Setting Sun (3.5e Martial Discipline)/All Maneuvers

From Dungeons and Dragons Wiki
Jump to: navigation, search


Bicycle Kick
Setting Sun (Strike)
Level: 6
Prerequisite: Two Setting Sun maneuvers
Initiation Action: Full-Round Action
Range: Melee Attack
Target: One Creature
Duration: Instantaneous
Saving Throw: None

As a part of initiating this maneuver, you make a charge attack. Instead of a normal attack, you instead deliver three consecutive unarmed strikes against the same creature. If all three unarmed attacks hit, you may make another two. If those two hit, you make another one, and if this one hits, it throws your opponent 20 feet away, dealing an extra 1d6 damage per initiator level. The foe falls prone at the end of its movement.


Breaking Dawn
Setting Sun (Stance)
Level: 3
Prerequisite: One Setting Sun maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

With calm meditation, you gain insight into the order of battle, anticipating your opponents actions and acting accordingly.

At the beginning of any turn in which you use or are already in this stance, you may choose to delay your actions in the current round (except for the swift action required to enter this stance, if necessary) without compromising your place in the initiative count. When you choose to delay in this fashion, you may use these actions in between others' turns.


Burning Sunrise Assault
Desert Wind, Setting Sun (Rush) [Fire, X-Discipline]
Level: 3
Prerequisite: 1 Desert Wind or Setting Sun Maneuver
Initiation Action: 1 Move Action
Range: Personal
Target: You
Duration: Instantaneous and 1 round
Saving Throw: None
Upon initiating this maneuver you make a jump check, travelling twice the distance your jump check would allow both vertically and horizontally and it is not limited by your movement speed. All attacks you make until the beginning of your next turn deal an additional 2d6 fire damage.


Dancing Lotus Whirl
Setting Sun (Stance)
Level: 8
Prerequisite: Three Setting Sun maneuvers
Initiation Action: Swift
Range: Personal
Target: Self
Duration: Instantaneous

You swirl around gracefully, all of your opponents weapons dropping like rain at your feet.

At the start of your turn all opponents within your reach is subject to either a Disarm attempt or a Feint attempt as a free action. This does not provoke attacks of opportunity.

In addition, you do not provoke for attempting any combat maneuvers (bull rush, disarm, feint, grapple, overrun, sunder, and trip).


Distracting Blow
Occult Sovereignty, Shadow Hand, Setting Sun, Tiger Claw (Strike) [X-Discipline]
Level: 2
Initiation Action: Standard, attack of opportunity, see text
Range: Melee attack
Target: One creature
Duration: Instantaneous

Evocations make the best counterspells.

You can initiate this maneuver whenever you would make an attack against a spellcaster in the process of casting a spell, as long as that attack is not part of another maneuver or a full attack. You can initiate this maneuver as part of an attack of opportunity or as a standard action. Make a single melee attack. If it connects, the attack does normal damage, but it is considered to have dealt twice as much damage as it actually did for the purpose of determining the Concentration DC to avoid losing a spell, power, or other such ability.


Eagle Talon's Grasp
Setting Sun (Stance)
Level: 5
Prerequisite: One Setting Sun Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
When in this stance all attacks of opportunity you make with unarmed strikes, fist weapons and Setting Sun's discipline weapon gain Improved Grab and you may use your Dexterity for grapple checks rather than Strength. Additionally you can take one additional attack of opportunity per round plus one more for each 5 initiator level you have.


Float Like a Butterfly
Setting Sun (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

In order for your strategy to work, you must wait for the opportune moment to land a killer blow. In order to survive long enough to find when that moment is, you move constantly around the field of battle.

When you are in this stance, you may move 5 feet as a free action useable outside your turn after any occasion in which you attempt a melee attack (successful or not), or when someone targets you with an attack (melee or ranged) and misses. This movement does not count as your 5-foot step for your turn, and it provokes attacks of opportunity as though it were normal movement, rather than a 5-foot step.


Flying Knee
Setting Sun (Strike)
Level: 4
Prerequisite: One Setting Sun maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: None

With a ridiculous show of lower body strength, you leap at your target and strike them in the face with one of your most powerful available body parts: your knee. A sickening crunch follows as the foe's jaw is smashed by the force of the attack.

Make a single melee attack against a target of your choosing. This strike’s damage is multiplied by the number of size categories the opponent is larger than you are (minimum x1). In addition, should you target a flying creature with this attack, they fall to the ground (taking falling damage if necessary) and are knocked prone.

If you wish, you may use this strike on a charge, which still takes a full-round action as normal. Doing so increases the damage multiplier due to size by 1, making it a minimum of double damage.


Form Tackle
Setting Sun (Rush)
Level: 2
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: Reflex negates; see text

With great speed you burst towards your target, keeping your body low for maximum leverage. As you come underneath them, you secure a hold and are ready to cut loose with a devastating throw.

