Home Run Derby (3.5e Maneuver)
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Setting Sun (Strike) | |
Level: | 3 |
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Prerequisite: | One Setting Sun maneuver |
Initiation Action: | 1 standard action |
Range: | Melee attack |
Target: | One creature |
Duration: | Instantaneous |
Saving Throw: | Reflex negates; see text |
You send your target to take a little trip, hurtling through you waiting allies who have their weapons ready to strike against the newly presented and most hapless victim.
For the purposes of this maneuver and any other Setting Sun maneuver that involves grappling, the initiator makes an attack roll against a DC equal to the target’s touch AC + their Base Attack Bonus (as per the Grab On attack option described in Races of War).
If you successfully grab your opponent, you throw them a distance equal to 5 feet per initiator level in a direction of your choice. This movement provokes attacks of opportunity, against which the thrown target is considered flat-footed and uncentered. If you throw the target into a solid barrier and their flight is prematurely interrupted, they take damage as though they had fallen the full distance they would otherwise have flown. At the conclusion of this throw, the target must make a Reflex save (13 + your Strength modifier + the number of attacks of opportunity that successfully hit them as a result of the throw) or be knocked prone.
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