Maneuvers: Difference between revisions

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Maneuvers in ''[[The Domains of Dread]]'' are any exceptional abilities which provoke a maneuver challenge check. The target sets the <code>DC</code> of such a check through the following formula:
A maneuver in ''[[The Domains of Dread]]'' is any exceptional ability which provokes a maneuver challenge check. The target of the check sets the <code>DC</code> through the following formula:
  10 + BAB +/- [[Attributes|STR]] +/- Dex modifier + deflection [[Armor|AC]] (minimum +0) + dodge AC (minimum +0)
  10 + BAB +/- STR +/- DEX + deflection AC + dodge AC
Conversely, the attacker rolls to succeed through the following formula:
Likewise, the attacker rolls to succeed using the following formula:
  d20 + BAB +/- STR +/- miscellaneous attack modifiers + maneuver challenge bonus (minimum +0)
  d20 + BAB +/- STR +/- miscellaneous attack modifiers + maneuver challenge bonus (minimum +0)
This roll counts as making an attack, and likewise is subject to concealment or any other attack-activated effects. By default, performing a maneuver on an enemy in combat not engaged with the attacker provokes an attack of opportunity. If the target is ''<code>[[Conditions and Status Effects|paralyzed]]</code>'', the maneuver challenge always succeeds. If the target is ''<code>stunned</code>'', the attacker gains <code>+2 maneuver challenge bonus</code>.
This roll counts as making an attack and will be subject to ''<code>[[Status Effects|concealment]]</code>'' or any other effects activated by attacking. By default performing a maneuver on an enemy in combat not engaged with the attacker provokes an attack of opportunity. If the target is ''<code>paralyzed</code>'', the maneuver challenge always succeeds in favor of the attacker. If the target is stunned, the attacker gains a <code>+2 maneuver challenge bonus</code>.


== Standard Maneuvers in ''The Domains of Dread'' ==
== Standard Maneuvers in ''The Domains of Dread'' ==
There are six standard maneuvers, freely usable by members of any [[Classes and Archetypes|class]] at-will. These consume the standard attack time during a round. Having multiple attacks does not correlate to multiple maneuver attempts in a round. Unless stated, all maneuvers must be initiated from melee.
There are 6 standard maneuvers, usable by any character at will. These consume the standard action time during a round. Having multiple attacks in a flurry will not correlate to multiple maneuvers in a round. Unless stated, all maneuvers must be initiated from melee.


=== Antagonize ===
=== Antagonize ===
Goads the target into switching their engagement to the attacker for at least the next <code>3 rounds, +1 round/Prs (minimum +0)</code>. Immunity to mind-affecting spells or spell-like abilities also confers immunity to ''antagonize''.
Goads the target into switching their engagement to the attacker for at least the next <code>5 rounds, +1 round/PRS (minimum +0)</code>. Immunity to mind-affecting spells or spell-like abilities confers immunity to ''antagonize''.


=== Disarm ===
=== Disarm ===
The target drops their [[Weapons|weapon]] or item in their primary held slot to the ground.
The target drops their [[Weapons|weapon]] or held item in their primary hand slot to the ground.


=== Called Attack ===
=== Called Attack ===
When initiating ''called attack,'' the legs or arms are selected. If the legs are affected, the target suffers <code>-20% reduced movement speed</code> and <code>-2 to Dex</code>. If the arms are affected, the target suffers <code>-2 to attack and damage rolls</code>. ''Called attack'' may be initiated from range.
When initiating ''called attack'', the legs or arms are selected. If the legs are affected, the target suffers <code>-20% reduced movement speed</code> and <code>-2 to DEX</code>. If the arms are affected, the target suffers <code>-2 to attack and damage rolls</code>. ''Called attack'' may be initiated from range.


=== Feint ===
=== Feint ===
The attacker's next attack is guaranteed to hit and upgrades the critical modifier <code>(up to x4, from x3)</code>. The attacker must roll within their critical threat range as normal in order to critically strike.
The attacker’s next attack is guaranteed to hit and upgrades the critical modifier of their primary weapon <code>(up to x4, from x3)</code>. The attacker must roll within their critical threat range as normal to critically strike.


=== Intimidate ===
=== Subdue ===
The target suffers <code>-3 to AC</code> and <code>30% spell failure</code>.
The target suffers <code>-3 to AC</code> and <code>30% spell failure</code>.


