Difference between revisions of "Fastball Special (3.5e Maneuver)"

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''You reach out and mentally grab an adjacent ally, hurling him at a nearby opponent, allowing him to let loose and cause a large amount of pain.''
 
''You reach out and mentally grab an adjacent ally, hurling him at a nearby opponent, allowing him to let loose and cause a large amount of pain.''
  
In order to perform this maneuver, you must have an adjacent ally who has readied an action to be used in this manner. You pick any one opponent within range, and hurl your ally at them. You must make a ranged touch attack on the target, using your Charisma modifier instead of your Dexterity modifier.  
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In order to perform this maneuver, you must have an adjacent ally who is willing to be used in this manner. You pick any one opponent within range, and hurl your ally at them. You must make a ranged touch attack on the target, using your Charisma modifier instead of your Dexterity modifier.  
  
 
If you hit, your ally is considered to have made a charge attack on them, except that they provoke no attacks of opportunity for movement along the way, they fly the entire distance (with perfect maneuverability), they gain an additional +2 to hit, and they deal +4d6 damage on a successful hit. If you miss, they still make the charge attempt, but they provoke attacks of opportunity as normal, take a -2 penalty to the attack roll (negating the normal +2 bonus for charging), and deal no extra damage.
 
If you hit, your ally is considered to have made a charge attack on them, except that they provoke no attacks of opportunity for movement along the way, they fly the entire distance (with perfect maneuverability), they gain an additional +2 to hit, and they deal +4d6 damage on a successful hit. If you miss, they still make the charge attempt, but they provoke attacks of opportunity as normal, take a -2 penalty to the attack roll (negating the normal +2 bonus for charging), and deal no extra damage.

Revision as of 18:28, 22 July 2010

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Author: DaTedinator (talk)
Date Created: 1/14/2010
Status: Complete
Editing: Clarity edits only please
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Fastball Special
Mental Grip (Strike)
Level: 8
Initiation Action: 1 standard action
Range: 60 ft.
Target: One creature
Duration: Instantaneous

You reach out and mentally grab an adjacent ally, hurling him at a nearby opponent, allowing him to let loose and cause a large amount of pain.

In order to perform this maneuver, you must have an adjacent ally who is willing to be used in this manner. You pick any one opponent within range, and hurl your ally at them. You must make a ranged touch attack on the target, using your Charisma modifier instead of your Dexterity modifier.

If you hit, your ally is considered to have made a charge attack on them, except that they provoke no attacks of opportunity for movement along the way, they fly the entire distance (with perfect maneuverability), they gain an additional +2 to hit, and they deal +4d6 damage on a successful hit. If you miss, they still make the charge attempt, but they provoke attacks of opportunity as normal, take a -2 penalty to the attack roll (negating the normal +2 bonus for charging), and deal no extra damage.

If you expend your psionic focus as a part of initiating this maneuver, your ally may make a full attack instead of just a single attack; they gain +2d6 bonus damage on each successful hit after the first (assuming you hit with your ranged touch attack).



Back to Main Page3.5e HomebrewClass Ability ComponentsMartial DisciplinesMental Grip

AuthorDaTedinator +
DisciplineMental Grip +
Identifier3.5e Maneuver +
Level8 +
RatingUndiscussed +
SummaryThrow ally at opponent, ally makes charge attack with bonus damage. +
TitleFastball Special +
TypeStrike +