User:Luigifan18/Somewhere Over The Rainbow (3.5e Maneuver)
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Setting Sun (Strike) | |
Level: | 8 |
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Prerequisite: | 4 Setting Sun maneuvers |
Initiation Action: | 1 standard action |
Range: | Melee reach |
Target: | One creature |
Duration: | Instantaneous |
Saving Throw: | See text |
Somewhere over the rainbow, way up high
I see a hapless shmuck hurtling through the sky.
This maneuver functions like mighty throw[1], except as noted below.
As part of initiating this maneuver, you attempt to trip your opponent, gaining a +8 bonus on the opposed Strength or Dexterity check. If you beat your foe, you do 6d6 damage to the foe and throw them high up into the air, peaking at a height of up to 10 feet per initiator level. (You don't have to throw your victim that high if you don't want to.) The horizontal distance also peaks at 10 feet away from you per initiator level; you can throw the victim towards any square within that distance. (Essentially, if you could move to a given square in a single move action if you had a movement speed of 10 ft./initiator level and complete intangibility (i.e. being able to pass through anything, including effects that would block intangible creatures, such as a wall of force, and being completely unaffected by difficult terrain and capable of ignoring differences in elevation), you can target that square for the victim of this maneuver to land in.) You choose the target square as part of the process of throwing the victim. Once the target square is chosen, the victim travels to the target square in a straight arc of effect (unless the arc of effect is interrupted, then see below), reaching its maximum height halfway through the line, and takes appropriate falling damage and falls prone upon reaching the target square (the total distance fallen could be greater or smaller than the maximum height of the throw, depending on the target square's elevation regardless to the initiator's location). (Arc of effect is just like line of effect, except that it has height, meaning that it is not interrupted by obstacles on the ground if it has sufficient height to clear them at that point on the line, but is interrupted by ceilings and other obstacles in midair if its height at that point on the line matches the position of the obstacle.)
The following clauses are special cases that resolve potential interruptions of the arc of effect, either due to a collision or the thrown creature having some way to interrupt its own momentum prior to reaching the target square. For ease of reference, the user of this maneuver is referred to as the initiator, the initial target of this maneuver (meaning, the creature that was thrown) is referred to as the throw victim, a creature that the arc of effect passes through is referred to as a collision victim, and a wall, ceiling, or other object that interrupts the arc of effect is referred to either as an obstacle or as whatever it happens to be.
- Throw Victim Capable of Flight: If the throw victim is capable of flight, it is entitled to a Reflex save to stabilize itself at the peak of the throw (halfway through the arc of effect). This Reflex save has a DC of 18 + the initiator's Strength modifier. The throw victim takes a bonus or penalty to its Reflex save according to its maneuverability grade: −4 if clumsy, −2 if poor, +0 if average, +2 if good, +4 if perfect. If the throw victim succeeds on its Reflex save, it stabilizes itself and uses the momentum of the throw to begin flying, averting its painful collision with the ground; it moves no further until its next turn, at which point it can begin moving as usual, according to its maneuverability grade. Its initial direction of movement is the same as the direction it was moving as a consequence of being thrown. If the throw victim fails its Reflex save, it is unable to stabilize itself and continues along the arc of effect until it collides with something or hits the ground.
- Throw Victim Capable of Hovering: See "Throw Victim Capable of Flight", except that the Reflex save is only attempted at the peak of the throw if that height is equal to or greater than the throw victim's maximum hovering height; otherwise, the Reflex save is attempted at the throw victim's maximum hovering height. If the throw victim succeeds on its Reflex save, it stabilizes itself and begins hovering, averting its painful collision with the ground; it moves no further until its next turn, at which point it can begin moving as usual, according to its maneuverability grade. Its initial direction of movement is the same as the direction it was moving as a consequence of being thrown. If the throw victim fails its Reflex save, it is unable to stabilize itself and continues along the arc of effect until it collides with something or hits the ground.
