Beholder Bob
First Post
Please let me know what you think - I'm thinking of adding these manuevers to my game... if these things are too out of 'whack', I need to know before the players abuse them & my monsters!
Brace: as a move action, gain a +4 to resist Trip, Bull Rush, and Overrun – though you suffer -4 AC to avoid being hit by these same attacks. You may maintain this as a free action, but you may not move while maintaining it. If you move (willingly or not) or fall prone, you cease to be braced.
Death from Above: as a standard action, drop onto a target unaware of you and make a melee attack with a +2 to hit and +d4 per 10’ fallen damage. If you hit, you take d4 per 10’ dropped (with a Athletics check to reduce damage) and the target must make a Strength or Balance check DC 10 + damage from your attack, or be knocked prone. Whether or not you hit, you make a DC (20 + 1/10’ fallen) Balance check or fall prone as well. If you miss, you take full falling damage, and provoke an attack of opportunity. You also need to make the Balance check to avoid falling prone. If your target is aware of you, he gains a bonus to AC equal to 2 + his Reflex save.
Defensive Sunder: as a standard action, attack a foe’s weapon as they attack you with it without provoking an attack of opportunity. While doing so, you gain -2 dodge AC against attackers other then the one you are performing a Defensive Sunder against. You may only perform this maneuver against a foe that attacks at your initiative or less – and you lower your initiative to your foe’s initiative by virtue of using this maneuver. Intent to use this manuever is declared at the beginning of your round, but is not applied until the foes round. If the foe does not attack you - or does not use a weapon in his attack, this action is wasted.
Ignore Foe: as a free action usable once per round, you can choose to ignore an opponent to focus on another in melee, preventing one foe from gaining flanking against you, but at the cost of treating the ignored foe as being invisible to you. Additionally, ignoring a person inflicting damage on you is difficult when they hurt you - you provoke an AOO from non-ignored foes whenever you are struck for damage by the foe you are ignoring.
Maneuver Foe: as a standard action, make an attack roll against either 10 + foe’s highest attack value (for a melee weapon currently wielded) or 0 + their AC, whichever is higher. If you hit, your foe must either move 5’ in a direction of your choice or be flat-footed Vs you until the end of your next round. If you miss your roll by 5+, you provoke an AOO from that foe. Against a target you have just successfully feinted Vs, you gain +4 to your rolls to maneuver them.
Roll with the Blow: sacrifice your next standard action and fall prone in order to reduce damage from a melee attack in ½. You take full damage unless you succeed in a Reflex save against the attacker’s roll to hit roll. On a failed roll, you take full damage, lose your next standard action, and are still prone. As a side effect of this action, whether you succeed or not, you may make a 5’ move out of turn.
Targeting: Initiated as a full round action, it is a free action to maintain. While in use, you provoke AOO from those that threaten you. You focus on a single foe’s movements to gain a +1 to hit that foe with a ranged attack on the following round. You maintain this bonus so long as you do not move, fall prone, make an attack against a different target, or Set against a different foe.
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Brace: as a move action, gain a +4 to resist Trip, Bull Rush, and Overrun – though you suffer -4 AC to avoid being hit by these same attacks. You may maintain this as a free action, but you may not move while maintaining it. If you move (willingly or not) or fall prone, you cease to be braced.
Death from Above: as a standard action, drop onto a target unaware of you and make a melee attack with a +2 to hit and +d4 per 10’ fallen damage. If you hit, you take d4 per 10’ dropped (with a Athletics check to reduce damage) and the target must make a Strength or Balance check DC 10 + damage from your attack, or be knocked prone. Whether or not you hit, you make a DC (20 + 1/10’ fallen) Balance check or fall prone as well. If you miss, you take full falling damage, and provoke an attack of opportunity. You also need to make the Balance check to avoid falling prone. If your target is aware of you, he gains a bonus to AC equal to 2 + his Reflex save.
Defensive Sunder: as a standard action, attack a foe’s weapon as they attack you with it without provoking an attack of opportunity. While doing so, you gain -2 dodge AC against attackers other then the one you are performing a Defensive Sunder against. You may only perform this maneuver against a foe that attacks at your initiative or less – and you lower your initiative to your foe’s initiative by virtue of using this maneuver. Intent to use this manuever is declared at the beginning of your round, but is not applied until the foes round. If the foe does not attack you - or does not use a weapon in his attack, this action is wasted.
Ignore Foe: as a free action usable once per round, you can choose to ignore an opponent to focus on another in melee, preventing one foe from gaining flanking against you, but at the cost of treating the ignored foe as being invisible to you. Additionally, ignoring a person inflicting damage on you is difficult when they hurt you - you provoke an AOO from non-ignored foes whenever you are struck for damage by the foe you are ignoring.
Maneuver Foe: as a standard action, make an attack roll against either 10 + foe’s highest attack value (for a melee weapon currently wielded) or 0 + their AC, whichever is higher. If you hit, your foe must either move 5’ in a direction of your choice or be flat-footed Vs you until the end of your next round. If you miss your roll by 5+, you provoke an AOO from that foe. Against a target you have just successfully feinted Vs, you gain +4 to your rolls to maneuver them.
Roll with the Blow: sacrifice your next standard action and fall prone in order to reduce damage from a melee attack in ½. You take full damage unless you succeed in a Reflex save against the attacker’s roll to hit roll. On a failed roll, you take full damage, lose your next standard action, and are still prone. As a side effect of this action, whether you succeed or not, you may make a 5’ move out of turn.
Targeting: Initiated as a full round action, it is a free action to maintain. While in use, you provoke AOO from those that threaten you. You focus on a single foe’s movements to gain a +1 to hit that foe with a ranged attack on the following round. You maintain this bonus so long as you do not move, fall prone, make an attack against a different target, or Set against a different foe.
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