Maneuvers
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 to their 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).
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.
Feint
The attacker's next attack is guaranteed to hit, has double the critical threat, and upgrades the critical modifier (up to x4, from x3).
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
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 by effect or status, 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
Bard [Swashbuckler]
Target is dazzled.
Dirty Trick
Effect depends on chosen rogue archetype; see class page for details.