- Throw Victim Capable of Alternative Means of Modifying Midair Momentum: See "Throw Victim Capable of Flight", except that alternative means of modifying midair momentum (such as Double Jump and Surge of Motion) are a step below even clumsy flight, and so the throw victim takes a −6 penalty to its Reflex save. As with flight, the Reflex save is attempted at the peak height of the throw. If the throw victim succeeds on its Reflex save, it successfully stabilizes itself and can use its means of adjusting its midair momentum (whatever that may be) at any point before hitting the ground; if that means has an action cost, then that action cost must be paid, and if the cost is anything other than an immediate action or attack action, it is taken from the throw victim's next turn. If the action cost is an attack action, it is consumed in the form of an attack of opportunity; if the throw victim has no remaining attacks of opportunity, then it is treated as though it failed on its Reflex save. If the throw victim fails its Reflex save or is incapable of paying the action cost of its means of modifying its midair momentum (even from its next turn), it is unable to stabilize itself and continues along the arc of effect until it collides with something or hits the ground.
- Throw Victim Passes by Wall without Colliding: If the arc of effect is parallel to a wall at any point along its length (meaning that the wall exists at the same height as the arc of effect along that point on the arc of effect), the wall is within the natural reach of the throw victim, and the throw victim has either a climb speed or at least 18 ranks in Climb, then the throw victim is entitled to a Reflex save to react to the wall 20 feet before the point in the arc of effect where it would pass by it. Attempting this Reflex save requires an attack of opportunity or an immediate action; if the throw victim is unable or unwilling to expend either, it forfeits this saving throw. The Reflex save works like the Reflex save for stabilization, and has the same DC, except instead of applying a bonus or penalty according to a maneuverability grade (or lack thereof), the throw victim applies a modifier equal to ½C − 12, where C is the throw victim's total modifier to Climb checks (Strength modifier, ranks in Climb, racial modifiers, etc.); this modifier is applied regardless of whether it is positive or negative, meaning that it can be a bonus or a penalty. If the throw victim succeeds on the Reflex save, then upon passing by the wall, it can attempt a Climb check to catch itself, as if it were climbing on that wall and had fallen off. If it succeeds on the Climb check by 9 or less, it catches itself on the wall and interrupts its movement, averting its painful collision with the ground, but it instead takes 1d6 damage for every 20 feet of horizontal movement that it had left to travel; if it succeeds by 10 or more, it catches on to the wall without injuring itself in the process.
- Throw Victim Has Ukemi: Ukemi cannot be used until the throw victim hits the ground (either naturally or after colliding with something and falling to the ground); in the case of a collision, it can also be attempted at the point of the collision.
- Collision With Ceiling on the way up: If the throw victim collides with a ceiling, both the throw victim and the ceiling take 1d6 damage for every 10 feet of vertical distance the throw victim had left to travel. If this destroys the segment of the ceiling subjected to the collision, the throw victim breaks through and continues traveling upwards; chances are, it will end up landing on top of whatever surface that ceiling happened to be (such as the roof of a building, the next floor up, or the surface). It is completely possible to collide with multiple ceilings if in a multi-tiered structure, as long as the collision damage is sufficient to break through each ceiling, and the throw victim will take damage from each collision in this catastrophic scenario. If a ceiling is not destroyed by collision damage, it interrupts the arc of effect and disrupts the throw victim's momentum, and they immediately stop moving and drop down to the ground in a square near the point where their momentum was interrupted. Roll 1d10 to determine where the throw victim lands. If the result is anywhere from 1 through 8, the throw victim lands 1d2×5 feet in that direction away from the point where they hit the ceiling, like a splash weapon landing off target. If the result is 9, the throw victim lands on the square where the arc of effect was interrupted.
- Collision With Ceiling on the way down: It is physically impossible to collide with a ceiling if one is not traveling upwards.
- Collision With Aerial Object on the way up:
- Collision with Grounded Creature on the way up:
Back to Main Page → 3.5e Homebrew → Class Ability Components → Martial Disciplines → Setting Sun
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