
Saving Throw: None
As part of this maneuver, you make a single melee attack. If it hits, you deal an extra 10d6 points of cold damage. If your attack kills or destroys the creature you struck and the creature's size was Small or larger, the cold energies in the creature's space coalesce. This summons a water elemental of a size equal to the slain creature (up to Huge) with the ice beast template, as per the summon monster spell.

This maneuver is a supernatural ability.



Ice Clamber
Frozen Night (Stance) [Cold]
Level: Death Knight 7
Prerequisite: Three Frozen Night maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you can produce a sheet of ice beneath your feet as you walk. The ice does not fall if it is unsupported, allowing you to walk in midair. Essentially, you can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half your normal speed. You need not make Balance checks to move along this ice. However, the ice is thin and unstable and it crumbles rapidly. As such you must move at least half your speed each round while airborne, otherwise you fall as the ice breaks apart beneath you.

Because the ice is so brittle, it does not impede line of effect or provide cover and attacks can be made through it without issue. However, it does obscure sight somewhat, granting you concealment from all attackers within a cone directly beneath you.

This stance is a supernatural ability.



Ice Tomb
Frozen Night (Counter) [Cold]
Level: Death Knight 7
Prerequisite: Three Frozen Night maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: See text
You freeze yourself in a solid block of ice, making you invulnerable to attack, but preventing you from moving or acting. While in this block of ice, you have total cover and are immune to damage, ability damage, ability drain, and energy drain from all external sources. You need not breathe, so you are not at risk of suffocation. However, you cannot perform any physical actions, not even as little as is required for speech, and you have neither line of sight nor line of effect to anything not on your person. Incorporeal creatures can reach through the ice to attack you, although you are still immune to most attack forms they may employ unless they are inside of you. You are not helpless, but you treat your Dexterity score as no greater than 1. This block of ice remains until the end of your next turn and cannot be melted or destroyed before then.

This maneuver is a supernatural ability.



Icebound Fortitude
Frozen Night (Stance) [Cold]
Level: Death Knight 5
Prerequisite: Two Frozen Night maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
When you enter this stance, you freeze the blood in your veins. You become immune to bleeding wounds and to dazing, stunning, and paralysis. You are not subject to critical hits. However, your solid blood impedes your flexibility. While you are in this stance and for 1 round after you leave it (as your blood thaws), your speed is halved, rounded down to the neared multiple of 5 feet.

This stance is a supernatural ability.



Icy Blades
Frozen Night (Boost) [Cold]
Level: Death Knight 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Until the end of your turn, your melee attacks deal an extra 1d6 points of cold damage + 1 point per initiator level.

This maneuver is a supernatural ability.



Icy Chains
Frozen Night (Strike) [Cold]
Level: Death Knight 4
Prerequisite: Two Frozen Night maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Reflex partial
As part of this maneuver, you make a single melee attack. If it hits, you deal an extra 2d6 points of cold damage and a thick layer of ice forms around the target's legs and torso, holding it fast. The creature becomes entangled and unable to move for 1 round. On a successful reflex save (DC 14 + your Cha modifier), it is still entangled, but it can move at half speed.

This maneuver is a supernatural ability.



Icy Touch
Frozen Night (Strike) [Cold]
Level: Death Knight 2
Prerequisite: One Frozen Night maneuver
Initiation Action: 1 standard action
Range: 30 ft.
Target: One creature
Duration: 1 round
Saving Throw: Fortitude partial
As part of this maneuver, you make a ranged touch attack against a creature within range. If your attack is successful, your opponent takes 3d6 points of cold damage. In addition, it must make a successful Fortitude save (DC 12 + your Cha modifier) or become entangled for 1 round as the sudden cold locks up its joints.

This maneuver is a supernatural ability.



Katabatic Winds
Frozen Night (Strike) [Air, Cold]
Level: Death Knight 6
Prerequisite: Two Frozen Night maneuvers
Initiation Action: 1 standard action
Range: 20 ft.
Area: 20-ft.-radius burst centered on you
Duration: Instantaneous
Saving Throw: Reflex half
With this maneuver, you call upon a frozen gale from the icy north to deal 12d6 points of cold damage to all creatures in the area other than yourself. Creatures in the area can attempt Reflex saves (DC 16 + your Cha modifier) for half damage.

This maneuver is a supernatural ability.



