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]] |
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 |