Escape Trap (3.5e Maneuver)
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Crazy Gadget (Rush) [Fire] | |
Level: | 3 |
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Initiation Action: | Move |
Range: | See text |
Effect: | One Escape Mine |
Duration: | 1 round |
Saving Throw: | Reflex half |
Click. Surprise landmine!
When you initiate this maneuver you can move up to your move speed, and the first 5 ft of your movement does not provoke attacks of opportunity. In addition you drop a tiny explosive with a nearly invisible trailing wire from your wrist which you can detonate when a creature draws near. Choose a square anywhere along your movement. The trap is set there, and is hard to see requiring a Spot check against DC 20 + your initiator level to notice. As a non-action you can activate the trap and any creature within that 5 ft square must make a Reflex save against 1d6 fire damage/level (max 10d6 at initiator level 10).
The explosive goes off at the beginning of your next turn if it hasn't already been triggered.
If an alchemist's fire is consumed as part of initiating, increase the damage by +1d6 and creatures which fail the Reflex save are also knocked prone.
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 + |
Descriptor | Fire + |
Discipline | Crazy Gadget + |
Identifier | 3.5e Maneuver + |
Level | 3 + |
Rating | Undiscussed + |
Summary | You can withdraw from a situation as a move action, and leave an explosive trap in your wake. + |
Title | Escape Trap + |
Type | Rush + |