When you use this maneuver, you may move up to your base speed. Unlike normal movement, you may use this maneuver to enter an opponent’s space without provoking an attack of opportunity, and attempt to grab on to them when doing so. If you successfully grab them in this fashion and then initiate a Setting Sun maneuver that requires a Grab On check (such as Setting Sun Suplex, Home Run Derby, etc.), you do not have to make a second Grab On check. Failing this Grab On check repels you back out of your opponent's space, but does not prevent you from attempting another check when another maneuver requires you to do so.

If you grab on to an opponent but cannot use a Setting Sun maneuver that requires a Grab on check, you may force your opponent to make a Reflex save (DC 11 + your Strength modifier) or be treated unable to move from their current position until the beginning of your next turn.


Gentle Fist
Setting Sun (Strike)
Level: 4
Prerequisite: One Setting Sun maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Until next turn
Saving Throw: None; see text.

Your opponent braces for what he expects to be a jarring blow from your open palm, but instead only receives a hit more akin to a light pat. When he tries to unleash his magic, however, his spells fizzle, and he grows increasingly flustered as he realizes he is helpless before you.

When you use this strike, you may forgo the damage dealt to render your opponent unable to cast spells, manifest powers, initiate maneuvers, or use spell-like or supernatural abilities until the end of their next turn. In addition, all magical effects and maneuvers affecting the victim are subject to an initiator level check against a DC equal to 10 + the initator level, manifester level, or caster level of the source (roll once and measure this check against all the DCs). If this check succeeds and you desire it, the effect is ended. Passive magical item abilities (like the armor enhancement bonus provided by armor) are not negated by this effect.


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.


Grip of the Starlit Dusk
Setting Sun (Stance)
Level: 5
Prerequisite: Two Setting Sun Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

As long as you are in this stance, you ignore all size bonuses and penalties for yourself and opponent. You can use combat maneuvers on creatures of any size.

Additionally, you can enter the space of creatures at least two size category larger than you are without provoking an attack of opportunity (unless it fills its entire square); doing so grants you cover against that creature.


Home Run Derby
Setting Sun (Strike)
Level: 3
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.


Horizon Line Punch
Setting Sun (Strike)
Level: 2
Prerequisite: One Setting Sun maneuver
Initiation Action: 1 full attack action
Range: 5 ft/level
Area: All creatures in a line.
Duration: Instantaneous
Saving Throw: None

The minions jumped up, but your fist knocks them all down!

You move up to 5 ft/level in a straight line, making an attack with an unarmed strike, monk weapon, or discipline weapon at your highest attack bonus against every creature you pass through or within your reach. You do not provoke attacks of opportunity for movement, and can move in any direction (but fall as normal at the end if unable to fly or otherwise move through the medium). It ignores difficult terrain, and moves half speed through effects which would slow it down further such as solid fog.


Hurricane Scythe Kick
Setting Sun (Rush)
Level: 9
Prerequisite: Five Setting Sun maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: Fortitude negates

Leaping at your opponent, you lash out with your outstretched legs to launch precise and purposeful kicks, hitting the opponent in concert to force them backwards and maintain your forward momentum.

If you use this rush to move into an opponent’s space before you have moved up to your base speed, you may make a melee attack against that opponent. If you successfully hit, you deal damage normally and force them to make a Fortitude save (DC 19 + your Strength modifier). If they fail, they are pushed back 5 feet if possible, allowing you to move forward 5 more feet and make another attack. For each previous Fortitude save from this maneuver they have failed, increase the save DC by 1. This movement provokes attacks of opportunity for both you and the target, but the two of you cannot make attacks of opportunity against each other.

This rush continues until the opponent can no longer be pushed, you miss one of your melee attacks, they succeed on a Fortitude save to prevent being knocked backwards, or until you have moved your base land speed. You may terminate your movement at any point in the maneuver if you wish.


Judo Flip
Setting Sun (Counter)
Level: 2
Initiation Action: Immediate
Range: Melee reach
Target: One creature
Duration: Instantaneous

The Setting Sun discipline emphasizes using your opponent's strength, speed, and momentum against them. For example, you can redirect the momentum of a creature charging at you and turn it towards the ground.

You may initiate this maneuver in response to a creature charging at you. When a creature charges at you, at the moment that it attempts its attack, you may attempt to grab that creature, making a melee touch attack and (if you hit) a grapple check against it. The grapple check is made with a +2 bonus. If you succeed, you completely negate your opponent's attack (they don't even get to make an attack roll) and use the momentum from your opponent's charge to lift it into the air, flip it directly over your head, and slam it to the ground behind you, dealing 2d6 damage + 1 per initiator level (maximum 2d6+5) and rendering that opponent prone. (Essentially, you pull your opponent through your square and force them to end their movement on a space within 5 feet of you, on the opposite side of where they tried to attack you from.) You must initiate this maneuver after your opponent enters your threatened area and/or declares their attack, but before your opponent makes their attack roll (and, by extension, before you know whether they hit or missed). If you lose the grapple check or miss on the melee touch attack, you are considered flat-footed against your opponent's attack, and they gain a +1 bonus to their attack and damage roll (in addition to the bonuses from charging).

