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Subject Item
n2:
rdfs:label
Mental Rush (3.5e Maneuver)
rdfs:comment
Anyone who ever gets within 10 feet of you, whether because of their movement or yours, takes 2d6 damage, is knocked back 1d6x5 feet (so 1d6 squares; if they would be unable to move the full distance, they stop whenever they hit something and take 1d6 damage), and falls prone; A successful Reflex save (save DC 18 + Charisma modifer) negates the knockback and knockdown effects. Any opponent who is prone is immune to the effects of this stance. Back to Main Page → 3.5e Homebrew → Class Ability Components → Maneuvers → Mental Grip
n16:
Damage and throw back all adjacent opponents.
dcterms:subject
n22: n23: n26:
n18:
DaTedinator
n3:
8
n8:
Stance
n5:wikiPageUsesTemplate
n6: n13: n25:
n9:
Personal
n10:
1
n7:
Complete
n4:
Mental Grip
n20:
Mental Rush
n12:
Stance
n14:
Reflex partial; see text
n17:
swift
n15:
t
n11:
you
n24:abstract
Anyone who ever gets within 10 feet of you, whether because of their movement or yours, takes 2d6 damage, is knocked back 1d6x5 feet (so 1d6 squares; if they would be unable to move the full distance, they stop whenever they hit something and take 1d6 damage), and falls prone; A successful Reflex save (save DC 18 + Charisma modifer) negates the knockback and knockdown effects. Any opponent who is prone is immune to the effects of this stance. If you are psionically focused, all die rolls for this maneuver are maximized (so you deal 12 damage, and knock opponents 30 feet; they take 6 damage if they hit something). Back to Main Page → 3.5e Homebrew → Class Ability Components → Maneuvers → Mental Grip