Ars Venatoria (3.5e Martial Discipline)/All Maneuvers

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{{3.5e Maneuver |name=Ambusher of Ruin |discipline=Ars Venatoria |type=Stance |desc= |lvl=2 |prereq=One Ars Venatoria maneuver |initiation=swift |range=Personal |tsea=t |subj=Self |dur= |save= |summary=Transform your weapon in a bane weapon. |fluff=You infuse one weapon with your hate. |text=One weapon that you currently wield counts as bane weapon for one type of creatures (chosen when you enter the first time that day in this stance).

In combat you may change the creature type to which it applies to with a move action and a Survival check with DC 25. If you succeed you may choose another kind of creature for the bane quality.

Outside of combat you just need one minute of concentration to do so.

This bonus doesn't stack with any already existing bane quality.{{3.5e Maneuver |name=Animal Senses |discipline=Ars Venatoria |type=Stance |desc= |lvl=1 |prereq= |initiation=swift |range=Personal |tsea=t |subj=Self |dur= |save= |summary=Gain scent and various bonuses. |fluff=You attune to your animalistic side, tapping in unused potential. |text=As long as you remain in this stance, you have scent against your favored enemies.

In addition you gain a +5 to Listen and Spot checks and to Survival checks made when tracking.{{3.5e Maneuver |name=Archer's Mystical Watchtower |discipline=Ars Venatoria |type=Flourish |desc= |lvl=8 |prereq=Seven Ars Venatoria maneuvers |initiation=standard |range=15 feet area |tsea=a |subj=Anyone in the area near you |dur=Five Rounds |save= |summary=Elevate yourself to gain a better position. |fluff=A tower of natural elements rises up from the ground beneath you and you take position on the top of it. |text=You are raised into to the air up to 60 feet (18 meters), or less, if you haven't enough space.

The tower confers cover against ranged attacks, a +5 to your ranged attacks and the base range increment of your ranged weapons is tripled. In addition you gain an extra attack with your ranged weapons.

The tower lasts five rounds (not counting the round in which you summoned it) and it may not be destroyed (but anyone can try to climb it or fly on it, though you can make an attack of opportunity against anyone trying to land on the platform on the top).

At the end of the effect you are deposited on the ground without any harm.

You may initiate this maneuver only once per encounter.{{3.5e Maneuver |name=Blessing of the Mother of the Hunt |discipline=Ars Venatoria |type=Stance |desc= |lvl=5 |prereq=Four Ars Venatoria maneuvers |initiation=swift |range=Personal |tsea=t |subj=Self |dur= |save= |summary=Gain Mettle and a bonus on saving throws. |fluff=Your body and mind are impenetrable to your prey's desperate attacks. |text=You gain the Mettle feature (if you succeed on a Fortitude partial or Will partial save, you take no effect, instead of partial effect) and a bonus against any abilities of your favored enemies equal to your initiator level, up to +20.

This bonus stacks with that given by your favored enemy feature.

If you already have Mettle you gain Improved Mettle and suffer only partial effects on a failed save on Fortitude or Will.{{3.5e Maneuver |name=Blurred Run |discipline=Ars Venatoria |type=Rush |desc= |lvl=1 |prereq= |initiation=Any Movement |range=Personal |tsea=t |subj=Self |dur=As long as you move |save= |summary=Gain concealment while moving. |fluff=All your enemies see is a hazy figure shooting arrows. |text=You gain concealment 20% as long as you move without breaking stride, without attacking or being hit.

If you make an attack and it hits, this effect ends at the end of your turn. If you are hit by an attack the effect immediately ends.{{3.5e Maneuver |name=Elemental Resistance |discipline=Ars Venatoria |type=Counter |desc= |lvl=2 |prereq=One Ars Venatoria maneuver |initiation=immediate |range=Personal |tsea=t |subj=Self |dur=Until the next round |save= |summary=Gain energy resistance 10 as an immediate action. |fluff=You shield yourself from special abilities of your preys. |text=Whenever you would be subjected to elemental damage, you may briefly gain energy resistance 10 against one energy of your choosing (acid, cold, electricity, fire or sonic).{{3.5e Maneuver |name=Evasive Movement |discipline=Ars Venatoria |type=Rush |desc= |lvl=4 |prereq=Four Ars Venatoria maneuvers |initiation=immediate |range=Personal |tsea=t |subj=Self |dur=Istantaneous |save= |summary=Move after a successful Reflex save. |fluff=You take advantage of your momentum after evading an attack to keep moving. |text=Whenever you would successfully pass a Reflex save you may also move up to half your base speed, in any direction possible.