If your opponent's melee reach is greater than yours, and they attack you before entering your threatened area, you can still initiate this maneuver, but you are forced to grab whatever part of your opponent is attempting to strike you, rather than aiming for your opponent's body. If your opponent's weapon is part of their body (such as a natural weapon or unarmed strike) or securely attached to it (such as a gauntlet), you can grab your opponent, but forfeit the +2 bonus to the grapple check this maneuver would normally give you (a limb is a smaller target than a torso). If your opponent's weapon is not part of their body or securely attached to them, you attempt to disarm them instead of grappling them (you are still flat-footed if you fail the disarm attempt).


Somewhere Over The Rainbow
Setting Sun (Strike)
Level: 8
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 schmuck 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 compared 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 throw victim does not provoke attacks of opportunity for its movement, not even from creatures in midair.

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, as an object, 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 bamf, teleport, Double Jump, Surge of Motion, etc.) 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, feat bonuses, 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. If it fails on the Climb check, it misses the wall and hurtles right past it, continuing along the arc of effect until it collides with something, passes by another wall, or hits the ground.
  • 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), or collides with a wall or creature.
  • 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, taking the appropriate fall damage. 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. If the result is 10, reroll until a result other than 10 is obtained; if the final result is 1 through 8, add 5 feet to the deviation distance per result of 10 on the d10 roll.
    • At throw peak: The throw victim's vertical velocity is rapidly falling to zero. The chance of a collision with a ceiling is extremely remote, and if one does happen, it will be inconsequential unless the ceiling is covered with spikes or something. So don't worry about it unless the ceiling itself is harmful; in that case, roll a d%, and apply the ceiling's harmful effects on a result of 90 or higher.
    • On the way down: It is physically impossible to collide with a ceiling if one is not traveling upwards.
  • Collision With Wall:
    • On the way up: Both the throw victim and the wall take 1d6 damage per 10 feet of horizontal movement the throw victim had left to travel. If this destroys the wall, the throw victim continues traveling onwards, out to the end of the arc of effect (or, alternatively, until it gets a chance to interrupt its movement or collides with something else). If the wall survives, the throw victim's momentum is halted, and if it has a climb speed or at least 18 ranks in Climb, it has a chance to catch itself on the wall with a successful Climb check (on a success of 10 or more, the damage it would have taken from the impact is halved). If it fails the Climb check or is unable to attempt one, it falls off the wall and plummets straight down to the ground, taking falling damage as appropriate upon landing (though this may not be a problem for a monk).
    • At throw peak: Same as "On the way up".
    • On the way down: Same as "On the way up".
  • Collision With Grounded Object:
    • On the way up: There are two possibilities here; either the throw victim collides with the underside of the obstacle, or they collide with a vertical-facing side. While there's probably some mathematical formula involving the victim's rate of ascent and the precise position of the object in three-dimensional space that could be performed to determine which of those the throw victim collides with, it's much too complicated to bother with. Just assume that there's a 80% probability of colliding with a vertical-facing side and a probability of 20% of colliding with the underside, and roll a d% to find out what happens. (These probabilities assume a mostly vertical object with some sort of outcropping or overhang that makes it not perfectly vertical; they will probably be different depending on the shape of the object, so the DM should be willing to adjust them according to the demands of common sense.) If the throw victim collides with the underside of the obstacle, treat it like a collision with a ceiling; if the throw victim collides with a vertical-facing side, treat it like a collision with a wall.
    • At throw peak: The throw victim collides with a vertical-facing surface on the obstacle. See "Collision with Wall".
    • On the way down: There are two possibilities here; either the throw victim collides with the top of the obstacle, or they collide with a vertical-facing side. While there's probably some mathematical formula involving the victim's rate of descent and the precise position of the object in three-dimensional space that could be performed to determine which of those the throw victim collides with, it's much too complicated to bother with. Just assume that there's a 80% probability of colliding with a vertical-facing side and a probability of 20% of colliding with the top, and roll a d% to find out what happens. (These probabilities assume a mostly vertical object with some sort of outcropping or overhang that makes it not perfectly vertical; they will probably be different depending on the shape of the object, so the DM should be willing to adjust them according to the demands of common sense.) If the throw victim collides with the top of the obstacle, they have effectively landed on top of it instead of the ground; the throw victim stops moving and takes fall damage according to how far it fell before impact. If the throw victim collides with a vertical-facing side, treat it like a collision with a wall.
  • Collision With Aerial Object:
    • On the way up: There are two possibilities here; either the throw victim collides with the underside of the obstacle, or they collide with a vertical-facing side. While there's probably some mathematical formula involving the victim's rate of ascent and the precise position of the object in three-dimensional space that could be performed to determine which of those the throw victim collides with, it's much too complicated to bother with. Just assume that there's a 50% probability of either and roll a d% to find out what happens. (These probabilities assume a cube-shaped object; they will probably be different depending on the shape of the object, so the DM should be willing to adjust them according to the demands of common sense.) If the throw victim collides with the underside of the obstacle, treat it like a collision with a ceiling; if the throw victim collides with a vertical-facing side, treat it like a collision with a wall.
    • At throw peak: The throw victim collides with a vertical-facing surface on the obstacle. See "Collision with Wall".
