The Clock Strikes Midnight (3.5e Maneuver)
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|Setting Sun (Strike)|
|Prerequisite:||Three Setting Sun maneuvers|
|Initiation Action:||1 standard action|
|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.