If you have the Evasion feature you may move up to your full base speed. If you have Improved Evasion you gain a +2 dodge bonus to AC and Reflex saves, until your next turn.{{3.5e Maneuver |name=Expert Hunter's Strike |discipline=Ars Venatoria |type=Strike |desc= |lvl=3 |prereq=Two Ars Venatoria maneuvers |initiation=standard |range=Melee or Ranged Attack |tsea=t |subj=One Creature |dur=Instantaneous |save= |summary=Inflict extra damage based on your favored enemy bonus, up to +8d6. |fluff=You hit your enemy where you know it hurts. |text=If you hit a favored enemy, your strike deals +1d6 per point of bonus damage you deal to that favored enemy, up to your initiator level or 8d6, whichever is lower.

You may still make multiple attacks, if you could do them from feats such as Manyshot, Rapid Shot, Two-Weapon Fighting or similar ones, or from the haste spell. In this case, only one attack, already decided, deals additional damage.

This extra damage isn't multiplied on a critical hit, but if the favored enemy's bonus is, the damage done by this maneuver is increased accordingly.{{3.5e Maneuver |name=Greater Elemental Resistance |discipline=Ars Venatoria |type=Counter |desc= |lvl=4 |prereq=Four Ars Venatoria maneuvers |initiation=immediate |range=Personal |tsea=t |subj=Self |dur=Until the next round |save= |summary=Gain energy resistance 20 as an immediate action. |fluff=Your will greatly improves your resistance to your prey's attacks. |text=Whenever you would be subjected to elemental damage, you may briefly gain energy resistance 20 against one energy of your choosing (acid, cold, electricity, fire or sonic).{{3.5e Maneuver |name=Headhunter's Strike |discipline=Ars Venatoria |type=Strike |desc= |lvl=7 |prereq=Six Ars Venatoria maneuvers |initiation=standard |range=Melee or Ranged Attack |tsea=t |subj=One Creature |dur=Instantaneous |save= |summary=Inflict extra damage based on your favored enemy bonus, up to +16d6. |fluff=You hit your enemy, using lethal accuracy with your strike. |text=If you hit a favored enemy, your strike deals +1d6 per point of bonus damage you deal to that favored enemy, up to your initiator level or 16d6, whichever is lower.

You may still make multiple attacks, if you could do them from feats such as Manyshot, Rapid Shot, Two-Weapon Fighting or similar ones, or from the haste spell. In this case, only one attack, already decided, deals additional damage.

This extra damage isn't multiplied on a critical hit, but if the favored enemy's bonus is, the damage done by this maneuver is increased accordingly.{{3.5e Maneuver |name=Hunter's Strike |discipline=Ars Venatoria |type=Strike |desc= |lvl=1 |prereq= |initiation=standard |range=Melee or Ranged Attack |tsea=t |subj=One Creature |dur=Instantaneous |save= |summary=Inflict extra damage based on your favored enemy bonus, up to +4d6. |fluff=You hit your enemy viciously. |text=If you hit a favored enemy, your strike deals +1d6 per point of bonus damage you deal to that favored enemy, up to your initiator level or 4d6, whichever is lower.

You may still make multiple attacks, if you could do them from feats such as Manyshot, Rapid Shot, Two-Weapon Fighting or similar ones, or from the haste spell. In this case, only one attack, already decided, deals additional damage.

