Ziptie Strike (3.5e Maneuver)
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Crazy Gadget (Strike) | |
Level: | 4 |
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Prerequisite: | Needs one Crazy Gadget maneuver |
Initiation Action: | Standard |
Range: | Melee attack |
Target: | One creature |
Duration: | Instantaneous |
Saving Throw: | None |
With simple plastic or metal wire you bind your opponent in painful shackles.
Using a special garrote gadget you start a grapple check without provoking attacks of opportunity, and dealing your unarmed strike damage on a successful touch attack. You may then make a grapple check to wrap up the creature's limb in zipties, and they are entangled if successful. If you succeed on the grapple check you may immediately transition into another grapple check to completely bind their limbs. You may disable up to two arms or two legs or similar limbs, preventing their use entirely and in the case of legs, reducing movement speed to 0 ft.
These penalties last until the ties are broken with a DC 18 Strength check as an attack action, an Escape Artist check at the same DC, or the ties are destroyed (AC 10, hardness 0, and 2 hp/level). A natural 1 misses the ties and strikes the bound victim instead for normal damage.
If a creature is entangled (but not bound) by this maneuver, an subsequent grapple checks on the creature can attempt to bind them as per this maneuver on a successful grapple check.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Martial Disciplines → Crazy Gadget
Eiji-kunv |
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Article Balance | High + |
Author | Eiji-kun + |
Discipline | Crazy Gadget + |
Identifier | 3.5e Maneuver + |
Level | 4 + |
Rating | Undiscussed + |
Summary | Grapple without provoking, then immediately transition into a pin and tie the creature up. + |
Title | Ziptie Strike + |
Type | Strike + |