MLP Maneuvers
Contents
Acrobatic Maneuvers
Grade 1
Grade 2
Grade 3
Grade 4
Grade 5
Grade 6
Flight Maneuvers
Grade 1
- Spurt : Short burst of speed.
- Activation: Swift Action
- Effect : DC 10+ on Flight check to increase your speed this Turn.
Flight DC | Speed Increase |
10 | 1 Square |
15 | 2 Squares |
20 | 4 Squares |
25 | 6 Squares |
- Swoop Attack () [Flight, Aerial Combat]:
- Prerequisite: Flight, Dexterity 15+
- Benefit: This flying steed is extremely agile and knows how to use its maneuverability and dexterity to assault opponents. When making an attack from flight against a land-bound opponent, the flighted steed may move both before and after the attack, provided that the total distance moved is not greater than its speed.
- Cloud Charge (Prerequisite: Cloud Walk Ability): The Pony 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: 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 DC | Defense Increase |
10 | +1 Reflex Defense |
15 | +2 Reflex Defense |
20 | +3 Reflex Defense |
25 | +4 Reflex Defense |
- Wingover : You can change direction quickly once each round while flying.
- Activation: Swift Action
- Effect : This Maneuver allows you to turn up to 180 degrees 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. The change of direction consumes 10 feet of flying movement.
- Fall damper : Sometimes a fall can not be prevented.
- Activation: Reaction
- Effect : Reducing falling Damage to you by one Height Level.
Grade 2
- Combo : The Good tricks include more than one Maneuver.
- Activation: Free Action
- Effect : One additional Swift Action this Turn. Only for Flight Maneuvers.
- Flyby Attack (Ex) [General, Aerial Combat]:
- Prerequisite: Fly speed. When flying, you can take a move action (including a dive) and another standard action at any point during the move.
- Benefit: You cannot take a second move action during a round when you make a flyby attack.
- Normal: Without this feat, a character takes a standard action either before or after its move.
- Snatch (Ex) [Flight, Racial]:
- Prerequisite: Flight, Strength 17+
- Benefit: The steed has the ability to snatch flightless opponents off the ground and carry them into the sky. When attacking from the air, the animal makes a normal attack with its natural weapon. This attack must enable the steed to carry off the opponent. Thus, it must be a bite, a claw, or some other attack that would enable the steed to get ahold of its opponent. If the attack is successful, the steed may immediately make a Grapple check as a Free Action and without provoking an Attack of Opportunity. If the Grapple is also successful, the steed 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.
Grade 3
- Celerity : Sometimes you have to be quick.
- Activation: Free Action
- Effect : One additional Move Action this Turn. Only for Flight Movement.
- Cloud Cannonball (Prerequisite: Cloud Walk Ability): To Clean the Sky you need more than Bucking.
- Activation: Free Action
- Effect : For every square crossed increase the collision Damage against Cloud´s by +3 this Turn. The collision do not end the movement.
Grade 4
- Momentum 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.
- Breath Keeping Style Control your Breath to lower the loss of fatique.
- Activation: Standart Action
- Duration: one scene or until activating another style.
- Effect : Reduce the fatique cost or upkeep for Flight Maneuvers by one Point.
Grade 5
Grade 6
Swim Maneuvers
Grade 1
Grade 2
Grade 3
Grade 4
Grade 5
Grade 6
Social Maneuvers
Grade 1
- Annoy (Whelm PHB2)
- Type: Statement
- Activation: Simple
- Targets: Other creature
- Condition: none
- Effect:
- Fascinating Topic (Hypnotism)
- Type: Statement
- Activation: Full-Round
- Targets: 2d4 HD of creatures
- Condition: Upkeep (1 FP/turn), repetitive action, non-hostile action
- Effect: Your performance and words fascinate nearby non-hostile creatures, 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. Roll 2d4 to see how many total Hit Dice of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures 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 creature (provided you can communicate with it). The request must be brief and reasonable. Even after the maneuver ends, the creature retains its new attitude toward you, but only with respect to that particular request.
