Difference between revisions of "Martial: Maneuvers R-Z"
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! style="background:#DCDCDC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">STEEL SHELL</font></div> | ! style="background:#DCDCDC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">STEEL SHELL</font></div> | ||
|-style="background:white;" align="left" | |-style="background:white;" align="left" | ||
− | |'''Level:''' [[Class:_Defender|Def]] 4 [Shield | + | |'''Level:''' [[Class:_Defender|Def]] 4 [Shield] |
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|'''Action:''' Reaction | |'''Action:''' Reaction |
Revision as of 01:40, 6 December 2012
Martial maneuver descriptions.
Maneuvers Index | A - E | F - K | L - Q | R - Z
Maneuver Descriptions
Descriptions are in alphabetical order.
RESILIENT DEFENSE
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Level: Def 5 |
Action: Reaction |
Range: Personal |
Target: You |
Duration: Instantaneous |
Armor Token Cost: 5 |
Even against an attack that would shatter bone, you stand firm. |
If an attack would ignore your DR, you still apply half your DR (round down). |
RING THE BELL
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Level: Def 3 [Shield, Strike] |
Action: Standard |
Range: Reach |
Target: One creature |
Duration: Instantaneous |
Saving Throw: Fortitude partial |
Armor Token Cost: 3 |
You use your shield to deal your enemy a resounding blow to the head. His eyes unfocus a bit, and he staggers. |
Make a shield bash attack against a target. If you hit, that creature must make a Fortitude save or else be stunned for 1d4+1 rounds. |
SENTINEL'S FORTITUDE
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Level: Def 2 [Boost] |
Action: Swift |
Range: Personal |
Target: You |
Duration: Instantaneous |
Armor Token Cost: 2 |
You shake off an effect that inhibits your ability to defend yourself. |
You end a single status effect with which you are afflicted. You can use this ability even if prohibited from taking actions on your turn, provided you are alive and conscious. |
SHELL SHOCK
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Level: Def 5 [Shield, Strike] |
Action: Standard |
Range: Reach |
Target: One creature |
Duration: Instantaneous |
Saving Throw: Reflex partial |
Armor Token Cost: 5 |
Tightening your grip on your shield, you slam it into a creature, hurling it back from your position. |
Make a shield bash attack against a creature. If you hit, the attack inflicts an additional +4d6 points of damage, and the creature must make a Reflex save or else be knocked back up to 20 feet and become prone. Creatures more than one size category larger than the initiator of this maneuver are immune to the knock-back effect. You may choose what direction the creature moves. |
SHELL WALL
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Level: Def 5 [Shield] |
Action: Reaction |
Range: Reach |
Target: All allies within reach |
Duration: Instantaneous |
Armor Token Cost: 5 |
Sensing danger, you hold your shield high, granting protection to those near you. |
You and all allies within your reach gain cover, and are treated as though they have evasion, against one attack action or effect. |
SHIELD BRACE
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Level: Def 1 [Boost, Shield] |
Action: Swift |
Range: Personal |
Target: You |
Duration: 1 round |
Armor Token Cost: 1 |
You tighten your grip on your shield, prepared for the worst. |
Improve your shield bonus to AC by +1, plus an additional +1 per three initiator levels (so +2 at 3rd level, +3 at 6th level, +4 at 9th level, and so on), to a maximum of +8 at 21st level. This increase lasts for 1 round. |
SOAK
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Level: Def 3 |
Action: Reaction |
Range: Personal |
Target: You |
Duration: 1 round |
Armor Token Cost: 3 |
While your plans and equipment fail, you survive. |
Use this maneuver in reaction to taking damage. |
You gain 2 temporary hit points per initiator level. These temporary hit points last until the start of your next turn. |
STEADFAST METTLE
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Level: Def 8 |
Action: Reaction |
Range: Personal |
Target: You |
Duration: Instantaneous |
Armor Token Cost: 8 |
Sticks and stones will never break your bones, and words fail to assail you. |
You gain the improved mettle quality against one attack or effect (you are incredibly resistant to effects that assault the body or mind. If you succeed on a Fortitude or Will save against an effect with a partial effect on a successful save, you instead suffer no effects from the attack. If you fail the save, you instead suffer the partial effect). |
STEEL CONSTITUTION
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Level: Def 2 [Armor, Boost] |
Action: Swift |
Range: Personal |
Target: You |
Duration: 1 round |
Armor Token Cost: 2 |
You guard yourself, knowing your weaknesses and doing your best to protect them. |
You gain Light Fortification for the duration of this effect. |
STEEL CRUSH
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Level: Def 4 [Shield, Strike] |
Action: Standard |
Range: Reach |
Target: One creature |
Duration: Instantaneous |
Saving Throw: Fortitude partial |
Armor Token Cost: 4 |
You await the perfect moment to catch an opponent off-guard, then slam them with your shield. |
Make a shield bash attack against a creature. The target is considered flat-footed for this attack. If you hit, you deal an additional +2d6 damage. In addition, the creature must make a Fortitude save or else be dazed for 1 round. |
STEEL SHELL
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Level: Def 4 [Shield] |
Action: Reaction |
Range: Reach |
Target: One attack |
Duration: Instantaneous |
Armor Token Cost: 4 |
Without a moment to spare, you intercept an incoming attack with your shield. |
Make an attack defense roll (d20 + all your defensive bonuses) against an attack. If you succeed, the attack misses you. If you fail, the attack hits you, but you gain DR 10/- against that attack. |
TAUNTING STRIKE
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Level: Def 1 [Strike] |
Action: Standard |
Range: Reach |
Target: One creature |
Duration: Instantaneous |
Armor Token Cost: 1 |
Your attack provokes a creature, luring it into your defensive trap. |
Make an attack against a creature. If you hit, it takes a -4 circumstance penalty to attack rolls against creatures other than you on its next turn. |
UNLIMITED AGGRESSION
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Level: Def 7 [Boost] |
Action: Swift |
Range: 60 feet |
Target: All opponents within range |
Duration: Instantaneous |
Saving Throw: Will negates |
Armor Token Cost: 7 |
You let out a mighty roar, challenging creatures to face your wrath. |
All opponents within range must make a Will save, or else be forced to attack you on their next turn. Creatures that fail the save and do not attack you become dazed at the end of their turn for 1 round. |
VIGILANCE
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Level: Def 6 [Boost] |
Action: Swift |
Range: Double your move speed |
Target: One ally within range |
Duration: Instantaneous |
Armor Token Cost: 6 |
You focus your attention on one of your allies, ready to charge to their aid in a moment's notice. |
Until the beginning of your next turn, if the target of this maneuver is attacked in melee by a creature, you may - as a reaction - make a charge attack against that creature. You may then react to that creature's action normally. |
WALL OF IRON
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Level: Def 4 [Boost, Shield] |
Action: Swift |
Range: Personal |
Target: You |
Duration: 1 round |
Armor Token Cost: 4 |
You crouch and interpose your shield between you and your adversaries, granting yourself greater protection. |
You gain concealment for the duration of this effect. |
WALL OF IRON
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Level: Def 7 [Boost, Shield] |
Action: Swift |
Range: Personal |
Target: You |
Duration: 1 round |
Armor Token Cost: 7 |
Your shield is as a veritable wall between you and your foes. |
You gain total concealment for the duration of this effect. |