MLP Maneuvers

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Category:d20 MLP

Maneuvers

Maneuers are a set of special options which can be used together with a specific skill. "Basic Maneuver" are options that anypony can use, but Advanced Maneuver have to be learned through practice and training. Advanced Maneuver are be divided into specific Ranks. To learn a new maneuver Rank you have to learn the nesesary Talent. Additional Maneuver can be learned by selecting a Extra Training Feat (see page xxx). When you learn a new maneuver, make sure that maneuver may only be learned if you have a higher or the same amount of maneuvers in every lower maneuver Rank.

Athletic Maneuvers

Grade 1

  • Dodge (Ex) [Style]:

You are adept at dodging blows.

Prerequisite: Dexterity 13
Activation: Swift Action
Effect: During your turn, you designate an opponent and receive a + 1 dodge bonus to your Reflex Defense against attacks from that opponent. You can select a new opponent on any action. A situation that makes you lose your Dexterity bonus to Reflex Defense (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
  • Jump Up (Ex)
Activation: Swift Action
Effect: You can stand up from a prone position as a swift action instead of a Move Action.
  • Spurt (Ex) [General]

A short burst of speed.

Activation: Swift Action
Effect: DC 10+ on Athletic check to increase your speed this Turn.
Athletic DCSpeed Increase
101 Square
152 Squares
204 Squares
256 Squares
  • To the Ground (Ex)
Activation: Reaction
Effect: If you are not already in a prone position you can drop to the ground as a reaction to avoid to get hit by something. This increase your Reflex Defense by +5 against this action but after the reaction you are in prone position.
  • Lunge (Ex)
Activation: Swift Action
Effect: Move two additional squares as a swift action.

Grade 2

  • Mobility (Ex) [General]:

You are skilled at moving past opponents and avoiding opportunistic attacks.

Prerequisites: Dexterity 13, Dodge
Activation: Free Action
Effect: You get a additional +5 dodge bonus to Reflex Defense when running (see running side xxx) A situation that makes you lose your Dexterity bonus to Reflex Defense (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
  • Nimble Hooves (Ex) [General]

You run nimbly, able to turn corners without losing momentum.

Benefit: When running or charging (see Charge maneuver), you can make a single direction change of 90 degrees or less. You can’t use this maneuver in medium or heavy armor, refined or exclusive garderobe or if you’re carrying a medium or heavier load. If you are charging, you must move in a straight line for 10 feet (2 squares) after the turn to maintain the charge.
Normal: Without this maneuver you can run or charge only in a straight line.
  • Intercept (Ex) [General]
Activation: Full Round action
Benefit: When you prepare a Ready action (see page xxx) you can ready a full round action.
Normal: Without this maneuver you can ready only a single standard action or move action.
  • Slide (Ex) [General]:
Activation: Reaction or Swift Action
Benefit: When in prone position (see page xxx) and moved 10 feet (2 squares) in a straight line with your last action you are able to move in the prone position half of the squares you moved in your last action( rounded down). Instead of the normal cost of this maneuver you lose one fatigue for each square moving this way. A Slippery floor can reduce the cost by half.

Grade 3

  • Interlude (Ex) [Social]
Activation: Free Action
Effect: Once per round you can use a single social maneuver during a Athletic Performance, but the DC for the Athletic check and the Perform or Persuade check increase by +2. This social maneuver can not use more than a standard, move or swift action.
  • Strong Flinger (Ex) [General]
Prerequisite: Strength 15, Throw Anything feat
Activation: Free Action
Effect: You are able to throw objects that are of the same size as you. The range increment of objects used in conjunction with this maneuver is 2 squares. You also can throw smaller objects farther. Objects of two size categories smaller than you gain a range increment of 4 instead of 2 squares.


Grade 4

  • On the Limit (Ex) [Style]
Activation: Swift Action
Duration: 1 fatigue per round, or until activating another Style
Effect: As long as this maneuver is active, negate all penalties from the physical condition track. As soon as this maneuver ends, count all penalties as normal again and the character is moved one step down on the physical condition track.
  • Tough Horse (Ex) [General]

Your increased training lowers the loss of fatigue.

Activation: Standard Action
Duration: Encounter, or until activating another Style
Effect: Reduce the fatigue cost or upkeep for Acrobatic Maneuvers by one point (minimum 1 fatigue point).


Grade 5

  • Go for Broke (Ex) [Style]
Activation: Standard Action, 2 fatigue per round after the first
Duration: max. 1 round per level
Effect: You can readjust your body to boost one physical ability score at the expense of one or more other scores. Select one ability score you would like to boost, and increase it by the same amount that you decrease one or more other scores. All score decreases are treated as a special form of ability damage, called ability burn, which cannot be magically healed - it goes away only through natural healing. You can boost your Strength, Dexterity or Constitution score by an amount equal to half your character level (or any lesser amount), assuming you can afford to burn your other ability scores to such an extent. When the duration of this maneuver expires, your ability boost also ends, but your ability burn remains until it is healed naturally.
  • Mighty Hurler (Ex) [General]
Prerequisite: Strength 19, Throw Anything feat
Activation: Free Action
Effect: You are able to throw objects that are up to two size categories larger than you. The range increment of objects used in conjunction with this maneuver is 2 squares. You also can throw objects of up to the same size as you farther. Objects of your size category gain a range increment of 4 instead of 2 squares.


Grade 6

  • Iron Pony (Ex) [Style]
Activation: Standard Action
Duration: Encounter, or until activating another Style
Effect: Reduce the fatique cost or upkeep for Acrobatic Maneuvers by half, to a minimum of one.
  • Storm Runner (Ex) [Style]
Activation: Swift Action
Duration: 2 fatigue per round, or until activating another Style
Effect: As long as this maneuver is active, negate all penalties from the both condition tracks and environmental penalties. As soon as this maneuver ends, count all penalties as normal again.
  • Quicksilver Evasion (Ex) [General]
Prerequisite: Dexterity 21, active Dodge Style
Activation: Reaction
Effect: Once per round, when struck by an attack from an opponent you have designated as the object of your dodge, you may automatically avoid all damage from the attack.

Meele Maneuvers

Grade 1

  • Buck Kick (Ex) [Combat, Harvest]:
Activation:
Effect: If you remain stationary, you can kick with your hind hooves, making a single attack at +1 to hit. This kick deals 2d8 + Strength Bonus. The target of a successful Buck Kick must make a Fort Save at DC 15 + your Strength Bonus, or be knocked back 10 feet.
  • Bull Rush (Ex) [General]:

You can shove your opponents around the battlefield to gain a tactical advantage.

