Cervical Break (3.5e Power)
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|Manifesting Time:||1 standard action|
|Target:||One creature with a spine|
|Duration:||Concentration (see text)|
|Saving Throw:||Fortitude negates (see text)|
The commander suddenly reached for his neck choking and turning blue. Suddenly with a loud snap his head turned too far to the right and he slumped over.
When you manifest this power you can make a grapple check against any creature in range, using your manifester level plus your manifesting modifier (typically Int or Cha) for your grapple score. If you successfully grapple a creature you have all the options available for you grappling, or you can try to snap their neck. If you snap their neck they get a Fortitude save to negate. On a successful saving throw they escape the grapple and the power ends. Otherwise, you can maintain concentration on this power making grapple attempts against the same or different targets each round, or until you stop concentrating.
A creature who has their neck snapped is helpless and will die at the end of their turn in 3 rounds from trauma. A heal check as a full round action (DC 10 + manifester level), a heal spell, or stronger effects can stop the process of dying, but still leaves the target helpless and immobile from the head down. Only effects which restore body parts, such as a regenerate spell can re-connect the damaged spinal tissue and bones correctly to bring back mobility.
Augment: For every two additional power points you spend on any augmentation, the DC increases by +1.
For two additional power points, you can leave targets who successfully save staggered for 1 additional round (starting at 0 rounds un-augmented).
|Article Balance||Very High +|
|Identifier||3.5e Power +|
|Level||Psion/Wilder 5 +|
|Rated By||Leziad +|
|Rating||Rating Pending +|
|Summary||Strangle your opponent with an invisible hand, and break their neck leaving them crippled or dead. +|
|Title||Cervical Break +|