Rpg - manobras de um swordsage
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DISTRACTING EMBER Desert Wind (Boost) Level: Swordsage 1 Initiation Action: 1 swift action Range: 30 ft. Effect: One summoned fire elemental Duration: End of turn A wave of heat sweeps over the area, forms a small dust funnel, and ignites into fl ame next to your foe. This boost allows you to conjure a Small fire elemental (MM 99) to threaten your enemy, providing you or an ally with the benefit of a flanking position. You can use this ability to place the elemental in any space within range. The elemental remains until the end of your current turn. It threatens all creatures within its reach. It takes no actions or attacks of opportunity during your turn. This maneuver is a supernatural ability. | FLASHING SUN Desert Wind (Strike) Level: Swordsage 2 Prerequisite: One Desert Wind maneuver Initiation Action: 1 full-round action Range: Personal Target: You Almost a blur of acceleration, your shining blade fl ashes as you attack with impos- sible speed. Flashing sun allows you to make an additional melee attack during this round. As part of this maneuver, you take a full attack action and make your normal melee attacks. However, you can make one additional attack this round at your highest attack bonus. All the attacks you make this round, including the extra attack granted by this maneu- ver, are made with a –2 penalty. | SEARING BLADE Desert Wind (Boost) [Fire] Level: Swordsage 4 Prerequisite: Two Desert Wind maneuvers Initiation Action: 1 standard action Range: Personal Target: You Duration: End of turn Your weapon transforms into a raging torrent of flame, causing those around you to recoil slightly from the tremen- dous heat. You convert your ki into fi ery energy, allowing it to fl ow down your arms and across your weapon. Until the end of your turn, your melee attacks deal an extra 2d6 points of fire damage + 1 point per initiator level. This maneuver is a supernatural ability. | FIRESNAKE Desert Wind (Strike) [Fire]