Martial: Maneuvers F-K
From Trinity Wiki
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.
FEEL THE WIND
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Level: Arc 2 (Boost) |
Action: Swift |
Range: Personal |
Target: You |
Duration: 1 round |
You take a moment to assess the wind, understanding it on a transcendental level. |
The initiator may ignore environmental variables such as high winds and storm and rain that would cause the initiator to suffer penalties to his attack rolls, including those produced by supernatural effects, for 1 round. |
FIELD OF QUILLS
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Level: Arc 2 (Strike) |
Action: Full |
Range: Weapon (first range increment only) |
Area: 10-foot radius burst |
Duration: End of encounter |
Saving Throw: Reflex negates (see text) |
You shoot upwards rather than at a target, causing your ammunition to fall in a circular pattern that impedes movement. |
The targeted area becomes difficult terrain until the end of the encounter, or 5 minutes, whichever is longer. |
Creatures within the area must make a Reflex save or take 1d6 damage. |
FIGHT IN THE SHADE
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Level: Arc 9 |
Action: Full |
Range: Weapon |
Area: 20-ft radius burst |
Duration: Instantaneous |
Aim Token Cost: 9 |
Your arrows blot out the sun... and for a moment, you are fighting in the shade. |
Make a single attack with a ranged weapon against all creatures in a 20-ft radius burst; your single attack roll is against each creature's AC. If you hit, you deal normal weapon damage, plus an additional 80 points of damage. |
FORWARD OBSERVER
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Level: War 3 (Boost) |
Action: Swift |
Range: 60 feet |
Target: One creature |
Duration: Instantaneous |
Discerning the proper angle of fire, you point out concealed enemies to your allies. |
Until the start of your next turn, any ally who can see or hear you doesn’t take the normal penalty to attack rolls for cover or concealment when attacking the target of this maneuver (the penalties for total cover and total concealment still apply). |
SKIRMISHING PRESENCE |
If the target of this maneuver loses cover or concealment, an ally of your choice can make a basic ranged attack against the target. |
For the duration of this maneuver, when an ally attacks the target of this maneuver, that ally can shift 5 feet per point of your Command Bonus as a free action. (A shift is movement that does not provoke attacks of opportunity.) |
FRACTURE
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Level: Ein 1 |
Action: Standard |
Range: Reach |
Target: One creature |
Duration: 1 + 1 round/2 initiator levels |
You cut deep into your foe, leaving a nasty wound that continues to bleed. |
Make a melee attack against a creature. If you hit, you deal normal damage, and that creature gains bleeding (1d6) for the duration. |
FURIOUS SMASH
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Level: War 1 (Strike) |
Action: Standard |
Range: Weapon |
Target: One creature |
Duration: Instantaneous |
You drive your shoulder into your foe's gut. Your attack doesn’t do much damage, but your anger inspires your ally to match your ferocity. |
Make a melee attack against the target; this attack is resolved against Fortitude. |
If you hit, your weapon deals potency 1 damage, and choose an ally adjacent to you or to the target. The ally gains an insight bonus to the next attack roll and damage roll that he or she makes against the target before the end of his or her next turn. The insight bonus equals your Command Bonus. |
GAUNTLET OF STEEL
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Level: Def 6 |
Action: Reaction |
Range: Reach |
Target: One creature |
Duration: Instantaneous |
Armor Token Cost: 6 |
You open a tiny gap in your defenses, lulling an opponent into a false sense of security, then snap shut the steel jaws of your armored trap. |
You can use this maneuver in response to being attacked, after the attack has resolved. |
Make an attack against the creature that attacked you. You gain a +4 circumstance bonus to this attack, and deal double damage if you successfully hit. |
GLORIOUS SHELL SHOCK
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Level: Def 8 [Shield, Strike] |
Action: Standard |
Range: Reach |
Target: Up to three creatures, who must occupy contiguous squares |
Duration: Instantaneous |
Saving Throw: Reflex partial (see text) |
Armor Token Cost: 8 |
With superhuman strength and ferocity, your swing your shield in a wide arc, slamming into creatures and sending them hurtling away from you. |
Make a single shield bash attack against up to three foes, all of which must be adjacent to each other. Against each creature you hit, you deal your normal shield bash damage plus an additional +5d6 damage. In addition, any creature you hit must make a Reflex save or be flung 20 feet away in a direction of your choosing. Only creatures of up to one size category larger than the initiator may be flung with this maneuver. |
GRAND AEGIS
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Level: Def 8 [Shield] |
Action: Reaction |
Range: Reach |
Target: One creature |
Duration: Instantaneous |
Armor Token Cost: 8 |
