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Gnomes2169
2013-12-14, 03:21 PM
This is a collaborative effort with UserShadow7989, who helped create and organize/ code everything.

Fair warning, there be puns ahead.

The Frozen North

Cold, ageless, relentless. The bitter winds of the north forges some of the hardiest warriors in the world. Those who practice this discipline take after not only those champions of ice, but the very climates themselves. Techniques revolve around freezing foes in their tracks, bogging them down and slowly freezing them into defeat, as well as surviving in the worst of conditions. This is done both through mundane means of wearing a foe down, and supernatural cold they call upon through carefully chosen motions.

Survival is the key skill of the discipline, some effects relying on such checks to resist enemy assault and even potential drawbacks of the stronger and deadlier techniques. Weapons associated with the style are the Club, Heavy Pick, Longsword, Morning Star, Schimitar, and Warhammer.


1st Level:
(nICE Blade Chilling Blade) - Until your next turn, any attacks you make with a melee weapon also grant the victim Fire Vulnerability and Cold Vulnerability for a number of rounds equal to your initiator level (maximum 5).
(Fortitude of the Frozen Mountain) - Initiator adds 1/4th their Survival skill modifier to a single Fortitude Save. [Counter]
(Patch of Ice) - The ground at the initiator's feet and for a short distance around them freezes over in a thin coat of ice. The initiator's square and adjacent squares are treated as if the Grease spell had been cast on them, and enemies moving through subtract 5 ft. from their movement speed for that round (minimum 5 ft., does not stack with itself). These penalties do not apply to the initiator, who can move through the squares without harm.
(Strike of the North) - Single attack as a standard action that does an additional 1d6 + Initiator level cold damage. If it inflicts at least 1 point of cold damage to the target, they have their move speed reduced by half for one turn. [Strike]

2nd Level:
(Cutting Cold) - All attacks made by the initiator until their next turn inflict an additional 3d6 Cold Damage.
(Heat Sap) - Single attack that deals an additional 2d6 + Initiator level Cold damage. Target makes a Fortitude Save, DC (12 + Wisdom Modifier), failure meaning they are staggered for 1 round. [Strike]
(Shield of Ice) - Gain DR 5/- until your next turn. [Counter]
(Slippery as Ice) - Initiator adds 1/4th their Survival skill modifier to a single Reflex Save. [Counter]

[b]3rd Level:
(Cold Focus) - Initiator adds 1/4th their Survival skill modifier to a single Will Save. [Counter]
(Frozen Joints) - Any creatures who suffers Cold Damage from the initiator's melee attacks or maneuvers must make a Fortitude Save, DC (13 + Wisdom Modifier), or suffer 2 Dexterity damage. A creature can only take Dexterity damage from this effect one per round.
(Frozen Earth) - Single attack that deals an additional 4d6 + Initiator level Cold damage. Target makes a Fortitude Save, DC (13 + Wisdom Modifier), failure meaning they cannot use a move action or make a 5-foot step to move from their space for 1 round. [Strike]
(Viking Spirit) - Initiator adds half their Survival skill modifier as Fire Resistance and Cold Resistance for initiator level/2 turns. [Counter]

[b]4th Level:
(Arctic Flow) - Until their next turn, initiator receives a bonus to AC equal to (3 * number of successful attack rolls made by the initiator after this maneuver's activation).
(Aurora Cloak) - Enemies adjacent to the initiator at the start of the latter's turn take 3d6 cold damage. In addition, all adjacent enemies must make a Fortitude Save (DC 14 + Wisdom Modifier) or suffer the effects of Slow (as the spell) for 1 round. [Stance]
(Ice Heart) - Initiator gains Temporary Hit Points equal to his or her Survival skill modifier. [Boost]
([s]Minty Fresh Breath Northern Lights) - Deals 7d6 + Initiator level Cold Damage to creatures in a 45 ft. cone. Reflex Save DC (14 + Wisdom Modifier) halves.

