Martial: Maneuvers R-Z
From Trinity Wiki
Revision as of 12:21, 30 March 2015 by GnomeWorks (Talk | contribs)
Martial maneuver descriptions.
Maneuvers Index | A - E | F - K | L - Q | R - Z
Maneuver Descriptions
Descriptions are in alphabetical order.
RAVAGING BLOW
|
---|
Level: Ein 1 [Fear] |
Action: Standard |
Range: Reach |
Target: One creature |
Duration: 1 round |
Saving Throw: Will partial |
You strike your foe with such terrible strength that you cause fear. |
Make a melee attack against a creature. If you hit, the creature must also make a Will save; if the save fails, the creature becomes shaken for one round. |
RAZORBLADE
|
---|
Level: Ein 2 [Boost] |
Action: Swift |
Range: Personal |
Target: You |
Duration: 1 round |
You study your targets, attempting to glean their weak points. |
For the duration of this maneuver, all your melee attacks are resolved against a creature's touch AC. |
RESILIENT DEFENSE
|
---|
Level: Def 5 |
Action: Reaction |
Range: Personal |
Target: You |
Duration: Instantaneous |
Armor Token Cost: 5 |
Even against an attack that would shatter bone, you stand firm. |
If an attack would ignore your DR, you still apply half your DR (round down). |
RING THE BELL
|
---|
Level: Def 3 [Shield, Strike] |
Action: Standard |
Range: Reach |
Target: One creature |
Duration: Instantaneous |
Saving Throw: Fortitude partial |
Armor Token Cost: 3 |
You use your shield to deal your enemy a resounding blow to the head. His eyes unfocus a bit, and he staggers. |
Make a shield bash attack against a target. If you hit, that creature must make a Fortitude save or else be stunned for 1d4+1 rounds. |
SAVAGE STANCE
|
---|
Level: Ein 1 (Stance) |
Action: Swift |
You put all your strength into your grip, channeling aggression rather than patience. |
When you initiate this stance, you suffer a -2 penalty to all attacks, but deal +1d8 damage when wielding a two-handed weapon. |
The bonus damage increases to +2d8 for every eight initiator levels you have (+2d8 at 8th level, +3d8 at 16th, etc). |
SCYTHING STRIKE
|
---|
Level: Ein 1 |
Action: Standard |
Range: Reach |
Target: Two creatures, which cannot be greater than your reach apart |
Duration: Instantaneous |
You swing your weapon in a wide arc, striking two creatures with one blow. |
Make a melee attack against two creatures. The same attack roll is used against both creatures' ACs. |
SENTINEL'S FORTITUDE
|
---|
Level: Def 2 [Boost] |
Action: Swift |
Range: Personal |
Target: You |
Duration: Instantaneous |
Armor Token Cost: 2 |
You shake off an effect that inhibits your ability to defend yourself. |
You end a single status effect with which you are afflicted. You can use this ability even if prohibited from taking actions on your turn, provided you are alive and conscious. |
SHELL SHOCK
|
---|
Level: Def 5 [Shield, Strike] |
Action: Standard |
Range: Reach |
Target: One creature |
Duration: Instantaneous |
Saving Throw: Reflex partial |
Armor Token Cost: 5 |
Tightening your grip on your shield, you slam it into a creature, hurling it back from your position. |
Make a shield bash attack against a creature. If you hit, the attack inflicts an additional +4d6 points of damage, and the creature must make a Reflex save or else be knocked back up to 20 feet and become prone. Creatures more than one size category larger than the initiator of this maneuver are immune to the knock-back effect. You may choose what direction the creature moves. |
SHELL WALL
|
---|
Level: Def 3 [Shield] |
Action: Reaction |
Range: Reach |
Target: All allies within reach |
Duration: Instantaneous |
Armor Token Cost: 3 |
Sensing danger, you hold your shield high, granting protection to those near you. |
You and all allies within your reach gain cover, and are treated as though they have evasion, against one attack action or effect. |
SHIELD BRACE
|
---|
Level: Def 1 [Boost, Shield] |
Action: Swift |
Range: Personal |
Target: You |