    • On the way down: There are two possibilities here; either the throw victim collides with the top of the obstacle, or they collide with a vertical-facing side. While there's probably some mathematical formula involving the victim's rate of descent and the precise position of the object in three-dimensional space that could be performed to determine which of those the throw victim collides with, it's much too complicated to bother with. Just assume that there's a 50% probability of either and roll a d% to find out what happens. (These probabilities assume a cube-shaped object; they will probably be different depending on the shape of the object, so the DM should be willing to adjust them according to the demands of common sense.) If the throw victim collides with the top of the obstacle, they have effectively landed on top of it instead of the ground, and what happens next depends on whether or not the obstacle can support the throw victim's weight. If it can, then the throw victim stops moving and takes fall damage according to how far it fell before impact. If it can't, then the throw victim takes fall damage according to how far it fell before impact, and its horizontal momentum is interrupted, but the object falls out from under it, and both the obstacle and the throw victim take fall damage according to the new distance between them and the ground. If the throw victim collides with a vertical-facing side, treat it like a collision with a wall.
  • Collision with Grounded Creature:
    • On the way up: The collision victim is entitled to a Reflex save to avoid the impact (DC = 18 + initiator's Strength modifier + throw victim's size modifier to grapple checks − 1 per 50 feet of horizontal distance the throw victim has already traveled). If this saving throw succeeds, the collision victim completely escapes being injured, and the throw victim continues traveling as though it hasn't been interrupted (because, in truth, it hasn't). If the Reflex save fails, both the throw victim and collision victim take 1d6 damage per 10 feet of horizontal distance the throw victim had left to travel, plus 1 damage per 10 feet of vertical distance the throw victim had left to travel. If the collision victim is felled by this damage, the throw victim continues traveling outwards for the remainder of the distance (or, alternatively, until it gets a chance to interrupt its movement or collides with something else). If the collision victim is still conscious, it must immediately make a Fortitude save (DC = 18 + initiator's Strength modifier + throw victim's size modifier to grapple checks + ½ damage sustained from the collision); the collision victim applies its own size modifier to grapple checks to this Fortitude save. On a failure of 5 or more, the collision victim is knocked prone, and the throw victim continues traveling outwards for the remainder of the distance (or, alternatively, until it gets a chance to interrupt its movement or collides with something else). On a failure of 4 or less, the collision victim is knocked prone, and the throw victim's movement is interrupted; it immediately falls to the ground, taking the appropriate falling damage, and falls prone. On a success, the collision victim remains standing, and the throw victim's movement is interrupted; it immediately falls to the ground, taking the appropriate falling damage, and falls prone.
    • At throw peak: Same as "On the way up", except that as there is no more vertical distance to be traveled, the throw victim and collision victim simply take 1d6 damage per 10 feet left in the throw victim's horizontal movement.
    • On the way down: Same as "At throw peak".
  • Collision with Aerial Creature:
    • On the way up: The collision victim is entitled to a Reflex save to avoid the impact (DC = 18 + initiator's Strength modifier + throw victim's size modifier to grapple checks − 1 per 50 feet of horizontal distance the throw victim has already traveled). If this succeeds, the collision victim completely escapes being injured, and the throw victim continues traveling as though it hasn't been interrupted (because, in truth, it hasn't). If the Reflex save fails, both the throw victim and collision victim take 1d6 damage per 10 feet of horizontal distance the throw victim had left to travel, plus 1 damage per 10 feet of vertical distance the throw victim had left to travel. If the collision victim is felled by this damage, the throw victim continues traveling outwards for the remainder of the distance (or, alternatively, until it gets a chance to interrupt its movement or collides with something else). If the collision victim is still conscious, it must immediately make a Fortitude save (DC = 18 + initiator's Strength modifier + throw victim's size modifier to grapple checks + ½ damage sustained from the collision); the collision victim applies its own size modifier to grapple checks to this Fortitude save. On a failure of 5 or more, the collision victim is knocked out of the sky, and the throw victim continues traveling outwards for the remainder of the distance (or, alternatively, until it gets a chance to interrupt its movement or collides with something else); the collision victim falls directly down to the ground, traveling 10 feet horizontally for every 20 feet left in the throw victim's horizontal movement in the same direction as the throw victim, and takes the appropriate falling damage upon impact with the ground, falling prone in the process. On a failure of 4 or less, the collision victim is knocked out of the sky and falls directly down to the ground, traveling 10 feet horizontally for every 20 feet left in the throw victim's horizontal movement in the same direction as the throw victim, and takes the appropriate falling damage upon impact with the ground, falling prone in the process. However, the throw victim's movement is interrupted; it immediately falls to the ground, taking the appropriate falling damage, and falls prone. On a success, the collision victim remains in midair, and the throw victim's movement is interrupted; it immediately falls to the ground, taking the appropriate falling damage, and falls prone. If the collision victim is knocked out of the sky, and collides with a wall in the process, both the collision victim and the wall take 1d6 damage per 10 feet remaining in the collision victim's horizontal movement (just like in the case of the throw victim colliding with a wall).
    • At throw peak: Same as "On the way up", except that as there is no more vertical distance to be traveled, the throw victim and collision victim simply take 1d6 damage per 10 feet left in the throw victim's horizontal movement.
    • On the way down: Same as "At throw peak", except that if the collision victim fails its Fortitude save, it travels 10 feet horizontally for every 10 feet left in the throw victim's horizontal movement as it falls to the ground. If the collision victim fails its Fortitude save by 5 or more (and therefore does not interrupt the throw victim's horizontal movement), this results in the throw victim landing right on top of it, pinning the collision victim in addition to knocking it prone; this also causes 2d6 extra damage to the collision victim and converts 1d6 of the falling damage taken by the throw victim to nonlethal damage. (The collision victim may or may not be able to easily escape the pin, depending on the relative grappling capability of it and the throw victim and the throw victim's willingness to maintain the pin.)
  • Collision with Creature On Landing Square: The collision victim must succeed on a Reflex save (DC = 18 + initiator's Strength modifier + throw victim's size modifier to grapple checks) to get out of the way before impact. On success, it takes no damage, but on a failure, it takes damage equal to the fall damage the throw victim sustained and is knocked prone. On a failure of 5 or more, the collision victim is pinned beneath the throw victim and takes an additional 2d6 damage, while 1d6 of the falling damage sustained by the throw victim is converted to nonlethal damage. (The collision victim may or may not be able to easily escape the pin, depending on the relative grappling capability of it and the throw victim and the throw victim's willingness to maintain the pin.)