Prerequisite: Strength 13
Activation:
Effect: After making a successful melee attack against an opponent up to one size category larger than you, you can choose to move that opponent 1 square in any direction as a free action. You can't bantha rush an opponent that's being grabbed or grappled, and you can't bantha rush your opponent into a solid object or another creature's fighting space.
  • Power Attack (Ex) [Combat, Harvest]:

You can make exceptionally powerful melee attacks.

Prerequisite: Strength 13.
Activation:
Effect: On your action, before making an attack roll, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage applies until the start of your next turn.
Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Attack to the damage dealt against an object or vehicle.

Grade 2

  • Dashing Strike (Ex) [Combat]:
Prerequisites: Power Attack
Activation:
Effect: The pony gains +1 to attack and damage for every 4 squares traveled in the same round that an attack is made.
  • Improved Bull Rush (Ex) [General]:

When using the Bull Rush feat, you push your opponent add ition al squares away from you.

Prerequisites: Bull Rush, Strength 15
Activation: Free Action
Effect: When making a Bull Rush, you push your opponent a number of additional squares away from you equal to half your Strength modifier (round down, minimum 2 squares pushed total).
Normal: When using Bull Rush, you normally push your opponent only 1 square away from you.
  • Improved Overrun (Ex) [General]
Activation: Free Action
Effect: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.
Normal: Without this maneuver, the target of an overrun can choose to avoid you or to block you.

Grade 3

  • Chevron Dash (Ex) [General]:
Prerequisite: Dashing Strike
Activation:
Effect: Your dashing strike is now super effective. When you move 8 or more squares during a round in which you make an attack, you also treat the target as flanked (and receive commensurate attack bonuses).
  • Coordinated Attack (Ex) [General]

You are skilled at coordinating your attacks with your allies.

Activation:
Effect: You are automatically successful when using the aid another action to aid an ally's attack or suppress an enemy as long as the target is adjacent to you or within point blank range.
Normal: You must make an attack roll against a Reflex Defense of 10 to gain the benefits of the aid another action.
  • Pickup (Ex) [General]
Prerequisite: Dexterity 15+
Activation: Full-Round Action Action
Effect: You can take a double move action and a grappling attack action at any point during the move. If the target of the grapple is not resisting actively you may pull it onto your back, if target is of appropriate size, or put it into your saddlebag when wearing one. You cannot take an additional move action during a round when you make a Pickup.
Normal: Without this Maneuver, a character takes a standard action either before or after its move.
  • Rampaging Bull Rush (Ex) [General]:

You can use brute force to slam into and knock down your enemies.

Prerequisite: Improved Bull Rush, Strength 17
Activation:
Effect: You can attempt to knock down any creature that you successfully bull rush (that is, that you push back at least 5 feet with a bull rush attempt). You take a -4 penalty on your Strength check to bull rush the opponent, but if you win, the opponent is knocked prone at the end of the bull rush.

Grade 4

  • Cascading Bull Rush (Ex) [General]:

You can plow into enemies, pushing them even further back than usual.

Prerequisites: Power Attack, Improved Bull Rush, Strength 15
Activation:
Effect: When you perform a bull rush, you gain an additional +4 bonus to the check. This stacks with Improved Bull Rush. You also learn two new bull rush techniques. First, you can push back bull-rushed opponents up to 10 feet initially, plus up to another 10 feet for every 5 points by which you beat their score. The distance you can push them is effectively doubled. Secondly, you can push opponents back through other opponents (or allies). If a creature blocks the area into which you’re trying to push back a successfully bull-rushed opponent, you can try to shove it out of the way, too. Make a bull rush check against that second creature. If you fail, your progress in the initial bull rush is blocked. If you win (by any margin), you can push back both enemies at the “cost” (based on the available movement distance from the first bull rush) of 5 feet per creature per 5 feet moved. That is, shoving two creatures back 5 feet costs 10 feet of movement from the total distance of the first bull rush. In this manner, you can cascade the impact of a bull rush through an entire row of invaders.


  • Flying Kick (Ex) [Combat, Harvest]
Activation: Full-Round Action
Effect: This maneuver may only be used as a charge. Your kick damage is increased by one die size (e.g. from 1d8 to 1d10). You add one-half the number of ranks you have in the Jump skill to the damage inflicted by any kick attack made as a charge. Furthermore, you add one-and-a-half times your Strength modifier to the damage from this attack. If you miss with this attack, you must make a Athletics check (DC 15), or be prone. If you succeed at this check, you are flat-footed until the start of your next action.

Grade 5

  • Flurry (Ex) [General]
Activation: Swift Action
Effect: You gain one additional Standard Action this turn. Only for Acrobatic maneuvers.
  • Tremor Stomp (Su) [Combat, Harvest]
Activation: Full-Round Action
Effect: If the character passes a DC 25 acrobatics or melee check, it is able to produce a tremor, which deals 5d6 bludgeoning damage in a 8 square spread centered around the character. All characters affected by this maneuver have to take a DC 15 athletics check, or go prone.

Grade 6

Ranged Maneuvers

Grade 1

  • Point Blank Shot (Ex) [Ballgame]:

You are skilled at making well-placed shots with ranged weapons at point blank range.

Activation:
Effect: You get a + 1 bonus on attack and damage rolls with ranged weapons against opponents within point blank range (see Table: Weapon Ranges).

Grade 2

  • Far Shot (Ex) [Ballgame]:

You are better at shooting great distances.

Prerequisite: Point Blank Shot
Activation: Free Action
Effect: When you use a ranged weapon against targets at short, medium, or long range, the range category is considered one less. In other words, you take no penalty on ranged attack rolls against targets at short range, a -2 penalty on ranged attack rolls made against targets at medium range, and a -5 penalty on a ranged attack rolls made against targets at long range.
Normal: When making a ranged attack roll, a character takes a -2 penalty against targets at short range, a -5 penalty against targets at medium range, and a -10 penalty against targets at long range.

Grade 3

  • Strong Flinger (Ex) [General]
Prerequisite: Strength 15, Throw Anything feat
Activation: Free Action
Effect: You are able to throw objects that are of the same size as you. The range increment of objects used in conjunction with this maneuver is 2 squares. You also can throw smaller objects farther. Objects of two size categories smaller than you gain a range increment of 4 instead of 2 squares.
  • Rapid Shot (Ex) [Ballgame]:

You can make two quick shots with a ranged weapon as a single attack.

Activation:
Effect: When using a ranged weapon, you may fire two shots as a single attack against a single target. You take a -2 penalty on your attack roll, but you deal + 1 die of damage with a successful attack.
Special: Using this feat fires two shots and can only be done if the weapon has sufficient ammunition remaining. If you do not have Strength 13 or higher, increase the penalty to attacks to -5, when using this feat with non-vehicle weapons. The effects of this feat do not stack with the extra damage provided by other feats.