Duration: 1 round |
Armor Token Cost: 1 |
You tighten your grip on your shield, prepared for the worst. |
Improve your shield bonus to AC by +1, plus an additional +1 per three initiator levels (so +2 at 3rd level, +3 at 6th level, +4 at 9th level, and so on), to a maximum of +8 at 21st level. This increase lasts for 1 round. |
SHOULDER RUSH
|
---|
Level: Ein 1 |
Action: Standard |
Range: Move |
Target: One creature |
Duration: Instantaneous |
You run forward, driving your shoulder hard into your opponent. |
Make a bull rush or overrun attempt on a single creature. You get a +4 bonus to any opposed rolls you make for that action, and do not provoke any attacks of opportunity during the attempt. |
SILVER STRIKE
|
---|
Level: Ein 1 |
Action: Standard |
Range: Reach |
Target: One Creature |
Duration: Instantaneous |
No matter the defense, your blade finds home. |
Make a single attack, but make two attack rolls and use the better of the rolls to determine the result. |
SOAK
|
---|
Level: Def 3 |
Action: Reaction |
Range: Personal |
Target: You |
Duration: 1 round |
Armor Token Cost: 3 |
While your plans and equipment fail, you survive. |
Use this maneuver in reaction to taking damage. |
You gain 2 temporary hit points per initiator level. These temporary hit points last until the start of your next turn. |
STAUNCH BASTION
|
---|
Level: Def 3 [Shield, Strike] |
Action: Reaction |
Range: Reach |
Target: One creature |
Duration: Instantaneous |
Armor Token Cost: 3 |
When your foe charges at you, you respond by readying your shield. As your foe collides with your shield, you push him back, preventing him from following up. |
You can initiate this maneuver when an opponent charges you or an ally adjacent to you. As part of this maneuver, you must make a melee attack with your shield against the target. If this attack succeeds, you deal an additional +1d6 points of damage, and you may make a bull rush against the target. You may add your shield bonus to the opposed Strength check, but you take a –2 penalty because of your opponent's momentum. If you successfully bull rush the target, it's action is interrupted and the attack fails. |
STEADFAST METTLE
|
---|
Level: Def 8 |
Action: Reaction |
Range: Personal |
Target: You |
Duration: Instantaneous |
Armor Token Cost: 8 |
Sticks and stones will never break your bones, and words fail to assail you. |
You gain the improved mettle quality against one attack or effect (you are incredibly resistant to effects that assault the body or mind. 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. If you fail the save, you instead suffer the partial effect). |
STEEL CONSTITUTION
|
---|
Level: Def 2 [Armor, Boost] |
Action: Swift |
Range: Personal |
Target: You |
Duration: 1 round |
Armor Token Cost: 2 |
You guard yourself, knowing your weaknesses and doing your best to protect them. |
You gain Light Fortification for the duration of this effect. |
STEEL CRUSH
|
---|
Level: Def 4 [Shield, Strike] |
Action: Standard |
Range: Reach |
Target: One creature |
Duration: Instantaneous |
Saving Throw: Fortitude partial |
Armor Token Cost: 4 |
You await the perfect moment to catch an opponent off-guard, then slam them with your shield. |
Make a shield bash attack against a creature. The target is considered flat-footed for this attack. If you hit, you deal an additional +2d6 damage. In addition, the creature must make a Fortitude save or else be dazed for 1 round. |
STEEL SHELL
|
---|
Level: Def 4 [Shield] |
Action: Reaction |
Range: Reach |
Target: One attack |
Duration: Instantaneous |
Armor Token Cost: 4 |
Without a moment to spare, you intercept an incoming attack with your shield. |
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 10/- against that attack. |
STEEL VISE
|
---|
Level: Ein 2 |
Action: Standard |
Range: Reach |
Target: One creature |
Duration: 1 round |
Saving Throw: Fort negates |
