User:Spazalicious Chaos/The Book of Frenzied Warfare (3.5e Sourcebook)/True Frenzy
Contents
True Frenzy
The list of manuevers in FIGHT!!! is not comprehensive. Not by a long shot. However, they are the most general and applicable in a wide variety of combat scenarios. What follows are narrower, specialized manuevers usable by anyone who can meet the prerequisites. Before you accuse me of ripping off of skill tricks, bear in mind they are useable whenever, not once an encounter like skill tricks are. Also, each manuever has a trigger; a requirement that must be present for the manuever to work. Finally, ANYONE can use these, for they cost nothing but being stuck in a shitty and/or awesome situation. Each of these manuevers is formatted thus:
- Name- not really important; a rose is a rose and all that.
- Prerequisites- basic qualifications your character must have; you can't expect any dork to be able to spiderman their way across walls.
- Trigger- outside factors that must be present for the manuever to be used, be they environmental, prepared as an action, or set off by something else.
- Manuever- the actual crunch itself, with how it works and what needs to be done, as well as final effects of success or failure.
Environmental Manuevers
These manuevers can only be used in particular environments, using surrounding features to attack or evade.
Wall Run
- Prerequisites: Tumble 10 ranks, Jump 8 ranks, Balance 8 ranks
- Trigger: Path of travel for running or a double move can include a reasonably flat and level verticle surface.
- Manuever: You may move up to one quarter of your movement for that turn on a verticle surface. If the movement ends on this surface, this manuever must be used again or you fall. Trying to move over one quarter of you movement on a verticle surface also results in falling. This does not provoke attacks of opportunity outside those provoked by normal double moves or running.
Hall Splits
- Prerequisites: Balance 5 ranks, Climb 5 ranks, Jump 5 ranks
- Trigger: In between two or more verticle surfaces close enough that your outstretched legs can reach oppisite sides.
- Manuever: You can occupy a space above your own on a DC 15 Jump check taken as a move action. You gain higher ground against your targets and characters your size or smaller may freely move beneath you, though they can provoke attacks of opportunity from you.
Swinging Charge
- Prerequisites: Tumble 6 ranks, Climb 8 ranks, Use Rope 6 ranks
- Trigger: Securely in place free dangling object with sufficient legnth/placement to facillate your begining point and destination.
- Manuever: You may use convientient dangling objects to facillitate movement as if moving normally, including charges. If the object was not long enough or well placed enough to allow your action, you will either crash (taking damage as if you fell the distance moved) if too low, pass overhead (continuing as if you took a double move or run pass your destination) if too high, or swing back (take the remainder of your movement this round repeating the course you took in reverse) if it fell short of your destination.
Take Cover
- Prerequisites: Dodge, Mobility, Tumble 6 ranks
- Trigger: Adjacent to an object that could provide cover.
- Manuever: When using Dodge defense or taking a Reflex save, you may take a five foot step to hide behind the cover and take all bonuses that cover could have provided. Once performed, you must stay behind this cover to benefit from it unless this manuever is reset by staying adjacent to it.
Rat Charge
- Prerequisites: Escape Artist 10 ranks, Jump 8 ranks, Balance 8 ranks
- Trigger: Movement must pass through a space only large enough for a creature one size smaller than you can get through.
- Manuever: During the move you can pass through a space large enough for a creature ons size smaller than you to get through without squeezing or other interuptions of your movement. Only one such space can be permitted per move, spaces past the first still must be squeezed through.
Drop Attack
- Prerequisites: Jump 8 ranks, Tumble 8 ranks
- Trigger: Higher elevation above your target sufficient to cause falling damage.
- Manuever: If you successfully drop down on your targets space as part of a charge, you deal additional damage equal to the ammount you reduced from your fall.
Rogue's Blink
- Prerequisites: Hide 8 ranks, Slight of Hand 10 ranks
- Trigger: Successful Dodge defense adjacent to sufficient hiding space.
- Manuever: If you take your five foot step to step behind the hiding space, you make an immediate Hide check, opposed by your attackers Spot check. Success indicates the target has lost sight of you, and is considered suprised by your next attack... unless you alert him to your pressence beforehand.
Structural Attack
- Prerequisites: Knowledge (Architecture and Engineering) 10 ranks, Search 10 ranks
- Trigger: Near a Fortification that has taken at least 20% damage.
- Manuever: Make an attack roll against the Fortification versus your intended targets AC+the Fortifications DR. Success deals more damage to the Fortification as well as the same damage to your target as the structure cracks and spews chunks or drops debris.
Setting the Trap
- Prerequisites: Knowledge (Architecture and Engineering) 5 ranks, Tumble 5 ranks, Dodge
- Trigger: Adjacent to an object you want attacked.
- Manuever: On a successful Dodge defense, the attacker deals damage to a object your were adjacent to. Any abilities that would be set off by attacking, touching or moving into the objects threatened space are set off.
Wrong Target
- Prerequisites: Sense Motive 5 ranks, Tumble 5 ranks, Dodge
- Trigger: Adjacent to a creature you want attacked.
- Manuever: On a successful Dodge defense, the attacker makes an attack off opportunity on a creature adjacent to you. This creature has any and all normal defenses against this attack as it would if it were the original target.
Special Target Manuevers
These manuevers allow special options for fighting enemies of various degrees, often using their own abilities against them.
Crucial Taunt
- Prerequisites: Bluff 8 ranks
- Trigger: The target has not attacked you since the begining of combat and is intelligent.
