Solar Throw
Setting Sun (Strike)
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Level:
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9
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Prerequisite:
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Four Setting Sun Maneuvers
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Initiation Action:
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1 full-round action
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Range:
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Touch
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Target:
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One Melee Attack
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Duration:
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Instantaneous (see text)
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Saving Throw:
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Reflex Partial
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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.
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Leziad's Homebrew (4519 Articles)
Leziadv
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