Martial: Maneuvers R-Z
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Martial maneuver descriptions.
Martial Maneuvers
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Maneuvers Index | A - E · F - K · L - Q · R - Z |
Maneuver Descriptions
Descriptions are in alphabetical order.
RACE THE ARROW
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Level: War 2 (Strike) |
Action: Standard |
Range: Weapon |
Target: One creature |
Duration: Instantaneous |
You catch your comrade's eye and designate a target. You fire a shot that diverts your foe's attention, giving your ally the chance to attack. |
Make a ranged attack against the target. |
If you hit, you deal normal damage. |
Choose an ally you can see. That ally can charge the target or make a melee basic attack against the target as a free action. |
SKIRMISHING PRESENCE |
The ally you designated gains a bonus to their attack and damage roll equal to your Command Bonus. |
Until the start of your next turn, when an ally attacks the target of this maneuver, that ally can shift 5 feet per point of your Command Bonus. (A shift is movement that does not provoke attacks of opportunity.) |
RAVAGING BLOW
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Level: Ein 1 [Fear] |
Action: Standard |
Range: Reach |
Target: One creature |
Duration: 1 round |
Saving Throw: Will partial |
You strike your foe with such terrible strength that you cause fear. |
Make a melee attack against a creature. If you hit, the creature must also make a Will save; if the save fails, the creature becomes shaken for one round. |
RAZOR RUN
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Level: Ein 3 (Rush, Strike) |
Action: Full |
Range: Reach (see text) |
Target: All creatures within reach (see text) |
Duration: Instantaneous |
You move swiftly, swinging at every creature that crosses your path. |
Move up to your speed. Make a single melee attack roll; the result of this roll is your attack roll against each creature within your reach along your movement. You can choose to not attack a particular creature, such as an ally, along your path. |
RAZORBLADE
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Level: Ein 2 [Boost] |
Action: Swift |
Range: Personal |
Target: You |
Duration: 1 round |
You study your targets, attempting to glean their weak points. |
For the duration of this maneuver, all your melee attacks are resolved against a creature's touch AC. |
RECKLESS OPPORTUNITY
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Level: War 3 (Boost) |
Action: Swift |
Range: 60 feet |
Target: Two creatures, one of which must be an ally, which must be within 30 feet of each other |
Duration: Instantaneous |
You hurl an impulsive command at an ally, hoping that he understands it properly. |
The targets of this maneuver make opposed Initiative checks. Whoever loses grants combat advantage to the winner, and the winner gains a +2 power bonus on attack rolls against the loser until the start of your next turn. (A creature who is flat-footed, denied their Dexterity bonus to AC, flanked by, or otherwise unaware of a creature grants that creature combat advantage.) |
BRAVURA PRESENCE |
The targeted ally gains a power bonus to the Initiative check equal to your Command Bonus. |
When an ally attacks the target of this maneuver before the start of your next turn, before that ally makes an attack roll, they can choose to take advantage of this feature. If they do and the attack hits, the ally can either make another basic melee attack against the target of this maneuver or move up to their speed as a free action; if they do and the attack misses, that ally is flat-footed until the start of their next turn. |
REGAL BLADE
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Level: Ein 2 [Boost] |
Action: Swift |
Range: Personal |
Target: You |
Duration: 1 round or until discharged (see text) |
You focus, preparing yourself for your next strike. |
The next time you make a melee attack or use a Strike maneuver, you gain a +2 bonus to your attack roll and deal +1d8 damage if you hit. |
REPOSITION
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Level: War 2 (Command) |
Action: Move |
Range: Personal |
Area: 60-foot burst, centered on you |
Duration: Instantaneous |
With a single word from you, your allies shift to more advantageous positions. |
All allies within the burst can shift 5 feet as a free action. (A shift is movement that does not provoke attacks of opportunity.) |
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). |
RHYTHM OF AIR
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Level: Arc 2 (Strike) |
Action: Full |
Range: Weapon |
Target: Up to three creatures |
Duration: Instantaneous |
Your hands are a blur as you size up your targets and shoot them with incredible speed. |
Make three ranged attacks. All of these attacks are made at your highest attack bonus, with a -2 penalty. |
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. |
RISK BREAK
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Level: Ein 3 (Boost) |