Grade 4

  • Cascade Shot (Ex) [Ballgame]
Prerequisites: Rapid Shot
Activation:
Effect: When using a ranged weapon, you may fire two shots as a single attack against a single target. You take a -2 penalty on your attack roll, but you deal + 1 die of damage with a successful attack. For every five points of physical base bonus you have above +6, you may add one additional damage die to a maximum of four at a physical base bonus of +16. However, each ranged attack after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three shots and -8 for four).
Special: Using this feat fires multiple shots and can only be done if the weapon has sufficient ammunition remaining. If you do not have Strength 13 or higher, increase the penalty to attacks to -5, when using this feat with non-vehicle weapons. The effects of this feat do not stack with the extra damage provided by other feats.

Grade 5

  • Falling Star Shot (Ex) [Ballgame]
Prerequisites: Precise Shot
Activation: Standard Action
Effect: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks. In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.
Normal: See the normal rules on the effects of cover and concealment. Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes.
  • Mighty Hurler (Ex) [General]
Prerequisite: Strength 19, Throw Anything feat
Activation: Free Action
Effect: You are able to throw objects that are up to two size categories larger than you. The range increment of objects used in conjunction with this maneuver is 2 squares. You also can throw objects of up to the same size as you farther. Objects of your size category gain a range increment of 4 instead of 2 squares.

Grade 6

  • Flying Juggernaut (Su) [Ballgame]
Activation: Full-Round Action
Effect: When using a ranged weapon, you may fire a powerful shot as a single attack against a target in range. Each character the shot is passing in 2 squares are dealt 1d6 damage, are pushed back one Square, and go prone unless they succeed on a DC 20 athletics check. The target hit by the shot is dealt 8d6 additional damage, pushed back a number of squares equal to twice your Strength modifier, and goes prone if he does not succeed on a DC 25 athletics check. In addition the shot leaves a color trail.
  • Hail of Shots (Su) [Ballgame]
Activation: Full-Round Action
Effect: When using a ranged weapon, you may fire a shots as a single attack against all targets in range. You take a -6 penalty on your attack roll.

Flight Maneuvers

Grade 1

  • Cloud Charge (Ex) [General]

The Pegasus is able to use her speed to increase the Damage against Clouds

Activation: Free Action
Effect: For every square crossed increase the collision Damage against a Cloud by +2. The collision end the movement.
  • Defensive Spin (Ex) [General]

A Quick spin to protect you from an incoming Hazzard or Physical Attack.

Activation: Reaction
Effect: DC 10+ on Flight check to increase your Reflex Defense this Turn.
Flight DCDefense Increase
10+1 Reflex Defense
15+2 Reflex Defense
20+3 Reflex Defense
25+4 Reflex Defense
  • Fall Damper (Ex) [General]

Sometimes a fall can not be prevented.

Activation: Reaction
Effect: Reducing falling Damage to you by one Height Level.
  • Spurt (Ex) [General]

A short burst of speed.

Activation: Swift Action
Effect: DC 10+ on Flight check to increase your speed this Turn.
Flight DCSpeed Increase
101 Square
152 Squares
204 Squares
256 Squares
  • Wingpony (Ex) [General]

You are able to fly in an ordered formation with others.

Activation: Free Action
Duration: Encounter, or until formation is broken
Effect: You may participate in flying formations with other characters who know how to fly formations. Flying in formation is a considered a teamwork action and participating characters may aid another as per the rules of cooperative effort. A formation consists of at least two characters. Some formations may require a specific number of characters to be maintained. If the formation consists of less than the required number of characters the formation is broken. Characters flying in formation must always be within 6 squares of another character participating in the formation, othwerwise the formation is considered broken for that character.

Grade 2

  • Combo (Ex) [General]

The Good tricks include more than one Maneuver.

Activation: Free Action
Effect: One additional Swift Action this Turn. Only for Flight Maneuvers.
  • Evasive Maneuver (Ex) [General]

With a combination of rolling and zig-zagging movements you are able to dodge some attacks.

Activation: Swift Action
Effect: Attacks made against you are subject to a 20% miss-chance.
  • Flyby Attack (Ex) [General]

You are extremely agile and know how to use your maneuverability and dexterity to assault opponents.

Prerequisite: Dexterity 15+
Activation: Swift Action
Effect: When flying, you can take a move action (including a dive) and another standard action at any point during the move. You cannot take a second move action during a round when you make a flyby attack.
Normal: Without this Maneuver, a character takes a standard action either before or after its move.
  • Parade Formation (Ex) [Formation]

When flying in formation with others you know how to impress.

Prerequisite: Wingpony Maneuver
Activation: Free Action
Duration: Encounter, or until formation is broken
Effect: A parade formation consists of 3 or more characters. For each additional member of the formation the leading character gains a +2 on Performance rolls, or other appropriate Charisma-based rolls. Each member of the formation also gains a +2 bonus to appropriate rolls. In addition, the character may produce a color trail.
  • Swoop (Ex) [General]

You can get the maximum speed out of diving through the sky.

Activation: Swift Action
Effect: When diving, you move five times your normal speed. While diving, you retain your Dexterity bonus to Reflex Defense.
Normal: You move four times your speed while running, and you lose your Dexterity bonus to Reflex Defense.
  • Wingover (Ex) [General]

You can change direction quickly while flying.

Activation: Swift Action
Effect: This Maneuver allows you to turn up to 180 degrees once each round, regardless of your maneuverability, in addition to any other turns you are normally allowed. You cannot gain altitude during a round when you execute a wingover, but you can dive. This change of direction consumes 2 squares of flying movement.

Grade 3

  • Aerial Reflexes (Ex) [General]

Your aerial agility allow you to avoid dangerous effects while airborne.

Activation: Swift Action
Duration: Encounter
Effect: While flying, you gain a bonus on Reflex defense based on your maneuverability.
ManeuverabilityBonus
Clumsy+0
Poor+1
Average+2
Good+3
Perfect+4
  • Aerobatics (Ex) [General]

You understand the properties of wind resistance and aerodynamics and how to optimize your situation in the air.

Activation: Free Action
Effect: You improve your maneuverability class by one step when using any ability to fly. For example, a creature rated as a good flier becomes a perfect one with this Maneuver. A perfect flier with this Maneuver ignores the first increment of reduction in maneuverability due to adverse effects. You increase your base flying speed by 2 squares.
  • Cloud Cannonball (Ex) [General]

To Clean the Sky you need more than Bucking.

