Difference between revisions of "Withdraw (3.5e Maneuver)"

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Revision as of 06:41, 2 June 2017


Homebrew.png
Author: Zhenra-Khal (talk)
Date Created: 5/21/2017
Status: Complete
Editing: Clarity edits only please
Scale.png Low - Moderate - High - Very High
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Withdraw
Desert Wind, Night Wind, Psychic Arrow (Counter) [X-Discipline]
Level: 2
Prerequisite: One Desert Wind or Night Wind maneuver
Initiation Action: Immediate action
Range: 0
[[SRD:Aiming a Spell (Spell Descriptor)|]]: Self
Duration: 1 round
Saving Throw: None


When you initiate this counter, you leap away, moving up to half your land speed (This movement doesn't provoke attacks of opportunity unless the creatures can see invisibility). As you do so, you become invisible until the end of your next turn, leaving an illusory image of yourself in your place. The image lasts until the beginning of your next turn or until struck, whichever comes first. The invisibility ends early if you attack, as per the Invisibility spell.



Back to Main Page3.5e HomebrewClass Ability ComponentsMartial DisciplinesDesert Wind Back to Main Page3.5e HomebrewClass Ability ComponentsMartial DisciplinesNight Wind

Back to Main Page3.5e HomebrewClass Ability ComponentsMartial DisciplinesPsychic Arrow

Article BalanceVery High +
AuthorZhenra-Khal +
DescriptorX-Discipline +
DisciplineDesert Wind + and Night Wind +
Identifier3.5e Maneuver +
Level2 +
RatingUndiscussed +
SummaryEscape attack, vanishing from sight and leaving a mirage behind in your place. +
TitleWithdraw +
TypeCounter +