Maneuver-Like Abilities (3.5e Creature Ability)
| |||||||||
| |||||||||
Rate this article Discuss this article |
Maneuver-Like Abilities
Maneuver-like abilities are usually extraordinary effects which work just like martial maneuvers (though they do not need to possess the pre-requisites for the maneuvers). Maneuvers are extraordinary unless they duplicate the effect of a supernatural maneuver. A few maneuver-like abilities are unique; these are explained in the text where they are described.
A creature is presumed to have all its maneuver-like abilities readied and may use them once per encounter. By default, all maneuver-like abilities can be refreshed by using a full-round action to do nothing but focus, refreshing all maneuver-like abilities at once. Refreshing maneuver-like abilities does not provoke an attack of opportunity. A creature may possess a unique refresh method as well, which is defined in the creature text.
For creatures with maneuver-like abilities their initiator level is equal to their hit dice, unless otherwise stated in the creature text. Their initiator level defines any level-dependent variables (such as range and duration) the abilities might have. The creature’s initiator level is equal to their HD, and tracked seperately from the initiator level of martial maneuver granting classes. The saving throw (if any) against a maneuver-like ability is as the maneuver it duplicates, or specified if unique.
Back to Main Page → 3.5e Homebrew → Glossary
Eiji-kunv |
---|