Difference between revisions of "Ace in the Hole (3.5e Maneuver)"

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Author: The Demented One
Date Created: 3/21/2008
Status: Complete
Editing: Clarity edits only please
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Ace in the Hole
Coin's Edge (Strike)
Level: 4
Prerequisite: One Coin's Edge maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: See text

A trained Coin’s Edge master can play his opponents like he would in a game of cards, reading their strengths and attacking when they are weak, forcing them into a submissive position.

As part of this maneuver, make a feint against an opponent, using a Profession (Gambler) check in place of a Bluff check. Then, make a single melee attack against that opponent, which deals an additional 4d6 damage. In addition, if that creature failed their Sense Motive check to oppose your feint, they suffer additional effects depending on how badly they failed it.

If they failed the check by less than 5, then they are flatfooted until the start of their next turn. If they failed the check by more than 5, they must make a Will save, DC 14 + your Wisdom modifier, or be shaken for 5 rounds. If they failed the check by 10 or more, they must make a Fortitude save, DC 14 + your Wisdom modifier, or be unable to take any actions for 1 round. These effects are cumulative.



Back to Main Page3.5e HomebrewClass Ability ComponentsMartial DisciplinesCoin's Edge

DisciplineCoin's Edge +
Identifier3.5e Maneuver +
Level4 +
Rated ByAarnott +
RatingRating Pending +
SummaryMake a feint using a Profession (Gambler) check, additional effects against creatures based on their Sense Motive check. +
TitleAce in the Hole +
TypeStrike +