Difference between revisions of "Awesome Blow (3.5e Feat)"

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|summary=The force of your blows can send your opponents flying violently away from you.
 
|summary=The force of your blows can send your opponents flying violently away from you.
 
|prereqs=18 Str
 
|prereqs=18 Str
|benefit=Anytime the creature makes a successful critical strike with a normal attack, it may choose to make the attack an awesome blow, or it may choose to subtract 2 from its attack roll on an attack beforehand and it need not be a critical strike to deliver an awesome blow. If the creature hits a corporeal opponent weighing no more than twice his maximum load with an awesome blow, its opponent must succeed on a [[SRD:Reflex|Reflex]] save (DC = 5 + damage dealt) or be knocked flying 10 feet per every 5 damage dealt, in a direction of the attacking creature's choice and fall prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage per 5 feet left in their movement, and the opponent stops in the space adjacent to the obstacle.
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|benefit=Anytime the creature makes a successful critical hit with a normal attack, it may choose to make the attack an awesome blow. Alternatively, it may choose to subtract 2 from its attack roll on an attack beforehand to automatically make that attack an awesome blow without requiring a critical hit. If the creature hits a corporeal opponent weighing no more than twice his maximum load with an awesome blow, that opponent must succeed on a [[SRD:Reflex|Reflex]] save (DC = 5 + damage dealt) or be knocked flying 10 feet for every 5 damage dealt, in a direction of the attacking creature's choice, and fall prone at the end of its movement. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage per 5 feet left in the opponent's movement, and the opponent stops in the space adjacent to the obstacle.
|example=Falruk has this feat and before making his full attack action, he decides to take a -2 on his third attack to attempt an awesome blow. During the course of his full attack action, he happens to land a critical strike on his second attack. Falruk could choose to make this critical strike into an awesome blow, but knows that he's already planned an awesome blow for his final attack, so he does not choose to make this critical strike into an awesome blow. On his third attack, which he planned as an awesome blow, he successfully hits his opponent. Falruk rolls 2d6 + 8 damage and rolls 15 damage. Upon being struck, his opponent must make a DC 20 reflex saving throw. His opponent fails and is sent flying back 30 feet. After flying back 20 feet, he strikes a solid wall. Upon impact, both Falruk's opponent and the wall each take 2d6 damage.
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|example=Falruk has this feat and before making his full attack action, he decides to take a -2 on his third attack to attempt an awesome blow. During the course of his full attack action, he happens to land a critical hit on his second attack. Falruk could choose to make this critical hit into an awesome blow, but knows that he's already planned an awesome blow for his final attack, so he does not choose to make this critical hit into an awesome blow. On his third attack, which he planned as an awesome blow, he successfully hits his opponent. Falruk rolls 2d6 + 8 damage and rolls 15 damage. Upon being struck, his opponent must make a DC 20 reflex saving throw. His opponent fails and is sent flying back 30 feet. After flying back 20 feet, he strikes a solid wall. Upon impact, both Falruk's opponent and the wall each take 2d6 damage.
 
|normal=Your strikes cannot knock your opponents flying.
 
|normal=Your strikes cannot knock your opponents flying.
 
}}</onlyinclude>
 
}}</onlyinclude>

Revision as of 14:33, 10 November 2012

Homebrew.png
Author: The-Marksman (talk)
Date Created: August 2011
Status: Complete
Editing: Clarity edits only please
Scale.png Low - Moderate - High - Very High
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Note: This is a variant feat created to replace the original. You may be looking for SRD:Awesome Blow instead.


Awesome Blow [Fighter] Prerequisites: 18 StrBenefit: Anytime the creature makes a successful critical hit with a normal attack, it may choose to make the attack an awesome blow. Alternatively, it may choose to subtract 2 from its attack roll on an attack beforehand to automatically make that attack an awesome blow without requiring a critical hit. If the creature hits a corporeal opponent weighing no more than twice his maximum load with an awesome blow, that opponent must succeed on a Reflex save (DC = 5 + damage dealt) or be knocked flying 10 feet for every 5 damage dealt, in a direction of the attacking creature's choice, and fall prone at the end of its movement. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage per 5 feet left in the opponent's movement, and the opponent stops in the space adjacent to the obstacle. Example: Falruk has this feat and before making his full attack action, he decides to take a -2 on his third attack to attempt an awesome blow. During the course of his full attack action, he happens to land a critical hit on his second attack. Falruk could choose to make this critical hit into an awesome blow, but knows that he's already planned an awesome blow for his final attack, so he does not choose to make this critical hit into an awesome blow. On his third attack, which he planned as an awesome blow, he successfully hits his opponent. Falruk rolls 2d6 + 8 damage and rolls 15 damage. Upon being struck, his opponent must make a DC 20 reflex saving throw. His opponent fails and is sent flying back 30 feet. After flying back 20 feet, he strikes a solid wall. Upon impact, both Falruk's opponent and the wall each take 2d6 damage.Normal: Your strikes cannot knock your opponents flying.



Back to Main Page3.5e HomebrewCharacter OptionsFeats

Article BalanceVery High +
AuthorThe-Marksman +
Identifier3.5e Feat +
Prerequisite18 Str +
Rated ByFoxwarrior +, Fluffykittens + and ThunderGod Cid +
RatingRating Pending +
SummaryThe force of your blows can send your opponents flying violently away from you. +
TitleAwesome Blow +
TypeFighter +