Game Master / Adversaries / Generic Maneuvers
Generic Maneuvers
Generic maneuvers fill out an adversary's options without belonging to a Role or creature identity. Categories: Mobility, Senses, Multiattack, Defense, Generic Control, Area Burst, Altered Form and Group.
Senses
Hawk's Eye
Generic, Maneuver · 1 AP
Gains 1 Advantage (Weak Step) on Perception checks. After it spots a hidden or undetected creature, it and its allies gain 1 Advantage (Weak Step) on attacks against that creature until the end of the next round.
Crafting tags: Essence Edge; Ingredients none.
Defense
Adaptive Resistance
Generic, Reaction, Recharge · Reaction (1 RP)
Trigger: It would take damage of the chosen type.
Choose a damage type (acid, cold, fire, lightning, thunder…); it gains Resistance to it until the start of its next turn.
Crafting tags: Essence Same as damage type; Ingredients none.
Last-Second Dodge
Generic, Reaction, Recharge · Reaction (1 RP)
Trigger: It fails a save against an Attack action.
Reroll the failed save with 1 Advantage against the triggering attack.
Shake It Off
Generic, Reaction, Recharge · Reaction (1 RP)
Trigger: It would fail a save against a condition-imposing effect.
Reroll the failed save with 1 Advantage (Weak Step). While charged, it also has Fortune on recovery checks against Lingering conditions.
Crafting tags: Essence Ward; Ingredients none.
Generic Control
Hold Fast
Generic, Maneuver · 1 AP
Make 1 natural melee attack; a damaged target must succeed a Might save (DC 10 + half damage taken) or become Grappled.
Hampering Strike
Generic, Maneuver · 1 AP
Make 1 melee weapon attack; a damaged target must succeed a Reflex save (DC 10 + half the damage taken) or be Slowed 5 (Weak Magnitude) until the end of its next turn.
Lingering Wound
Generic, Maneuver · 1 AP
Make 1 melee weapon attack; a damaged target must succeed a Fortitude save (DC 10 + half the damage taken) or take 1d4 persistent damage (Weak quality) of a fitting type.
Crafting tags: Essence Same as damage type; Ingredients none.
Rattling Strike
Generic, Maneuver · 1 AP
Make 1 melee weapon attack; a damaged target must succeed a Fortitude save (DC 10 + half the damage taken) or suffer Weakened Grip 1 (Weak Step).
Disarming Strike
Generic, Maneuver · 1 AP
Make 1 melee weapon attack; a damaged target must succeed a Reflex save (DC 10 + half the damage taken) or drop 1 weapon or other item it is holding, which falls in its space.
Multiattack
Double Attack
Generic, Maneuver · 1 AP
Make 1 weapon attack; if it hits, make 1 more (Weak Step additional attacks in sequence) against the same enemy, combining damage before Soak and Resistances.
Follow-Through
Generic, Maneuver · 1 AP
Make 1 melee weapon attack against 2 enemies in reach; if it misses one, the attack against the other gains 1 Advantage (Weak Step).
Press the Opening
Generic, Reaction · Reaction (1 RP)
Trigger: It misses an attack that had at least 1 Advantage.
Make another attack against the same creature.
Area Burst
Bursting Wave
Generic, Maneuver · 1 AP
Each enemy in a 5-foot emanation (Weak Magnitude) must succeed a Reflex save against this creature's action check or take Weak damage of a fitting type.
Crafting tags: Essence Same as damage type; Ingredients none.
Hurl Payload
Generic, Maneuver · 1 AP
Each enemy in a 5-foot emanation (Weak Magnitude) around a point within Close must succeed a Reflex save against this creature's action check or take Weak damage of a fitting type.
Group
Gang Up
Generic, Passive · Passive
Once per turn, attacking a target adjacent to one of its allies grants 1 Advantage (Weak Step).
Stick Together
Generic, Reaction · Reaction (1 RP)
Trigger: An ally ends its movement no longer adjacent to it.
Move up to 5 feet (Weak Magnitude) toward the ally.
Brace Together
Generic, Passive · Passive
Once per turn while adjacent to an ally, gain 1 Advantage (Weak Step) on a save or check to resist being grabbed, knocked Prone or moved.
Pile On
Generic, Reaction · Reaction (1 RP)
Trigger: An adjacent ally hits an enemy that is also adjacent to it.
Make a baseline attack against the enemy.
Mobility
Shifty
Generic, Passive · Passive
The first 5 feet it moves each turn doesn't provoke movement reactions.
Slip Away
Generic, Reaction · Reaction (1 RP)
Trigger: It is missed by a targeted attack.
Move up to 5 feet (Weak Magnitude) away without provoking movement reactions.
Glancing Escape
Generic, Reaction · Reaction (1 RP)
Trigger: It would take damage from an attack.
Attempt a Reflex save (DC 10 + half the attack's damage). On a success, gain Resistance to that damage and move up to 5 feet (Weak Magnitude) without provoking.
Mystical Step
Generic, Maneuver · 1 AP
Teleport to an unoccupied space it can perceive within 5 feet (Weak Magnitude).
Crafting tags: Essence Space; Ingredients none.