Difference between revisions of "No Rest for the Wicked (3.5e Maneuver)"
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''As your opponent moves towards you, you are able to grab him and spin, swiftly changing his direction and disrupting his motion, causing him to have to halt in order to hold his balance.'' | ''As your opponent moves towards you, you are able to grab him and spin, swiftly changing his direction and disrupting his motion, causing him to have to halt in order to hold his balance.'' | ||
− | Attempt to Grab On to a target adjacent to you, which can be friend or foe, as an immediate action. If you succeed, you may throw them up to 10 feet in a direction of your choice. Use of this maneuver ends the opponent’s movement for their turn. For the purposes of this maneuver and any other Setting Sun maneuver that involves grappling, the initiator makes an attack roll against a DC equal to the target’s touch AC + their Base Attack Bonus (as per the [[Races of War (3.5e Sourcebook)/Advanced Combat#Grapple#Grab On|Grab On]] attack option described in [[Races of War (3.5e Sourcebook)|Races of War]]). | + | Attempt to Grab On to a target adjacent to you, which can be friend or foe, as an immediate action. If you succeed, you may throw them up to 10 feet in a direction of your choice. If the opponent is attempting a melee attack on you, you may also dodge the attack if your Grab On check exceeds their attack roll. Use of this maneuver ends the opponent’s movement for their turn. For the purposes of this maneuver and any other Setting Sun maneuver that involves grappling, the initiator makes an attack roll against a DC equal to the target’s touch AC + their Base Attack Bonus (as per the [[Races of War (3.5e Sourcebook)/Advanced Combat#Grapple#Grab On|Grab On]] attack option described in [[Races of War (3.5e Sourcebook)|Races of War]]). |
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[[Category:Complete Sublime]] | [[Category:Complete Sublime]] | ||
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Latest revision as of 05:28, 19 September 2012
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Setting Sun (Counter) | |
Level: | 1 |
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Initiation Action: | 1 immediate action |
Range: | Melee attack |
Target: | One creature |
Duration: | Instantaneous |
As your opponent moves towards you, you are able to grab him and spin, swiftly changing his direction and disrupting his motion, causing him to have to halt in order to hold his balance.
Attempt to Grab On to a target adjacent to you, which can be friend or foe, as an immediate action. If you succeed, you may throw them up to 10 feet in a direction of your choice. If the opponent is attempting a melee attack on you, you may also dodge the attack if your Grab On check exceeds their attack roll. Use of this maneuver ends the opponent’s movement for their turn. For the purposes of this maneuver and any other Setting Sun maneuver that involves grappling, the initiator makes an attack roll against a DC equal to the target’s touch AC + their Base Attack Bonus (as per the Grab On attack option described in Races of War).
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