Creature maneuver: Difference between revisions
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(=== Condition === note about low spirit. I assume injuries also hinder defenses, though maybe this should be confirmed.) |
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#REDIRECT [[Standard maneuver roll]] |
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'''Creature maneuvers''' are offensive maneuvers that are only available to [[creature]]s, not available to player characters. These attacks do not show an open roll. |
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Such maneuvers include: |
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*the [[tail sweep]] of the [[cave lizard]], [[three-toed tegu]], and the [[snow madrinol]] |
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*a [[soul golem]]'s steam push |
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*an [[Illoke]]'s ground stomp |
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*an [[Ithzir adept]]'s lightning mote |
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*a [[war griffin]]'s ride of doom |
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__NOTOC__ |
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== Protection == |
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There are several attributes which can mitigate damage from creature maneuvers: |
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=== Race modifier === |
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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. |
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{| style="margin-left: 2em;" |
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|- |
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| '''Best:''' || Burghal Gnomes |
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|- |
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| '''Excellent:''' || Halflings, Forest Gnomes, and Elves |
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|- |
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| '''Good:''' || Half-Elves, Dark Elves, Sylvankind, Erithians, and Aelotoi |
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|} |
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=== Training === |
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<div style="float: right; width: 300px; border: 1px solid black; background: white; margin: 0.5em"> |
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<div style="background: #f9f9f9; padding: 0.5em 1em; border: 1px; text-align: left; font-size: 95%;"> |
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'''Sidebox: Armor Penalty''' |
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"The armor penalty is a relatively significant factor. For a character exactly trained for full plate at cap, it contributes a penalty a little bit above the difference between 1x and 2x PF. Overtraining in armor to reduce the action penalty and/or using [[Armored Evasion]] can reduce the maneuver penalty by a fairly significant amount, however." |
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- GM Coase |
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</div> |
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</div> |
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*[[Physical Fitness]] - Physical Fitness is the primary skill for defense against standard creature maneuvers. |
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*[[Combat Maneuvers]] - Combat Maneuvers is twice as effective as perception in defensive and operates on a sliding scale until they are equal in offensive. |
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*[[Perception]] |
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*[[Shield Use]] - Shield Use factors into creature maneuvers that can be blocked by a shield. |
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Additionally, [[Armor Use]] can provide a bonus by reducing the [[action penalty]]. |
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=== Statistics === |
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*[[Dexterity]] |
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*[[Agility]] |
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=== Spells === |
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The following spells provide bonuses to ''evading'' maneuvers: |
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*[[Heroism (215)]] |
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*[[Prayer (313)]] |
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*[[Temporal Reversion (540)]] (randomly triggered) |
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*[[Mobility (618)]] |
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*[[Song of Luck (1006)]] (randomly triggered) |
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*[[Empathic Focus (1109)]] |
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*[[Premonition (1220)]] |
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*[[Dauntless (1606)]] |
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The following spells provide bonuses to ''blocking'' maneuvers: |
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*[[Spirit Barrier (102)]] |
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*[[Wall of Force (140)]] |
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*[[Elemental Barrier (430)]] |
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*[[Elemental Deflection (507)]] |
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=== Stance === |
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Defensive stance is best. |
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=== Condition === |
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A character's present condition also has an effect on their defenses. [[Spirit#Low_Spirit_Penalties|Low spirit]] will penalize the target, as well as certain types of injuries and scars. |
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==References== |
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*[[Stronghold Bowels information (saved post)]] |
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*[[Creature maneuver (saved post)]] |
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[[Category:Creature Maneuvers| ]] |
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[[category:Advanced Mechanics]] |
Latest revision as of 13:40, 28 December 2016
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