You bring your shield sharply to bear against a foe's weapon, blocking it entirely and potentially shattering his weapon. |
Make an active defense roll against an attack. If you succeed, you are not hit, and deal triple your shield bash damage to your attacker's weapon if within your reach. |
GREAT TAP
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Level: Jed 2 (Strike) |
Action: Standard |
Range: Weapon |
Target: One creature |
Duration: Instantaneous |
Psionic Resistance: No |
As you tap your opponent with your weapon, you suddenly jerk your weapon forward with a telekinetic burst, catching them off-guard and penetrating their defenses. |
Make a melee attack against a creature; resolve your attack as though it were a touch attack. |
Augmentation (2 PP): Increase your reach by +5 feet when you use this maneuver. |
GUARDING ATTACK
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Level: War 2 (Strike) |
Action: Standard |
Range: Weapon |
Target: One creature |
Duration: Instantaneous |
With a calculated strike, you knock your adversary off balance and grant your comrade-in-arms some protection against the villain’s attacks. |
Make a melee attack against the target. |
If you hit, you deal normal damage, and one ally adjacent to you gains a bonus to AC against the target's attacks equal to your Command Bonus. This bonus lasts until the start of your next turn. |
INSPIRING PRESENCE |
The bonus you provide to your ally's AC is instead equal to your Command Bonus + your presence ability modifier. |
The ally you affect with this maneuver is healed for an amount of damage equal to your Command Bonus + your presence ability modifier. |
GUTSTRIKE
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Level: Ein 1 |
Action: Standard |
Range: Reach |
Target: One creature |
Duration: 1 round |
Saving Throw: Fort partial (see text) |
You slam your weapon into your foe's stomach. |
Make a melee attack against a creature. If you hit, you deal normal damage, and the target must make a Fortitude save; if failed, the target becomes sickened for one round. |
HAMMER AND ANVIL
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Level: War 2 (Strike) |
Action: Standard |
Range: Reach |
Target: One creature |
Duration: Instantaneous |
You land a ringing blow against your foe, inspiring a nearby ally to strike a blow of his own. |
Make a melee attack against the target. |
If you hit, you deal normal damage, and one ally of your choice who threatens the target can make a melee basic attack against the target, with a bonus to damage equal to your Command Bonus. |
HAMMER FORMATION
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Level: War 2 (Strike) |
Action: Standard |
Range: Weapon |
Target: One creature |
Duration: Instantaneous |
You signal your allies to attack with abandon, dishing out as much damage as possible. |
Make a melee or ranged attack against the target. |
If you hit, you deal normal damage, and all allies adjacent to you deal an additional +1d6 damage on their next attack with a weapon; this bonus damage lasts until the start of your next turn. |
RESOURCEFUL PRESENCE |
This maneuver affects all allies within 30 feet of you rather than just those adjacent to you. |
When an ally affected by this maneuver chooses to make an attack, they can choose one - increase the damage they deal by your Command Bonus, or gain temporary hit points equal to your Command Bonus + your presence ability modifier. |
HAMMERBLOW SHOT
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Level: Arc 2 (Strike) |
Action: Standard |
Range: Weapon |
Target: One creature |
Duration: Instantaneous |
You focus your energy into a single shot, potentially forcing a creature backwards with the power of the blow. |
Make a ranged attack. If you hit, you can bull rush the target, using your damage dealt as the result of your Strength check. You do not provoke an attack of opportunity with this maneuver, unless you are threatened by the target and would normally be subject to attacks of opportunity for making a ranged attack while threatened. |
HAMSTRING
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Level: Def 5 [Strike] |
Action: Standard |
Range: Reach |
Target: One creature |
Duration: 1 round |
Armor Token Cost: 5 |
You strike at a creature, not for optimal harm, but to mangle its ability to move. |
Make an attack against a creature. If you hit, you deal +3d6 damage, and the creature's movement speeds are halved for 1 round (round down to nearest 5 foot increment). |
HARMONY SHATTER
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Level: Jed 1 (Strike) |
Action: Standard |
Range: Weapon |
Target: One creature |
Duration: Instantaneous |
Psionic Resistance: Yes |
Saving Throw: Will partial |
You strike at both body and mind at once. |
Make a melee attack against a creature. If you hit, the target must make a Will save; if the target fails, the target takes 2d6 points of psychic damage. |
Augmentation (2 PP): Increase the bonus damage by +1d6 psychic damage. |
HARASSING STRIKE
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Level: Lnc 1 (Strike) [Zone] |
Action: Standard |
Range: Weapon |
Target: All creatures in reach |
Duration: Instantaneous (see text) |
Momentum Token Cost: 1 |
