Post by galaga on Feb 26, 2007 15:43:47 GMT -5
ok granted you need initiator lv 17+ to pull this off but....
level 9 setting sun strike Tornado throw prerequisite of 5 other setting sun manuvers (a sword sage can have the required number by level 3)
Allows you to move up to twice your movement speed, move 10 feet in order to throw an oponent, continues as long as you have movment left or till you decide to stop whichever comes first, each throw is treated as a trip attempt that does not provoke an AoO or allow you to be triped in return. Even if you faila throw you can keep throwing provided you move at least 10 feet. if you beat your oponent you can throw them to any unocupied square within 10 feet. they then take 2d6 damage. for every 5 points you beat them on the trip you add 5 feet to the potential distance and 1d6 to the damage.
This on its own in the hands of a Monk 20/ Sword Sage 7 (1/2 Monk lv plus sword sage= 17, the lv required to have lv 9 manuvers)
would be able to throw 18 times in a single round (focus it on 1 for a MINIMUM of 36d6 damage) but when it gets really wrong is when you decide to
1) spread out the throws and
2) have a single feat that allows you to add a stunning attack to a setting sun strike as well as giving you +1 to the attack rolls of all setting sun strikes and 1 to the DC of your stunning attacks
Since all these throws are part of a SINGLE strike manuver you can apply the stuning attack to them (I would personaly rule that each throw burns a stuning atempt but since it is a single manuver you can atempt to stun off each throw). this means that the afformentioned monk/ swordsage has the potential to stun and either group up or seperate 18 foes with a single full round action.
you can of course trade 2 monk levels for a single sword sage level on the example char to get to something more resonable level wise.
level 9 setting sun strike Tornado throw prerequisite of 5 other setting sun manuvers (a sword sage can have the required number by level 3)
Allows you to move up to twice your movement speed, move 10 feet in order to throw an oponent, continues as long as you have movment left or till you decide to stop whichever comes first, each throw is treated as a trip attempt that does not provoke an AoO or allow you to be triped in return. Even if you faila throw you can keep throwing provided you move at least 10 feet. if you beat your oponent you can throw them to any unocupied square within 10 feet. they then take 2d6 damage. for every 5 points you beat them on the trip you add 5 feet to the potential distance and 1d6 to the damage.
This on its own in the hands of a Monk 20/ Sword Sage 7 (1/2 Monk lv plus sword sage= 17, the lv required to have lv 9 manuvers)
would be able to throw 18 times in a single round (focus it on 1 for a MINIMUM of 36d6 damage) but when it gets really wrong is when you decide to
1) spread out the throws and
2) have a single feat that allows you to add a stunning attack to a setting sun strike as well as giving you +1 to the attack rolls of all setting sun strikes and 1 to the DC of your stunning attacks
Since all these throws are part of a SINGLE strike manuver you can apply the stuning attack to them (I would personaly rule that each throw burns a stuning atempt but since it is a single manuver you can atempt to stun off each throw). this means that the afformentioned monk/ swordsage has the potential to stun and either group up or seperate 18 foes with a single full round action.
you can of course trade 2 monk levels for a single sword sage level on the example char to get to something more resonable level wise.