Super Smash Assault
Setting Sun, Sovereign Storm (Strike) [X-Discipline]
Level: 6
Prerequisite: Two Setting Sun maneuvers, one Sovereign Storm maneuver
Initiation Action: Standard
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous
Saving Throw: None

SUUUUUUPPPPPPEEEEEEERRRRRRRR SMMMMMMAAAAAAASSSSSSHHHHHHH BROTHERRRRRRSSSSSSS!!!!!!!!!!!!!!!!!!

As part of this maneuver, make a single melee or ranged attack. If your attack hits, your victim is launched into the air along a 45-degree arc of effect (maximum height equals half of the horizontal travel distance, reached halfway through the horizontal distance). The distance this maneuver launches opponents is highly variable, and depends on the following formula. All values dependent on division are rounded down to the nearest whole number before the final calculation is performed.

Launch distance (in feet) = 5 × (((Initiator's initiator level + Initiator's maneuver ability modifier) ÷ 5) + (Size Factor) + ((Nonlethal damage + (Maximum hp − current hp) + Vile damage[2]) ÷ 3) + (((Constitution damage, drain, burn, and penalties) + (Sum of damage, drain, burn, and penalties to Strength & Dexterity ÷ 2)) ÷ 2) + (Negative levels) + (Condition Value))

  • Initiator level and the relevant ability modifier are self-explanatory. The stronger the initiator is, the further this maneuver launches its target. However, the launching power is not very strongly affected by initiator level and initating power; the initiator's power is important, but not as much as the condition of the victim.
  • Size factor is a static value which depends on the size category of the victim. The victim's size modifier to attack rolls and AC is added to the formula; small creatures can be launched farther, while big creatures can't be launched as far.
  • The primary determinant of how far this maneuver launches enemies is how heavily injured they are. Nonlethal damage, lethal damage, and vile damage[2] are all added up to contribute to the formula. While the three classes of hit point damage usually have a clear pecking order of seriousness (nonlethal < lethal < vile), this formula ignores the pecking order and treats them all equally for the sake of not being even more complicated than it already is. Note that this formula uses the victim's damage after this attack's damage has been deducted from its hit points, not beforehand.
  • Ability score reductions are also factored into the knockback formula, but only the physical ability scores are included. Constitution, being the measure of resilience, is weighted more heavily in the formula than Strength and Dexterity. While ability score reductions usually have a clear pecking order of seriousness (penalties < damage < burn < drain), this formula ignores the pecking order and treats them all equally for the sake of not being even more complicated than it already is.
  • Negative levels represent being weakened and drained of vital energy, and as such are another form of damage. As such, they are included in the formula.
  • Condition value is a value based on conditions afflicting the victim. Some status conditions render victims more vulnerable to knockback, while others reduce vulnerability. Add up the sum of the condition values for all conditions on the creature (with certain exceptions; see the table below). A table of common status conditions affecting vulnerability to knockback can be found below this explanation of the formula.
Table: Condition Factor
Condition1 Condition Factor Value
Aura Seal ±0
Blinded +1
Burned +12
Confused +1
Cowering +43
Dazed +24, 5
Dazzled +15
Deafened +1
Disabled +86
Dying +106
Entangled +6
Exhausted +47
Fascinated +2
Fatigued +27
Flat-footed +3
Frightened +23
Frozen solid8 −5
Headache +19
Immobilized +34
Migraine +29
Nauseated +310
Numbed +111
On fire +32, 12
Panicked +33
Paralyzed +64, 11
Petrified −20
Prone −2
Shaken +13
Sickened +110
Staggered +86
Stunned +44
Susceptible +2
Uncentered +1
Unconscious +106
  1. Conditions not included on the table are up to DM arbitration.
    The exceptions are ability damage, burn, and drain and negative levels,
    which are accounted for in the formula itself.
  2. Do not add together similar status conditions or status conditions that exist on a continuum of severity
    (such as burned and on fire); simply use the highest value.
  3. Do not add together similar status conditions or status conditions that exist on a continuum of severity
    (such as shaken, frightened, panicked, and cowering); simply use the highest value.
  4. Do not add together similar status conditions or status conditions that exist on a continuum of severity
    (such as dazed, immobilized, stunned, and paralyzed); simply use the highest value.
  5. Do not add together similar status conditions or status conditions that exist on a continuum of severity
    (such as dazzled and dazed); simply use the highest value.
  6. Do not add together similar status conditions or status conditions that exist on a continuum of severity
    (such as disabled, dying, staggered, and unconscious); simply use the highest value.
  7. Do not add together similar status conditions or status conditions that exist on a continuum of severity
    (such as fatigued and exhausted); simply use the highest value.
  8. While there is no page on this wiki explaining the condition, being frozen solid is precisely what it sounds like — being encased
    in a big chunk of ice. One example of an effect that can do this is the freeze[3] spell.
  9. Do not add together similar status conditions or status conditions that exist on a continuum of severity
    (such as headache and migraine); simply use the highest value.
  10. Do not add together similar status conditions or status conditions that exist on a continuum of severity
    (such as sickened and nauseated); simply use the highest value.
  11. Do not add together similar status conditions or status conditions that exist on a continuum of severity
    (such as numbed and paralyzed); simply use the highest value.
  12. The condition factor increase for being on fire is further increased by +2 (to a total of +5) if the fire is supernatural
    and resistant to being put out by normal means, such as blackfire[3] or a pyromaniac's unquenchable flame.