You harry the creatures near you, making them focus on you and allowing your allies the chance to strike. |
Make a melee attack against all creatures you threaten. |
If you hit, you deal normal damage. |
You create a zone in the area you affected with this maneuver. While within the zone, enemies grant combat advantage. At the beginning of your turn, make an initiator check against DC 11; if you succeed, this zone persists. |
HAWK'S EYES
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Level: Arc 1 (Stance) |
Action: Swift |
You focus your gaze on the battlefield. |
While this stance is active, you gain a +1 power bonus to ranged attack rolls, plus an additional +1 for every four initiator levels (max +6 at 20th). In addition, you can shoot a ranged weapon to a maximum of twelve range increments, rather than ten; and use thrown weapons to a maximum of six range increments, rather than five. |
HEARTSTRIKE
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Level: Ein 5 (Boost) |
Action: Swift |
Range: Personal |
Target: You |
Duration: Instantaneous |
You pierce through your foe's defenses with gusto. |
When you threaten a critical hit, you can use this maneuver. If you do, you automatically confirm the critical hit. |
HIDDEN THORN
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Level: Arc 2 (Boost) |
Action: Swift |
Range: Weapon |
Target: One creature |
Duration: Instantaneous |
You expend a surge of energy, making a sudden attack. |
You can make a ranged attack at your highest attack bonus as part of this maneuver, with a -2 penalty. |
HOBBLING SHOT
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Level: Arc 1 (Strike) |
Action: Standard |
Range: Weapon |
Target: One creature |
Duration: 1d4+1 rounds |
Saving Throw: Fort partial |
You aim for a foot, leg, or knee, temporarily hampering a creature's ability to move. |
Make a ranged attack against a creature. If you hit, the target must make a Fortitude save; if the save is failed, the target gains hobbled for the duration off this maneuver. (A creature that is hobbled halves all of its movement speeds.) |
HOLD THE LINE
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Level: War 3 (Strike) |
Action: Standard |
Range: Weapon |
Target: One creature |
Duration: Instantaneous |
With a snap series of commands, you keep your allies in formation and well defended as you assault your adversary. |
Make a melee attack against the target. |
If you hit, you deal +1d6 damage, and until the start of your next turn, allies adjacent to you gain a power bonus to AC equal to your Command Bonus and are immune to forced movement. |
HUNTER'S EYES
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Level: Arc 1 (Stance) |
Action: Swift |
You watch your quarry with the eye and patience of a great hunter. |
While this stance is active, all of your successful ranged attacks against your quarry deal an additional +1d6 damage, plus an additional +1d6 damage for every five initiator levels (max +5d6 at 20th). |
IMMORTAL
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Level: Def 9 |
Action: Reaction |
Range: Personal |
Target: You |
Duration: 1 round |
Armor Token Cost: 9 |
Your will transcends death. |
Use this maneuver in reaction to dying. |
Your will allows you to transcend death. Continue tracking your hit points below -10. For the duration of this effect, effects that would kill you instead deal your maximum hit points + 10 in damage to you, but you can continue functioning normally. You are immune to effects that would alter your form (such as polymorph effects) and status ailments, though you retain any status ailments you had prior to initiating this maneuver. However, while your hit points are below -10, you cannot gain armor tokens (if you are in a defensive stance, however, you continue to gain armor tokens from being in such a stance). |
At the end of this maneuver's duration, if you are still at a number of hit points that would render you dead, you die. You can use this maneuver in reaction to dying at the end of this maneuver's duration. |
IMPERVIOUS
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Level: Def 6 |
Action: Reaction |
Range: Personal |
Target: You |
Duration: See text |
Armor Token Cost: 6 |
When tactics, shields, and armor fails, your resolve to fight on is all that remains. |
Use this maneuver in reaction to taking damage. |
You gain 6 temporary hit points per initiator level. These temporary hit points last until the start of your next turn. |
INDESTRUCTIBLE
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Level: Def 8 |
Action: Reaction |
Range: Personal |
Target: You |
Duration: See text |
Armor Token Cost: 8 |
Weapons become broken. Shields become dented. Armors become sundered. You alone stand. |
Use this maneuver in reaction to taking damage. |
You gain 10 temporary hit points per initiator level. These temporary hit points last until the start of your next turn. |
INERTIA VACUUM
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Level: Jed 2 (Counter) |
Action: Reaction |
Range: Personal |
Target: You |
Duration: Instantaneous |
Psionic Resistance: Yes |
Just as your opponent's attack reaches you, you take its inertia and apply it to yourself. |