This extra damage isn't multiplied on a critical hit, but if the favored enemy's bonus is, the damage done by this maneuver is increased accordingly.{{3.5e Maneuver |name=Master Hunter's Strike |discipline=Ars Venatoria |type=Strike |desc= |lvl=5 |prereq=Four Ars Venatoria maneuvers |initiation=standard |range=Melee or Ranged Attack |tsea=t |subj=One Creature |dur=Instantaneous |save= |summary=Inflict extra damage based on your favored enemy bonus, up to +12d6. |fluff=You hit your enemy with careful precision. |text=If you hit a favored enemy, your strike deals +1d6 per point of bonus damage you deal to that favored enemy, up to your initiator level or 12d6, whichever is lower.

You may still make multiple attacks, if you could do them from feats such as Manyshot, Rapid Shot, Two-Weapon Fighting or similar ones, or from the haste spell. In this case, only one attack, already decided, deals additional damage.

This extra damage isn't multiplied on a critical hit, but if the favored enemy's bonus is, the damage done by this maneuver is increased accordingly.{{3.5e Maneuver |name=Mauling Blows |discipline=Ars Venatoria |type=Strike |desc= |lvl=2 |prereq=One Ars Venatoria maneuver |initiation=standard |range=Melee Attack |tsea=t |subj=One creature |dur=Istantaneous; see text |save= |summary=Hit two times and deal +2d6 damage. |fluff=As you hit consequently with multiple hits, you break and tear your prey. |text=You initiate this maneuver by striking by virtue of two-weapon fighting or similar methods of attack.

If you hit the same enemy at least two times with two weapons or a double weapon in the same round, you may deal +2d6 of extra damage to the enemy.

The opponent must pass a Fortitude save (DC is your maneuver's DC + half the extra damage) or lose two points of natural armor bonus to AC, for one round.{{3.5e Maneuver |name=Misty Pace |discipline=Ars Venatoria |type=Rush |desc= |lvl=6 |prereq=Five Ars Venatoria maneuvers |initiation=Any Movement |range=Personal |tsea=t |subj=Self |dur=Three rounds |save= |summary=Gain concealment and become untrackable. |fluff=Your body becomes like mist, making it difficult to pinpoint you. |text=You gain concealment 50%, for no more than three rounds.

If you are hit by an attack the effect immediately ends.

Outside of combat you may use it to move without leaving any trace, as long as you don't stop.{{3.5e Maneuver |name=Mutable Hunt |discipline=Ars Venatoria |type=Boost |desc= |lvl=2 |prereq=One Ars Venatoria maneuver |initiation=swift |range=Personal |tsea=t |subj=Self |dur=1 round; see text |save= |summary=Change your favored enemy bonus to another kind of creatures. |fluff=Hunters know that they won't always face their preferred enemies, so they learn to adapt. |text=Choose one kind of creatures, as per the favored enemy feature: you may apply one of your favored enemies' bonuses to that type of creatures.

After using this maneuver you may activate, in the same round, Hunter's Strike, Expert Hunter's Strike, Master Hunter's Strike, Headhunter's Strike or Perfect Hunter's Strike, to benefit from that extra damage against the new type of creatures you selected for this round.

Outside of combat you may change, once per day, one of your favorite enemies to another kind of creatures for the purpose of tracking that kind of creatures. This effect lasts until you keep tracking without interruptions.{{3.5e Maneuver |name=Perfect Hunter's Strike |discipline=Ars Venatoria |type=Strike |desc= |lvl=9 |prereq=Eight Ars Venatoria maneuvers |initiation=standard |range=Melee or Ranged Attack |tsea=t |subj=One Creature |dur=Instantaneous |save= |summary=Inflict extra damage based on your favored enemy bonus, up to +20d6. |fluff=Your hunting skill has reached its peak. |text=If you hit a favored enemy, your strike deals +1d6 per point of bonus damage you deal to that favored enemy, up to your initiator level or 20d6, whichever is lower.

You may still make multiple attacks, if you could do them from feats such as Manyshot, Rapid Shot, Two-Weapon Fighting or similar ones, or from the haste spell. In this case, only one attack, already decided, deals additional damage.

