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(Created page with '{{Author |author_name=IGTN |date_created=7/18/2010 |status=Complete |balance=Rogue }} <onlyinclude>{{3.5e Maneuver |name=Bonechilling Wind Guard |discipline=Eternal Glacier |typ…')
 
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Until the beginning of your next turn, any creature that hits you in melee takes 1d6 plus half your initiator level cold damage, and must make a fortitude save (DC 16 + your Constitution modifier) or be [[SRD:Fatigued|fatigued]]. Creatures attacking you using weapons with exceptional reach (such as Longspears) are not subject to this maneuver.
 
Until the beginning of your next turn, any creature that hits you in melee takes 1d6 plus half your initiator level cold damage, and must make a fortitude save (DC 16 + your Constitution modifier) or be [[SRD:Fatigued|fatigued]]. Creatures attacking you using weapons with exceptional reach (such as Longspears) are not subject to this maneuver.
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This maneuver is a supernatural ability.
 
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Latest revision as of 08:01, 18 July 2010

Created By
IGTN (talk)
Date Created: 7/18/2010
Status: Complete
Editing: Please feel free to edit constructively!
Balance: Rogue


{{#set:Summary=Creatures that attack you take cold damage and become fatigued. }} {{#set:Discipline=Eternal Glacier|Type=Boost}}

Bonechilling Wind Guard
Eternal Glacier (Boost) [Descriptor::Cold]
Level: Level::6
Prerequisite: Three Eternal Glacier maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One Round
Saving Throw: Fortitude Partial (see text)

You summon the winds of the glacier to protect you, and they heed your call, surrounding you with whipping cold winds and shards of ice

Until the beginning of your next turn, any creature that hits you in melee takes 1d6 plus half your initiator level cold damage, and must make a fortitude save (DC 16 + your Constitution modifier) or be fatigued. Creatures attacking you using weapons with exceptional reach (such as Longspears) are not subject to this maneuver.

This maneuver is a supernatural ability.



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