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