Author Topic: Maneuvers for the Hero of Time  (Read 2183 times)

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Prime32

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Maneuvers for the Hero of Time
« on: September 02, 2011, 03:29:57 PM »
Brainstorming maneuvers that Link would have.


? - Stance
While in this stance, you may treat dazed enemies as if they were stunned. Dazed enemies take a -2 penalty to AC against your attacks and lose their Dex bonus to AC.

? - Stance
While in this stance, if you would successfully stun a creature but that creature is immune to stunning, they become dazed instead.

? - Strike
As part of initiating this maneuver you make a melee or ranged attack. If it hits, you may make a Dexterity check opposed by the target's Dexterity check. If you succeed, the target falls prone.

? - Stance
While in this stance you gain proficiency with all weapons. Your feats which apply to a single weapon of your choice (such as Weapon Focus) apply to any weapon you wield.

Knockback - Boost
For 1 round, whenever you damage a creature with a melee attack you may make a trip attempt against them as a free action. If it succeeds, the creature is pushed 5ft away from you and falls prone. You may gain this benefit once per round per creature.

Rolling Dodge - Counter
You may initiate this maneuver when you are attacked or subjected to an area effect.
If you are attacked, make a Tumble check and use the result in place of your AC. If you succeed, the attack misses and you take an immediate 5ft step in any direction.
If you are subjected to an area effect, make a Tumble check and use the result in place of your saving throw. If you succeed, you may take an immediate 5ft step in any direction. This 5ft step must take you out of the area of effect - if it cannot then the maneuver fails.
You cannot use this maneuver if you are unable to take a 5ft step for some reason.

Back Slice - Counter
You may initiate this maneuver whenever an enemy misses you with a melee attack. You may immediately move to another square threatened by the enemy (up to your speed) and make a melee attack against them. This movement does not provoke attacks of opportunity from the enemy, and the square you occupied before moving is treated as containing an ally for the purposes of flanking.

Spin Attack - Strike
(Mithral Tornado)

Great Spin Attack - Strike
(Mithral Tornado w/ extended reach)

Hurricane Spin - Strike

Jump Attack - Strike
(something something Tiger Claw)

Jump Strike - Strike

Shield Attack - Boost
As part of initiating this boost, make a melee touch attack. If it succeeds, the target is stunned for 1 round. Regardless of the result, you take a -2 penalty on attack rolls for 1 round.

Dash Attack - Strike
As part of initiating this strike, move up to double your speed. You may overrun any number of creatures in your path. In addition, you may make a free melee attack against any creature you successfully knock prone as part of your overrun, as if you had the Improved Trip feat.

Ending Blow - Strike
As part of this maneuver, make a melee attack against a prone creature who is stunned or dazed. This attack is treated as a coup de grace, except that your weapon's critical multiplier is treated as x2 regardless of its normal value.

Up Thrust - Counter
You may initiate this maneuver when a jumping or flying opponent enters one of your threatened squares. Make an immediate melee attack against that opponent at a +2 bonus.

Down Thrust - Strike
As part of initiating this maneuver, you take a 5ft step then make a melee attack at a +2 bonus. If you fall any distance while using this maneuver and successfully hit with the melee attack, you take no falling damage and your opponent takes additional damage equal to the damage you would have taken.

Sword Beam - Strike
You may not use this maneuver if you have taken damage since the end of your last turn.

Peril Beam - Strike
You may only use this maneuver if you have one-quarter of your total hp remaining or less.
« Last Edit: September 02, 2011, 03:34:32 PM by Prime32 »
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The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Garryl

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Re: Maneuvers for the Hero of Time
« Reply #1 on: September 03, 2011, 03:12:04 AM »
Helm Splitter (one of the counters in Wind Waker and one of the hidden skills in Twilight Princess, IIRC) is definitely Death From Above (TC 4).
A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
[spoiler]
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
[/spoiler]

Bozwevial

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Re: Maneuvers for the Hero of Time
« Reply #2 on: September 03, 2011, 04:09:14 AM »
One of the techniques from Twilight Princess was basically iaijutsu focus, I think.

Tsuzurao

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Re: Maneuvers for the Hero of Time
« Reply #3 on: September 07, 2011, 08:52:23 PM »
One of the techniques from Twilight Princess was basically iaijutsu focus, I think.

You mean the Mortal Draw. In all honesty, it's a lot like Sapphire Nightmare Blade with Iaijutsu Focus added on, if SNB used Bluff instead of Concentration. Part of the idea was faking your opponent out so they don't realize you're focused on the fight until you strike (weapon sheathed and not targeting [focusing on] your enemy).