You attempt to fence your opponent in with a solid blow. |
Make a melee attack against a creature. If you hit, you deal an additional +1d6 damage, and the creature must also make a Fortitude save; if the save fails, the creature becomes immobilized for one round. |
TAUNTING STRIKE
|
---|
Level: Def 1 [Strike] |
Action: Standard |
Range: Reach |
Target: One creature |
Duration: Instantaneous |
Armor Token Cost: 1 |
Your attack provokes a creature, luring it into your defensive trap. |
When you use this maneuver, you can spend any additional number of armor tokens, up to your initiator level. |
Make an attack against a creature. If you hit, it takes a -4 circumstance penalty to attack rolls against creatures other than you on its next turn. This penalty is increased by -1 for each additional armor token you spent. |
UNLIMITED AGGRESSION
|
---|
Level: Def 7 [Boost] |
Action: Swift |
Range: 60 feet |
Target: All opponents within range |
Duration: Instantaneous |
Saving Throw: Will negates |
Armor Token Cost: 7 |
You let out a mighty roar, challenging creatures to face your wrath. |
All opponents within range must make a Will save, or else be forced to attack you on their next turn. Creatures that fail the save and do not attack you become dazed at the end of their turn for 1 round. |
UNTOUCHABLE
|
---|
Level: Def 3 |
Action: Reaction |
Range: Personal |
Target: You |
Duration: Instantaneous |
Armor Token Cost: 3 |
Even against a blow that would strike true, your defenses hold. |
If an attack roll results in a "natural 20," you can negate the automatic hit that accompanies such a result - that is, the attack roll must be calculated normally to determine if it is a hit. |
VIGILANCE
|
---|
Level: Def 6 [Boost] |
Action: Swift |
Range: Double your move speed |
Target: One ally within range |
Duration: Instantaneous |
Armor Token Cost: 6 |
You focus your attention on one of your allies, ready to charge to their aid in a moment's notice. |
Until the beginning of your next turn, if the target of this maneuver is attacked in melee by a creature, you may - as a reaction - make a charge attack against that creature. You may then react to that creature's action normally. |
VORACIOUS DRIVE
|
---|
Level: Ein 1 |
Action: Full |
Range: Charge range |
Target: One creature |
Duration: Instantaneous |
You charge with ferocity, letting nothing stand in your way. |
Make a charge attack as a full-round action; unlike a normal charge, this attack does not provoke attacks of opportunity, nor do you suffer a -2 penalty to your AC. If you hit, you inflict an additional +1d6 damage. |
WALL OF IRON
|
---|
Level: Def 4 [Boost, Shield] |
Action: Swift |
Range: Personal |
Target: You |
Duration: 1 round |
Armor Token Cost: 4 |
You crouch and interpose your shield between you and your adversaries, granting yourself greater protection. |
You gain concealment for the duration of this effect. |
WALL OF STEEL
|
---|
Level: Def 7 [Boost, Shield] |
Action: Swift |
Range: Personal |
Target: You |
Duration: 1 round |
Armor Token Cost: 7 |
Your shield is as a veritable wall between you and your foes. |
You gain total concealment for the duration of this effect. |
WATCHFUL EYE
|
---|
Level: Def 1 [Stance] |
Action: Swift |
Range: Personal |
Target: You |
Duration: Until ends |
Armor Token Cost: 1 |
Your senses are keenly attuned to the battlefield. |
While in this stance, whenever a creature within your reach makes a physical attack that does not include you, you may make an attack against them as an attack of opportunity with a +4 circumstance bonus to your attack roll. |
WOLF FANG STRIKE
|
---|
Level: Ein 1 |
Action: Standard |
Range: Reach |
Target: One creature |
Duration: Instantaneous |
You drive both your weapons into your opponent simultaneously. |
Make two melee attacks against a creature, each with a different weapon you are wielding. The standard penalties for fighting with two weapons apply. |