Difference between revisions of "Martial: Maneuvers F-K"

From Trinity Wiki
Jump to: navigation, search
Line 14: Line 14:
 
|'''Level:''' [[Class:_Einhander|Ein]] 1
 
|'''Level:''' [[Class:_Einhander|Ein]] 1
 
|- align="left"  
 
|- align="left"  
|'''Action:''' Swift
+
|'''Action:''' Standard
 
|- align="left"  
 
|- align="left"  
 
|'''Range:''' Reach
 
|'''Range:''' Reach

Revision as of 19:48, 13 March 2015

Martial maneuver descriptions.

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

Maneuver Descriptions

Descriptions are in alphabetical order.

 

FRACTURE
Level: Ein 1
Action: Standard
Range: Reach
Target: One creature
Duration: 1d6 rounds
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.

 

GAUNTLET OF STEEL
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
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
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.

 

GUTSTRIKE
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.

 

HAMSTRING
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).

 

IMMORTAL
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
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
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.

 

INTERPOSING SHIELD
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).

 

INVINCIBILITY
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
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
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
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.

 

ISLAND OF BLADES
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
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.