=== Parry ===
=== Parry ===
The target's next attack is guaranteed to miss. This includes any additional attack which would be made in-round as a flurry.
The target’s next attack is guaranteed to miss. This includes any additional attacks which would be made in a flurry.
 
By default, the effects of a failed maneuver challenge check persist on a target for 5 rounds IGT unless stated.


== Greater Maneuvers in ''The Domains of Dread'' ==
== Greater Maneuvers in ''The Domains of Dread'' ==
Some classes and archetypes have greater maneuvers made available to them, either as features or selectable [[feats]]. In all cases when a greater maneuver is initiated, the attacker has a <code>+4 maneuver challenge bonus</code> in addition to any other bonuses which may be received.
Certain class archetypes have improved maneuvers made available to them, either as features or selectable [[feats]]. In all cases when a greater maneuver is initiated, the attacker has a <code>+4 maneuver challenge bonus</code> on top of any other bonuses they may receive.


=== Antagonize, Greater ===
=== Antagonize, Greater ===
<blockquote>''[[Berserker]], [[Dark Knight]]/[[Paladin]], [[Fighter]]'' </blockquote>''Antagonize,'' and the target must engage the attacker for as long as the attacker continues to engage them. Attempting to switch off from the attacker provokes an attack of opportunity. If the attacker ceases to attack the target, engages a different enemy, or becomes unable to attack the target, the effect ends.
<blockquote>''[[Berserker]], [[Dark Knight]]/[[Paladin]], [[Fighter]]'' </blockquote>As ''antagonize'', and the target must engage the attacker for as long as the attacker continues to engage them. Attempting to switch off from the attacker provokes an attack of opportunity. If the attacker ceases to attack the target, engages a different enemy or becomes unable to attack the target, the effect ends.


=== Disarm, Greater ===
=== Disarm, Greater ===
<blockquote>''[[Inquisitor]], Fighter''</blockquote>''Disarm,'' and the target suffers any penalty they would normally have for switching weapons in combat as if they were still holding the downed weapon or item.
<blockquote>''[[Inquisitor]], Fighter''</blockquote>As ''disarm'', and the target suffers any penalty they normally would have for switching weapons in combat as though they were still holding the downed weapon or item.


=== Called Attack, Greater ===
=== Called Attack, Greater ===
<blockquote>''Fighter''</blockquote>''Called attack,'' and the effects are doubled.
<blockquote>''Fighter''</blockquote>As ''called attack'', and the effects are doubled.


=== Feint, Greater ===
=== Feint, Greater ===
<blockquote>''Swashbuckler [<nowiki/>[[Bard]]], Fighter''</blockquote>''Feint,'' and the effects sustain for the next 3 attacks.
<blockquote>''Swashbuckler [<nowiki/>[[Bard]]], Fighter''</blockquote>As ''feint'', and the effects sustain for the next <code>3</code> attacks.


=== Intimidate, Greater ===
=== Subdue, Greater ===
<blockquote>''Berserker, Dark Knight/Paladin, Fighter''</blockquote>''Intimidate,'' and the effects are doubled.
<blockquote>''Berserker, Dark Knight/Paladin, Fighter''</blockquote>As ''subdue'', and the effects are doubled.


=== Parry, Greater ===
=== Parry, Greater ===
<blockquote>''Swashbuckler [Bard], Fighter''</blockquote>''Parry,'' and the effects sustain against the next 3 attacks from that target.
<blockquote>''Swashbuckler [Bard], Fighter''</blockquote>As ''parry'', and the effects sustain for the next <code>3</code> attacks from the target.


== Unique Maneuvers in ''The Domains of Dread'' ==
== Unique Maneuvers in ''The Domains of Dread'' ==
Some classes and archetypes have unique maneuvers made available to them, either as features or selectable feats. They use the same calculations as general maneuvers.
Certain class archetypes have unique maneuvers made available to them, either as features or selectable feats. They use the same calculation as would general maneuvers.


=== Ambush ===
=== Ambush ===
<blockquote>''Inquisitor''</blockquote>Target is knocked ''<code>[[Conditions and Status Effects|off-balance]]</code>'' and ''<code>shaken</code>''. Must be initiated from [[stealth]].
<blockquote>''Inquisitor''</blockquote>Target is ''<code>shaken</code>'' and knocked ''<code>off-balance</code>''. Must be initiated from [[Stealth and Detection|stealth]].