- Motivate (Cure Light)
- Type: Support
- Activation: Simple
- Targets: other creature
- Condition: Target indifferent or better attitude towards you
- Effect: Your social interaction channels positive energy that cures 1d8 points of fatigue +1 point per level (maximum +5).
- Neutral Point of View (Sanctuary)
- Type: Attitude
- Activation: Full-Round
- 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 creature 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 (Distract)
- Type: Statement
- Activation: Full-Round
- Targets: Other creature
- 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 (Mage Armor)
- Type: Attitude
- Activation: Simple
- Targets: Self
- Condition: Until end of encounter, or until another Attitude is selected
- Effect: The targets Will and Wits Defenses improve by +2.
Grade 2
- Cherrychanga (Melf's Acid Arrow)
- Type
- Activation:
- Targets:
- Condition:
- Effect:
- Encouragement (Vigor)
- Type
- Activation:
- Targets:
- Condition:
- Effect:
- Intimidation (Scare)
- Type
- Activation:
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- Condition:
- Effect:
- Propitiate (Radiant Aura)
- Type
- Activation:
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- Condition:
- Effect:
- Revitalization (Lesser Restoration)
- Type
- Activation:
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- Condition:
- Effect:
- Worm Out (Detect Thoughts)
- Type
- Activation:
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Grade 3
- Cajoling (Suggestion)
- Type
- Activation:
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- Condition:
- Effect:
- Charm (Charm Monster)
- Type
- Activation:
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- Depressing Facts (Crushing Despair)
- Type
- Activation:
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- Effect:
- Insult (Mindless Rage)
- Type
- Activation:
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- Refutation (Dispel Magic)
- Type
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Grade 4
- Bugger (Mass Whelm)
- Type
- Activation:
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- Condition:
- Effect:
- Interjection (-; Target immediately rerolls Social Attack or Defense)
- Type
- Activation:
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- Reverse Argument (-; "reflects" Statement onto Target)
- Type
- Activation:
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- Spill the Beans (Know Vulnerabilities)
- Type
- Activation:
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- Willful Ignorance (Stoneskin)
- Type
- Activation:
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Grade 5
- Dare (Geas/Quest)
- Type
- Activation:
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- Hidden Insult (-; as Whelm, but does not change Attitude)
- Type
- Activation:
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- Motivational Speech (Mass Cure Light)
- Type
- Activation:
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- Plant Rumors (Friend to Foe)
- Type
- Activation:
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- Trend (Retributive Image)
- Type
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Grade 6
- Cajole Crowd (Mass Suggestion)
- Type
- Activation:
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- Condition:
- Effect:
- Charm Crowd (Mass Charm Monster)
- Type
- Activation:
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- Effect:
- Encourage Crowd (Vigorious Circle)
- Type
- Activation:
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- Ostracize (Overwhelm)
- Type
- Activation:
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- Reestablishment (Heal)
- Type
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- Effect:
Brainstorming
Acrobatic Brainstorming
[Rodeo]
- Half Pass [Dressage]:
- Prerequisites: Dexterity 15+.
- 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 Id4 points of damage if a successful attack roll is made by the steed.
- 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.
- Far Shot () [Ballgame]:
You are better at shooting great distances.
- Prerequisite: Point Blank Shot.
- Benefit: 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.
- Point Blank Shot () [Ballgame]:
You are skilled at making well-placed shots with ranged weapons at point blank range.
- Benefit: You get a + 1 bonus on attack and damage rolls with ranged weapons against opponents within point blank range (see Table: Weapon Ranges).
- Precise Shot () [Ballgame]:
You are skilled at timing your ranged attacks so that you don't hit your allies by mistake.
- Prerequisite: Point Blank Shot.
- Benefit: You can shoot or throw a ranged weapon at an opponent engaged in melee combat with one or more of your allies without tak ing the standard -5 penalty (see Shooting or Throwing into a Melee).
- Rapid Shot () [Ballgame]:
You can make two quick shots with a ranged weapon as a single attack.
