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 or CMAN systems. 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 v1
The original SMR system is currently used by the vast majority of 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.
SMR v2
The "new" SMR system is currently used by Earthen Fury (917) and shows a visible roll.
The primary defense for the defender is calculated using:
Stats
- Primary: Dexterity
- Secondary: Agility and Intuition.
Skills
Note: All skills are weighted equally by the SMR.)
- Dodge (Spells that give a bonus to dodge ranks are taken into account.)
- Combat Maneuvers (The bonus ranks granted by Patron's Blessing (1611) are taken into account.)
- Perception
- Physical Fitness
- Shield Use is used in some cases, depending on the maneuver.
Defender Spells
- Heroism (215)
- Prayer (313)
- Haste (535)
- Phase (704) (Sorcerous Lore, Demonology ranks increase this bonus.)
- Cloak of Shadows (712)
- Melgorehn's Aura (913)
- Empathic Focus (1109)
- Patron's Blessing (1611)
Other Factors
Stance, level difference, size/race, injuries, encumbrance, armor penalty, and status conditions.
Some factors may not be considered for a particular maneuver, depending upon its specifics. For example, magical maneuvers such as Earthen Fury (917) do not factor in the caster's stance or injuries.