Martial: Maneuvers L-Q

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Martial maneuver descriptions.

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

Maneuver Descriptions

Descriptions are in alphabetical order.

 

MANYSHOT
Level: Arc 1 (Strike)
Action: Standard
Range: Weapon
Target: Two creatures
Duration: Instantaneous
You split your attention between two creatures, and fire off two shots almost simultaneously.
Make a single ranged attack roll against two creatures, with a -2 penalty.
If you are using ammunition, this maneuver consumes two units of ammo.

 

MARKSMAN'S SHOT
Level: Arc 1 (Strike)
Action: Full
Range: Weapon
Target: One creature
Duration: Instantaneous
You breathe deeply, taking the time to line up your shot.
Make a ranged attack against a single creature. Reduce any penalties for range by up to 2 (so if you had a -3 penalty, you now only suffer a -1 penalty), and you deal an additional +1d6 damage.

 

MENTAL SHOVE
Level: Jed 2 (Rush)
Action: Move
Range: Close (25 feet + 5 feet/2 initiator levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Psionic Resistance: Yes
You telekinetically push a creature.
You force a creature to move up to 20 feet. A successful Will save negates this effect; if you attempt to force a creature into a space that would not support its weight or is otherwise dangerous, such as over an empty chasm or into a pool of lava, it gets another Will save, and if successful, stops the forced movement before it would be forced into a dangerous space.

 

METTLE
Level: Def 4
Action: Reaction
Range: Personal
Target: You
Duration: Instantaneous
Armor Token Cost: 4
Your bones and your will are stronger than they appear.
You gain the mettle quality against one effect (you are able to resist effects with great willpower of fortitude. 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).

 

MIGHTY ARROWS
Level: Arc 2 (Boost)
Action: Swift
Range: Personal
Target: You
Duration: 1 round
You put all your might into your shots.
All ranged attacks you make until the beginning of your next turn deal an additional +1d6 damage if the target is within 30 feet.

 

MIRROR SHELL
Level: Def 3 [Shield]
Action: Reaction
Range: Personal
Target: One Force effect
Duration: Instantaneous
Armor Token Cost: 3
You may not know the way of the Forces, but you are versed in defending yourself against them.
You cannot use this maneuver on an effect with the [mind-affecting] descriptor.
When you are targeted by a Force effect that has targets, rather than an area, and you are targeted by it, you can make an active defense roll, opposed by the effect's origin's Force-user level check. If you succeed, you ignore the effect.

 

MITHRIL CONSTITUTION
Level: Def 5 [Boost]
Action: Swift
Range: Personal
Target: You
Duration: 1 round
Armor Token Cost: 5
You gird yourself against attacks both stealthy and precise.
You gain Moderate Fortification for the duration of this effect.

 

MITHRIL SHELL
Level: Def 6 [Shield]
Action: Reaction
Range: Reach
Target: One attack
Duration: Instantaneous
Armor Token Cost: 6
You interpose your shield against an attack, using its momentum to dissipate 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 20/- against that attack.

 

MOMENTUM CRASH
Level: Ein 2
Action: Swift
Range: Personal
Target: One attack
Duration: Instantaneous
You pump yourself up, putting everything you have into a charge.
Upon a successful charge attack, the initiator's charge attack inflicts an additional 10 points of damage in addition to the normal +2 to hit.

 

NONE SHALL PASS
Level: Def 6
Action: Standard
Range: Reach
Area: All squares within your reach
Duration: 1 round
Armor Token Cost: 6
You! Shall not! PASS!
Your attention becomes focused not on your allies, but your enemies. While you hold a weapon that can reach them, you keep them pinned in place.
Enemies in the area become immobilized for the duration. You gain the ability to make an attack of opportunity on creatures that enter squares within your reach, and creatures that enter the area become immobilized upon entering it.
This effect only works while you are armed or wielding a shield. If you are disarmed, or put away your weapons, and are not wearing a shield, creatures immediately lose the immobilized status and can move freely through the area created by this effect.
Immobilized: While you are immobilized, you cannot leave your current square. Other effects that force you to move, such as a bull rush, can make you move, but your move speed is effectively 0 feet while you are afflicted with this status.

 

PIERCE THE SHADOWS
Level: Arc 2 (Boost)
Action: Swift
Range: Personal
Target: You
Duration: 1 round
Your gaze transcends the limits of mortal sight.
You can see invisible and ethereal creatures for 1 round.

 

POINT BLANK THREAT
Level: Arc 1 (Counter)
Action: Reaction
Range: Weapon
Target: One creature
Duration: Instantaneous
A creature within your sight line makes a mistake, and you take the opportunity.
Use this maneuver in reaction to a creature provoking an attack of opportunity from an ally.
Make a ranged attack against that creature. This maneuver is treated as though it were an attack of opportunity, but does not consume one of your attacks of opportunity.

 

PRIMAL STRIKE
Level: Ein 1
Action: Standard
Range: Reach
Target: One creature
Duration: Instantaneous
You put a ferocious amount of strength behind your blow, cleaving your enemy.
Make a melee attack against a creature. If you hit, you deal +4 additional damage, or +6 additional damage if you are using a two-handed weapon.

 

POUNCE
Level: Ein 2
Action: Full
Range: Charge range
Target: One creature
Duration: Instantaneous
You charge at a creature, bringing all your fury to bear.
Make a charge attack against a creature. When you do so, you can take a full attack action at the end of the charge, rather than only a single attack. You still are subject to attacks of opportunity and the AC penalty from charging.

 

POWER BREAK
Level: Ein 2
Action: Standard
Range: Reach
Target: One creature
Duration: 1 round + 1 round/initiator level
You strike at your opponent in such a way as to render them unable to bring their strength to bear.
Make a melee attack against a creature. If you hit, the creature gains Str Down for the duration of this maneuver.

 

PROTECTIVE AEGIS
Level: Def 7 [Shield]
Action: Reaction
Range: Reach
Target: One ally
Duration: Instantaneous
Armor Token Cost: 7
As an ally is threatened, you impose your shield as a last bastion of defense.
Make an active defense roll against a creature's attack against an adjacent ally. If you succeed, the attack fails. If you fail, your ally gains DR 30/- against the attack.