Maneuvers

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This is the part of the game that is still under heavy playtesting. For the first play test, each player was allowed to choose 3 maneuvers from a list of 12. Avengers were allowed to change which 3 between encounters, when resting a moment. All other Archetypes were allowed to change which 3 at the end of the day, when resting the night.

The following Archetypes have been play tested. Their available maneuvers are listed under their Archetype page.



Contents

Knight

Strike - Challenge

Draw opponents attention to you.

Counter - Shield Ally

Take damage that a nearby ally would have taken.

Strike - Lead the Attack

Allies gain +4 against the opponent you strike.

Stance - Bolstering Presence

Allies gain +2 on will saves +4 against fear.

Stance - Einhander

One handed stance. +4 to hit when only using one handed weapon without a shield.

Strike - Disarm

On a successful hit, opponents weapon is knocked to the ground.

Stance - Shield Wall

Gain +4 to defense while using a shield and one handed weapon.

Strike - Cleave

If attack kills opponent, roll for another attack on a nearby opponent. If that strike hits, you regain this move to be played again.

Stance - Battle Focus

Gain +1 to hit and natural 19s as well as 20s become critical hits.


Paladin

Per Day - Lay on Hands

Heal ally by touch.

Strike - Revitalizing Respite

Successful strike heals you 1d8

Strike - Rallying Strike

Take the amount of damage done to a foe for this attack, and use it as a healing pool to heal allies within shouting distance.

Mystic

Strike - Ki Strike

Focus Ki into a deadly attack.

Strike - Backbiter

Causes opponents weapon to attack himself.

Boost - Water breathing

Breath temporarily underwater.

Boost - Water walking

Walk temporarily on water.

Stance - Way of the Iron Fist

Gain a bonus in all unarmed attacks.

Stance - Denying Stance

Negate opponents stances when used against you.


Bard

Strike - Burning Melody

Song to control flame.

Boost - Refrain

Cause a previous used musical ability to last another round.

Per Day - Song of Life

Heal entire party for 2d6 per target.

Stance - Calamitious Defending

Anyone successfully striking the caster will hear the sound of their hits amplified causing disorientation -2 to hit for 3 rounds and suffer 1d4 damage.

Per Day - Anthem

Inspire confidence in entire party. Each member gets to use +2 to any roll once in the coming day.

Resonating Blade

Causes harmonic vibration in blade. +2 to damage for 3 rounds.

Strike - Whistling Arrow

Cause any allies arrows to shriek, causing all opponents in hearing distance to suffer -2 on rolls.

Counter - Fickle Finger of Fate

Turn a good roll to bad for someone nearby.

Per Day - Summon Rats

A pack of rats attacks all foes in a designated area for 3 rounds. All targets must make reflex saves per round or take 1d6 damage and suffer +2 to AC.

Per Day - Silence

Cause everything within 10' radius to be silent for 3 rounds. Effect is centered on caster.

Pery Day - Sound the Charge

If used at the beginning of a battle, all allies gain +2 to hit for their next attack.

Per Day - Insidious Song

Target suffers from a indidious song stuck in their head causing -2 to checks during the duration of the encounter.

Thief

Counter - Quick Escape

Counter - Uncanny Dodge

Avoid a blow that would have hit.

Counter - Revenge

Gain an extra attack after being struck in combat.

Counter - Cat's Grace

Land on your feet.

Strike - Two Weapon Pounce

Make a ferocious two weapon attack.

Move - Flank

Immediately move to the side or behind opponent if they are engaged with nearby allies.

Strike - Backstab

Do a devastating attack from behind.

Strike - Sudden Strike

If you have first initiative, +2 to hit and +2 to damage.

Stance - Alert

+2 to initiative

Stance - Poison Blade

Successful hits weaken your opponents if they do not make a will check.

Stance - Adaptive Style

You can rechoose your maneuvers at the beginning of encounter. Grants one additional strike or boost action per encounter.

Stance - Shadow Mastery

Linger in the darkness, providing bonus to sneaking and making you harder to hit.

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