Difference between revisions of "Martial: Maneuvers A-E"

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(Maneuver Descriptions)
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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;">COVER</font></div>
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|'''Level:''' [[Class:_Defender|Def]] 5
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|'''Action:''' Reaction
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|'''Range:''' Reach
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|'''Target:''' One ally
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|'''Duration:''' Instantaneous
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|'''Armor Token Cost:''' 5
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|''As a foe strikes your ally, you do the only thing left to do - throw yourself in harm's way.''
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|When an enemy successfully attacks an ally within your reach, you can interpose yourself, taking the damage your ally would have taken. You can apply your DR, if any, to the damage you take.
 
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Revision as of 16:21, 7 December 2012

Martial maneuver descriptions.

Maneuvers Index | A - E | F - K | L - Q | R - Z

Maneuver Descriptions

Descriptions are in alphabetical order.

 

ADAMANT REDOUBT
Level: Def 4 [Armor]
Action: Reaction
Range: Reach
Target: One attack
Duration: Instantaneous
Armor Token Cost: 4
When your enemy thinks that he has struck a solid blow, you move in a split second, causing his sword to strike your armor instead.
When an enemy successfully attacks you with a melee or ranged attack, you can initiate this counter to force them to reroll their attack roll with a –6 penalty. You can choose to use this maneuver after an opponent resolves his attack but before he determines damage.

 

ADAMANT RESOLVE
Level: Def 2
Action: Reaction
Range: Personal
Target: You
Duration: Instantaneous
Armor Token Cost: 2
As your foe attempts to beguile you, you concentrate and break free of his influence.
You can use this maneuver when you fail a saving throw against a mind-affecting or fear effect. That effect ends immediately. You also surge with confidence, gaining a +2 morale bonus to Will saves made until the end of your next turn.

 

ADAMANTINE CONSTITUTION
Level: Def 8 [Armor, Boost]
Action: Swift
Range: Personal
Target: You
Duration: 1 round
Armor Token Cost: 8
You summon all of your will and perseverance, allowing you to overcome blows that would sunder any lesser mortal.
You gain Heavy Fortification for the duration of this effect.

 

ADAMANTINE SHELL
Level: Def 8 [Shield]
Action: Reaction
Range: Reach
Target: One attack
Duration: Instantaneous
Armor Token Cost: 8
With a roar, you swing your shield to intercept an attack. Even if it still strikes true, your trusty aegis absorbs almost all the damage.
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 40/- against that attack.

 

AEGIS WARD
Level: Def 2 [Shield, Stance]
Action: Swift
Range: Personal
Target: You
Duration: Until ends
Armor Token Cost: 2
You clench your shield tightly, and your muscles twitch in anticipation. When your foe casts a spell, you immediately raise your shield against the spell, causing it to strike your shield, but leaving you unharmed.
While you are in this stance, you gain a circumstance bonus to your touch AC and Reflex saves equal to your shield bonus.

 

AGGRIEVING STRIKE
Level: Def 4 [Boost]
Action: Swift
Range: Personal
Target: You
Duration: 1 round
Armor Token Cost: 4
You strike your foe in such a way that ensnares him, forcing him to either confront you or overcome you to strike others.
Each attack you make until the start of your next turn grants the target a -4 circumstance penalty on attack rolls against creatures other than you for 1 round. This penalty stacks with itself, but not with other circumstance penalties to attack rolls.

 

ARMOR SAVVY
Level: Def 2 [Armor]
Action: Reaction
Range: Personal
Target: You
Duration: Instantaneous
Armor Token Cost: 2
You subconsciously keep your defenses alert, even when you aren't.
You can use your normal AC while flat-footed against a single attack action.

 

ARMORED TRAP
Level: Def 7 [Armor, Shield]
Action: Reaction
Range: Reach
Target: One creature
Duration: 1 round
Saving Throw: Reflex negates
Armor Token Cost: 7
When a creature strikes you, you ensnare them in your armor and shield, preventing them from taking further action.
You can spend any number of additional armor tokens on this ability, up to your initiator level.
Use this ability in response to an attack against you.
The target must make a Reflex save against DC 17 + your Constitution modifier + the number of additional armor tokens you spend on this ability. If the creature fails, it loses the remainder of its actions this turn. It cannot make attacks of opportunity until the start of its next turn.

 

BASTION
Level: Def 7 [Boost, Shield]
Action: Swift
Range: Reach
Target: All allies
Duration: 1 round
Armor Token Cost: 7
Keeping a wary eye on your foes, you interpose your shield between them and your allies, becoming - in essence - a mobile fortress.
For the duration, all allies within your reach gain concealment. This effect does not affect you.