If this maneuver launches a creature into a wall, ceiling, or other obstacle, both the victim and the obstacle take 1 damage for every 10 feet remaining in the victim's forced movement, and unless the obstacle is destroyed, the creature bounces off at a 45° angle and continues flying outward until it has exhausted its entire forced movement. (The victim's forced movement distance is not recalculated once it has already been launched, so taking collision damage does not cause it to fly farther.) If the victim has an ability that allows it to absorb momentum from a collision, such as Ukemi, it is entitled to use it upon a collision to attempt to negate its remaining forced movement.


Mighty Arms
Setting Sun (Stance)
Level: 3
Prerequisite: One Setting Sun maneuver
Initiation Action: Swift
Range: Personal
Target: You
Duration: Stance

You can adjust your posture to throw people even further than normal.

While you are in this stance, whenever you use an attack that forcibly moves an opponent, the distance the opponent moves is doubled. (For instance, with mighty throw[1], you can throw an opponent 20 feet away instead of 10.)


No Rest for the Wicked
Setting Sun (Counter)
Level: 1
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous

As your opponent moves towards you, you are able to grab him and spin, swiftly changing his direction and disrupting his motion, causing him to have to halt in order to hold his balance.

Attempt to Grab On to a target adjacent to you, which can be friend or foe, as an immediate action. If you succeed, you may throw them up to 10 feet in a direction of your choice. If the opponent is attempting a melee attack on you, you may also dodge the attack if your Grab On check exceeds their attack roll. Use of this maneuver ends the opponent’s movement for their turn. 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).


One Inch Punch
Setting Sun (Counter)
Level: 5
Prerequisite: Two Setting Sun maneuvers
Initiation Action: 1 immediate action
Range: See text
Target: One creature
Duration: Instantaneous

Your foe, apparently possessed of at least a certain wit, manages to catch your incoming fist between his hands in a defensive pose. Without shifting to recover your stance, you immediately launch another punch with the same fist already only inches away from their heart, overpowering their defense with sheer strength and speed.

This is an anti-counter manuever, which you may initiate to make a initiator level check (1d20 + your initiator level) as an immediate action when a foe targets you with a counter. A character with at least 10 ranks in Sense Motive gains a +3 competence bonus to this check. If the check matches or exceeds a DC equal to 10 + your opponent's initator level, the counter is negated, allowing you to continue with your previous action normally as though the opponent had not initiated their counter. The action required for them to use the negated counter is wasted. If you threaten the opponent whose counter you voided in melee, you may also make a single attack with a melee attack you are wielding against them as part of this maneuver.


Pivotal Chop
Setting Sun (Counter)
Level: 3
Prerequisite: One Setting Sun maneuver
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous

Capitalizing on your foe’s forward inertia, you swiftly plant one foot and spin away too quickly for him to adjust, dodging his attack and slipping behind him before unleashing a vicious chop to his exposed backside.

