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Glass Unicorn Shatter (3.5e Maneuver)

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Author: Eiji-kun (talk)
Date Created: 2-7-16
Status: Complete
Editing: Clarity edits only please
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Glass Unicorn Shatter
Setting Sun (Strike)
Level: 9
Prerequisite: Four Setting Sun maneuvers
Initiation Action: Standard
Range: Melee Attack
Target: One creature or object
Duration: 1 minute or Instantaneous; see text
Saving Throw: Fortitude partial

The orc swung his hammer, but with the sound of breaking glass his arms broke and his hammer flung wildly off course.

Make a melee attack, dealing an extra 1d6 points of damage per level, and subjecting them to the effects of the Glass Jaw flaw (this stacks with the actual flaw). Fortification is lowered by 50%. Treat immunity as 100% fortification. These status effects are permanent until the target has been restored to full health.

At any time within the next minute as a non-action, the initiator can trigger one of the following effects to occur, as the tension they've build up by hitting pressure points breaks loose. Only one effect comes into play per use of this maneuver.

  • Arms: You can cause the target to automatically miss an attack as their limbs break from the stress of attacking.
  • Head: You can cause the target to automatically lose a spell, power, or other supernatural or magical ability that they were attempting to cast.
  • Legs: You can cause the target to automatically fail any movement they attempted for 1 round. This also applies to wings and other movement limbs.
  • Torso: You can deny the target any attempt at heal hp damage, ability scores, or status effects for 1 round.

A successful Fortitude save (DC 19 + Strength modifier) negates the loss of fortification and pressure point triggers, but not the damage or acquisition of the Glass Jaw flaw.



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