- Manuever: The target of this manuever must make a successful Sense Motice chack against your opposed Bluff check. Failure indicates he attacks you on his next action. I unable to do so, he will attempt to position himself to attack you for a number of rounds equal to the difference between his Sense Motive and your Bluff check results.
Multi-Headed Step-Child
- Prerequisites: Cleave, Great Cleave, Spot or Sense Motive 8 ranks
- Trigger: Readied against the attack of a multi-headed monster.
- Manuever: If you are targeted by one or more bite attacks from a multi-headed monster, make an attack roll against each head attacking you. Unless other effects are stated, each head that takes damage is Stunned, unable to make attacks for 1 round.
Bad Monster! No Villager!
- Prerequisites: Handle Animal 10 ranks, Intimidate 12 ranks
- Trigger: Target is of animal intelligence and suseptible to subdual damage.
- Manuever: Make an attack roll using Handle Animal. A successful hit deals only subdual damage but leaves the target Shaken. Intimidate checks made by you will leave thae target Frightened then Panicked, but it will not run, only cower.
Trap Jaw
- Prerequisites: Improved Lock, Clever Wrestling, Str 15+
- Trigger: Readied a Lock manuever against a bite attack from creature with Improved Grab.
- Manuever: On a successful lock you are Held in the creatures mouth, but otherwise able to act from your position normally, gaining all advantages of higher ground, able to attack the creatures Surprise defense on all attacks, and continuosly disabling that creature from biting.
Reel-In Charge
- Prerequisites: Clever Wrestling, Dex 13+, BAB+5, Use Rope 4 ranks
- Trigger: Sucessfully hit by a creature with Improved Grab with it's grabbing attack
- Manuever: Upon being hit, you may forfiet all actions this turn to make a charge against the creature that grabed you, dealing damage using the higher of the creatures or your own strength. The creature must make a Will save vs DC (5+damage dealt) to hold on afterwards.
Counter Spell
- Prerequisites: Caster level 1+, Spellcraft 5 ranks
- Trigger: Readied against a creature using a spell or spell like ability.
- Manuever: By expending a spell of your choice, you may make a opposed Caster Level check against the creature casting the spells. Using an identical or opposed spell grants a +2 to the check of the counter spelling caster. Casters with Improved Counter Spell gain this bonus for casting a spell of the same school and a +4 bonus when using an identical or opposed spell. Success is rated as follows:
- CLC 10+ over loser The spell is cancelled and reflected upon the caster, who suffers (or gains) all the effects of the spell in addition to the effects of the spell cast by the winning caster.
- CLC 5-9 over loser The spell is cancelled and reflected upon the caster, who suffers (or gains) all effects of the spell she has cast.
- CLC 1-4 over loser The spell is cancelled.
- CLC 0 over loser Both spells go off at the same time, with all the normal effects they would have otherwise.
Punt
- Prerequisites: BAB +1, Improved Unarmed Strike or natural attacks
- Trigger: Sharing a space with a creature smaller than you that is not Held.
- Manuever: By making a single successful attack against the creature, the attack is treated as a Heavy Assault. Heavy Assaults used double their distance.
Duck Under
- Prerequisites: Tumble 10 ranks, Dodge, Mobility
- Trigger: Charging a creature 1 or more sizes larger than you.
- Manuever: Your charge can pass through the targets space, ending on the oppisite side. You do not gain the bonus damage, but enjoy any side effects of your new position. In addition, you do not count as being the creatures target after moving through his space. Finally, the charge does not provoke an attack of opportunity from your target.
Underbelly Squater
- Prerequisites: Tumble 8 ranks, Sense Motive 8 ranks
- Trigger: Target is 2 or more sizes larger than you.
- Manuever: By making a Tumble check to bypass your target, you may instead share his space. He can not attack except with trample, crush or the Punt manuever and all attacks target his Surprise defense. This can be maintained each round by readying a move action to move when your target moves.
Replacement
- Prerequisites: Escape Artist 8 ranks, Slight of Hand 8 ranks, Strength 13+
- Trigger: Readied while Held by a creature with multiple attacks.
- Manuever: On a successful Escape Artist check, you cause one attack the creature holding you attempted to target you with to hit the creature itself, dealing damage and forcing it to let you go if it fails a Will save. The DC is 5+half the damage dealt.
Tactical Manuevers
These manuevers need a friend to assist, and as a result have two or more sets of prerequisites. Those that list only one set imply that all participating characters need to have the listed prerequisites.
Aid Another, Defense
- Prerequisites: None
- Trigger: Readied for an ajacent ally who is targeted by an attack.
- Manuever: As a standard action you grant your Shield bonus to an allys Defense. Using Defensive and Evasive Parry or Combat Expertise also grant their benefits to your ally.
Dual Assualt
- Prerequisites: BAB +1, Sense Motive 5 ranks
- Trigger: Readied by two or more allies against the same target.
- Manuever: Regardless of how they attack, both allies gain flanking bonuses to their attack rolls. In addition, the attacks happen in the same action at the lowest participants initiative count, thus the attacks are counted as a single attack for the purposes of damage reduction and other effects, though resistence to energy still reduces the damage of attacks that deal the type of damage in question.
Template
- Prerequisites:
- Trigger:
- Manuever:
Monster Manuevers
Maybe... just maybe... monsters need bloodshed too. It would be the very rare player character that can use these manuevers.