When attacked in melee, you may execute this counter to make a Sense Motive check. If the result of the check equals or exceeds your attacker’s attack roll, you dodge the attack and switch places with him. In addition, once you have moved in this fashion, you may immediately make a melee attack against against the foe who just attacked you, against which they are both flat-footed and flanked.


REKT.exe
Setting Sun (Strike)
Level: 9
Prerequisite: Seven Setting Sun maneuvers, Improved Grapple, Balance 10 ranks, Tumble 10 ranks, Martial Lore 6 ranks
Initiation Action: 1 standard action
Range: 1000ft
Target, Effect or Area: One creature, anything within stated radii
Duration: Instantaneous & 1 round
Saving Throw: See text
It is impressive to throw a man. To throw a man and cause him to explode is legendary. To throw a man and cause him to explode twice is art. And overkill. Overart? Doesn't matter what you call it, it's freaking badass.

Make a Grab On check against a target you threaten. Throw them up to 1000ft away, but no less than 200ft. They are offered a Reflex save to negate the throw, upon which success ends the maneuver. He must end his movement in a sensible square. It may be occupied, but not sealed off in a way that no arc of movement could reach. On impact, rather than taking fall damage, they trigger the effects of a maximized Fireball as though cast by a sorcerer of a level equal to your initiator level, no cap. They get a Fortitude save to negate instead of the typical Reflex for half. The others in the radius receive the Reflex save as normal.

At the beginning of their next turn, they trigger the effects of an widened, intensified fireball cast by a sorcerer of a level equal to your initiator level. As last time, they are offered a Fortitude save to negate, and others are offered Reflex for half.

This maneuver may only be used once every 20 rounds(2 minutes), no matter how often it is refreshed.


Roll with the Blow
Setting Sun (Counter)
Level: 3
Prerequisite: One Setting Sun maneuver
Initiation Action: Immediate
Range: Personal
Target: Self
Duration: Instantaneous

The hammer hits you solid but you roll with it and fly back, missing the next swing.

In response to taking damage, you can activate this maneuver and fly away from the source of damage a number of feet equal to the damage taken (round down to nearest 5 ft increment, minimum 5). This movement does not provoke attacks of opportunity.


Rolling Launcher
Setting Sun (Counter)
Level: 4
Prerequisite: One Setting Sun maneuver
Initiation Action: Immediate
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: None


The barbarian charged forward, but you casually roll on your back and kick them overhead to their doom.

When attacked in melee, you may make a melee touch attack and immediately make a trip attempt first using your Strength or Dexterity modifier with a +4 bonus. You do not provoke for this trip attempt. If you succeed in tripping your foe, you throw it up to 20 feet away from you. The target falls prone in the destination space. You choose where it lands. You must place the target in an empty space. If you lack the distance to throw your target into a clear space, it falls prone in its current space.

An enemy you throw with this maneuver does not provoke attacks of opportunity for passing through enemies' threatened areas as part of the throw, and you can throw an enemy through occupied squares. The trip attempt required by this maneuver is not restricted by the size categories of you or the target.

If the target moved towards you before attacking, you get a +1 bonus to your trip attempt for every 10 ft they have moved to reach you. If they charged, the bonus is +1 for every 5 ft.



Setting Sun Suplex
Setting Sun (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous

Gripping your opponent by the scruff of his neck, you forcefully wrest him above your head and, after he hangs precariously in midair for a moment, send him crashing back to the turf.

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).

As the first part of this maneuver, the user initiates a grapple in the method described above. If successful, they use the opponent’s own size and momentum to swing them overhead and slamming back into the ground. In addition to causing the two of your to switch spaces and the target being knocked prone, they also take 1d6 plus 1 per initiator level.


Shooting Star Launch
Setting Sun (Strike)
Level: 7
Prerequisite: Two Setting Sun Maneuvers
Initiation Action: Standard Action
Range: Melee Attack
Target: One Creature
Duration: Instantaneous

You won't need this sword. Into the trash it goes.

Make a melee attack with at least one hand free. You deal normal damage and may immediately make a disarm attempt with a +4 bonus without provoking. On a successful disarm you may then immediately throw the weapon up to Medium range (100 ft + 10 ft/level) in a line, making a single attack roll with the stolen weapon against all creatures in the line.

Even if your disarm attempt fails, you loosen their grip on their blade causing them to suffer a -4 penalty to attack for 1 round.


Solar Throw
Setting Sun (Strike)
Level: 9
Prerequisite: Four Setting Sun Maneuvers
Initiation Action: 1 full-round action
Range: Touch
Target: One Melee Attack
Duration: Instantaneous (see text)
Saving Throw: Reflex Partial


As a part of initiating this maneuver, make a grapple attempt against an adjacent creature with an additional +8 bonus. If successful, you throw the enemy in any direction. The creature travels indefinitely until it hits an obstacle; upon hitting an obstacle, the obstacle take 10d6 damage and the creature is also dealt the same damage or the obstacle's hit point (whichever is lower). If the damage is enough to destroy the obstacle, the creature continues to travel; the same is repeated for every obstacle the creature meets until the creature meets an obstacle that is not destroyed. Upon meeting such an obstacle, the creature takes 1d6 point of damage per 10 feet traveled (maximum 20d6) and lands prone. If the creature succeeds on its Reflex save, it travels a maximum of 20 feet up per initiator level and any damage taken are halved.