[b]5th Level:
(Ice Barrier) - Creates a solid wall of ice between the initiator and a foe attempts to charge, bullrush, or otherwise provokes an attack of opportunity from them. This wall is a solid dome around the initiator, surrounding them on all sides, with hit points and hardness equal to the initiator's Survival skill check modifier. At the start of the initiator's next turn, the wall melts away to nothing. [Counter]
(Icewater Veins) - Single attack that deals an additional 6d6 + Initiator level Cold Damage. Target makes a Fortitude Save, DC (15 + Wisdom Modifier), failure meaning they cannot perform a Full-Round action or longer or any action that requires an attack roll for 1 round. [Strike]

6th Level:
(Driving Snow) - Full-round Action. Affects a 50 ft. radius centered on any point within (Initiator level * 10) ft. Enemies within or entering the radius suffer 3d6 Cold Damage, and an additional 3d6 Cold Damage each round they remain within the radius (Reflex DC 16 + Wisdom Modifier halves in both cases). In addition, enemies are bogged down by snow and hail, counting each square of the effected radius they move through twice for the purposes of how far they can move in a turn, with those on the ground treating the frozen floor as having the effects of a Grease spell. This effect lasts 3 rounds. [Strike]
(Freeze the Lifeblood) - Standard Action. Make a single standard attack. If successful, the enemy suffers an additional 9d6 Cold Damage and must make a Fortitude Save (DC 16 + Wisdom Modifier) or collapse unconscious for 1 round. [Strike]
([s]Chill Out Frozen Tomb) - Standard Action. Make a single standard attack. If successful, this maneuver entraps the target within a cage of jagged ice, dealing 8d6 cold damage. Every round, they cannot take any actions except mental ones and/or attempting a Strength check (DC 16 + Wisdom Modifier) as a Full-round action to break free. While in the cage, they receive an additional 2d6 Cold Damage each round, but are protected from outside effects with DR 20/- and Energy Resistance 20 (All, does not protect against the Cold Damage inflicted by the maneuver). The prison itself can be attacked, having 40 hit points and Fire Vulnerability.

7th Level:
(Frostbite) - Until your next turn, any attacks you make with a melee weapon deal an additional 5d6 Cold Damage. In addition, the victims suffer doubled damage from Cold and Fire energy. This effect stacks with Cold Vulnerability and Fire Vulnerability, and lasts a number of rounds equal to your initiator level (maximum 20).
(Iceberg's Longevity) - While this stance is active, the initiator can make a single re-roll on each failed save. If they do, they must take the second result, even if it is worse than the first. [Stance]

[b]8th Level:
([s]Cool Party Chilling Rest) - The initiator's very presence chills foes around them to the core. When the initiator inflicts Cold Damage on one or more enemies, he/she may activate this Boost as a Swift Action. The damaged enemies are now Exhausted.
([s]Stay Cool Flash Freeze) - Standard Action. Make a single standard attack. If successful, the enemy must make a Fortitude Save (DC 18 + Wisdom Modifier) or die. On a successful save, they still take an additional 15d6 + Initiator level Cold Damage. If the target is immune to Cold Damage, this maneuver has no effect. [Strike]

9th Level:
(What killed the dinosaurs? The Ice Age! Arctic Circle) - Any foe within 60 ft. of the initiator at the start of their turn takes 2 Constitution damage, and must make a Fortitude Save (DC 19 + Wisdom Modifier). If they fail the save, they become Fatigued. If they were already Fatigued when they failed the save, they become Exhausted. If the were already Exhausted when they failed the save, they are rendered Unconscious. If they were already Unconscious when they failed the save, they die. The initiator can choose to include or exclude any creatures within the area of this effect as they wish, including whether the effect is applied to creatures they are not aware of or not (in the case of the latter, it must be applied to all such creatures or none of them- they can't discriminate between individuals they don't know about, after all). [Stance]


[b]Chilling Blade
Frozen North (Boost) [Cold]
Level: Swordsage 1
Prerequisite: None
Initiation Action: 1 Swift Action
Range: Personal; See Text
Target: You; See Text
Duration: 1 round; See Text

Dipping into the arcane for power is a running theme in the Frozen North discipline, and one of its most basic uses offers an obvious ground to start on. For the duration of this effect, any creature you successfully damage with an attack is coated with ice that forms bizarre runes upon them, granting them Fire Vulnerability and Cold Vulnerability for initiator level (maximum 5) rounds.

Fortitude of the Frozen Mountain[/Size]
Frozen North (Counter) [Cold]
Level: Swordsage 1
Prerequisite: None
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
Duration: Instantaneous

As with arcane arts, fortitude and strength gained through weathering harsh climates is part of the Frozen North discipline. When making a Fortitude Save, the initiator can initiate this maneuver to gain 1/4th their Survival skill modifier as an untyped bonus to their save.

