Maneuvers

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Maneuvers in The Domains of Dread are any exceptional abilities which provoke a maneuver challenge check. The target sets the DC of such a check through the following formula:

10 + BAB +/- Strength modifier +/- Dexterity modifier + deflection AC (minimum +0) + dodge AC (minimum +0)

Conversely, the attacker rolls to succeed through the following formula:

d20 + BAB +/- Strength modifier +/- 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 paralyzed, the maneuver challenge always succeeds. If the target is stunned, the attacker gains +2 maneuver challenge bonus.

Standard Maneuvers in The Domains of Dread

There are six standard maneuvers, freely usable by members of any 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.

Antagonize

Goads the target into switching their engagement to the attacker for at least the next 3 rounds, +1 round/Cha (minimum +0). Immunity to mind-affecting spells or spell-like abilities also confers immunity to antagonize.

Disarm

The target drops their weapon or item in their primary held 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 (up to x4, from x3). The attacker must roll within their critical threat range as normal in order to critically strike.

Intimidate

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

Parry

The target's next attack is guaranteed to miss. This includes any additional attack which would be made in-round as a flurry.

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 +4 maneuver challenge bonus in addition to any other bonuses which may be received.

Antagonize, Greater

Berserker, Dark Knight/Paladin, Fighter

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

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.

Called Attack, Greater

Fighter

Called attack, and the effects are doubled.

Feint, Greater

Swashbuckler [Bard], Fighter

Feint, and the effects sustain for the next 3 attacks.

Intimidate, Greater

Berserker, Dark Knight/Paladin, Fighter

Intimidate, and the effects are doubled.

Parry, Greater

Swashbuckler [Bard], Fighter

Parry, and the effects sustain against the next 3 attacks from that target.

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.

Ambush

Inquisitor

Target is knocked off-balance and shaken. 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 class page for details.