Fall Break
Land on a creature at the end of your falling movement, breaking your fall and dealing extra Damage.
[Focus Maneuver] [Mobility] [Situational - Falling] [Ranged Weapons] [Melee Weapons] [Thrown Weapons]
Sometimes you just need to find something, or someone, to break your fall.
Maneuver Tier | II |
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Action Type | Attack Action / Reaction |
Focus Cost | 2 |
Range | Personal |
Prerequisites | Falling |
Sustain | No |
Target: A Creature, Object or Structure which you will be adjacent to or on top of at the end of your current fall.
Effect: Roll a Melee or Ranged Attack at the end of your Falling Movement.
Hit: If you Hit your Target you may Ignore a number of Falling Damage Dice(1d10 Blunt) up to an amount equal to your DEX Modifier + 1.
For each Die of Damage avoided in this way you add +1 to the Attack Roll and +5 to the Damage Roll for this Maneuver’s Attack.
Miss: If you Miss your Target, you receive all fall damage as usual. Creatures that fall 5 or more Meters or are Wounded by Fall Damage are automatically Knocked Prone.
If you Target is a Creature, place yourself Adjacent to the Target at the end of this Maneuver, Regardless of whether or not you Hit. Otherwise, you are considered to Land on top of the Object or Structure.
Special - "Breaking" your Fall: If the Object or Structure would be Destroyed by the Damage Dealt to it by this Maneuver, you reduce your Fall Damage by an additional 1d4+1 Falling Damage Dice(1d10 Blunt).
Overpower : Spend 1 Focus to Overpower this Maneuver and add +1 to the Attack Roll for this Maneuver, Or add +2 to the Damage Roll for this Maneuver, Or Ignore 1 additional Die of Falling Damage.