Frozen Patch
Frozen North (Swift) [Cold]
Level: Swordsage 1
Prerequisite: None
Initiation Action: 1 Swift Action
Range: Personal; See Text
Target: You; See Text
Duration: Stance

Winter follows an initiator of the Frozen North discipline wherever he or she goes. The ground at the initiator's feet and for a short distance around them freezes over in a thin coat of ice. The initiator's square and adjacent squares are treated as if the Grease spell had been cast on them, and enemies moving through subtract 5 ft. from their movement speed for that round (minimum 5 ft., does not stack with itself). These penalties do not apply to the initiator, who can move through the squares without harm. Use the initiator's initiator level as their caster level for the purposes of this effect.

Strike of the North
Frozen North (Strike) [Cold]
Level: Swordsage 1
Prerequisite: None
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature
Duration: Instantaneous; See Text
Saving Throw: None

Driving Snow envelops the foe, appearing from nowhere and vanishing just as quickly. Make a single melee attack against a target. If successful, the attack deals an additional 2d6 + initiator level Cold damage. If this maneuver inflicts at least 1 point of cold damage to the target, they have their move speed reduced by half for one round.

Cutting Cold
Frozen North (Boost) [Cold]
Level: Swordsage 2
Prerequisite: None
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: 1 round

With several mystic gestures, you conjure a freezing wind around your weapons that surges upon forceful contact with a solid object, leaving gashes. For the duration of this maneuver, your attacks inflict an additional 3d6 Cold damage.

Heat Sap
Frozen North (Strike) [Cold]
Level: Swordsage 2
Prerequisite: None
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature
Duration: Instantaneous; See Text
Saving Throw: Fortitude Partial

On meeting their gaze, warmth suddenly leaves the initiator's foe. Make a single melee attack against a target. If successful, the attack deals an additional 2d6 + initiator level Cold damage, and the victim must make a Fortitude Save (DC 13 + initiator's Wisdom Modifier). A creature who fails this save is staggered for 1 round.

Shield of Ice
Frozen North (Counter) [Cold]
Level: Swordsage 2
Prerequisite: None
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
Duration: 1 round

Just as their foe's blade would strike, the initiator summons a solid block of ice to intercept the brunt of the blow. For the duration of this effect, the initiator has Damage Reduction 5/-.

Slippery As Ice
Frozen North (Counter) [Cold]
Level: Swordsage 2
Prerequisite: None
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
Duration: Instantaneous

A thin layer of ice forms around you for the briefest of instants, allowing you to slip away from an enemy and their assault. When making a Reflex Save, the initiator can initiate this maneuver to gain 1/4th their Survival skill modifier as an untyped bonus to their save.

Cold Focus
Frozen North (Counter) [Cold]
Level: Swordsage 3
Prerequisite: One Frozen North maneuver
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
Duration: Instantaneous

Meditation and focus hardened by harsh training in harsher conditions has prepared you. When making a Will Save, the initiator can initiate this maneuver to gain 1/4th their Survival skill modifier as an untyped bonus to their save.

Frozen Joints
Frozen North (Stance) [Cold]
Level: Swordsage 3
Prerequisite: One Frozen North maneuver
Initiation Action: 1 Swift Action
Range: Personal; See Text
Target: You; See Text
Duration: Stance
Save: Fortitude Negates

Your chilling blows sink deep into your foe's body. Any creatures who suffers Cold Damage from the initiator's melee attacks or maneuvers must make a Fortitude Save, DC (13 + Wisdom Modifier), or suffer 2 Dexterity damage. A creature can only take Dexterity damage from this effect one per round.

Frozen Earth
Frozen North (Strike) [Cold]
Level: Swordsage 3
Prerequisite: One Frozen North maneuver
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature
Duration: Instantaneous; See Text
Saving Throw: Fortitude Partial

Ice coats all that your blade touches, rooting it to the ground. Make a single melee attack against a target. If successful, the attack deals an additional 4d6 + initiator level Cold damage, and the victim must make a Fortitude Save (DC 13 + initiator's Wisdom Modifier). A creature who fails this save cannot move from their space with a move action or 5-foot step for 1 round.

Viking Spirit
Frozen North (Counter) [Cold]
Level: Swordsage 3
Prerequisite: One Frozen North maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Initiator level rounds/2

Temperature is a minor concern to the initiator, even in extremes. The initiator gains Fire Resistance and Cold Resistance equal to half their Survival skill modifier for the duration of this maneuver.