=== Blindside ===
=== Blindside ===
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=== Dirty Trick ===
=== Dirty Trick ===
<blockquote>''[[Rogue]]''</blockquote>Effect depends on chosen rogue archetype; see class page for details.
<blockquote>''[[Rogue]]''</blockquote>Effect depends on chosen Rogue archetype; see article for details.

Latest revision as of 02:18, 6 June 2025

A maneuver in The Domains of Dread is any exceptional ability which provokes a maneuver challenge check. The target of the check sets the DC through the following formula:

10 + BAB +/- STR +/- DEX + deflection AC + dodge AC

Likewise, the attacker rolls to succeed using the following formula:

d20 + BAB +/- STR +/- miscellaneous attack modifiers + maneuver challenge bonus (minimum +0)

This roll counts as making an attack and will be subject to concealment or any other effects activated by attacking. By default performing a maneuver on an enemy in combat not engaged with the attacker provokes an attack of opportunity. If the target is paralyzed, the maneuver challenge always succeeds in favor of the attacker. If the target is stunned, the attacker gains a +2 maneuver challenge bonus.

Standard Maneuvers in The Domains of Dread

There are 6 standard maneuvers, usable by any character at will. These consume the standard action time during a round. Having multiple attacks in a flurry will not correlate to multiple maneuvers in a round. Unless stated, all maneuvers must be initiated from melee.

Antagonize

Goads the target into switching their engagement to the attacker for at least the next 5 rounds, +1 round/PRS (minimum +0). Immunity to mind-affecting spells or spell-like abilities confers immunity to antagonize.

Disarm

The target drops their weapon or held item in their primary hand slot to the ground.

Called Attack

When initiating called attack, the legs or arms are selected. If the legs are affected, the target suffers -20% reduced movement speed and -2 to DEX. If the arms are affected, the target suffers -2 to attack and damage rolls. Called attack may be initiated from range.

Feint

The attacker’s next attack is guaranteed to hit and upgrades the critical modifier of their primary weapon (up to x4, from x3). The attacker must roll within their critical threat range as normal to critically strike.

Subdue

The target suffers -3 to AC and 30% spell failure.

Parry

The target’s next attack is guaranteed to miss. This includes any additional attacks which would be made in a flurry.

By default, the effects of a failed maneuver challenge check persist on a target for 5 rounds IGT unless stated.

Greater Maneuvers in The Domains of Dread

Certain class archetypes have improved maneuvers made available to them, either as features or selectable feats. In all cases when a greater maneuver is initiated, the attacker has a +4 maneuver challenge bonus on top of any other bonuses they may receive.

Antagonize, Greater

Berserker, Dark Knight/Paladin, Fighter

As antagonize, and the target must engage the attacker for as long as the attacker continues to engage them. Attempting to switch off from the attacker provokes an attack of opportunity. If the attacker ceases to attack the target, engages a different enemy or becomes unable to attack the target, the effect ends.

Disarm, Greater

Inquisitor, Fighter

As disarm, and the target suffers any penalty they normally would have for switching weapons in combat as though they were still holding the downed weapon or item.

Called Attack, Greater

Fighter

As called attack, and the effects are doubled.

Feint, Greater

Swashbuckler [Bard], Fighter

As feint, and the effects sustain for the next 3 attacks.

Subdue, Greater

Berserker, Dark Knight/Paladin, Fighter

As subdue, and the effects are doubled.

Parry, Greater

Swashbuckler [Bard], Fighter

As parry, and the effects sustain for the next 3 attacks from the target.

Unique Maneuvers in The Domains of Dread

Certain class archetypes have unique maneuvers made available to them, either as features or selectable feats. They use the same calculation as would general maneuvers.

Ambush

Inquisitor

Target is shaken and knocked off-balance. Must be initiated from stealth.

Blindside

Fighter

Target is blinded.

Rattle

Dark Knight/Paladin

Target is frightened.

Dazzle

Swashbuckler [Bard]

Target is dazzled.

Dirty Trick

Rogue

Effect depends on chosen Rogue archetype; see article for details.