63
edits
Changes
wording edit to conform to published standards
|summary=Unleash your rage to murderous madness.
|fluff=
|text=To initiate this maneuver, you must success a Jump check against a Select one creature in within a range up distance equal to your base land speed. The DC of the Make a [[Jump]] check is against a DC equal to the target creature's AC. If you succeed your Jump checksucceeds, you land in a space from which you could threaten that creature and make a full attack against the target, and for each it. For every 5 points that by which the result of your [[Jump]] check is above exceeds the target's AC, the your attacks as part of this maneuver deal an extra 1d6 extra damage. For After each successful attackagainst your target, the target creature must roll make a [[Fortitude]] checksaving throw (DC 16 + your Str modifier). In case of failureIf the saving throw fails, the attack also inflict target takes 1d4 Constitution damage. After using this Maneuver, you lose -4 to AC until your next turn. If you fail your [[Jump]] checkfails, you are fall [[Prone]] until the start of your next turn. Creatures After using this maneuver, you suffer a -4 penalty to AC until the beginning of your next turn. This maneuver has no effect against creatures which are immune to critical are also immune to this effecthits.
}}</onlyinclude>