![]() You may add 1d6 damage to the first attack of Aether for every 20 feet of falling damage ignored in this way (the second attack is not aided by gravity and thus does not benefit from this bonus). ![]() Both attacks made via this maneuver must be targeted against the same enemy if the first attack drops the foe, the second attack is forfeit to no effect unless you have Cleave or Great Cleave, in which case your Cleave attack is treated as the second attack from Aether.īecause this maneuver involves leaping up into the air, you may ignore up to 10 feet of falling distance per initiator level for the purposes of taking falling damage thus, you generally won't take falling damage as a consequence of using Aether unless you fall jump off a very steep cliff. ![]() (If you do more damage than necessary to reduce the foe's hp past its death/destruction threshold (generally −10 for living creatures, or 0 for undead or constructs), you do not gain hp for the surplus damage.) The second attack is resolved as a touch attack (therefore ignoring enemy armor and natural armor bonuses) and ignores any qualities the opponent may possess that could reduce the damage, including damage reduction (with only a very small number of exceptions, such as indomitability and Skarmory's Armored Skin). The first attack replenishes your hp if it hits and does damage, up to the amount of damage that it did to the enemy. Regardless of your foe's success or failure on its save, you immediately make two melee attacks against it with a +5 bonus. When you reach your target, that opponent must succeed on a Reflex save (DC = 16 + your Strength modifier) or be considered flat-footed against your attacks for 1 round. Wave Strike and similar abilities do not affect the maximum distance you may travel via Aether. You do not need to move as part of this maneuver if your chosen target is already within your melee reach. You cannot use Aether if your arc of effect to your target includes an obstacle that you cannot jump over, under, or directly through (if you're intangible, jumping through a pillar is probably something you can do, but otherwise, it's not gonna happen). You are considered to move in a straight arc towards the space you choose, ignoring all obstacles (including creatures) in your path that are not taller than the maximum vertical distance you can leap or connected from the floor to the ceiling in a direct vertical line (for instance, you can't jump over, under, or through a pillar), and must conclude your movement such that your target is within your melee reach when it ends. As you are in midair when moving via Aether, you are unimpeded by difficult terrain also, while your movement does provoke attacks of opportunity from creatures other than your intended target, creatures on the ground take a −4 penalty if they attempt to make an attack of opportunity against you. The movement is part of the standard action used to perform Aether and does not count against any other actions used to move during this round, though it does preclude taking a 5-foot step just like any other form of movement would. ![]() If you succeed on both rolls (or just the Jump check if performing an unarmed strike as described above), you choose an opponent within up to four times your melee reach and move to a location that you could legally make a melee attack against that opponent from (including straight up for instance, a creature with a reach of 5 feet could use this maneuver to leap up to hit an enemy up to 20 feet above its vertical reach). As your opponent watches in dumbstruck disbelief, most likely wondering what you're trying to accomplish, you leap up after your weapon, catch it by the hilt, and bring it crashing down directly onto his head, followed up by a quick attack directly into the chinks of his armor.Īs part of this maneuver, make a Jump check against a DC of 28, followed by an unarmed melee touch attack roll against your weapon's AC (the melee touch attack roll is unnecessary if you perform this maneuver with an unarmed strike or natural weapon, and no running start is needed for the Jump check either way). You throw your weapon up into the air, setting it to spin wildly. Two Iron Heart maneuvers, one Hero's Edge maneuver
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