Endurance: Maneuvers and Effects 01/20/2013 08:04 PM CST
Just some ideas.

Crusaders Challenge: Revised to give an Endurance Augment and increased engagement speed. Removed 'taunt' effect'. Name changed to Crusaders Zeal.

* Maneuvers*

Counter
Effect: When entering a counter stance the paladin prepares for an attack. Attacking following the counter command will end the effect. When attacked the paladin will counter attack with a held melee weapon (or fist if nothing is held) utilizing a modified contest of (melee weapon + endurance)/2. The counter attack attacks first and is a defensive neutral attack. Paladins may "Counter Shield" to instead shield bash a target (contest here would be (shield+endurance)/2 with shield hindrance applying per normal). This also applies to mitigated attacks as part of the PROTECT verb, but only if the paladin is properly in range to counter attack.

Disrupt
Effect: A non damaging maneuver triggers a endurance vs tactics contest, with success inhibiting the targets actions as the Paladin moves to disrupt their actions. The target receives a scaled temporary offense penalty. With sufficient success the Knight may cause a prepared spell to falter or temporarily inhibit the focus of internal powers. A Paladin may do this outside of melee range when equipped with a range weapon (including thrown) but receives a hefty penalty for doing so.

Castigate
Effect: A non damaging maneuver which entraps a target, hindering efforts to flee or retreat. This manuever may be used at any range, but is penalized mildly at pole(unless you wield a pole range weapon) and moderately at missile range. Endurance vs Athletics.

Challenge
Effect: A non damaging maneuver which causes the targeted foe to focus their attention on you. Based upon successes the target receives an offense and a more mild defense penalty against targets other than yourself. In PvE Creatures may turn to face you based upon successes. A paladin may only have one target challenged at a time normally. When Crusaders Challenge is active a paladin may Challenge All , causing all monsters in the room and targets engaged with him to be targeted.

Septime
Effect: New default attack maneuver balanced against Jab.
Septime is a damage dealing maneuver.
Septime tends to be a moderately fatiguing maneuver. Attacking again too soon can make this worse.
Septime tends to be very balance building.
Septime is a very quick maneuver, but heavy or unbalanced weapons can slow the attack further.
Septime is less accurate than most maneuvers, and is equally suited for all weapons.
Septime temporarily increases all defenses, but is best suited for shield defenses and least suited for evasion defenses. The benefits of Septime to defenses do not stack.

Octave
Effect: New default attack maneuver balanced against Slice.
Octave is a damage dealing maneuver.
Octave tends to be a somewhat fatiguing maneuver. Attacking again too soon can make this worse.
Octave tends to be balance building.
Octave is a reasonably paced maneuver, but heavy or unbalanced weapons can slow the attack further.
Octave is as accurate as most maneuvers, and is best suited for slice weapons and least suited for puncture weapons.
Octave does not penalize defense defenses, but is equally suited to both shield and parry defenses and least suited to evasion defenses. Repeated uses of Octave in succession will penalize defenses.

_Shield Slam_
Effect: Alternate syntax to 'slam left' or similar. This will slam a target with a held or worn shield, applying normal hindrance penalties to the attack. Shield Slam differ from standard "Slam Left" in that the outcome of the attack deals less damage, but penalizes the targets balance and position more then normal.

Drive
Effect: This non damaging maneuver can drive a target back from melee to pole range (or from pole to missile with the use of a pole arm weapon). This maneuver is highly aggressive and inflicts a moderate defensive penalty. Endurance vs Tactics.
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