Creature maneuver: Difference between revisions
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*an [[Ithzir adept]]'s lightning mote |
*an [[Ithzir adept]]'s lightning mote |
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*a [[war griffin]]'s ride of doom |
*a [[war griffin]]'s ride of doom |
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==Protection== |
== Protection == |
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There are several attributes which can mitigate damage from creature maneuvers: |
There are several attributes which can mitigate damage from creature maneuvers: |
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=== Race modifier === |
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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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*[[Physical Fitness]] - Physical Fitness is the primary skill for defense against standard creature maneuvers. |
*[[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. |
*[[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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*[[Shield Use]] - Shield Use factors into creature maneuvers that can be blocked by a shield. |
*[[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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*[[Dexterity]] |
*[[Dexterity]] |
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*[[Agility]] |
*[[Agility]] |
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The following spells provide bonuses to ''evading'' maneuvers: |
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'''Block Bonus''' |
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'''Evade Bonus''' |
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*[[Heroism (215)]] |
*[[Heroism (215)]] |
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*[[Prayer (313)]] |
*[[Prayer (313)]] |
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*[[Temporal Reversion (540)]] |
*[[Temporal Reversion (540)]] (randomly triggered) |
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*[[Mobility (618)]] |
*[[Mobility (618)]] |
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*[[Empathic Focus (1109)]] |
*[[Empathic Focus (1109)]] |
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*[[Premonition (1220)]] |
*[[Premonition (1220)]] |
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*[[Dauntless (1606)]] |
*[[Dauntless (1606)]] |
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The following spells provide bonuses to ''blocking'' maneuvers: |
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;Racial Bonuses |
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==References== |
==References== |
Revision as of 16:09, 20 August 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:
Race modifier
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: | Burghal Gnomes |
Excellent: | Halflings, Forest Gnomes, and Elves |
Good: | Half-Elves, Dark Elves, Sylvankind, Erithians, and Aelotoi |
Training
Sidebox: Armor Penalty
"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."
- GM Coase
- 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.
Additionally, Armor Use can provide a bonus by reducing the action penalty.
Statistics
Spells
The following spells provide bonuses to evading maneuvers:
- Heroism (215)
- Prayer (313)
- Temporal Reversion (540) (randomly triggered)
- Mobility (618)
- Empathic Focus (1109)
- Premonition (1220)
- Dauntless (1606)
The following spells provide bonuses to blocking maneuvers:
Stance
Defensive stance is best.