Martial: Maneuvers L-Q

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Martial maneuver descriptions.

 

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

 

Maneuver Descriptions

Descriptions are in alphabetical order.

 

LEADER'S INSTINCTS
Level: War 3 (Strike) [Strategic]
Action: Standard
Range: Weapon
Target: One creature
Duration: Instantaneous
You strike at your foe with a skillful thrust. As your opponent is about to dodge, you call for an ally to attack.
Make a melee attack against the target.
If you hit, you deal +1d6 damage. An ally you can see can make a basic attack against the target as a free action, with a power bonus on the attack roll equal to your Command Bonus.
If you miss, you expend this maneuver, but do not remove it from your strategy wheel.

 

LEAF ON THE WIND
Level: War 2 (Strike)
Action: Standard
Range: Weapon
Target: One creature
Duration: Instantaneous
Like a leaf caught in the autumn wind, your foe is driven by the flow of battle. Your fierce attacks force him to give ground.
Make a melee attack against the target.
If you hit, you deal normal damage, and you or an adjacent ally swap places with the target as a free action.

 

LURING FOCUS
Level: War 2 (Strike)
Action: Standard
Range: Weapon
Target: One creature
Duration: Instantaneous
Your attack wounds your adversary, and another enemy moves closer, hoping to take advantage of your concentration.
Make a melee attack against the target.
If you hit, you deal normal damage, and choose another enemy within 30 feet; that creature is pulled 5 feet towards you.
BRAVURA PRESENCE
The pulled creature is instead pulled towards you 5 feet per point of your Command Bonus + your presence ability modifier; the creature cannot be pulled closer to you than just within your reach.
When an ally attacks the target of this maneuver or the enemy you pulled 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.

 

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.

 

NIMBLE FOOTWORK
Level: War 2 (Strike)
Action: Standard
Range: Weapon
Target: One creature
Duration: Instantaneous
You attack and step to one side, allowing an ally to slip closer.
Make a melee attack against the target.
If you hit, you deal normal damage, and you can shift 5 feet; after you do, one ally within 10 feet of you can shift up to 5 feet as a free action. (A shift is movement that does not provoke attacks of opportunity.)

 

NO GAMBIT IS WASTED
Level: War 3 (Strike)
Action: Reaction
Range: Weapon
Target: One creature (see below)
Duration: Instantaneous
Sensing that an ally is attempting a difficult deed, you distract your comrade's foe and give him or her another chance to use the attack.
Use this maneuver in reaction to an ally missing with a maneuver. The target of this maneuver must be a creature the ally had targeted with that maneuver.
Make an attack against the target.
If you hit, you deal normal damage, and the ally recovers any resources spent to use the maneuver (aim tokens, armor tokens, maneuvers expended, etc).

 

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.

 

OPENING SHOVE
Level: War 1 (Strike)
Action: Standard
Range: Reach
Target: One creature
Duration: Instantaneous
You knock your foe off-balance while shouting a quick command to an ally.
Make a melee attack against the target; this attack is resolved against Reflex.
If you hit, you deal no damage; instead, you push the creature 5 feet, then choose one ally you can see within 60 feet. That ally either shifts up to 5 feet per point of your Command Bonus, or makes a melee basic attack against the target. (A shift is movement that does not provoke attacks of opportunity.)
RESOURCEFUL PRESENCE
If the ally you chose makes an attack, she deals bonus damage equal to your Command Bonus.
If the ally you chose moves, she gains temporary hit points equal to your Command Bonus + your presence ability modifier.

 

ORCHESTRATED OFFENSIVE
Level: War 3 (Strike) [Strategic]
Action: Standard
Range: Weapon
Target: One creature
Duration: Instantaneous
Your strike is the only signal your allies need to put your careful plan into motion.
Make a melee attack against the target.
If you hit, you deal normal damage.
Choose two different allies within 30 feet that can see and hear you. Each ally can make a charge attack, make a basic attack, or shift his or her speed as a free action. Allies that choose to charge or make basic attacks cannot attack the same creature or the target of this attack. (A shift is movement that does not provoke attacks of opportunity.)

 

PAINT THE BULLSEYE
Level: War 1 (Strike)
Action: Standard
Range: Weapon
Target: One creature
Duration: Instantaneous
You fire a red-fletched missile into your foe, creating a target for your allies to focus on when attacking the creature.
Make a ranged attack against the target.
If you hit, you deal normal damage, and until the start of your next turn, allies who attack that creature gain a bonus to damage equal to your Command Bonus.
SKIRMISHING PRESENCE
For the duration of this maneuver, when an ally attacks the target of this maneuver, that ally shift 5 feet per point of your Command Bonus. (A shift is movement that does not provoke attacks of opportunity.)

 

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.

 

PIN CUSHION
Level: War 2 (Strike)
Action: Standard
Range: Weapon
Target: One creature
Duration: Instantaneous
If your allies fire enough arrows at your foe, a few are bound to hit.
Make a ranged attack against the target.
If you hit, you deal normal damage.
Until the start of your next turn, you and your allies gain a bonus to ranged attack rolls against the target equal to your Command Bonus.

 

PIN THE FOE
Level: War 3 (Strike) [Strategic]
Action: Standard
Range: Weapon
Target: One creature
Duration: Instantaneous
No matter where your foe turns, one of your allies is waiting for him.
Make a melee attack against the target.
If you hit, you deal +1d6 damage.
Until the end of the encounter, if at least two allies are threatening the target, the target is immobilized.

 

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.

 

POWERFUL WARNING
Level: War 2 (Boost)
Action: Reaction
Range: 30 feet
Target: One ally
Duration: Instantaneous
You shout a warning that alerts your ally to an enemy attack, allowing your comrade to dodge and riposte.
Use this maneuver in reaction to an ally being attacked.
The target gains your Command Bonus as an insight bonus to AC and saving throws against the attack.
After the attack resolves, the target can make a basic melee attack against the creature whose action triggered this maneuver as a free action.
INSIGHTFUL PRESENCE
The bonus you provide to the target of this maneuver is instead equal to your Command Bonus + your presence ability modifier.
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.

 

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.

 

PROVOCATIVE ORDER
Level: War 2 (Command)
Action: Standard
Range: 60 feet
Target: One ally
Duration: Instantaneous
You prompt an ally to take the fight to the enemy.
The target can make a charge attack as a free action.
If the target hits, the target deals extra damage equal to your Command Bonus.

 

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.