Activation: Swift Action
Effect: For every square crossed increase the collision Damage against Cloud´s by +3 this Turn. The collision do not end the movement.
  • Defensive Formation (Ex) [Formation]
Prerequisite: Wingpony Maneuver
Activation: Free Action
Duration: Encounter, or until formation is broken
Effect: A character with one wingpony gains a +1 bonus to both Fortitude and Reflex Defense, a character with two wingponies gains a +2 bonus. This adjustment counts against both ranged and close combat attacks, as long as the formation is intact.
  • Dive-Bomb (Ex) [General]

You are trained to attack at great speed from above.

Prerequisite: Aerial Combat Feat
Activation: Full-Round Action
Effect: You may make a dive-bomb attack. You must dive towards the opponent for at least twenty feet. Any melee attack that you make gains a -4 to hit and +4 damage.
  • Velocity (Ex) [General]

Sometimes you have to be quick.

Activation: Swift Action
Effect: One additional Move Action this Turn. Only for Flight Movement. In addition, the character may produce a color trail.

Grade 4

  • Ace (Ex) [General]

You are a master of the skies. The air is your home element. You baffle attackers with the ease with which you evade their attacks.

Activation: Full-Round Action
Effect: You are able to dodge area-effect attacks. If you spend a full round action preparing to maneuver, you may immediately move on an opponent’s initiative count after determining the extent of an area of effect. You may take no other action that round. Your initiative count does not change.
  • Breath Keeping Style (Ex) [Style]

Control your Breath to lower the loss of fatique.

Activation: Standard Action
Duration: Encounter, or until activating another style
Effect: Reduce the fatique cost or upkeep for Flight Maneuvers by one Point up to a minimum of one.
  • Compressive Spin (Su) [General]
Activation: Move Action
Effect: Compress a Cloud to a temporary solid state. The Cloud is reduced to two Size categories small than its original size. Treat this cloud like a hardened cloud, as described in Cloud Shaping for one turn per 5 points over Flight DC 15. The cloud may be hardened permanently as normal during that time. With a Flight DC of 25 the cloud is treated as solid, even for non-Pegasi for 1 round plus an additional round for each 5 points higher than the DC.
  • Momentum (Ex) [General]

Keeping up the speed.

Activation: Swift Action (First Round)
Effect: Normally after a round with accelerated speed you are loosing the Speed increase in your next Round. With this Maneuver you can keep the speed Rating of your previous round. Each Round after the activation you lose one fatique because of the exertion. In addition, the character produces a color trail.
  • Snatch (Ex) [General]
Prerequisite: Strength 17+
Activation: Free Action
Effect: The Pegasus has the ability to snatch flightless opponents off the ground and carry them into the sky. When attacking from the air, the Pegasus makes a normal Grappling attack. If the Grapple is successful, the Pegasus snatches the target off the ground and may carry it away. The target of this attack must be at least one size smaller than the creature making the Snatch.
  • Spirited Dive (Ex) [General]

The Pegasus can perform a terrifying dive-bomb attack.

Prerequisite: Dive Bomb Maneuver
Activation: Full-Round Action
Effect: When performing a dive attack, the Pegasus can inflict triple damage with a successful attack. Like a standard dive attack, the Pegasus gains a +2 attack bonus but suffers a 2 penalty to Reflex defenses when making this attack. The creature can still use its Flyby Attack and Dive Bomb Maneuvers when making a Spirited Dive, gaining a +4 attack bonus and a -4 penalty to Reflex defenses.
Normal: All flying creatures can make diving attacks that inflict double damage and gain the benefits of a charge (+2 attack bonus, -2 penalty to AC).

Grade 5

  • Celerity (Ex) [General]
Activation: Swift Action
Effect: You gain one additional Standard Action this turn. Only for Flight maneuvers.
  • Comet Fall (Ex) [General]

You have done Dive-Bombs some many times that you can now use them without losing sight of your enemy.

Prerequisite: Flyby Attack Maneuver, Dive Bomb Maneuver
Activation: Full-Round Action
Effect: You may make a improved dive-bomb attack at +6 damage and no attack penalty. While doing a dive bomb attack you must be above an enemy, but you can move at double your flight speed and by the enemy.
  • Formation Aerobat (Ex) [Formation]

You have mastered the properties of wind resistance and aerodynamics and how to optimize the situation of your entire formation.

Prerequisite: Aerobatics Maneuver, Wingpony Maneuver
Activation: Free Action
Effect: You improve the maneuverability class of every member of your formation by one step when using any ability to fly. For example, a creature rated as a good flier becomes a perfect one with this Maneuver. A perfect flier with this Maneuver ignores the first increment of reduction in maneuverability due to adverse effects. You increase the base flying speed of every member of your formation by 1 square.
  • Sonic Boom (Ex) [General]
Activation: Move Action
Effect: If the Pegasus manages to fly over 40 squares in a single round, and pass a DC 15 flying check at the end of it, they can produce a sonic boom, which deals 5d6 sonic damage in a 4 square spread centered around the final destination of the pegasus in that round. In addition, the character produces a color or vapor trail. The vapor trail is equivalent to a light cloud with (6 + Dexterity modifier) fatigue points and a Diffusion Rating of 1.
  • Tornado (Ex) [Formation]
Activation: Full-Round Action
Effect: A flying pegasus with in 4 squares of the ground can start a small cyclone around them (4 squares tall, 1 square at the base, 4 squares diameter at the top). The cyclone requires the full and continued concentration of the pegasus to maintain and is considered flat footed whilst in the vortex. The vortex grabs any medium or smaller creature or object it moves over, grappling them. The Vortex is able to suck up water, dirt or cloudstuff. Against characters the pegasus leading the vortex makes grapple checks at a +4 bonus (as though they were large) and may use their dexterity score in place of strength to resolve the grapple check. Anyone successfully grappled by the cyclone takes 3d6 damage and 1d6 per round and can only escape the cyclone by taking a full round action to oppose the grapple again. The cyclone is considered a distracting environment for spell casters. Once initiated, other Pegasi flying in formation may contribute to the size of the Vortex, even if they themselves do not have this maneuver. The damage of the vortex improves by +1 for each 5 full points in the Flight skill of an additional Pegasus involved and the vortex grows 1 square at the top. For each 10 full points in the Flight skill of an additional Pegasus involved, the base of the vortex grows by 1 square and adds +1 to the grapple modifier. For each 4 squares the base of the vortex becomes larger, the size category of objects or characters grabbed increases by one category. Other participating Pegasi are also required to concentrate fully on the creation of the vortex, are considered flat-footed and have to invest (5 - Strength Modifier; minimum 1) fatigue per round.