Mind Freeze
Frozen Night (Strike) [Cold, Mind-Affecting]
Level: Death Knight 5
Prerequisite: Two Frozen Night maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Will partial
As part of this maneuver, you make a single melee attack. If it hits, you deal an extra 2d6 points of cold damage and your opponent must make a successful Will save (DC 15 + your Cha modifier) or be dazed for 1 round. A successful save negates the dazing, but not the extra damage. Creatures immune to mind-affecting effects are not at risk of being dazed, but they still take the extra cold damage.

This maneuver is a supernatural ability.



Path of Frost
Frozen Night (Rush) [Cold]
Level: Death Knight 6
Prerequisite: Two Frozen Night maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous; 3 rounds

As part of this maneuver, you can move up to your speed. A thin layer of ice covers the ground you walk on. While it does not impede you as you move initially, walking across this ice otherwise requires a DC 10 Balance check. The ice remains for 3 rounds before thawing.

Becomes of your frozen tracks, you gain the ability to walk on liquid surfaces as though they were solid by creating a layer of buoyant ice over the surface in question, forming a path for you to walk on as you move. As such, you are not considered to be in contact with the liquid surface and do not suffer any ill effects of contact, such as from acid or lava. If you are walking over a non-damaging liquid surface, such as water, your path persists for the duration, allowing other characters to follow you. This ice path is 1 inch thick, has hardness 0 and 3 hp per inch of thickness, and does not obscure vision through to the other side.

If you have the ability to walk without a surface beneath your feet (such as through the air walk spell), ice only forms beneath your feet while you walk along a surface.

This maneuver is a supernatural ability.



Sapping Strike
Frozen Night (Strike) [Cold, Darkness]
Level: Death Knight 7
Prerequisite: Two Frozen Night maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: None
As part of this maneuver, you make a single melee attack. If it hits, you deal an extra 10d6 points of uttercold damage (an amalgam of cold damage and negative energy) and your opponent is exhausted for 1 round.

This maneuver is a supernatural ability.



Shadow Heart
Frozen Night (Stance) [Cold, Darkness]
Level: Death Knight 3
Prerequisite: One Frozen Night maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, the frozen night embraces you. You become healed by negative energy and damaged by positive energy (including cure spells), much like an undead creature. Further, you gain resistance to cold based on your ranks in Survival. If you have 19 or more ranks in Survival, you gain immunity to cold while you are in this stance.

Survival RanksCold Resistance
4-85
9-1310
14-1820
19+Immunity

This stance is a supernatural ability.



Snow Flurry
Frozen Night (Strike) [Cold]
Level: Death Knight 2
Prerequisite: One Frozen Night maneuver
Initiation Action: 1 full-round action
Range: Personal
Target: You
As part of this maneuver, you take a full attack action and make your normal attacks. However, any weapon you wield deals cold damage instead of its normal damage type and you can make one additional attack at your highest attack bonus. All of the attacks you make this round, including the extra attack granted by this maneuver, are made with a -2 penalty on the attack roll.

This maneuver is a supernatural ability.



Tundra Adaptation
Frozen Night (Stance) [Cold]
Level: Death Knight 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you gain low-light vision and you need not make Balance checks to move along ice. You are also protected from being in a cold environment. You can exist comfortably in conditions between –50 and 40 degrees Fahrenheit without taking damage or having to make Fortitude saves. Your equipment is likewise protected.



Umbral Stride
Frozen Night (Rush) [Darkness, Teleportation]
Level: Death Knight 4
Prerequisite: Two Frozen Night maneuvers
Initiation Action: 1 move action
Range: 50 ft.
Target: You
Duration: Instantaneous
In order to initiate this maneuver, you must be standing in a space illuminated no brighter than shadowy illumination. Choose another passable space within range that is also no brighter than shadowy illumination to which you have line of effect. You teleport to that space, releasing a small burst of dark energy as you disappear and as you arrive. This deals 1d6 points of damage to all creatures adjacent to either your origin or your destination. Creatures adjacent to both take damage only once. This damage results from negative energy and is considered an effect from the Necromancy school.

If you attempt to use this maneuver to move into an occupied space, you do not move and the maneuver is expended but has no effect.

This maneuver is a supernatural ability.



Change Log
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« Last Edit: July 08, 2017, 06:31:12 PM by Garryl »