 

CHALLENGE
Level: Def 2 [Boost]
Action: Swift
Range: 60 feet
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (see text)
Armor Token Cost: 2
You taunt a creature, luring it to attack you.
You can spend any number of additional armor tokens on this ability, up to your initiator level.
The target must make a Will save against DC 12 + your Constitution modifier + the number of additional armor tokens you spend on this ability. If the creature fails, it must make an attack against you on its next turn, or else it is dazed for 1 round.

 

COMBAT MAGNET
Level: Def 1
Action: Reaction
Range: Reach
Target: One creature
Duration: Instantaneous
Armor Token Cost: 1
With your companion in immediate danger, you interpose yourself, taking the blows yourself.
If a creature within your reach would attack another creature within your reach, the attacker must instead resolve his attack action against you.

 

COVER
Level: Def 5
Action: Reaction
Range: Reach
Target: One ally
Duration: Instantaneous
Armor Token Cost: 5
As a foe strikes your ally, you do the only thing left to do - throw yourself in harm's way.
When an enemy successfully attacks an ally within your reach, you can interpose yourself, taking the damage your ally would have taken. You can apply your DR, if any, to the damage you take.

 

CYCLONIC SHELL CRUSH
Level: Def 7 [Shield, Strike]
Action: Standard
Range: Reach
Target: All foes within reach
Duration: Instantaneous
Saving Throw: Fortitude partial
Armor Token Cost: 7
You make a wide swinging arc with your shield, bashing all enemies within your reach and dizzying them.
Make a shield bash attack against all adjacent foes. Each successful attack inflicts an additional +4d6 points of damage, and dazes any creature that fails a Fortitude save for 1 round.

 

DAM THE RIVER
Level: Def 5 [Shield]
Action: Reaction
Range: Reach
Area: 15-ft cone
Duration: Instantaneous
Armor Token Cost: 5
As a blast of energy comes hurtling towards you, you use your shield to halt its progress.
When you are in the area of an area of effect, you can remove a 15-ft cone from its area. The origin of the cone is you, and the cone must be oriented away from the center-point of the effect.
If you use this ability against a line, the effect splits in two, using your square as the point of origin and proceeding in a direction that would be parallel to the edges of a 15-foot cone centered on you, facing behind you. If the effect would deal damage, the new lines deal half that damage; if it has other effects, creatures get a +4 bonus to their saving throws against it.
This ability has no effect on an emanation or spread.

 

DEFENSIVE SHELL
Level: Def 2 [Armor, Shield, Stance]
Action: Swift
Range: Personal
Target: You
Duration: Until ends
Armor Token Cost: 2
You hold your shield close and keep your body clenched, protecting yourself more fully at the cost of moving slowly.
When you initiate this stance, and at the beginning of each of your turns while it is active, you may - as a non-action - reduce your movement speed by up to half, in 5 foot increments. For each 5 feet speed reduction, your armor bonus and shield bonus to AC each increase by +1.
Special: You cannot use this maneuver while in a defensive stance.

 

DRAINING DEFENSE
Level: Def 1 [Armor]
Action: Reaction
Range: Reach
Target: One creature
Duration: 1 round
Armor Token Cost: 1
You twist and turn, contorting your armor, making attacks against you tiring and exhausting.
A creature making an attack against you becomes fatigued for 1 round.

 

ELEMENTAL WARD
Level: Def 1 [Boost, Shield]
Action: Swift
Range: Personal
Target: You
Duration: Until expended (see text)
Armor Token Cost: 1
With a twist of your wrist and an adjustment of your grip on your shield, you become adept at deflecting particular types of energy damage.
Choose an energy type. You gain energy resistance to that energy type equal to your Constitution modifier + your shield's AC bonus. This energy resistance can absorb an amount of damage equal to your Constitution modifier x your initiator modifier.
If your shield has an elemental quality, such as fiery, and you use this maneuver to gain resistance to that energy type, your total resistance is doubled and the total amount of damage this effect can absorb is tripled.
Special: If an effect dealing energy damage to you has the [mind-affecting] descriptor, your energy resistance does not apply (thus, you cannot use this ability to gain resistance to psychic damage).

 

ENRAGING STRIKE
Level: Def 1 [Strike]
Action: Standard
Range: Reach
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Armor Token Cost: 1
You strike a creature more with the intent to taunt and maim than to actually deal damage.
Make a normal attack against a creature.
The target must make a Will save. If failed, the creature becomes enraged for 1d6 rounds. While raging, the creature gains a +4 circumstance bonus on attack rolls against the initiator.