Maneuvers
From Shape Shifter
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.
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.