This extra damage isn't multiplied on a critical hit, but if the favored enemy's bonus is, the damage done by this maneuver is increased accordingly.{{3.5e Maneuver |name=Pierce Defenses |discipline=Ars Venatoria |type=Boost |desc= |lvl=6 |prereq=Five Ars Venatoria maneuvers |initiation=1 free action |range=Personal |tsea=t |subj=Self |dur=Three Rounds |save= |summary=You overcome damage reduction of favored enemies. |fluff=Even a thick skin may be pierced. |text=You may overcome one type of damage reduction of your favored enemies, chosen at the time of initiating this maneuver. Opponents with multiple damage reduction may still reduce some damage.

Also one attack per round ignores any natural armor bonus to AC of your favored enemies. {{3.5e Maneuver |name=Pierce Superior Defenses |discipline=Ars Venatoria |type=Boost |desc= |lvl=8 |prereq=Seven Ars Venatoria maneuvers |initiation=1 free action |range=Personal |tsea=t |subj=Self |dur=Five Rounds |save= |summary=You overcome damage reduction of favored enemies and ignore their AC. |fluff=The scale of a dragon won't stop your attacks. |text=You may overcome two types of damage reduction of your favored enemies, chosen at the time of initiating this maneuver. Opponents with multiple damage reduction may still reduce some damage.

Also one attack per round ignores any natural armor and deviation bonus to AC of your favored enemies. {{3.5e Maneuver |name=Pinning Shot |discipline=Ars Venatoria |type=Strike |desc= |lvl=2 |prereq=One Ars Venatoria maneuver |initiation=standard |range=Ranged Attack |tsea=t |subj=One creature |dur=Istantaneous; see text |save= |summary=Pin opponent with a ranged attack and deal +1d6 of extra damage. |fluff=With a single shot well targeted, you force your opponent to stop. |text=You initiate this maneuver by striking one opponent with a ranged attack. If it its the opponent take 1d6 of extra damage and must make a grapple check to avoid being pinned (your grapple check is the maneuver's DC + the extra damage).

If the grapple is successful the opponent is pinned for one round (it may stil attack or do anything that doesn't require it to move).{{3.5e Maneuver |name=Predator Senses |discipline=Ars Venatoria |type=Stance |desc= |lvl=8 |prereq=Seven Ars Venatoria maneuvers |initiation=swift |range=Personal |tsea=t |subj=Self |dur= |save= |summary=Gain limited blindsense and blindsight against favored enemies. |fluff=You have honed your senses beyond natural ability. |text=As long as you remain in this stance, you have a form of blindsense that allows you to use a move action to pinpoint opponents in 30 feet (9 meters) from you. Against your favored enemies it works as blindsight.

Opponents in the area remain noticed, as long as they don't leave it.

In addition you gain a +10 to Listen and Spot checks and to Survival checks made when tracking (these bonuses don't stack with those of animal senses).{{3.5e Maneuver |name=Predatory Assault |discipline=Ars Venatoria |type=Assault |desc= |lvl=5 |prereq=Four Ars Venatoria maneuvers |initiation=Full attack |range=Melee Attack |tsea=t |subj=One Creature |dur=Instantaneous |save= |summary=Pounce at your target. |fluff=Similar to a predator beast, you assault your prey with a flurry of attacks. |text=You initiate this maneuver by doing a charge attack.

If you hit you may make a Survival check (DC is 30). If you succeed you make a full attack against the opponent (with the hit you used to initiate the maneuver as the first strike).{{3.5e Maneuver |name=Pursuer Step |discipline=Ars Venatoria |type=Counter |desc= |lvl=1 |prereq= |initiation=immediate |range=Personal |tsea=t |subj=Self |dur=Istantaneous |save= |summary=You move as your target does. |fluff="If the target move, you move!" was one of the favorite quotes of Drugilde. |text=When an enemy, that you are aware of and that you perceive, moves, be it with a charge or move action or teleportation (but you must be able to see where it appears), you may follow it, if it moves in any direction away from you, or anticipate it by stepping away from it. You may follow or walk away from it simultaneously to its movement, moving yourself up to your base speed (plus any enhancement), with any kind of movement appropriate (walking, swimming, flying, etc). This movement may not provoke any attacks of opportunity from the target but it may provoke them from other enemies. You may not move using paths that are impossible for you to move through.