Grade 6

  • Hyperspeed (Su) [General]
Activation: Swift Action
Effect: If the character manages to fly over 60 squares in a single round, and pass a DC 25 flying check at the end of it, You enter another time frame, speeding up so greatly that all other characters seem frozen, though they are actually still moving at normal speed. You are free to act for 1 round of apparent time. You can cast spells, move, or perform maneuvers and other types of actions, subject to the restrictions outlined below. While you move at hyperspeed, other characters are invulnerable to your attacks and powers. This means you cannot target a creature with any attack, maneuver, or spell. However, an effect you activate that affects an area and has a duration longer than the remaining while you move at hyperspeed has its normal effect on creatures in the area once this power ends. You can affect an unattended object but not an object held, carried, or worn by another creature. When your temporal acceleration expires, you resume acting during your current turn in the standard time frame. Upon your return to the standard time frame move one step down the physical condition track. If you step down two or more steps on the condition track those steps become persistent.
  • Sky Supremacy (Su) [General]
Activation: Standard Action, 1 Harmony Point
Effect: Emulate a Sky Magic Spell of Grade 5 or lower as a flight maneuver. Make Flight checks instead of any Use Magic check. If the emulated spell has any additional cost, pay as described in the spell.
  • Sonic Rainboom (Su) [Rainbow]
Prerequisite: Rainbow Mane feat
Activation: Move Action
Effect: If the character manages to fly over 60 squares in a single round, and pass a DC 25 flying check at the end of it, they can produce a sonic rainboom, which deals 10d6 sonic damage in a 12 square spread centered around the final destination of the character in that round. In addition, a rainbow will trail the character who has just completed a sonic rainboom for 1 minute. Apart from looking awesome (and preventing any sort of hiding), the rainbow aura grants the character +5 to all attack and damage rolls while it remains. The aura may be dismissed early as a free action. Failing to pass the dexterity check propels the character backwards to their starting point for that round and they are flat footed for the remainder of the encounter.
  • To the Moon (Ex) [General]
Activation: Swift Action, 2 fatigue per round after the first
Effect: As long as this maneuver is active, negate all penalties from the both condition tracks and aerial environmental penalties, such as strong winds or lack of oxygen. As soon as this maneuver ends, count all penalties as normal again.
  • Horizon Seeker Style (Ex) [Style]
Activation: Standard Action
Duration: Encounter, or until activating another Style
Effect: Reduce the fatigue cost or upkeep for Flight Maneuvers by half, to a minimum of one.

Social Maneuvers

Grade 1

  • Annoy
Type: Argument, [Discordant]
Activation: Simple action
Targets: Other character
Condition: none
Effect: The target of this maneuver is irritated by your words. The effect is similar to the "Dispute" basic maneuver but without a counter-statement from your target.
  • Fascinating Topic
Type: Argument, Event
Activation: Full-Round action
Targets: Event (see Performance)
Condition: Upkeep (1 FP/turn), repetitive action, non-hostile action
Effect: Your performance and words fascinate nearby non-hostile characters, causing them to stop and look at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Make a Performance check to see how many characters you affect (see Performance side xxx). Only characters that can see or hear you are affected, but they do not need to understand you to be fascinated. While the subject is fascinated by this social maneuver, it reacts as though it were one step more friendly in attitude. This allows you to make a single request of the affected crowd (provided you can communicate with it). The request must be brief and reasonable. Even after the maneuver ends, the crowd retains its new attitude toward you, but only with respect to that particular request.
  • Motivate
Type: Support
Activation: Simple action
Targets: other character
Condition: Target indifferent or better attitude towards you
Effect: Your social interaction channels positive energy that cures 1d8 points of fatigue +1 point per Charisma Modifier.
  • Neutral Point of View
Type: Attitude
Activation: Full-Round action
Targets: Self
Condition: Until end of encounter, or until interrupted
Effect: Any opponent attempting to use offensive social maneuvers or deceptions against the pony, must supplement the social interaction with a Harmony point. If he does, the opponent can act normally and is unaffected by that social maneuver. If he does not, the opponent cannot follow through with the social action, that part of its action is lost, and it cannot directly affect the neutral character for the duration of the maneuver. Those not attempting to influence the subject remain unaffected. This maneuver does not prevent the neutral pony from being attacked or affected by area of effect maneuvers. The subject cannot attack without breaking the effect of the maneuver but may otherwise act. This maneuver can be used only once per encounter.
  • Rambling
Type: Argument
Activation: Full-Round action
Targets: Other character
Condition: Upkeep (1 FP/turn), repetitive action
Effect: The target of this maneuver is overwhelmend by the sheer flood of words from the character. It takes a -4 penalty on all Mental skill checks and can take only a single standard or move action each round while affected, but not both.
  • Standing Point
Type: Attitude
Activation: Simple action
Targets: Self
Condition: Until end of encounter, or until another Attitude is selected
Effect: Your Will and Wits Defenses improves by +2.

Grade 2

  • Cherrychanga
Type: Argument, [Discordant]
Activation: Simple action
Targets: Other character
Condition: Upkeep (1 FP/turn), repetitive action
Effect: By repeated use of a statement of maximum small size the target suffers size + Charisma Modifier Fatigue Damage without changing the attitude. Wits Defense can only be used against the Initial statement but no attack roll is needed in the following rounds.
  • Encouragement
Type: Support
Activation: Simple action
Targets: Other character
Condition: Upkeep (1 FP/turn), repetitive action
Effect: Your social support channels positive energy that cures 1d4 points of fatigue +1 point per Charisma Modifier every Round as long as this action is maintained.
  • Intimidation
Type: Attitude, [Discordant]
Activation: Simple action
Targets: Other character
Condition: Upkeep (1 FP/turn) , or until another Attitude is selected
Effect: The target of this aggressive attitude becomes insecure. If the target attempting to use any offensive maneuvers against the pony, she must supplement the maneuver with a Harmony point or pay 5 extra FP to activate the Maneuver.
  • Propitiate
Type: Attitude, Event
Activation: Move action
Targets: Other characters, 30 square spread or Event (see Performance)
Condition: Until end of encounter, or until another Attitude is selected
Effect: Make a Persuasion Check as a free action against the highest Will Defense of any character who sees the character. If the roll is successful improve their attitude towards the pony by one step (max friendly). Other characters who see the pony, but have not yet been engaged in a challenge, are subject to this maneuver, however using offensive maneuver against them will break the effect. This Maneuver can be used only once per encounter.
  • Revitalization
Type: Support
Activation: special
Targets: other character
Condition: Target indifferent or better attitude towards you
Effect: After a sensitive conversation the morale of your target built up, his Mental condition track improves by one step.
Activation TimePersuation DC
10 Full Round Actions10
5 Full Round Actions15
2 Full Round Actions20
Full Round Action25
Simple Action30
  • Spill the Beans
Type: Support
Activation: 3 separate actions, not needed to be performed on consecutive rounds.
Targets: other character
Condition: Target Indifferent or better attitude towards you
Effect: Bye using cautious questioning you are able to get information about some of the prepared statements of your target. To get this Information you have to roll a skill challenge Persuation vs Empathy of your Target. If you loose the challenge by more than 10 points, the attitude of your target decreases by one step (maximum unfriendly) and your target is fully aware of your attempt. You get no Information. If you loose the challenge by more than 5 points, your target is fully aware of your attempt. You get no Information. If you loose the challenge, you simply get no Information. If you achieve a draw, you get some information about one of the prepared statements of your target, your target may decide which statement. If your target tries to use this statement later against you, the size of this statement is reduced by 2 steps and you get +5 Wits Defense against it. If you win the challenge you get full information about the highest sized statement your target has prepared. If it tries to use this statement later against you, the size of the statement is 2 steps lower and your Wits Defense is improved by +5. If you win the challenge by 5 or more, you are able to get the information about the highest sized statement (see win skill challenge) and in addition you learn if the statement is a deception or a lie.
You can use this maneuver more then once to get information about more statements, but if your target is aware of one of your attempts you can not use this maneuver again on the same target.