Action: Swift |
Range: Personal |
Target: You |
Duration: 1 round or until expended |
You focus your energy, putting everything you've got into one swing. |
You can only use this maneuver while bloodied. |
Your next attack or martial maneuver deals +4d12 damage. |
RISKY SHOT
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Level: War 1 (Strike) |
Action: Standard |
Range: Weapon |
Target: One creature |
Duration: Instantaneous |
You wait until the last possible moment to strike, dealing a more potent blow at the expense of defense. |
Make a ranged attack against the target. |
If you hit, you deal normal damage, plus extra damage equal to your Command Bonus. |
You are flat-footed until the beginning of your next turn. |
ROUSING ASSAULT
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Level: War 1 (Strike) |
Action: Standard |
Range: Weapon |
Target: One creature |
Duration: 1 round |
Your bold attack lends strength to your words of inspiration. |
Make a melee attack against the target. |
If you hit, you deal normal damage, and your next warlord maneuver you use that causes healing has its potency increased by 1; this effect lasts for up to 1 round. |
RUB SOME DIRT ON IT
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Level: War 3 (Command) |
Action: Swift |
Range: Touch |
Target: One ally |
Duration: Instantaneous |
With a wisecrack, you give your comrade a little courage despite his wounds. |
If the target is bloodied, he gains temporary hit points equal to your Command Bonus + your presence ability modifier. |
SAVAGE DRIVE
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Level: Ein 3 (Strike) |
Action: Full |
Range: Charge range |
Target: One creature |
Duration: Instantaneous |
You charge with a vengeance, letting nothing stop your assault. |
Make a charge attack as a full-round action; unlike a normal charge, this attack does not provoke attacks of opportunity, nor do you suffer a -2 penalty to your AC. If you hit, you inflict an additional +4d6 damage. |
SAVAGE STANCE
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Level: Ein 1 (Stance) |
Action: Swift |
You put all your strength into your grip, channeling aggression rather than patience. |
When you initiate this stance, you suffer a -2 penalty to all attacks, but deal +1d8 damage when wielding a two-handed weapon. |
The bonus damage increases to +2d8 for every eight initiator levels you have (+2d8 at 8th level, +3d8 at 16th, etc). |
SCYTHING STRIKE
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Level: Ein 1 |
Action: Standard |
Range: Reach |
Target: Two creatures, which cannot be greater than your reach apart |
Duration: Instantaneous |
You swing your weapon in a wide arc, striking two creatures with one blow. |
Make a melee attack against two creatures. The same attack roll is used against both creatures' ACs. |
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. |
SHAKE IT OFF
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Level: War 2 (Boost) |
Action: Swift |
Range: 60 feet |
Target: One ally |
Duration: Instantaneous |
You convince yourself or an ally to shake off a debilitating effect. |
The target can make a saving throw against a status ailment that a saving throw can end, with a bonus equal to your Command Bonus. |
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 3 [Shield] |
Action: Reaction |
Range: Reach |
Target: All allies within reach |
Duration: Instantaneous |
Armor Token Cost: 3 |
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. |
SHIELDS UP
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Level: War 3 (Boost) |
Action: Swift |
Range: 60 feet |
Target: One ally |
Duration: Instantaneous |
Your wariness encourages your allies to keep their wits about them. |
Until the start of your next turn, the target gains protect. |
INSIGHTFUL PRESENCE |
The target also gains barrier against the element of your choice. |
An ally of your choice that is adjacent to you or the target of this maneuver gains an insight bonus to AC equal to your Command Bonus until the start of your next turn. |
SHOULDER RUSH
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Level: Ein 1 |
Action: Standard |
Range: Move |
Target: One creature |
Duration: Instantaneous |
You run forward, driving your shoulder hard into your opponent. |
Make a bull rush or overrun attempt on a single creature. You get a +4 bonus to any opposed rolls you make for that action, and do not provoke any attacks of opportunity during the attempt. |
SILVER STRIKE
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Level: Ein 1 |
Action: Standard |
Range: Reach |
Target: One Creature |
Duration: Instantaneous |
No matter the defense, your blade finds home. |
Make a single attack, but make two attack rolls and use the better of the rolls to determine the result. |
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. |
STAUNCH BASTION
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Level: Def 3 [Shield, Strike] |
Action: Reaction |
Range: Reach |
Target: One creature |
