Fighter maneuvers

Written by Martin K.

breg and tay by nickroblesart d8yzazu c1st level Maneuvers

Cover Shot

Flexible ranged attack

Triggering Roll: Any natural odd miss

Effect: An ally engaged with the target can pop free.

Dive for Cover

Flexible ranged attack

Special: You cannot use this maneuver when engaged with an enemy.

Triggering Roll: Any natural even roll

Effect: Gain +2 AC until the end of your next turn.

Adventurer Feat: You also gain the bonus to PD

Champion Feat: Against ranged attacks, increase the bonus to +4

Epic Feat: You can move to far away range as a free action

Reaim

Flexible ranged attack

Triggering roll: Any natural even miss

Effect: Until the end of your next turn, you gain a +2 bonus to ranged attacks against the target.

Champion feat: You can also use this maneuver on an odd miss

Epic feat: If your next ranged attack against the target is a hit, deal extra WEAPON damage.

Strengthen Resolve

Flexible melee or ranged attack

Triggering Roll: Any natural odd roll

Effect: You gain a cumulative +1 bonus to saves this battle, up to a maximum of +5.

Champion feat: Increase the bonus to +2, and the maximum to +6.

Wall of Spikes

Flexible melee attack

Special: If you wield a shield, you can use this power on any natural even roll.

Triggering Roll: Any natural even miss

Effect: Until the end of your next turn, deal damage equal to your level to any opponent who misses you with a melee attack.

Adventurer Feat: Deal additional damage equal to your Dexterity modifier. Double at 5th level, triple at 8th.

3rd level Maneuvers

Firm Grip

Flexible melee attack

Special: You can use this maneuver only once per battle.

Triggering Roll: Any natural odd roll

Effect: Starting from your next attack, until the end of the battle, you deal an additional weapon damage die when you hit with a melee attack.

Champion feat: Also deal the extra damage die on a miss.

Focused Mind

Flexible melee or ranged attack

Triggering Roll: Any natural odd roll

Effect: Until the end of the battle, you gain a cumulative +1 bonus to MD (up to +4).

Hit a Wasp Nest

Your stray arrow hit something that distracts the opponent for a moment. It could be a snow from a tree branch, burning oil from a lamp, or a sail going loose. Make it up to match the environment.

Flexible ranged attack

Triggering Roll: Any natural odd miss

Effect: The enemy takes a -2 penalty to AC, PD and MD until the start of your next turn.

Champion feat: Increase the penalty to -4.

Into the Thick of Battle

Flexible ranged attack

Triggering roll: Any odd miss

Effect: Reroll the attack. The reroll cannot trigger other maneuvers. If you still miss and the roll is a natural 5 or lower, you hit an ally engaged with the target. If no ally is engaged with it, you hit a random nearby ally.

Special: If there are no nearby allies, you can't use this maneuver.

Pin Down

Flexible ranged attack

Triggering Roll: Natural 16+

Effect: The target is stuck (save ends).

(by Sean Dunstan)

5th level Maneuvers

Deep Wound

Flexible melee or ranged attack

Triggering Roll: Natural 16+

Effect: The target takes ongoing damage equal to twice your Strength modifier. At 8th level, the target takes ongoing damage equal to triple your Strength modifier instead.

(by Lawrence Augustine Mingoa)

Headshot

Flexible ranged attack

Triggering roll: Any odd hit

Effect: Deal 2 extra WEAPON damage dice.

Epic feat: Deal 4 extra WEAPON damage dice.

Reckless Swing

Flexible melee attack

Triggering Roll: Any miss

Effect: Deal half the damage of a hit.  Until the end of your next turn, you take a -4 penalty to defenses.

Champion feat: On an even miss, deal extra damage equal to your Dexterity modifier.

7th level Maneuvers

Mark the Weak Spot

Flexible ranged attack

Special: You can use this maneuver only once per battle.

Triggering Roll: Natural 16+

Effect: The target is vulnerable to all attacks (save ends).

Epic feat: The save is a hard save (16+).

Ricochet

Flexible ranged attack

Triggering Roll: Any miss

Effect: Repeat your ranged basic attack against one enemy that is nearby the target of the triggering attack, at a -4 attack penalty. On a hit, the attack deals half damage.

Champion Feat: The attack penalty is -2 instead.

Epic Feat: Once per battle, the attack deals full damage instead.

(by Lawrence Augustine Mingoa)

Slice Wide Open

Flexible melee attack

Special: You can use this maneuver only once per battle.

Triggering Roll: Natural 16+

Effect: All damage from the attack is ongoing damage.

Epic feat: The save against the ongoing damage is a hard save (16+).

Suppress the Pain

Flexible melee or ranged attack

Special: You can use this maneuver only once per battle.

Triggering Roll: Any natural odd roll

Effect: You gain temporary hit points equal to twice your level + Constitution modifier.

Epic feat: Gain three times your level + Constitution modifier.

9th level maneuvers

Hail of Arrows

Flexible ranged attack

Special: You can use this maneuver only once per battle.

Triggering roll: Any even roll

Effect: Make a second attack against a different target. As long as the attack roll is even and there are targets you have not attack yet, you can keep making attacks. You cannot use other maneuvers with the follow-up attacks.

Team Strike

Flexible melee attack

Special: You can use this maneuver only once per battle.

Triggering roll: Any even roll

Effect: All allies engaged with the same target can make a melee basic attack against it.

 


 

Art credit: Nick Robles - Breg and Tay

Version 0.3, 24 Nov 2016

Also see the collection of Fighter talents.

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