As a part of this maneuver, you make a ranged touch attack against your target. If successful, make an opposed grapple check, adding your Charisma modifier instead of your Strength modifier. If you succeed, your opponent is considered pinned for the duration; you need not remain within 30 feet for this maneuver to remain in effect, though if you are further away you may not concentrate on this maneuver (see below). Every round on their turn the target may attempt another opposed grapple check to break the pin and end the maneuver.
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rdfs:label
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rdfs:comment
| - As a part of this maneuver, you make a ranged touch attack against your target. If successful, make an opposed grapple check, adding your Charisma modifier instead of your Strength modifier. If you succeed, your opponent is considered pinned for the duration; you need not remain within 30 feet for this maneuver to remain in effect, though if you are further away you may not concentrate on this maneuver (see below). Every round on their turn the target may attempt another opposed grapple check to break the pin and end the maneuver.
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Summary
| - Telekinetically constrict your opponent.
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dcterms:subject
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author name
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prereq
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LVL
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dur
| - Concentration, up to 1 round/level
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dbkwik:dungeons/pr...iPageUsesTemplate
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Range
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date created
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Status
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Discipline
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Name
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Type
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save
| - Fortitude partial; see text
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Initiation
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tsea
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Subj
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abstract
| - As a part of this maneuver, you make a ranged touch attack against your target. If successful, make an opposed grapple check, adding your Charisma modifier instead of your Strength modifier. If you succeed, your opponent is considered pinned for the duration; you need not remain within 30 feet for this maneuver to remain in effect, though if you are further away you may not concentrate on this maneuver (see below). Every round on their turn the target may attempt another opposed grapple check to break the pin and end the maneuver. Any round that you concentrate on this maneuver as a standard action, you gain a +4 bonus on the opposed grapple check, and if your opponent fails they take 10d6 constriction damage, with a Fortitude save (save DC 17 + your Charisma modifier) for half damage. If you are psionically focused when you concentrate on this maneuver, you may use your initiator level instead of your base attack bonus for grapple checks, and your opponent may not save for half damage. Back to Main Page → 3.5e Homebrew → Class Ability Components → Maneuvers → Mental Grip
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