Duration: Instantaneous |
Armor Token Cost: 3 |
When your foe charges at you, you respond by readying your shield. As your foe collides with your shield, you push him back, preventing him from following up. |
You can initiate this maneuver when an opponent charges you or an ally adjacent to you. As part of this maneuver, you must make a melee attack with your shield against the target. If this attack succeeds, you deal an additional +1d6 points of damage, and you may make a bull rush against the target. You may add your shield bonus to the opposed Strength check, but you take a –2 penalty because of your opponent's momentum. If you successfully bull rush the target, it's action is interrupted and the attack fails. |
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). |
STEADY HAND
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Level: Arc 1 (Boost) |
Action: Swift |
Range: Personal |
Target: You |
Duration: 1 round or until expended |
You tighten your grip on your weapon, ensuring your aim is true. |
On your next attack with a ranged weapon, the weapon's first range increment is extended by 30 feet. |
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 FLURRY
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Level: Ein 3 (Strike) |
Action: Full |
Range: Reach |
Target: One creature |
Duration: Instantaneous |
Your strikes hit your target in a flurry of steel. |
Make three melee attacks against a single target. Each attack deals +1d6 damage. |
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. |
STEEL VISE
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Level: Ein 2 |
Action: Standard |
Range: Reach |
Target: One creature |
Duration: 1 round |
Saving Throw: Fort negates |
You attempt to fence your opponent in with a solid blow. |
Make a melee attack against a creature. If you hit, you deal an additional +1d6 damage, and the creature must also make a Fortitude save; if the save fails, the creature becomes immobilized for one round. |
STRATEGIST'S INVITATION
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Level: War 2 (Strike) |
Action: Standard |
Range: Weapon |
Target: One creature |
Duration: Instantaneous |
Your strike leaves the opponent swaying so that a feather’s touch can cause it to move from its position. |
Make a melee attack against the target. |
If you hit, you deal normal damage, and until the start of your next turn, whenever an ally hits the target, the ally can choose one - slide the target up to 10 feet; shift up to 10 feet; or deal extra damage equal to your Command Bonus. (A shift is movement that does not provoke attacks of opportunity.) |
STRIKE THE CLOCK
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Level: Har 1 (Strike) |
Action: Standard |
Range: Weapon |
Target: One creature |
Duration: Instantaneous |
Temporal Opposition: Yes |
You cut not just your foe, but also their timeline. |
Make an attack with a wielded weapon. If you hit, the target loses a move action on their next turn. |
TACTICIAN'S FAVOR
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Level: War 2 (Strike) |
Action: Standard |
Range: Weapon |
Target: One creature |
Duration: Instantaneous |
With a calculated blow, you leave your adversary exposed to an imminent attack from one of your closest allies. |
Make a melee attack against the target. |
If you hit, you deal normal damage. |
Choose an ally within 30 feet. That ally gains a bonus to attack rolls against the target of this maneuver equal to your Command Bonus until the start of your next turn. |
TACTICAL PRESENCE |
The ally you designated gains a bonus to their attack roll equal to your Command Bonus + your presence ability modifier. |
Until the start of your next turn, any ally (other than the one designated by this maneuver) who attacks the target of this maneuver gains a bonus to their attack roll equal to your Command Bonus. |
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. |
When you use this maneuver, you can spend any additional number of armor tokens, up to your initiator level. |
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. This penalty is increased by -1 for each additional armor token you spent. |
TENDON RIP
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Level: Ein 3 (Strike) |
Action: Standard |
Range: Reach |
Target: One creature |
Duration: 1d4 rounds + 1 round/2 initiator levels |
You swing low, hobbling your opponent. |
Make a melee attack against a creature. If you hit, the attack deals +2d6 damage, and the creature's movement speeds are halved for the duration of this maneuver. |
TRIPPING STRIKE
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Level: Ein 2 |
Action: Standard |
Range: Reach |
Target: One creature |
Duration: Instantaneous |
You strike at your opponent's footing, attempting to knock them prone. |
Make a melee attack. If you hit, you deal +2d6 damage, and may immediately attempt to make a trip attack against that creature as a free action; if you fail, your target does not get to attempt to trip you. |