Outside of combat you may use this maneuver, once per day, to increase your speed while tracking. Increase your base speed by 10 feet /3 meters) per two points of extra damage given by your favored enemy bonus, while tracking the appropriate creature type, up to 50 feet of bonus. This effect lasts one hour.{{3.5e Maneuver |name=Slay the Prey |discipline=Ars Venatoria |type=Strike |desc= |lvl=9 |prereq=Eight Ars Venatoria maneuvers |initiation=standard |range=Melee or Ranged Attack |tsea=t |subj=One Creature |dur=Instantaneous |save=Fortitude partial |summary=Kill your target or incapacitate it for one round. |fluff=Breathing deeply, you focus on your prey's vital organs to deal a killing blow. |text=As you hit an enemy make a Survival check. The enemy you hit successfully must pass a Fortitude check (DC is the result of the Survival check) or die immediately. If the target is one of your favored enemy increase the save DC by a number equal to half the bonus damage you inflict to that kind of creatures thanks to your favored enemy feature, without adding any enhancement to the bonus by feat, items or magic.

A target that succeeds on the save is staggered (regardless of immunities) for one round and subjected to 10d6 of damage, in addition to weapon damage.

Creatures immune to coup de grace or critical hits still take half the damage and may be slained by this maneuver.{{3.5e Maneuver |name=Spirit of the Hunt |discipline=Ars Venatoria |type=Flourish |desc= |lvl=8 |prereq=Seven Ars Venatoria maneuvers |initiation=standard |range=Personal |tsea=t |subj=Self |dur=Five Rounds |save= |summary=Gain various combat bonuses and extra actions. |fluff=You channel the prowess of ancient hunters to increase your efficiency. |text=You gain a +3 bonus to melee attacks, a +3 dodge bonus to AC and a +3 to all saves. Your melee attacks deal extra damage equal to your initiator level (not multiplied on a critical hit) and your base speed is doubled. You may always make an extra attack (or two, if fighting with two weapons or a double weapon) or take an additional move action (this effect does not stack with the haste spell or similar effects).

The effect lasts five rounds (not counting the round in which you initiated it).

You may initiate this maneuver only once per encounter.{{3.5e Maneuver |name=Swarming Projectiles |discipline=Ars Venatoria |type=Assault |desc= |lvl=5 |prereq=Four Ars Venatoria maneuvers |initiation=Full attack |range=20 feet cone (6 meters) |tsea=a |subj=Anyone in the 20-foot cone |dur=Instantaneous |save= |summary=Transform a ranged attack in an area attack. |fluff=You let loose an inferno of ranged attacks on your preys. |text=You initiate this maneuver by doing a full attack.

Make a Survival check (DC is 30). If you succeed, you fire multiple ranged attacks in a cone of 20 feet (6 meters) before you.

Enemies in the area must make a Reflex save to halve the damage (equal to your weapon damage + 3d6 of extra damage).{{3.5e Maneuver |name=Unperceivable Hunter |discipline=Ars Venatoria |type=Counter |desc= |lvl=7 |prereq=Six Ars Venatoria maneuvers |initiation=immediate |range=Personal |tsea=t |subj=Self |dur=Up to three rounds; see text |save= |summary=Become impossible to perceive. |fluff=You disappear completely for your enemy. |text=When targeted by an attack you may immediately gain the benefit of the greater invisibility spell, for three rounds. This automatically makes you avoid the attack.

You are not only invisible to the eye, tricking any sense the opponent may use to pinpoint you.

You are invisibile for the full duration only to favored enemies. Any other kind of enemy is fooled only for one round.{{3.5e Maneuver |name=Unseen Stalker |discipline=Ars Venatoria |type=Counter |desc= |lvl=3 |prereq=Two Ars Venatoria maneuvers |initiation=immediate |range=Personal |tsea=t |subj=Self |dur=Up to three rounds |save= |summary=Quickly disappear to prevent an attack. |fluff=You conceal yourself from the senses of your prey. |text=When targeted by an attack you may immediately gain the benefit of the invisibility spell, for three rounds, or until you do something that interrupts the effect. This automatically makes you avoid the attack.

You are invisibile only to favored enemies.