Creature maneuver: Difference between revisions
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*[[Creature maneuver (saved post)]] |
*[[Creature maneuver (saved post)]] |
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[[Category:Creature Maneuvers]] |
[[Category:Creature Maneuvers| ]] |
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[[category:Advanced Mechanics]] |
[[category:Advanced Mechanics]] |
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Revision as of 15:42, 30 March 2015
Creature maneuvers are offensive maneuvers that are only available to creatures, not available to player characters. These attacks do not show an open roll.
Such maneuvers include:
- the tail sweep of the cave lizard, three-toed tegu, and the snow madrinol
- a soul golem's steam push
- an Illoke's ground stomp
- an Ithzir adept's lightning mote
- a war griffin's ride of doom
Protection
There are several attributes which can mitigate damage from creature maneuvers:
- Training
- Physical Fitness - Physical Fitness is the primary skill for defense against standard creature maneuvers.
- Combat Maneuvers - Combat Maneuvers is twice as effective as perception in defensive and operates on a sliding scale until they are equal in offensive.
- Perception
- Shield Use - Shield Use factors into creature maneuvers that can be blocked by a shield.
- Statistics
- Spells
- Stance
- Defensive stance is best
- Racial Bonuses
Certain races receive a bonus to dodging maneuver attacks, with smaller racers generally having the larger bonus. Races not listed on the following table are considered to have an average ability to dodge maneuvers.
| Best | Excellent | Good |
|---|---|---|
| Burghal gnome | Halfling | Half-elf |
| Forest gnome | Dark elf | |
| Elf | Sylvankind | |
| Erithian | ||
| Aelotoi |