Tricky Time Trap (3.5e Maneuver)

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Author: Luigifan18 (talk)
Date Created: October 18, 2015
Status: Complete
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Tricky Time Trap
Diamond Mind (Rush, Counter) [Time]
Level: 5
Prerequisite: Two Diamond Mind maneuvers
Initiation Action: Move
Range: Personal, see text
Target or Effect: See text
Duration: 1 round or until discharged

You fool! You've activated my trap card!

When you initiate this maneuver, you use a move action to declare a set of conditions, as if readying an action. As you declare the conditions, you also declare an entire round's worth of actions that you will take once the conditions are met (such as charging at the first person to pass through a door). Once the conditions are met, you automatically take the actions you described (for better or for worse), without changing your initiative. If the conditions have not been met by the time your next turn begins, you can take your turn as normal, but you must make a Concentration check at the end of your turn, or this maneuver fails and is wasted. On a success, you retain your readied actions and can perform them immediately if the conditions are met.

The Concentration DC is 15 + 3 if you took a standard action on your turn + 2 if you took a move action + 5 if you took a full-round action + 1 if you took a swift action + 1 for each round that you wait to take your readied actions after the first. All modifiers are added together to determine the DC (for instance, taking a standard action and a move action increases the DC by 5). DC increases for taking actions are not cumulative from round to round. If you initiate this maneuver without discharging or losing your previous set of readied actions, your previous set of readied actions expires as though you had failed on your Concentration check to keep them.



Back to Main Page3.5e HomebrewClass Ability ComponentsMartial DisciplinesDiamond Mind

Luigifan18's Homebrew (383 Articles)
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Article BalanceHigh +
AuthorLuigifan18 +
DescriptorTime +
DisciplineDiamond Mind +
Identifier3.5e Maneuver +
Level5 +
RatingUndiscussed +
SummaryReady an entire round's worth of actions as a move action. If your readied actions aren't set off, you can retain them with a Concentration check. +
TitleTricky Time Trap +
TypeRush, Counter +