Difference between revisions of "MLP Maneuvers"

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(New page: Category:d20 MLP Category:Powers ==Combat Maneuvers== ===Grade 1=== ===Grade 2=== ===Grade 3=== ===Grade 4=== ===Grade 5=== ===Grade 6=== ==Flight Maneuvers== ===Grade 1=...)
 
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==Flight Maneuvers==
 
==Flight Maneuvers==
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===Grade 1===
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===Grade 2===
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===Grade 3===
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===Grade 4===
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===Grade 5===
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===Grade 6===
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==Social Maneuvers==
  
 
===Grade 1===
 
===Grade 1===
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Combat Brainstorming
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* '''Half Pass''' [Dressage]:
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:Prerequisites: Dexterity 15+.
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: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.
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* '''Pirouette''' [Dressage]:
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:Prerequisites: Half Pass.
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: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.
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* '''Shoulder In''' [Dressage]:
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:Prerequisites: Improved Charge.
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: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
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takes Id4 points of damage if a successful attack roll is made by the steed.
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* '''Trick Riding''' [Dressage]:
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: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.
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* '''Crowd Control''' [Brawler]:
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:Prerequisites: Entangler.
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:Benefit: You can grab two adjacent creatures at a time.
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* '''Disarm and Engage''' [Brawler]:
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: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.
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* '''Entangler''' [Brawler]:
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: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).
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* '''Reverse Strength''' [Brawler]:
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: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).
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'''Flight Brainstorming'''
  
 
* '''Flyby Attack''' (Ex) [General, Aerial Combat]:  
 
* '''Flyby Attack''' (Ex) [General, Aerial Combat]:  
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'''Social Brainstorming'''
* '''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 feat 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.
 

Revision as of 04:22, 26 February 2012

Category:d20 MLP

Combat Maneuvers

Grade 1

Grade 2

Grade 3

Grade 4

Grade 5

Grade 6

Flight Maneuvers

Grade 1

Grade 2

Grade 3

Grade 4

Grade 5

Grade 6

Social Maneuvers

Grade 1

Grade 2

Grade 3

Grade 4

Grade 5

Grade 6


Combat Brainstorming

  • 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.
  • 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).

Flight Brainstorming

  • 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.
  • 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.
  • 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.
  • 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.
  • Wingover [General, Aerial Combat]:
Prerequisites: Fly speed.
Benefits: You can change direction quickly once each round while flying as a free action. This feat 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.

Social Brainstorming