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. |
UNTOUCHABLE
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Level: Def 3 |
Action: Reaction |
Range: Personal |
Target: You |
Duration: Instantaneous |
Armor Token Cost: 3 |
Even against a blow that would strike true, your defenses hold. |
If an attack roll results in a "natural 20," you can negate the automatic hit that accompanies such a result - that is, the attack roll must be calculated normally to determine if it is a hit. |
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. |
VIPER'S STRIKE
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Level: War 1 (Strike) |
Action: Standard |
Range: Weapon |
Target: One creature |
Duration: Instantaneous |
You trick your adversary into making a tactical error that gives your comrade a chance to strike. |
Make a melee attack against the target. |
If you hit, you deal normal damage. |
If the target moves (even shifting) before the start of your next turn, it provokes an attack of opportunity from an ally of your choice. (A shift is movement that does not provoke attacks of opportunity.) |
VORACIOUS DRIVE
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Level: Ein 1 (Strike) |
Action: Full |
Range: Charge range |
Target: One creature |
Duration: Instantaneous |
You charge with ferocity, letting nothing stand in your way. |
Make a charge attack as a full-round action; unlike a normal charge, this attack does not provoke attacks of opportunity, nor do you suffer a -2 penalty to your AC. If you hit, you inflict an additional +1d6 damage. |
WALL OF BLADES
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Level: Ein 2 (Counter) |
Action: Reaction |
Range: Personal |
Target: You |
Duration: Instantaneous |
You see an attack coming, and attempt to parry it. |
When you are attacked with a melee attack, you may make an attack roll with your highest attack bonus and use that result instead of your AC for that attack. |
This maneuver is effective against melee attacks of any sort, including touch attacks, but is not effective against ranged or firearm attacks. |
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 STEEL
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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. |
WATCH YOUR BACK
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Level: War 3 (Boost) |
Action: Swift |
Range: 60 feet |
Target: One ally |
Duration: Instantaneous |
With a shout, you warn an ally against impending danger. |
The target of this maneuver is no longer flat-footed and cannot become flat-footed until the start of your next turn. |
TACTICAL PRESENCE |
This maneuver also targets one creature who threatens the original target, henceforth the "secondary target." The secondary target cannot gain combat advantage against any of your allies, and does not gain bonuses to attack rolls for flanking. (A creature who is flat-footed, denied their Dexterity bonus to AC, flanked by, or otherwise unaware of a creature grants that creature combat advantage.) |
Until the start of your next turn, any ally who attacks the secondary target of this maneuver gains a bonus to their attack roll equal to your Command Bonus. |
WATCHFUL EYE
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Level: Def 1 [Stance] |
Action: Swift |
Range: Personal |
Target: You |
Duration: Until ends |
Armor Token Cost: 1 |
Your senses are keenly attuned to the battlefield. |
While in this stance, whenever a creature within your reach makes a physical attack that does not include you, you may make an attack against them as an attack of opportunity with a +4 circumstance bonus to your attack roll. |
WHIRLWIND
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Level: Ein 3 (Strike) |
Action: Full |
Range: Reach |
Target: All creatures within reach |
Duration: Instantaneous |
You spin and whirl your weapon, striking everything near you. |
Make a single melee attack roll. The result of this roll is your attack roll against each creature within your reach. |
WOLF FANG STRIKE
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Level: Ein 1 (Strike) |
Action: Standard |
Range: Reach |
Target: One creature |
Duration: Instantaneous |
You drive both your weapons into your opponent simultaneously. |
Make two melee attacks against a creature, each with a different weapon you are wielding. The standard penalties for fighting with two weapons apply. |
WOLF PACK TACTICS
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Level: War 1 (Strike) |
Action: Standard |
Range: Weapon |
Target: One creature |
Duration: Instantaneous |
Step by step, you and your friends surround the enemy. |
Make a melee attack against the target. |
If you hit, you deal normal damage. |
Before the attack, an ally adjacent to you or to the target can shift 5 feet as a free action. (A shift is movement that does not provoke attacks of opportunity.) |
TACTICAL PRESENCE |
Until the start of your next turn, any ally who attacks the target of this maneuver gains a bonus to their attack roll equal to your Command Bonus. |