- Prerequisites: Base attack bonus +1, proficient with weapon.
- Benefit: 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.
- 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 () []:
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.
- Buck Kick () [Combat]:
- Benefit: If the steed is stationary, it can kick with its hind feet, making a single attack at +I to hit. This kick deals 2d8 + the Strength Bonus of the animal in damage. The target of a successful rear Kick must make a Fort Save at DC 15 + the Strength Bonus of the steed or be knocked back 10 feet.
- Bull Rush () []:
You can shove your opponents around the battlefield to gain a tactical advantage.
- Prerequisite: Strength 13, base attack bonus + 1.
- Benefit: 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.
- Coordinated Attack () []:
You are skilled at coordinating your attacks with your allies.
- Prerequisite: Base attack bonus +2.
- Benefit: 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.
- Dashing Strike (Ex) [Combat]:
- Prerequisites: Power Attack
- Benefit: The pony gains +1 to attack and damage for every 20 feet traveled in the same round that an attack is made.
- Dodge () []:
You are adept at dodging blows.
- Prerequisite: Dexterity 13 .
- Benefit: 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.
- Improved Bull Rush () []:
When using the Bull Rush feat, you push your opponent add ition al squares away from you.
- Prerequisites: Bull Rush, Strength 15, base attack bonus +1.
- Benefit: 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 Disarm () []:
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.
- Mobility () []:
You are skilled at moving past opponents and avoiding opportunistic attacks.
- Prerequisites: Dexterity 13, Dodge.
- Benefit: You get a +5 dodge bonus to Reflex Defense against attacks of opportunity caused when you move out of or into a threatened area (see Attacks of Opportunity). 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.
- Pin () []:
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.
- Power Attack () []:
You can make exceptionally powerful melee attacks.
- Prerequisite: Strength 13.
- Benefit: 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.
- Powerful Charge () []:
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 leve l.
- Rapid Strike () []:
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 () []:
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.
Flight Brainstorming
- Incredible Flier (Ex) [Aerial Combat]:
- Benefit: The pegasus can fly twice as fast as other pegasi with the same number of pegasus levels as you, but you suffer a -2 penalty to constitution on account of the fine bone structure which has enabled your dizzying flying ability.
- Pegasus Vortex (Ex) [Aerial Combat]
- Prerequisites: Level 8
- Benefit: As a full round action and a DC 15 tumble check, a flying pegasus with in 20 feet of the ground can start a small cyclone around them (20 feet tall, 5 feet at the base, 20 feet 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 large or smaller creature it moves over grappling them. The pegasus 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 4d6 damage 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.
- Pony Cannon Ball (Ex) [Aerial Combat]:
- Benefit: Your dashing strike is now super effective. When you move 20 feet or more during a round in which you make an attack, you also treat the target as flanked (and receive commensurate attack bonuses).
- Sonic Rainboom (Ex) [Aerial Combat]:
- Prerequisites: Level 10
- Benefit: If the Pegasus manages to fly over 300 feet in a single round, and pass a DC 15 dexterity check at the end of it, they can produce a sonic rainboom, which deals 10d6 chromatic damage in a 20 foot spread centered around the final destination of the pegasus in that round. In addition, a rainbow will trail the pegasus 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 pegasus +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 pegasus backwards to their starting point for that round and they are flat footed for the remainder of the encounter.
- Wing Buffet (Ex) [Species]:
- Prerequisites:
- Benefit: You may make an attack with your wings at your highest base attack bonus with a -2 penalty. This attack deals no damage, but allows you to initiate a trip or disarm attempt. Your wings are treated as a two-handed weapon for these purposes. The attack may be made as a part of a full attack action or by itself as a std action.
Social Brainstorming
- Radiant Aura () []:
- Requirements: Charisma 15+
- Benefit: Ponies with this feat are exceptionally beautiful. 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 a radiant pony, but have not yet been engaged in a challenge, are subject to this ability, however attacking them will break the effect.