Climbing Irons (3.5e Maneuver)

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Author: Eiji-kun (talk)
Date Created: 9-6-19
Status: Complete
Editing: Clarity edits only please
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Climbing Irons
Crazy Gadget (Rush)
Level: 1
Initiation Action: Move
Range: Personal
Target: Self
Duration: See text
Saving Throw: None

With a crack the pitons embedded themselves in the rock, keeping you stable.

This maneuver has two functions. The first assists in climbing, granting the initiator a +10 circumstance bonus on Climb checks or their initiator level, whichever is greater. They may also move up to their speed so long as that movement is climbing. If you fail a Climb check by 5 or more in the round you activate this maneuver, you do not fall and instead simply fail to make progress. If you have a climb speed, this instead doubles your Climb speed for 1 round.

Alternatively you can use this to lock yourself in place. You do not move but gain a +6 stability bonus on any effect which would forcefully move you from your position. You lose this benefit if you move more than 5 ft a round for any reason, but it otherwise persists until you do.

Back to Main Page3.5e HomebrewClass Ability ComponentsMartial DisciplinesCrazy Gadget

Eiji-kun's Homebrew (5202 Articles)
Article BalanceHigh +
AuthorEiji-kun +
DisciplineCrazy Gadget +
Identifier3.5e Maneuver +
Level1 +
RatingUndiscussed +
SummaryPiton gadgets on your hands and feet lock you in place, and assist in climbing. +
TitleClimbing Irons +
TypeRush +