Dazing Smite (3.5e Maneuver)
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Revision as of 01:37, 15 July 2013 by T.G. Oskar (talk | contribs) (Created page with " {{author |author_name=T.G. Oskar |date_created=January 21, 2013 |status=Complete |balance=High }} <onlyinclude>{{3.5e Maneuver |name=Dazing Smite |discipline=Champion's Migh...")
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Champion's Might (Strike) | |
Level: | 2 |
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Prerequisite: | Smite class feature |
Initiation Action: | 1 standard action |
Range: | Melee attack |
Target: | One creature |
Duration: | 1 round/4 levels |
Saving Throw: | Fortitude negates |
As part of initiating this maneuver, you must execute a smite. If the attack hits, your foe must make a Fortitude save with a DC equal to 12 + your Strength or Charisma modifier (whichever is higher) or become dazed for 1 round, plus 1 round for every four initiator levels (2 rounds at 5th, 3 rounds at 9th, and so on), in addition to the normal benefits of a smite.
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Facts about "Dazing Smite (3.5e Maneuver)"
Article Balance | High + |
Author | T.G. Oskar + |
Discipline | Champion's Might + |
Identifier | 3.5e Maneuver + |
Level | 2 + |
Rating | Undiscussed + |
Summary | Creature affected by smite must succeed on Will save or become dazed for 1 round/4 initiator levels. + |
Title | Dazing Smite + |
Type | Strike + |