Rules- Feats: Maneuver-based Feats in Aertrea | World Anvil
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Rules- Feats: Maneuver-based Feats

Maneuver Based Feats

Feat Requirements Benefits
  • Adaptive Style Maneuvers, LV 1 Change your readied maneuvers as a full round action.
  • Awaken Nature’s Ire BA +1, 1 NW Man. If wildshaped, raged, or less than 25% HP, +1 attacks, damage and NW DCs
  • Balanced Body, Mind, Soul IUS, BA+1, 1 man. DCs & CMB +1 with body-mind-soul maneuvers.
  • Blade Meditation Concent 1, BA +4, 1Maneuver Pick discipline +1 damage w/weapons & strike, +2 skill, DC +1.
  • Center Stone of the Defense BA+1, CHA 13, 1 US US strikes +1 DC, 1 less – w/fighting defensive/combat expertise
  • Clarion Commander White Raven defense, BA +6, two white raven maneuvers.
  1. Following Up: after hit target w/ 2 melee attack, DC 20 diplomacy as a move action, next turn if hit, again provokes an AoO from an ally of your choice.
  2. Perpetual Flank: DC 20 intimidate check as standard action. If succeed melee attack against target on the next turn, you and your allies that the enemy as flanked for 1 minute.
  3. Pile On: use aid another to grant ally bonus on next attack vs. foe you both threaten. If ally hits target before the start of your next turn you can make immediate AoO against that target.
  • Desert Fire 1 desert wind strike If move 10+’ & use a desert wind strike the same round +1d6 damage.
  • Desert Wind Dodge Dex 13, 1 desert wind man If move 10+’ +1 dodge to AC & +1 fire damage with DW weapons, can replace dodge
  • Devoted Bulwark One devoted spirit man If an enemy damages you w/ melee attack +1 morale to AC UEoNT.
  • Extra Readied Maneuver Maneuvers Increase the number of readied maneuvers by +1.
  • Eye of the Shot BA+1, Dex 13, 1 man. DC-eye of arrow strikes +1, +2 dodge AC vs AoO provoked-ranged attks.
  • Infamous Evil Eye Bluff/Init 5, CHA 13, 1 EEH man. Standard, intimidate/bluff foe 30’, -2 saves vs EEH maneuvers.
  • Iron heart Aura 1 iron heart stance. W/ in iron heart stance, adjacent allies +2 morale bonus to saving throws.
  • Martial Stance 1 martial maneuver. Pick discipline you have 1 man from, gain 1 stance.
  • Martial Study - Choose discipline, gain class skill, pick 1 maneuver meet criteria 1/E
  • Perfect Clarity of Mind and Body BA+6, two diamond mind maneuvers.
  1. Coiled Spring: use total defense and move no more than 5, on next R +30 to land speed and +2 AC.
  2. Press the Advantage: After damaging, disarming or tripping foe, next R DC 20 intimidate check as free action, if successful for takes -2 on attack rolls for 1 round.
  • Raven’s Strike BA +1, 1 BR strike, dex 13 +1 attack and DCs w/BR strikes vs foe denied dex or flanked.
  • Reaping Talons TWF, BA +6, 2 TC maneuvers
  1. Focused Assault: W/ fight def, TD or CE -3 & 2 TC weapons, as full round make 1 attack vs every foe u threaten, who attacked you last round.
  2. Cornered Predator: After hit foe w/ 2 attacks, next R +2 to hit vs that foe per opponent threatening you
  3. Talon Shield: After hit foe w/ 2 attacks, next R, if you fight def or TD +2 shield bonus to AC.
  • Scorching Sirocco Desert Wind Dodge, BA +6, 2 DW Man
  1. Fan the Flames: After deal fire damage, next turn DC 20 tumble as move action, if adj it catches fire.
  2. Mark of Fire: W DW strike that deals fire, next turn deal fire again & DC 20 spellcraft check allies +2attacks
  3. Dance of Flames: move 30+ & initiate DW stance, next turn +2 tumble +2 dodge vs range, if tumble avoid AoO, 1d6 fire.
  • Shadow Blade 1Shadow hand stance W/SH stance & SH weapon add your DEX to damage rolls.
  • Shadow Trickster CL 1,1 shadow hand strike W/SH stance DC of illusion spells +2 & w/flank, SA, SS +2 damage.
  • Shards of Granite Stone power, BA +2, 2 SD man
  1. Battering Smash: W/SD weapon & -5 w/stone power, attacks ignore hardness.
  2. Eviscerating Strike: After hitting w/ 2 attacks w/SD weapon, next turn ignore stone power w/confirm of crits
  3. Unstoppable Onslaught: w/ melee w/SD weapon w/-5 from stone power, your hit ignores damage reduction.
  • Song of the White Raven Bardic music, 1WR man W/ WR stance inspire courage as swift, Crus/War Blade stack w/bard-inspire courage
  • Spirit of the Element Elemental soul maneuver bonus-element; earth +2 CMD +2 (bull rush, trip) resist acid 1+1/5IL. Air: +2 jump, resist elect. 1+1/5IL, Water: +2 swim, cold resist 1+1/5IL, Fire: +2 tumble, resist 1+1/5IL
  • Stone Power STR 13, 1 stone dragon man W/ SD strike up to -5 to hit +temp HP = 2x amount- end of next turn. Can replace PA.
  • Stormguard Warrior iron heart aura, BA + 6, two iron heart maneuvers.
  1. Channel the storm: refrain from AoO on next turn +4 attacks/damage vs that foe for each AoO declined.
  2. Combat Rhythm: replace attacks w/melee touch deals no damage, next turn +5 dam/ melee touch that hit.
  3. Fight the Horde: After hitting two foes w/ melee attacks or iron heart strikes, on next turn if you fight def. or -4 w/combat expertise, +2 attack vs any foe you damage the round before.
  • Sudden Recovery On martial maneuver 1/D as swift regain expanded maneuver
  • Vital Recovery Two martial maneuvers. 1/E when recover expended maneuvers, heal 3 +1/CL HP.
  • White Raven Defense One white raven stance Wwhite raven stance, adj 1 ally, +1 AC. W/WR weapon adj ally +1 AC
  • Tiger Blooded One of the following: rage, shift or wildshape. One tiger claw maneuver. w/ raged, shifted or wild shaped to animal, attempt to knock back 5’ a creature of your size or smaller with a tiger claw strike. A fort save DC 10 +1/2 character level + STR negates, moving does not provoke.

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