MLP Maneuvers

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Category:d20 MLP

Acrobatic Maneuvers

Grade 1

Grade 2

Grade 3

Grade 4

Grade 5

Grade 6

Flight Maneuvers

Grade 1

  • Cloud Charge The Pegasus is able to use her speed to increase the Damage against Clouds
Prerequisite: Cloud Walk Ability
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 DCDefense Increase
10+1 Reflex Defense
15+2 Reflex Defense
20+3 Reflex Defense
25+4 Reflex Defense
  • Fall damper : Sometimes a fall can not be prevented.
Activation: Reaction
Effect : Reducing falling Damage to you by one Height Level.

Grade 2

  • Advanced Aerial Combat You have become so effective in combat that you have learned to control a greater area in the battlefield.
Prerequisite: Aerial Combat Feat
Activation:
Effect: Your effective attack area is double that of normal.
  • 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 The Pegasus is extremely agile and knows how to use its 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.
  • Spurt : 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
  • 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.

Grade 3

  • Aerial Reflexes Your aerial agility allow you to avoid dangerous effects while airborne.
Activation: Swift Action
Duration: Encounter
Benefit 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 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 1 square.
  • Celerity : Sometimes you have to be quick.
Activation: Free Action
Effect : One additional Move Action this Turn. Only for Flight Movement.
  • Cloud Cannonball 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.
  • Dive-Bomb You are trained to attack at great speed from above.
Prerequisite: Aerial Combat Feat
Activation: Full-Round Action
Benefit: 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.

Grade 4

  • Ace 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 Control your Breath to lower the loss of fatique.
Activation: Standard Action
Duration: one scene or until activating another style.
Effect : Reduce the fatique cost or upkeep for Flight Maneuvers by one Point.
  • 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.
  • Snatch
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 The Pegasus can perform a terrifying dive-bomb attack.
Prerequisite: Flyby Attack Feat, Dive Bomb Maneuver
Activation: Full-Round Action
Benefit: 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 AC when making this attack. The creature can still use its Flyby Attack Maneuver when making a Spirited Dive.
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

  • Formation Aerobat You have mastered the properties of wind resistance and aerodynamics and how to optimize the situation of your entire formation.
Prerequisite: Aerobatics 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.
  • Improved Dive-Bomb You have done Dive-Bombs some many times that you can now use them without losing sight of your enemy.
Prerequisite: 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.
  • Pegasus Vortex
Activation: Full-Round Action
Effect: 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 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 may contribute to the size of the Vortex, even if they themselves do not have this maneuver. For each additional Pegasus involved the vortex grows 5 feet at the top. The damage of the vortex improves by +1 for each additional Pegasus involved. For each two additional Pegasi involved the base of the vortex grows by 5 feet. 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

  • Sonic Rainboom
Activation: Move Action
Effect: 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.

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)
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  • Encouragement (Vigor)
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  • Intimidation (Scare)
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  • Propitiate (Radiant Aura)
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  • Revitalization (Lesser Restoration)
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  • Worm Out (Detect Thoughts)
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Grade 3

  • Cajoling (Suggestion)
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  • Charm (Charm Monster)
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  • Depressing Facts (Crushing Despair)
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  • Insult (Mindless Rage)
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  • Refutation (Dispel Magic)
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Grade 4

  • Bugger (Mass Whelm)
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  • Interjection (-; Target immediately rerolls Social Attack or Defense)
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  • Reverse Argument (-; "reflects" Statement onto Target)
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  • Spill the Beans (Know Vulnerabilities)
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  • Willful Ignorance (Stoneskin)
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Grade 5

  • Dare (Geas/Quest)
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  • Hidden Insult (-; as Whelm, but does not change Attitude)
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  • Motivational Speech (Mass Cure Light)
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  • Plant Rumors (Friend to Foe)
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  • Trend (Retributive Image)
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Grade 6

  • Cajole Crowd (Mass Suggestion)
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  • Charm Crowd (Mass Charm Monster)
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  • Encourage Crowd (Vigorious Circle)
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  • Ostracize (Overwhelm)
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  • Reestablishment (Heal)
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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.
  • Cascading Bull Rush () []:

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

Prerequisites: Str 15, Power Attack, Improved Bull Rush
Benefit: 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.

  • 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.

  • Pony Cannon Ball
Prerequisite: Dashing Strike
Benefit: Your dashing strike is now super effective. When you move 40 feet or more during a round in which you make an attack, you also treat the target as flanked (and receive commensurate attack bonuses).
  • 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.

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.