You gain protect against a single attack. For every point of damage this maneuver prevents, you may immediately move five feet; movement caused by this maneuver provokes attacks of opportunity as normal. |
INEVITABLE WAVE
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Level: War 1 (Strike) |
Action: Standard |
Range: Weapon |
Target: One creature |
Duration: Instantaneous |
You and your allies charge a foe with the relentless power of the incoming tide. |
Make a melee attack against the target. |
If you hit, you deal normal damage, and any ally who charges the target deals extra damage equal to your Command Bonus. |
Special: When you charge, you can use this maneuver instead of a basic attack. |
BRAVURA PRESENCE |
When an ally charges 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. |
INTERCEPTING SHADE
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Level: Arc 2 (Counter) |
Action: Reaction |
Range: 30 feet |
Target: One creature |
Duration: Instantaneous |
You sense incoming danger and shoot it out of the sky. |
You can use this maneuver as a reaction to you or an ally within 30 feet that you can see being subject to an attack, including a strike maneuver. |
Make a ranged attack. If the result of your attack roll is equal to or greater than the attack roll of the attack that triggered this maneuver, the attack is negated. |
INTERPOSING SHIELD
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Level: Def 2 [Shield] |
Action: Reaction |
Range: Reach |
Target: One ally |
Duration: Instantaneous |
Armor Token Cost: 2 |
Seeing an ally in peril, you throw wide your shield arm, providing a metal aegis. |
When an ally adjacent to you is attacked, you provide them a +4 shield bonus to their AC. If your shield has enhancement bonuses, they apply to this granted bonus as well (thus, if you have a shield +2, you grant a +6 shield bonus). |
INSPIRED BELLIGERENCE
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Level: War 3 (Boost) |
Action: Swift |
Range: 30 feet |
Target: One creature |
Duration: Instantaneous |
You lead your allies to use your enemies’ defensive openings to deliver more punishment. |
The target of this maneuver must be flat-footed, flanked by at least one ally, or providing combat advantage to at least one ally. (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, all your allies gain a bonus on attack rolls against that creature equal to your Command Bonus. |
INSPIRING PRESENCE |
All allies affected by this maneuver also add your presence ability modifier to damage rolls against the target of this maneuver. |
All allies you affect with this maneuver are healed for an amount of damage equal to your Command Bonus + your presence ability modifier. |
INSPIRING WORD
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Level: War 1 (Boost) [Healing] |
Action: Swift |
Range: 60 feet |
Target: One creature |
Duration: Instantaneous |
You call out to a wounded ally and offer inspiring words of courage and determination that helps that ally heal. |
The target of this maneuver can choose to spend a healing surge. If she does, she is healed for potency 2 damage. |
If the target does not spend a healing surge, the target instead gains temporary hit points equal to your Command Bonus + your presence ability modifier. |
INSPIRING PRESENCE |
If the target chooses to spend a healing surge, she is healed for additional damage equal to your Command Bonus + your presence ability modifier. |
INTUITIVE STRIKE
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Level: War 1 (Strike) |
Action: Standard |
Range: Weapon |
Target: One creature |
Duration: Instantaneous |
Your strike puts your opponent off-guard, allowing your allies to better exploit the enemy's openings. |
Make a melee attack against the target; this attack is resolved against Will. |
If you hit, your weapon deals potency 1 damage, and any ally who attacks the target with combat advantage gains a bonus to attack rolls equal to your Command Bonus. (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.) |
INVINCIBILITY
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Level: Def 9 [Boost] |
Action: Swift |
Range: Personal |
Target: You |
Duration: 1 round |
Armor Token Cost: 9 |
Can't touch this. |
For the duration of this effect, your AC is considered "arbitrarily high." In effect, no matter the result of an attack roll, if it is made against any variation of your AC (such as normal, touch, flat-footed, or any other variation on your AC), your AC is always considered higher than the result. |
Any attack against you for the duration of this effect causes you to generate the maximum number of armor tokens you can generate from being attacked and missed, provided you can accrue armor tokens, and provided the attack misses (see below). |
Special: Attacks or special abilities that indicate that they "automatically hit" are not prevented by this ability. Such effects are bypassing your AC entirely, and because no attack roll is made, your "arbitrarily high" AC is irrelevant. This includes attack rolls with a "natural 20:" such a roll always hits, regardless of AC, and thus you can still be hit while using this maneuver. |
INVULNERABILITY
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Level: Def 9 [Armor, Shield] |
Action: Reaction |
Range: Reach |
