Martial: Maneuvers A-E
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Martial maneuver descriptions.
Maneuvers Index | A - E | F - K | L - Q | R - Z
Maneuver Descriptions
Descriptions are in alphabetical order.
ADAMANT REDOUBT
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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
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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
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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
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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
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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
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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
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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. |
BASTION
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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
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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
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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. |
CYCLONIC SHELL CRUSH
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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. |
DEFENSIVE SHELL
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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. |
DRAINING DEFENSE
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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
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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
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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. |