Arctic Flow
Frozen North (Boost) [Cold]
Level: Swordsage 4
Prerequisite: One Frozen North maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: 1 round

With gradual, calculated strikes, the initiator mixes words of power invoking ice with careful and defensive fighting, creating a shield of steel and ice. The initiator receives a bonus to their AC equal to (3 * number of successful attack rolls they make during this effect) for 1 round.

Aurora Cloak
Frozen North (Stance) [Cold]
Level: Swordsage 4
Prerequisite: Two Frozen North maneuvers
Initiation Action: 1 Swift Action
Range: Personal; See Text
Target: You; See Text
Duration: Stance
Save: Fortitude Partial

Colorful lights seem to dance around the initiator, an imitation of the Northern Lights taking the form of a cloak. Adjacent enemies at the start of the initiator's turn take 4d6 + initiator level cold damage. In addition, all adjacent enemies must make a Fortitude Save (DC 14 + Wisdom Modifier) or suffer the effects of Slow (as the spell) for 1 round.

Ice Heart
Frozen North (Boost) [Cold]
Level: Swordsage 4
Prerequisite: One Frozen North maneuver
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Instantaneous

The fortitude granted by enduring cold and blistering winds grants you strength against your enemies' assault. Upon use, the initiator gains temporary hit points equal to his or her Survival skill modifier. Ice Heart cannot be used when the initiator is already benefiting from temporary hit points.

Northern Lights
Frozen North (Strike) [Cold]
Level: Swordsage 4
Prerequisite: One Frozen North maneuver
Initiation Action: 1 Standard Action
Range: 45 ft. Cone
Duration: Instantaneous
Save: Reflex Save

A colorful spray of light and snowy mist shoots forth from your swing, enveloping foes in a freezing chill. Foes suffer 7d6 + initiator level Cold Damage. Reflex Save DC (14 + Wisdom Modifier) halves.

Ice Barrier
Frozen North (Counter) [Cold]
Level: Swordsage 5
Prerequisite: Two Frozen North maneuvers
Initiation Action: 1 Immediate Action
Range: Personal
Target: You
Duration: Until next turn

Travelers in the north have learned to use the ice itself as shelter, building small huts from it to protect against the wind. This maneuver mirrors the concept, creating a solid dome of ice around the initiator to protect them from harm. When an enemy attempts to charge, bull rush, or perform an action that would provoke an attack or opportunity from the initiator, he or she may initiate this counter, instantly creating a solid barrier around them on all sides.

The ice wall has hit points and hardness equal to the initiator's Survival skill modifier, lasting until the start of their next turn, at which point it fades away to nothing.

Icewater Veins
Frozen North (Strike) [Cold]
Level: Swordsage 6
Prerequisite: Two Frozen North maneuvers
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude Partial

A sudden cold pierces the foe's heart, flowing outwards through their veins and wracking them with pain. Make a single melee attack against one target. If successful, the victim takes an additional 6d6 Cold Damage, and must make a Fortitude Save (DC 15 + Wisdom Modifier) or be unable to perform any actions that require an attack roll, or take a Full-round Action or longer, until your next turn. A successful save negates this effect, but not the additional damage.

Driving Snow
Frozen North (Strike) [Cold]
Level: Swordsage 6
Prerequisite: Two Frozen North maneuvers
Initiation Action: 1 Full-round Action
Range: 100 ft. + 10 ft. per Initiator level
Target: 50 ft. Radius
Duration: Instantaneous; 3 rounds
Saving Throw: Reflex Halves; See text

With the proper words and motions, you summon a miniature blizzard to harass your foes. Enemies within the area when the maneuver is used or who enter it while its in effect suffer 3d6 Cold Damage, and an additional 3d6 Cold Damage each round they remain within the radius (Reflex DC 16 + Wisdom Modifier halves for both).

In addition, the area is coated in snow and hail. Enemies treat each affected square as 10 ft. instead of 5 ft. for the purposes of movement, and the ground itself becomes frozen over, acting as if under the effects of a Grease spell for those same enemies. Driving Snow lasts for 3 rounds after activation.