Grade 3

  • Charm
Type: Argument
Activation: Simple action
Targets: Other character
Condition: none
Effect: Improves a target's attitude toward you by one step. If the character is currently being threatened or attacked by you or your allies, it receives a +5 bonus to its Wits defense. You cannot improve a target's attitude to higher than friendly.
  • Forceful Argument
Type: Support
Activation: Swift action
Targets: Statement
Condition: none
Effect: A statement gains the fierce descriptor. That statement also becomes Discordant. Remember, that when you succeed in using a Discordant statement, you may gain a Discord point.
  • Sublime Message
Type: Support
Activation: Free action (max. once per turn)
Targets: Statement
Condition: Prepared Statement
Effect: You apply an additional statement interlaced in your social maneuver for that round. This maneuver provides an additional full-round action, which can only be used to for social maneuvers.
  • Refutation
Type: Argument
Activation: Simple action
Targets: other character's Argument or Attitude
Condition: none
Effect: Deny an opponent's argument or attitude. Make a Persuasion roll against the target's Wits Defense. Any statement made that turn by your target is canceled.
  • Witticism
Type: Support
Activation: Simple action
Targets: Self
Condition: Trained in a suitable Skill to create a useful statement
Effect: Sometimes you need a quick statement. This Maneuver is an exception to the normal rule of creating a statement with size bigger than medium. Instead of the normal time to create a suitable statement you only need a simple action to improvise an statement but the size is one step lower than a regular created.

Grade 4

  • Bugger (Mass Whelm)
Type: Argument [Discordant], Event
Activation: Simple action
Targets: Up to half your level other characters or Event
Condition: none
Effect: The targets of this maneuver are irritated by your words. The effect is similar to the "Dispute" basic maneuver but without a counter-statement from your target.
  • Interjection
Type: Argument
Activation: Reaction
Targets: other character's Argument or Attitude
Condition: none
Effect: You disrupt another character's flow of words. Make a Persuasion roll against the target's social action roll. If you succeed, your target immediately rerolls his social action. If your Social Rating is higher than your target's add the difference to your roll.
  • Reverse Argument
Type: Argument
Activation: Reaction
Targets: other character's Argument
Condition: you are target of a social maneuver
Effect: You use another characters statements against him or herself. Make a Persuasion roll against the target's social action roll. If you succeed, the other character is subject to his or her own statement, although it looses one size category. In addition your target cannot use the statement again for the rest of the encounter.
  • Willful Ignorance
Type: Attitude
Activation: Simple action
Targets: Self
Condition: can only be activated once per encounter
Effect: You ignore the first 10 points of fatigue loss in a round, whenever you loose fatigue from a social action, though an fierce action bypasses the reduction. Once the maneuver has prevented a total of 10 points of fatigue loss of your highest social maneuver grade (maximum 60 points), it is discharged.
  • Worm Out
Type: Support
Activation: Simple action
Targets: other character
Condition: none
Effect: During conversation you probe your target for informations. If your social action succeeds, you may use an instant application of the Gather Information skill.

Grade 5

  • Dare
Type: Argument
Activation: Full-Round Action
Targets: other character
Condition: target must have lower Social Rating than you
Effect: A dare places a social compulsion on a target to carry out some service or to refrain from some action or course of activity, as desired by you. While a dare cannot compel a character to harm itself or perform acts that would result in certain death, it can cause almost any other course of activity. The dared character must follow the given instructions until the dare is completed, no matter how long it takes. If the dare involves some open-ended task that the recipient cannot complete through his own actions the compulsion remains in effect for a maximum of one day per your maximum social maneuver grade. A clever recipient can subvert some instructions. If the subject is prevented from obeying the dare for 24 hours, it moves down one step on the mental condition track. Each additional day, it moves down another step on the mental condition track, up to a maximum of –10.
  • Harmonic Response
Type: Support
Activation: Reaction
Targets: Discordant statement
Condition: none
Effect: You deny an opponent's attempt to mock or offend. Any Discordant statement made that turn by your target is canceled.
  • Hidden Insult
Type: Argument [Discordant]
Activation: Simple action
Targets: Other character
Condition: none
Effect: The target of this maneuver is irritated by your words. The effect is similar to the "Dispute" basic maneuver but without a counter-statement from your target. Regardless of how many fatigue the target looses, its attitude does not change.
  • Motivational Speech
Type: Argument, Event
Activation: Simple action
Targets: Up to half your level other characters or Event
Condition: Target indifferent or better attitude towards you
Effect: Your social interaction channels positive energy that cures 2d8 points of fatigue +1 point per Charisma Modifier.
  • Trend (Permanency)
Type: Argument, Event, Social Hazard
Activation: Sceene
Targets: see Text
Condition: Very Important Pony Talent. Trained in a suitable Skill to create a enjoyable comment, interesting equipment or maybe a song.
Effect: To generate a Trend you have to spend one Harmony or Discord point. This creates a statement of large size. Unlike a normal statement a Trend does not disappear after repeated use. Instead is reduced after one session the size by one step. Everypony how encountering this trend can participate with it and can use it for a statement. The size of the Trend can be reset back to large size by repeating this maneuver but every time the trend needs to change slightly.

