Crimson Moon Fang (3.5e Maneuver)
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Wild Moon (Strike) | |
Level: | 5 |
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Prerequisite: | Need two Wild Moon maneuvers |
Initiation Action: | Standard Action |
Range: | Melee Attack |
Target: | One Creature |
Duration: | Instantaneous |
Saving Throw: | Fortitude partial |
Your jaws land on the elf's arm with a sickening crunch, leaving the bones in fragments and the arm useless.
You make a brutal melee attack which deals an additional +6d6 damage and 1d4 points of Con damage. In addition you may render one limb injured, invoking the following penalties as appropriate:
- Arm/Limb: One of their arms is wounded, and can no longer be used to wield weapons or make attacks, though they may still carry items.
- Leg: One of their legs is wounded, reducing their speed by 10 feet (to a minimum of 5 feet). If the creature has all wounded legs, they drop prone and their speed automatically drops to 5 feet as they are forced to crawl.
- Tail: One of their tails is wounded, preventing them from making natural attacks with any tail slaps, and they take a -8 penalty on balance checks and ability checks made to resist bull rushing, trips, and other forced movement effects.
- Wing: One of their wings is wounded, decreasing their maneuverability by one step (minimum clumsey) and reducing their fly speed by 10 feet. If a creature's wings are all wounded, they can no longer fly.
- Head: Their head bleeds profusely, getting in their eyes. This accompanied with blood loss creates a 20% miss chance on attacks.
Effects last until the creature is fully healed or makes a Heal check as a standard action, DC equals 5 + your initiator level. Creatures get a Fortitude save for partial, DC 16 + Str modifier. On a successful save they do not injure a limb and take half the Con damage, but still take the full extra damage.
Creatures immune to critical hits are immune to the injuring of limbs, but not to the extra damage or ability damage. Your close combat is reckless and leaves you open to attack. After using this maneuver you suffer a -4 penalty to AC until the beginning of your next turn.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Martial Disciplines → Wild Moon
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