Animated Armory (3.5e Maneuver)
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| DaTedinator (talk) | |
|---|---|
| Date Created: | 7/23/2010 |
| Status: | Complete |
| Editing: | Please feel free to edit constructively! |
{{#set:Summary=Weapons and shields fight on their own. }} {{#set:Discipline=Mental Grip|Type=Stance}}
| Mental Grip (Stance) | |
| Level: | Level::8 |
|---|---|
| Prerequisite: | Two Mental Grip maneuvers |
| Initiation Action: | 1 swift action |
| Range: | Personal |
| Target: | You |
| Duration: | Stance |
You grab every weapon you can wrap your mind around, and make it fight for you.
You animate a number of weapons or shields within 30 feet equal to 1 + 1/4 your initiator level, rounded down. You can even animate attended weapons and shields, but their wielder can attempt a Reflex save (DC 18 + your Charisma modifier) to mainain their hold on the object.
An animated weapon fights on its own, using your base attack bonus, as a Dancing weapon, but with no time limitation (other than you remaining in the stance), and it fights from any square within 30 feet of you; you may choose to have it fight from your square, as a standard dancing weapon. An animated shield can be used to either perform as a weapon and make shield bashes, or as a shield and protect either yourself, or one person within range.
Animated objects move with you, keeping their position relative to you, or else moving to the closest approximation if there's a barrier. They may occupy the squares of enemies. You may change which objects are animated (or force an opponent to save again or lose their equipment) and/or change the location of every object to anywhere else within 30 feet as a move action. You may drop control of an object as a free action peformable even not on your turn.
If you are psionically focused, any weapon fighting from your square adds your Charisma bonus to damage rolls.
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