Grade 6

  • Majestic Aura
Type: Attitude, Event
Activation: Simple
Targets: Other characters with lower social status, 60 square spread, Event
Condition: Upkeep (3 FP/turn) or until another Attitude is selected
Effect: Make a Persuasion Check as a free action against the highest Will Defense of any character who sees the character. If the roll is successful improve their attitude towards the pony by two steps (max friendly). In addition every target attempting to use any offensive maneuvers against the pony must supplement the maneuver with a Harmony point or pay 10 extra FP to activate. Other characters who see the pony, but have not yet been engaged in a physical or magical challenge, are subject to this maneuver, however using physical or magical offensive maneuver against affected characters will break the effect.
This Maneuver can be used only once per encounter.
  • Encourage Crowd
Type: Argument, Event
Activation: Full-Round action
Targets: All allied characters able to hear you
Condition: Target indifferent or better attitude towards you
Effect: Your social interaction channels positive energy that cures 3d8 points of fatigue +1 point per Charisma Modifier.
  • Ostracize (Overwhelm)
Type: Argument, Discordant
Activation: Simple
Targets: Other character
Condition: Witness(es), Higher social rating than target
Effect:
  • Reestablishment
Type: Argument
Activation: Full-Round action
Targets: Other character
Condition: Target Indifferent or better attitude towards you
Effect: Reestablishment enables you to channel positive energy into a character to wipe away insults and demoralizing effects. It immediately ends any and all of the following adverse conditions affecting the target: confused, dazed, dazzled, exhausted, fatigued, feebleminded, and insanity. It also cures 10 points of fatigue for your highest social maneuver grade, to a maximum of 60 points. In addition the Mental condition track of your target improves by two steps.
  • The Stare
Type: Argument
Activation: Full-Round action
Targets: Other character
Condition: Upkeep (2 FP/turn), repetitive action
Effect: You try to stare down another character with your most intimidating glare. After using a statement of minimum large size the target suffers size + double Charisma Modifier Fatigue Damage without changing its attitude. Wits Defense can only be used against the initial statement but no attack roll is needed in the following rounds.

Swim Maneuvers

Grade 1

Grade 2

Grade 3

Grade 4

Grade 5

Grade 6


Brainstorming

Acrobatic Brainstorming

[Rodeo]

  • Trick Riding [Dressage]:
Benefit: This maneuver encompasses all sorts of minor tricks - spinning, rearing, acrobatic abilities - but has no real bonus. It will allow the steed to perform any number of small tricks with ease.
  • Half Pass [Dressage]:
Prerequisites: Trick Riding
Benefit: The half pass is a dressage movement and is very acrobatic in nature. With this Feat, the pony is capable of a sudden shift sideways while continuing forward in an open trot or canter. This sudden shift is unpredictable and can allow the pony to avoid blows. The pony receives a +4 Dodge Bonus to Armor class caused by Attacks of Opportunity. Circumstances which make the pony lose its Dexterity Bonus to Armor Class (if any) also cost it this Dodge Bonus.
  • Pirouette [Dressage]:
Prerequisites: Half Pass
Benefit: The dangerous and difficult pirouette is a complete 360-degree turn in a steed’s canter, altering the course of its direction without losing any of its speed or impact. If the steed possesses this Feat, its charge does not have to be in a straight line, so long as it covers the requisite distance.
  • Shoulder In [Dressage]:
Prerequisites: Improved Charge.
Benefit: With this Feat, the steed performs a slanted lateral movement with the shoulder leading. While running or trotting, it uses its weight and momentum to pass against its attacker, keeping his or her weapon tied up so that it cannot harm the steed or its rider. The Shoulder In Feat allows the steed to move through an area without provoking an Attack of Opportunity. The steed’s opponent in that area takes 1d4 points of damage if a successful attack roll is made by the steed.
  • Crowd Control [Brawler]:
Prerequisites: Entangler.
Benefit: You can grab two adjacent creatures at a time.
  • Disarm and Engage [Brawler]:
Benefit: When you successfully disarm an opponent, you can make an immediate free attack with the disarmed weapon at a -5 penalty. If you are not proficient with the weapon, you take the penalty for non proficiency as well.
  • Entangler [Brawler]:
Benefit: When grabbing a target, you take a -2 penalty to your attack roll (instead of the normal -5 penalty). Until the target breaks the grab, it takes a -5 penalty to attack rolls, including those made with natural and light weapons (instead of the normal -2 penalty).
  • Reverse Strength [Brawler]:
Benefit: You know how to use an opponent's strength against it. Whenever you successfully grapple an opponent, you deal damage equal to the opponent's Strength modifier (minimum 1 point).
  • Brilliant Defense (Ex) []:

You think quickly enough on your feet to stay alive in dangerous situations.

Prerequisite: Intelligence 13.
Benefit: Once per encounter, you can add your Intelligence bonus to your Reflex Defense as a reaction; this benefit lasts until the start of your next turn.
  • Improved Disarm (Ex) []:

You are skilled at disarming opponents in melee combat.

Prerequisites: Intelligence 13, Melee Defense.
Benefit: You gain a +5 bonus on any melee attack roll made to disarm an opponent. In addition, if you fail to disarm your opponent, he doesn't get to make a free attack against you.
Normal: See the normal disarm rules.
  • Pin (Ex) []:

You are skilled at immobilizing grappled foes.

Prerequisite: Base attack bonus + 1.
Benefit: If you succeed on a grappling attack and your opponent fails the opposed grapple check, your opponent is automatically pinned until the start of your next turn. A pinned creature can't move or take any actions while pinned, and it loses its Dexterity bonus (if any) to Reflex Defense.
Special: You cannot use the Pin and Trip feats during the same round.

You can use the Pin and Crush feat in the same round, however.

  • Powerful Charge (Ex) []:

You can charge with extra force.

Prerequisites: Medium or larger size, base attack bonus +1.
Benefit: When you charge, you gain an additional +2 bonus to your melee attack roll. If your melee attack hits, you deal additional damage equal to one-half your level.
  • Rapid Strike (Ex) []:

You can make two quick strikes with a melee weapon as a single attack.

Prerequisites: Dexterity 13, base attack bonus +1, proficient with weapon.
Benefit: When using a melee weapon, you may make two strikes as a single attack against a single target. You take a -2 penalty on your attack roll, but you deal + 1 die of damage with a successful attack. If you do not have Dexterity 13 or higher, increase the penalty to attacks to -5, when using this feat with non-light weapons. The effects of this feat do not stack with the extra damage provided by other feats.
  • Trip (Ex) []:

You are skilled at tripping grappled foes.

Prerequisite: Base attack bonus + 1.
Benefit: If you succeed on a grappling attack (see grappling) and your opponent fails the opposed grapple check, it falls prone in its space and is no longer considered grappled.