Freeze the Life's Blood
Frozen North (Strike) [Cold]
Level: Swordsage 6
Prerequisite: Two Frozen North maneuvers
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude Partial

With a precisely aimed hit and your growing power over the lower temperature, you can solidify the blood in your victim's veins for a brief moment- long enough to have lasting effect. Make a single melee attack against one target. If successful, the victim takes an additional 9d6 Cold Damage, and must make a Fortitude Save (DC 16 + Wisdom Modifier) or be rendered unconscious for 1 round. If they succeed the Fortitude Save, they are not rendered unconscious, but still take the additional Cold Damage.

Frozen Tomb
Frozen North (Strike) [Cold]
Level: Swordsage 6
Prerequisite: Two Frozen North maneuvers
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature
Duration: Instantaneous; 1 minute per initiator level.
Saving Throw: Fortitude Partial

No matter how strong or fast the individual, you can't outrun the cold itself. Make a single melee attack against one target. If successful, this maneuver entraps the target within a cage of jagged ice, dealing an additional 8d6 cold damage.

While encased in ice, the victim can only perform mental actions, or spend a Full-Round Action to attempt a Strength check to break free (DC 16 + Wisdom Modifier). Until they break free or are freed by an outside source, they suffer an additional 2d6 Cold Damage each round, but are protected from outside effects with DR 20/- and Energy Resistance 20 (All, does not apply against the Cold Damage inflicted by the maneuver) as the ice acts as an unintended shield.

The ice prison itself can be attacked, such as by allies hoping to free their comrade, having 40 hit points and Fire Vulnerability.

Frost Bite
Frozen North (Boost) [Cold]
Level: Swordsage 7
Prerequisite: Two Frozen North maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Until next turn; See Text

A thin coat of frost covers your weapon, seemingly leaping off and seeping into whoever and whatever it strikes against. Any attacks you make with a melee weapon deal an additional 5d6 Cold Damage. In addition, the victims suffer doubled damage from Cold and Fire energy. This damage increase stacks with Cold Vulnerability and Fire Vulnerability, and lasts a number of rounds equal to your initiator level (maximum 20).

Iceberg's Longevity
Frozen North (Stance)
Level: Swordsage 7
Prerequisite: Two Frozen North maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Stance

Forged anew by the heat of battle and chill of the north, you will not succumb so easily to creatures who have not shared your hardships. Whenever the initiator fails a Saving Throw, they may re-roll that Saving Throw one time. If they do, they must take the second result, even if it is worse than the first.

Chilling Rest
Frozen North (Boost) [Cold]
Level: Swordsage 8
Prerequisite: Three Frozen North maneuvers
Initiation Action: 1 Swift Action
Range: Personal
Target: You
Duration: Instantaneous

Your very presence chills foes to the bone, slowing the processes of their body. Upon inflicting 1 or more Cold Damage, the initiator can activate Chilling Rest as a Swift Action to inflict the Exhausted condition on the damaged creature(s).

Flash Freeze
Frozen North (Strike) [Cold]
Level: Swordsage 8
Prerequisite: Three Frozen North maneuvers
Initiation Action: 1 Standard Action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude Partial

Cold is often seen as a slow killer, but with the proper technique and circumstance, it can be almost instant. The initiator makes a single melee attack against a foe. The target must make a Fortitude Save (DC 19 + initiator's Wisdom Modifier) or die instantly. On a successful save, they instead take 15d6 + Initiator level Cold Damage, in addition to whatever damage the attack inflicted. Creatures immune to Cold Damage are immune to this effect.

Arctic Circle
Frozen North (Stance) [Cold]
Level: Swordsage 9
Prerequisite: Five Frozen North maneuvers
Initiation Action: 1 Swift Action
Range: Personal; See Text
Target: You; See Text
Duration: Stance
Saving Throw: Fortitude Negates; See Text

A master of the Frozen North walks at all times in an aura of the coldest winter, freezing all foes that come too close within the tempest of this ice. Any foes within 60 ft. of him/her at the start of the initiator's turn takes 2 Constitution damage. They then must make a Fortitude Save (DC 19 + Wisdom Modifier). If they fail the save, they become Fatigued. If they were already Fatigued when they failed the save, they become Exhausted. If the were already Exhausted when they failed the save, they are rendered Unconscious. If they were already Unconscious when they failed the save, they die.

The initiator can choose to include or exclude any creatures within the area of this effect as they wish, including whether the effect is applied to creatures they are not aware of or not. In the case of the latter, it must be applied to all such creatures or none of them- they can't discriminate between individuals they don't know about.

AstralFire
2013-12-14, 06:34 PM
Overall, pretty good work.

