Signed in as:
filler@godaddy.com
Signed in as:
filler@godaddy.com
Maneuvers are more advanced actions and can rely on skill checks or dcs or act as suggestions and guidelines for what a character desires to do.
These are guidelines to be used to help decide how a character can or will act in combat. Though it is adjustable between Gm and players if kept consistent. All maneuvers can be enhanced or adjusted.
Skill: Melee Combat / Ranged Combat / Unarmed Combat
DC: Attack Roll
Effect: Standard attack.
Skill: Melee Combat
Effect: Slow but powerful attack.
Penalty: –2 to attack roll
Benefit: Increase injury severity or vigor damage by +2.
Skill: Melee / Unarmed
Effect: Attack twice quickly.
Penalty: –2 to both attacks.
Skill: Melee Combat or Unarmed Combat
DC: 12 Melee combat check
Effect: Make up to three rapid attacks against one target.
Each attack -4 to hit, and -2 to injury table rolls.
Failure: Disadvantage on all rolls for 1 turn.
Skill: Melee Combat
Opposed: Reflex save (10+ attackers melee combat skill modifier)
Effect: Deal damage and push target 5 ft backward.
If the defender fails by 5 or more, they are knocked prone
Skill: Melee Combat
DC: 12
Effect: .
Failure: .
Skill: Melee Combat
Opposed: concentration save dc+(10 +
Effect: If successful, the target's spell or concentration is interrupted.
Skill: Melee Combat
DC: 12
Effect: Ignore shield bonuses or reduce target defense by –2.
Skill: Melee Combat or Marksmanship
Requirement: Proficient
DC: 16
Effect:
Target a weak point.
Success: injury roll gains advantage.
Failure: –2 to attack roll.
Skill: Melee Combat
DC: 14
Effect:
Powerful attack.
Success: +2 attack or increased injury severity.
Drawback: –2 Defense until next turn.
Skill: Melee / Unarmed
Effect:
Quick unexpected attack.
If target has not acted this round, gain +2 to attack.
Skill: Melee Combat
DC: 12
Effect:
If the attack hits, strike another adjacent target.
Second attack suffers –2 penalty.
Skill: Melee Combat
Effect:
Move at least 15 ft and attack.
Gain +2 attack but –2 Defense until next turn.
Skill: Endurance
Effect:
Close distance quickly.
Move up to double movement.
Requires stamina save if repeated.
Skill: Tumbling
DC: 12
Effect:
Move around enemy gaining positional advantage.
Next attack gains +2.
Skill: Defense
Effect:
Move while maintaining defense.
Gain +1 Defense during movement.
Skill: Tumbling or Defense
Effect:
Disengage safely without triggering reactions.
Skill: Tumbling
DC: 10
Effect: Move tactically without provoking reactions
Skill: Endurance or Grappling
DC: Opposed Defense
Effect: Force through an enemy's space. Enemy may be pushed aside or knocked prone.
Skill: Endurance
Requirement: Expert
DC: 16
Effect:
Force through multiple enemies.
Enemies must succeed on endurance saves or be pushed aside.
Skill: Melee Combat
DC: 14
Effect: You continue attacking while advancing. If successful, the target must move backward or suffer additional 1 vigor damage.
Skill: Tumbling
DC: 10
Effect: Safely exit melee.
Skill: Melee Combat
DC: 12
Effect:
Make a melee attack with extended reach.
Drawback: –2 Defense until next turn.
Skill: Grappling
DC: Opposed Grappling / Defense
Effect: Grab and restrain target.
Skill: Grappling
DC: Opposed Grappling
Effect: Push enemy away 5ft.
Skill: Grappling or Unarmed Combat
DC: Opposed Defense
Effect: Knock enemy off balance.
Skill: Melee Combat
DC: 12
Effect: Lock weapons or limbs.
Target suffers disadvantage on attacks.
Skill: Grappling
Requirement: Proficient
Opposed: Grappling
Effect:
Target becomes immobilized.
Skill: Melee Combat
DC: Opposed Melee Combat
Effect: Remove weapon or held item.
Skill: Grappling or Melee Combat
DC: 12
Effect: Reduce movement speed to half.