Target: You and all allies within reach |
Duration: Instantaneous |
Armor Token Cost: 9 |
Where you stand, none shall know fear. |
You can use this maneuver in reaction to any harmful effect, be it an attack, a Force effect, or other special ability. |
The triggering effect has no effect on you or allies within your reach. |
This is considered an avoidance ability. |
Special: This maneuver does not provide immunity. As such, using it against a continuous effect, such as a voidchild's entropic shard, has no effect. |
IRON RIPOSTE
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Level: Def 7 [Shield] |
Action: Reaction |
Range: Reach |
Target: One creature |
Duration: Instantaneous |
Armor Token Cost: 7 |
You actively defend yourself against an attack, creating an opening for a vicious counter. |
Make an active defense roll against an attack. If you succeed, you take no damage, and may immediately make a shield bash attack as part of this maneuver against that creature with a +6 circumstance bonus. If you hit, you deal an additional +4d6 damage. |
IRON SHELL
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Level: Def 1 [Shield] |
Action: Reaction |
Range: Reach |
Target: One attack |
Duration: Instantaneous |
Armor Token Cost: 1 |
You can use your shield to absorb some damage from an attack. |
Make an active defense roll against an attack. If you succeed, you take no damage. If you fail, the attack hits you, but you gain DR 5/- against that attack. |
IRON SURGE
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Level: Ein 3 (Boost) |
Action: Swift |
Range: Personal |
Target: You |
Duration: Instantaneous |
You focus your will, purging yourself of debilitations. |
You can use this maneuver only if you can take actions. |
Choose one status ailment you have. You can choose one - either make an initiator level check against DC 11 + spark level (or half the origin's Hit Dice, if the origin was not a spark) of the origin of the effect; or, you can make another saving throw against the effect. If the effect did not allow a saving throw, you make the saving throw as though it had allowed one. |
If you succeed on your chosen roll, the effect is removed. If the status ailment was a stacking ailment, such as con down, you remove all instances of that status. |
ISLAND OF BLADES
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Level: Ein 1 (Stance) |
Action: Swift |
You become a whirlwind of steel, your opponents uncertain of where you will strike from next. |
While you are in this stance, all enemies adjacent to you are treated as flanked. |
JARRING BLOCK
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Level: Def 6 [Shield] |
Action: Reaction |
Range: Reach |
Target: One attack |
Duration: Instantaneous |
Armor Token Cost: 1 |
You can use your shield to absorb some damage from an attack. |
You can initiate this maneuver when an adjacent opponent misses you with a melee attack. Make a disarm attempt against that opponent. You may add your shield bonus (including any enhancement bonuses your shield may have) to the check. You do not provoke an attack of opportunity for doing so, and your opponent cannot make a disarm attempt against you if you fail. |
JINKING BLOW
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Level: Lnc 1 (Strike) |
Action: Standard |
Range: Weapon |
Target: All creatures in reach |
Duration: Instantaneous |
Momentum Token Cost: 1 |
You put all your momentum into your lance, then suddenly invert it, pulling creatures toward you. |
Make a melee attack against all creatures you threaten. |
If you hit, you deal normal damage, and pull that creature 1 square. |
JUMP ATTACK
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Level: Lnc 1 (Strike) [Leap] |
Action: Full |
Range: Special (see text) |
Target: One creature |
Duration: Instantaneous |
Momentum Token Cost: 1 |
You leap into the air lance-first, ready to plunge it into an enemy. |
As part of this maneuver, use your leap ability, then make a melee attack against a creature within your reach. |
If you hit, you deal +1d6 damage. |
KNIGHT'S MOVE
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Level: War 2 (Command) |
Action: Move |
Range: 60 feet |
Target: One ally |
Duration: Instantaneous |
With a sharp wave of your arm, you direct one of your allies to a more tactically advantageous position. |
The target can move up to his speed as a free action. |
KNOWING STRIKE
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Level: Jed 2 (Strike) [Mind-affecting] |
Action: Standard |
Range: Weapon |
Target: One creature |
Duration: 2 rounds |
Saving Throw: Will partial |
Psionic Resistance: Yes |
As a foe desperately attempts to dodge or parry your attacks, you can read its intentions to force it into a place of weakness. |
Make an attack against a creature. If you hit, you deal +2d6 damage, and the target must make a Will save. If the Will save is failed, you can read the creature's surface thoughts for the duration of this maneuver; while you are reading the creature's thoughts, it is flat-footed to you if you threaten the creature. Whenever the creature is dealt damage by a creature other than you, extend the duration of this maneuver by 1 round, to a maximum of 1 round/initiator level. |