Social Brainstorming

  • Sarcasm
Type: Attitude [Discordant]
Activation:
Targets:
Condition:
Effect:
  • Sneer
Type: [Discordant]
Activation:
Targets:
Condition:
Effect:
  • Vitriolic Remark
Type: [Discordant]
Activation:
Targets:
Condition:
Effect:
  • Insult (Mindless Rage; Gr 2)
Type: Argument [Discordant]
Activation:
Targets:
Condition:
Effect:
  • Cajoling (Suggestion; Gr 3)
Type: Argument [Discordant]
Activation:
Targets:
Condition:
Effect:
  • Depressing Facts (Crushing Despair; Gr 4)
Type: Argument [Discordant]
Activation:
Targets:
Condition:
Effect:
  • Cajole Crowd (Mass Suggestion; Gr 5)
Type: Argument [Discordant]
Activation:
Targets:
Condition:
Effect:
  • Plant Rumors (Friend to Foe; Gr 5)
Type: Argument [Discordant]
Activation:
Targets:
Condition:
Effect:

Swim Brainstorming

  • Aquatic Adaptation (Ex) [General]
Prerequisite: 2nd level
Activation:
Benefit: You gain an insight bonus on Initiative checks and Knowledge (geography), Perception, Stealth, Survival, and Swim checks equal to 1/2 your character level in aquatic terrain, and you cannot be tracked such environments.
  • Aquatic Leaping Attack (Ex) [General]:

You can propel yourself from the water and strike your foes.

Prerequisite: Swim Speed 30’, Base attack bonus +3
Activation:
Benefit: You can make a special leaping attack as a full attack action. First move at least 5’ at or to near the surface of the water, then you may leap from the water up to 10’ high and 20’ horizontally in an arc. You may make a single melee attack at your highest base attack bonus anywhere along your movement path. You do not provoke an attack of opportunity from your target and your target losses their Dexterity bonus to AC against this attack.
  • Aquatic Shot [General]

You have developed the technique of firing a ranged weapon into or through the water with better accuracy than normal, striking at just the right angle to allow it to slice through the obstruction with precision.

Prerequisite: Point Blank Shot
Activation:
Benefit: You can employ ranged weapons underwater at a reduced range increment. You do not take the normal penalty for making a ranged attack through water. Thrown Weapons: You can use thrown piercing weapons underwater with a -2 penalty for every 5 feet of water passed through, in addition to any range increment penalties. Missile Weapons: You can use bows and crossbows underwater with a -2 penalty for every 10 feet of water passed through, in addition to any range increment penalties. Aquatic Longbow: You can fire an aquatic longbow (see page 107) underwater with a range increment of 30 feet In addition, water does not provide any cover against your ranged attacks if you are out of the water and firing at a target in the water. If your weapon's range increment is different underwater than it is above the water, count the water surface as the beginning of a new range increment, and use your underwater range increment after the point at which your weapon strikes the water.
Normal: Thrown weapons are not useable underwater. Ranged attacks through water normally receive a penalty of -2 for every 5 feet of water they pass through. An aquatic longbow has a range increment of 10 feet underwater. A target in water has improved cover or total cover against attacks from out of the water.
  • Deep Diver (Ex) [General]
Prerequisite: 14th level
Activation:
Benefit: You gain gains DR/slashing or piercing equal to 1/2 her level. This damage reduction also applies against spells and spell-like abilities that inflict damage by grappling or crushing (e.g., black tentacles, crushing hand). You never take pressure damage from deep water.
  • Expert Swimmer [General]

You swim like a fish. You can stay underwater far longer than others of your race, and you are at home in the water.

Prerequisite: Endurance (PH) , Swim 4 ranks
Activation:
Benefit: You can hold your breath for 3 rounds per point of Constitution. You gain a +4 bonus on Constitution checks made to continue holding your breath. On a successful Swim check, you swim your land speed (as a full-round action) or half your land speed (as a move action). Your natural swim speed increases by 10 feet, if you have a swim speed.
Normal: You can hold your breath for a number of rounds equal to twice your Constitution before you are at risk of drowning. On a successful Swim check, you swim half your land speed as a full-round action, or one-quarter your land speed as a move action.
  • Flying Fish Leap [General]

You can hurl yourself out of the water with ease.

Prerequisite: Jump 8 ranks, Swim 4 ranks
Activation:
Benefit: When leaping out of the water with a high jump, you ignore the penalty on the Jump check. In addition, you can fling yourself over the surface of the water when you make a high jump, leaping laterally just as far as you leap vertically. Use the result of your high jump check to determine the distance traveled with a long jump.
Normal: Jump checks incur a -10 penalty when making a high jump out of water.
  • Improved Swimming [General]

You can swim faster than you normally could.

Prerequisite: Swim 6 ranks
Activation:
Benefit: You can swim half your speed as a move action or your speed as a full-round action.
Normal: You swim at one-quarter your speed as a move action or at half your speed as a full-round action.
  • Natural Swimmer (Ex) [General]
Prerequisite: 3rd level
Activation:
Benefit: You gain a swim speed equal to half your land speed.
  • Sahuagin Flip [General]

You can safely attack and withdraw underwater.

Prerequisite: Dodge (PH) , DEX 13, Swim speed
Activation:
Benefit: After making a single melee attack, you can use the withdraw action (moving up to twice your swim speed) as a move action. You can only use this feat while swimming.
Normal: Withdrawing from combat is a full-round action (see page 143 of the Player's Handbook).
  • Sunken Song [General]

You can project your voice underwater.

Prerequisite: Perform (sing) 4 ranks, Bardic music class feature
Benefit: By tremendous effort of will and sheer musical ability, you can use Perform (sing) underwater even though you cannot breathe water. This is more like a forceful humming than singing, and words are not intelligible, but you are able to produce bardic music effects. The maximum distance of such effects (where applicable) is unchanged. This feat does not help with Perform checks involving oratory or wind instruments.
Normal: You cannot use any air-dependent Perform skills underwater if you are not able to breathe water.
  • Swim-By Attack [General]

You can attack in the middle of a fast pass by your opponent.

Prerequisite: Swim speed
Activation:
Benefit: When swimming, you can take a move action and another standard action (such as an attack) at any point during the move. You cannot take a second move action during a round when you make a swim-by attack.
Normal: Without this feat, you take a standard action either before or after your move, but not in the middle of your move.
  • Toothed Blow [General]

You are able to hammer your foes more effectively underwater.

Prerequisite: Improved Unarmed Strike (PH) , STR 13
Activation:
Benefit: When making unarmed strikes, your attacks count as piercing weapons as well as bludgeoning weapons. This allows you to avoid the penalties for using bludgeoning weapons underwater when making unarmed strikes (see Table 3-22: Combat Adjustments Underwater on page 92 of the Dungeon Master's Guide).
Normal: Without a freedom of movement effect, you take a -2 penalty on attacks with bludgeoning weapons and deal only half normal damage.