Skill: Ranged Combat / Marksmanship
DC: 12
Effect: Force enemies in a targeted area to take cover or suffer disadvantage to actions until their next turn.
Skill: Sleight of Hand or Deception
DC: Opposed Perception
Effect: Use sand, cloak, or distraction to impair an enemy. Target suffers –2 to next action or defense.
Skill: Melee Combat
DC: Opposed Endurance
Effect: Force an enemy backward 2 tiles/10ft with a strong blow.
Skill: Defense
Effect: Gain +2 Defense until next turn.
Skill: Defense or Shield Combat
DC: 10
Effect: Prepare to absorb impact.
Gain advantage vs forced movement.
Skill: Defense
DC: Opposed Attack
Effect: Reduce or redirect damage. Damage rolled against defender is rolled at disadvantage.
Skill: Resolve Save
DC: 12
Effect: Regain 1 Morale.
Skill: Endurance
DC: 10
Effect: Regain 1 vigor.
Skill: Defense or Shield Combat
DC: 10
Effect: Prepare a defensive stance against the next incoming attack, gaining a +2 defense bonus until next turn.
Skill: Melee Combat
DC: 10
Effect: Prepare attack against charging enemies. Gain advantage during reaction checks.
Skill: Melee Combat
Effect:
Reveal enemy defenses.
Next attack gains +1 at advantage.
Skill: Melee Combat / Ranged Combat
DC: 10
Effect: Enemy suffers disadvantage to next action.
Skill: Tactics
DC: 10
Effect:
Maintain offensive pressure.
Enemy suffers –1 defense.
Skill: Melee Combat
Opposed: Defense
Effect: Reduce enemy defense.
Skill: Tactics
DC: 12
Effect:
Ally gains advantage on next attack.
Skill: Deception (or Sleight of Hand)
DC: Opposed Insight
Effect: You mislead your opponent with a false attack or motion. If successful, the target suffers –2 to their next Defense check against you before the end of your next turn. Gain advantage on next attack.
Skill: Tactics
DC: 12
Effect: Prepare to counter a specific action (attack, movement, etc.). If the trigger occurs, you may immediately perform a reaction maneuver.
Skill: Intimidation
DC: Opposed Resolve
Effect: Enemy suffers morale loss.
Skill: Deception or Performance
DC: Opposed Insight
Effect: Force enemy attention or reckless action.
Skill: Leadership
DC: 10
Effect: Boost ally morale. Advantage to your teams' attacks for 2 turns.
Skill: Intimidation
DC: 12
Effect: Target suffers morale penalty. disadvantage on next resolve save.
Skill: Leadership or Persuasion
DC: 12
Effect: Allies gain morale bonus.
Skill: Intimidation
DC: 16
Effect: Severe morale damage. 1d4+2 morale damage.
Skill: Intimidation
DC: Opposed Resolve
Effect: Force a target to hesitate. On failure they suffer a morale penalty or disadvantage on next action.
Skill: Leadership
DC: 12
Effect: Grant an ally within range +2 to their next action or defense.
Skill: Intimidation
DC: Opposed Resolve
Effect: Target suffers morale loss or disadvantage on next attack.
Skill: Leadership
DC: 12
Effect: Restore morale or remove fear effects from allies.
Skill: Performance or Deception
DC: Opposed Insight
Effect: Enemy becomes distracted or angered, suffering a –2 defense penalty.
Skill: Leadership or Persuasion
DC: 12
Effect: Allies within range gain a morale bonus for a short time.
Skill: Stealth vs Perception
Success grants:• +4 to the attack roll• If the attack hits, deal Injury instead of Vigor
Skill: Stealth vs Perception
DC: 16
Requirements:• Target unaware • Must be within melee rangeEffect:• Attack deals significant Injury• If target is already injured, the strike may cause critical injury
Failure:• Target notices and combat begins.
Skill: Stealth vs Perception
Effect: Allies gain bonuses attacking surprised enemies.
Skill: Melee Combat
Requirement: Attack from behind
Effect: Bonus injury damage.
Skill: Stealth + Grappling
Effect: Incapacitate unaware target quietly.
Skill: Stealth + Melee Combat
Effect: Strike from concealment and move back into cover.