- Granting 1 type of Vulnerability at level 1 is absurdly good. I like the fire synergy, I dislike the raw strength of this.
- Frozen Patch not affecting allies seems a little too nice.
- Shield of Ice should be a counter.
- Viking Spirit is too cheesable, IMO. Have it set based on ranks or cap it. Half Survival can be cheesed up (it's even on SSage's key skill) to give a huge bonus to two types of resistances.
- Arctic Flow seems overly complicated. It'll be crazy in a cheese build and meh in most, just go with a flat number.
- Aurora Cloak is too good.
- Driving Snow does not feel martialish at all. Reflavor?
- Freeze the Life's Blood is a save or die that bypasses DR, does decent damage even on a fail. So not comfortable with that.
- Frost Bite's just accelerating the rocket tag on certain enemies and doing nothing for what actually gives you trouble, biases the DM to just start finding IC reasons for people to get elemental resist or immunity.
- Flash Freeze is FtLB but a bigger problem.
- Arctic Circle should not have Friend or Foe recognition, it doesn't thematically make sense with how this discipline's been presented, IMO. I'd skip the Fatigued step entirely.

Gnomes2169
2013-12-14, 09:02 PM
Overall, pretty good work.

- Granting 1 type of Vulnerability at level 1 is absurdly good. I like the fire synergy, I dislike the raw strength of this.
- Frozen Patch not affecting allies seems a little too nice.
- Shield of Ice should be a counter.
- Viking Spirit is too cheesable, IMO. Have it set based on ranks or cap it. Half Survival can be cheesed up (it's even on SSage's key skill) to give a huge bonus to two types of resistances.
- Arctic Flow seems overly complicated. It'll be crazy in a cheese build and meh in most, just go with a flat number.
- Aurora Cloak is too good.
- Driving Snow does not feel martialish at all. Reflavor?
- Freeze the Life's Blood is a save or die that bypasses DR, does decent damage even on a fail. So not comfortable with that.
- Frost Bite's just accelerating the rocket tag on certain enemies and doing nothing for what actually gives you trouble, biases the DM to just start finding IC reasons for people to get elemental resist or immunity.
- Flash Freeze is FtLB but a bigger problem.
- Arctic Circle should not have Friend or Foe recognition, it doesn't thematically make sense with how this discipline's been presented, IMO. I'd skip the Fatigued step entirely.

-The fire/ cold vulnerability has a rather short duration (you can't even make use of it at the level you would get it, since it only lasts one round at level 1), and it never lasts for very long. I was hoping this would balance it out a bit... though maybe it should have a maximum duration of 3 rounds instead, or be moved to level 2?

-Ah, Hawke added the ally immunity clause... I didn't see that, tbh. I thought it just functioned like grease, which targets both allies and enemies. :smalltongue: I'll just change that nice and quick...

-It WAS a counter originally... Viking Spirit was as well. :/ I'll fix those...

-Speaking of Viking Spirit, Perhaps it should scale off of initiator level instead? Less cheesable, but still rather useful.

-Aurora cloak should probably do less damage... 3d6 at most. But the save vs. slow is just so very thematically wonderful.

-Perhaps the Sword Sage cuts the air in just the right way to disturb the air itself, causing a driving storm for a short while? It's martially if you fluff it like that, I would guess...

-Freeze the Life Blood should knock them unconscious for a round instead of an hour, meaning that they will be prone and helpless for a round... but their allies should be able to cover for them, and there are so many enemies that are immune to that status condition (undead, constructs, multiple outsiders, etc, etc...) that while it is useful, it shouldn't be overpowered.

-Frost Bite is a silly thing that's meant to make multiple enemies just melt the next round (pun intended :smalltongue:). But seriously, it's more of a scaling thing to help the initiator's damage output remain a viable method to remove enemies when compared to mages teleport circling them or other nasty little things... Also, very few enemies have immunity to both fire and cold damage, even at later levels, so while you'll get resistant enemies, you should still be able to get some use out of this.

-Flash Freeze is a save or die with pain regardless, which every caster has a small handful of by level 13. Is there a real problem with them having this one technique at level 15?

-Arctic Circle is at the level of a level 9 spell... while weaker than them, being able to differentiate between friend and foe isn't the most far-fetched of all things... Though I suppose none of the other level 9 AOE maneuvers are able to do so. Hmmm... And slowly exhausting people is what this does, so I think it makes sense to hit fatigued first.