Standard maneuver roll
The standard maneuver roll system is used to determine the success of most physical actions that do not fall within the attack roll system. These include special attacks performed by creatures such as 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; and a war griffin's ride of doom.
SMR is an d100 open roll with many additive modifiers and is successful if the total exceeds 100. The original SMR system typically does not show the exact result of the roll and modifiers. The new system (SMR v2) shows the d100 and the sum of the modifiers.
SMR v2
SMRv2 is the modern maneuver system, used for all newly implemented maneuvers, including Player System Manager maneuvers. Any creatures or effects added since December 2016 should be assumed to use SMRv2. Many older creatures have been updated to SMRv2, but not all.
SMRv2 Defense
The primary defense for the defender is calculated using:
Stats
Skills
The following skills are weighted equally:
- Dodging
- Combat Maneuvers
- Perception
- Physical Fitness
- Shield Use for some maneuvers
- Survival for some bandit trap cases
Race
Some races receive bonus effective Dodging ranks for the purpose of SMR v2 defense:
- Aelotoi, Dark Elf, Erithian, Half-Elf, Sylvankind: 30 ranks
- Elf, Forest Gnome, Halfling: 60 ranks
- Burghal Gnome: 80 ranks
Defensive Spells and Maneuvers
The following spells and maneuvers provide a bonus to SMRv2 defense:
- Heroism (215)
- Prayer (313)
- Phase (704) (Sorcerous Lore, Demonology ranks increase this bonus.)
- Cloak of Shadows (712)
- Melgorehn's Aura (913)
- Song of Luck (1006) (no direct benefit, but randomly provides a reroll)
- Empathic Focus (1109)
- Dauntless (1606)
- Cunning Defense (provides bonus effective Dodging ranks)
- Weapon Specialization
- Weapon Bonding
- Holy Weapon (1625)
- Shield Focus (only against Sunder Shield)
- Some spells provide an indirect benefit via Dodge ranks (Mass Blur (911), Mobility (618), Song of Mirrors (1019)) or other stats/skills involved in SMRv2 defense (Assume Aspect (650)).
Maneuver Knowledge
Training in a maneuver via the PSM or your guild provides up to a 25% defensive bonus against like level creatures using that maneuver.
- Rank 1: +2%
- Rank 2: +4%
- Rank 3: +8%
- Rank 4: +12%
- Rank 5: +20%
- Guild Master: +25%
Knowledge of the spell or sphere of a magical SMRv2 attack provides up to a 20% defensive bonus against like level creatures using that magical attack.
- Access to the same sphere, but not the same spell circle: +2%
- Access to the spell circle: +8%
- Knowledge of the spell, regardless of ability to cast: +20%
Other Factors
Not all of these factors are taken into account by all maneuvers.
- Defender's stance
- SMR attacks from hiding can pushdown the target's stance
- Force On Force
- Level difference
- Injuries
- Encumbrance
- Armor penalty
- Low spirit
- Status conditions
- Holding a shield
SMRv2 Offense
Skills
SMRv2 offensive power is primarily based on skill training per character level.
- 1x training per level is considered baseline. Diminishing returns apply over 1x, with 2x training being 15% more effective than 1x training.
- Combat Maneuvers is the primary skill for physical maneuvers, including Weapon Techniques and Shield Specializations. Secondary skills may be averaged in to find the total skill value:
- Weapon skill for Weapon Techniques and maneuvers that utilize a weapon
- Shield Use for Shield Specializations
- Ambush for maneuvers from hiding
- Spells known in the spell circle is the primary skill for magical maneuvers produced with spells. Many SMR spells use Spell Aiming as a secondary skill.
Racial Size
Some races have a bonus or penalty to effective endroll margin on physical maneuvers, based on their size.
- Giantman, Half-Krolvin: +10
- Dwarf, Human: +5
- Aelotoi, Elf: -5
- Forest Gnome: -10
- Halfling: -15
- Burghal Gnome: -20
Shield Size
Shield size affects both your chance to hit and effective endroll with shield-based maneuvers.
- Small: +10% to hit, -10% endroll
- Medium: no modifiers
- Large: -5% to hit, +5% endroll
- Tower: -10% to hit, +10% endroll
Offensive Maneuvers
Weapon Specialization, Weapon Bonding, Holy Weapon and Shield Focus all provide a 2% per rank bonus for maneuvers using the appropriate weapon or shield.
Maneuver Knowledge
Training in a maneuver via the PSM or your guild provides up to a 25% offensive bonus against like level creatures with that maneuver.
- Rank 1: +2%
- Rank 2: +4%
- Rank 3: +8%
- Rank 4: +12%
- Rank 5: +20%
- Guild Master: +25%
Other Factors
Not all of these factors are taken into account by all maneuvers.
- Attacker's stance
- Level difference
- Injuries
- Encumbrance
- Armor penalty
- Low spirit
- Status conditions
Creature Maneuvers Updated to SMR v2
This is not an exhaustive list.
- Bandit
- Caedera quaking
- Confluence twisting vortex air blast
- Dreamvine twinkling dust
- Dreamvine wrap
- Giant stomp
- Poison fog (giant fog beetle)
- Settlement of Reim traps
- Tail sweep
- Triton drowning
- Unholy quickening
- Wing buffet
- Griffin family creatures
- Festering taint
- Gnarled being
- Gremlock
- Spider family creatures (webs)
- Scaly burgee
- Crested basilisk
- Krolvin slaver
- Illoke family creatures
- Horse family creatures (kicks)
- Snake family creatures
- Water wyrd
- Bear family creatures
- Steam dervish
- Darken
- Frost giant (ice chunks)
- Lesser ice giant (ice chunks)
- Greater ice giant (ice chunks)
- Vvrael warlock
- Cat family creatures (pounces)
- Treekin family creatures
- Giant veaba
- Dog family creatures
- Construct family creatures
- Hierophant family creatures
- Abyran'ra
- Animate Dead (explosions)
- Plantlife creatures
- Vathor
- Necleriine
- Kiramon family creatures
- Huge mein golem
- Worm family creatures
- Roa'ter
- Enormous rift crawler
- Chimera family creatures
- Decaying Citadel guardsman
- Patchwork flesh monstrosity
SMR v1
The original SMR system is used by some older spells and creature attacks.
Statistics
Race
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.
Spells
The following spells provide bonuses to evading maneuvers:
- Heroism (215)
- Prayer (313)
- Temporal Reversion (540) (randomly triggered)
- Mobility (618)
- Phase (704)
- Song of Luck (1006) (randomly triggered)
- Empathic Focus (1109)
- Premonition (1220)
- Dauntless (1606)
- Patron's Blessing (1611)
The following spells provide bonuses to blocking maneuvers:
Stance
Defensive stance is best.
Condition
A character's present condition also has an effect on their defenses. Low spirit will penalize the target, as well as certain types of injuries and scars.