The creature travels a cumulative 10 miles per round (to a maximum of 100 miles per round after one minute) after being thrown. While being thrown, it is unable to take any action which requires it to move or precise movement (such as somatic components), and it may attempt another Reflex save as a full-round action. On a success, the creature will travel an additional distance of 20 feet per initiator level and land as normal. If it fails three attempts to save itself, it becomes unable to do so, essentially being forced to fly until an obstacle stops it.


Split Punch
Setting Sun (Strike)
Level: 3
Prerequisite: One Setting Sun Maneuver
Initiation Action: Standard
Range: Melee attack
Target: One Creature
Duration: Instantaneous
Saving Throw: Fortitude Partial

You do the splits before hitting your opponent where it really hurts — between the legs.

Upon initiating this maneuver, you make yourself prone and make a single unarmed strike (with the associated penalties of being prone). If you hit, you deal an additional 5d6 nonlethal damage and make the struck creature dazed for 1 round, then nauseated for 2 rounds afterwards. A successful fortitude save leaves the struck creature sickened for 1 round but negate the dazing and nausea.

Creatures with no discernible anatomy and/or immunity to pain are immune to the extra damage and effect dealt by this maneuver, but not the regular unarmed strike damage.


Sundial Twist Kick
Setting Sun (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous

Although your first attack didn’t finish the opponent, your momentum allows you to swing around with a raised foot, bringing your heel into his chin with deadly force.

You may initiate this maneuver after any melee attack whether successful or not (even an attack of opportunity) by taking an immediate action. Upon initiation of this maneuver, you may make a single melee attack at your highest Base Attack Bonus. If the previous attack that allowed you to execute this maneuver was not a successful hit and the one granted to you by the maneuver is, the latter deals double damage.


Tears of the Sun
Setting Sun (Strike)
Level: 5
Prerequisite: Two Setting Sun maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See text
Saving Throw: None

Striking the target with your open palm, you visibly jar every fiber of his being, causing him to buckle over in pain. Even as he seems to recover, he begins to bleed profusely from every visible orifice on his body.

By hitting the target and causing reverberations and tremors throughout the body, you incite horrific internal bleeding, sending blood gushing from every available opening in a most grotesque manner. In addition to normal melee damage, the target of this strike also takes an amount of damage equal to the victim’s Hit Dice every round from blood loss (immediately after you hit with this strike and at the beginning of each of your turns thereafter). Lastly, they are blinded for 1 round, deafened for 2 rounds, and sickened for 3 rounds. Once all of these secondary effects have been alleviated, the bleeding stops. Targets that do not have circulatory systems are immune to these effects.


The Clock Strikes Midnight
Setting Sun (Strike)
Level: 7
Prerequisite: Three Setting Sun maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Saving Throw: See text

With your vice-like grip fast holding the ogre mage’s log-like ankle, you twirl him around and around like a rag doll. He careens into his own henchmen, who have essentially just been hit with a quarter-ton club and can do nothing but fall to the tremendous force of the swing.

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).

Once you have grabbed onto an opponent, you take hold of one or more of their appendages and spin around like the center of a clock, causing them to spin around at dizzying speed. When you use this strike, you attack every enemy within a number of feet equal to the space of the creature you are spinning, dealing 1d4 points of damage per two initiator levels to those in the area and half of that combined total to the grabbed foe. No saving throw is allowed against this damage. If there is insufficient space to spin the foe in this fashion, you skip straight to the next part of the maneuver (see below).

After spinning, you hurl your makeshift weapon in a direction of your choice, dealing 10 points of damage per initiator level to all creatures in a line. This line is 150 feet long for a Medium-sized thrown creature, minus 10 feet per size category larger than Medium and plus 10 feet for every size category smaller than Medium, and has a width and height equal to their normal space. Once again, half of the combined total damage taken is dealt to the target of the throw. A successful Reflex save (DC 17 + your Strength modifier or the Strength modifier of the thrown foe, whichever is higher) halves this damage for those caught in the line, but the thrown victim receives no such save. It does, however, get a Fortitude save to avoid becoming stunned for its next turn; even if the save is successful, they are uncentered for 1 round and knocked prone. If thrown into a wall or otherwise unrelenting object, the victim takes additional damage as if it had fallen the total distance of its flight.


War Monkey Stance
Setting Sun (Stance)
Level: 3
Prerequisite: One Setting Sun Maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

When in this stance you gain the ability to wield weapons with your mouth, feet, arms, legs and just about any body parts by twisted your body in uncomfortable ways. You can wield a number of additionally weapons equal to your Dexterity modifier, however the extra weapons cannot be used for normal full-attack. Instead once per round per attack granted by base attack bonus you may make an attack as a free action, however if you miss the attack you immediately drop the weapon.

Additionally while in this stance you gain the ability to raise from prone as a free action that do not provoke an attack of opportunity.