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| game_systems:combat:maneuvers [2026/03/09 05:25] – Replacing Move Action with Half Action, hyperlinking elfinlocks | game_systems:combat:maneuvers [2026/05/04 17:34] (current) – defining and hyperlinking full actions elfinlocks | ||
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| ==== Performing a Combat Maneuver ==== | ==== Performing a Combat Maneuver ==== | ||
| - | When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. By default a combat maneuver requires a full-round action | + | When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. By default a combat maneuver requires a [[game_systems: |
| There are some talents that change this into a Half Action that can often be performed in place of a normal melee attack, apart of a charge action, or as an Attack of Opportunity. | There are some talents that change this into a Half Action that can often be performed in place of a normal melee attack, apart of a charge action, or as an Attack of Opportunity. | ||
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| With the correct Talent you can make a **bull rush** as a **[[chargen: | With the correct Talent you can make a **bull rush** as a **[[chargen: | ||
| - | If you do not have the **Powerful Maneuvers** talent, or a similar ability, initiating a bull rush **Requires a Full-Round | + | If you do not have the **Powerful Maneuvers** talent, or a similar ability, initiating a bull rush **Requires a [[game_systems: |
| If your attack is **successful**, | If your attack is **successful**, | ||
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| You can attempt to **disarm** your opponent **in place of a melee attack**. | You can attempt to **disarm** your opponent **in place of a melee attack**. | ||
| - | If you do not have the **Deft Manuevers** talent, or a similar ability, attempting to disarm a foe **requires a Full-Round | + | If you do not have the **Deft Manuevers** talent, or a similar ability, attempting to disarm a foe **requires a [[game_systems: |
| Attempting to disarm a foe **while unarmed** imposes a **–4 penalty** on the attack. | Attempting to disarm a foe **while unarmed** imposes a **–4 penalty** on the attack. | ||
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| You can attempt to **drag** a foe as a **half action**. The aim of this maneuver is to **drag a foe in a straight line behind you** without doing any harm. | You can attempt to **drag** a foe as a **half action**. The aim of this maneuver is to **drag a foe in a straight line behind you** without doing any harm. | ||
| - | If you do not have the **Powerful Maneuvers** Talent or a similar ability, initiating a drag **requires a Full-Round | + | If you do not have the **Powerful Maneuvers** Talent or a similar ability, initiating a drag **requires a [[game_systems: |
| If your attack is **successful**: | If your attack is **successful**: | ||
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| * You must have **one free hand** to **Grab** a target. | * You must have **one free hand** to **Grab** a target. | ||
| - | If you do not have the **Powerful Maneuvers** Talent or a similar ability, initiating a **Grapple/ | + | If you do not have the **Powerful Maneuvers** Talent or a similar ability, initiating a **Grapple/ |
| If the Grabber/ | If the Grabber/ | ||
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| * At 20 stacks you are treated as Paralyzed and Helpless | * At 20 stacks you are treated as Paralyzed and Helpless | ||
| - | After 20 stacks a target may be bound with rope, chain or similarly appropriate bindings. This allows the 20 stacks to remain so long as they are bound successfully. Despite being paralyzed a Bound creature may, once per round, attempt to break the bindings via Escape artist, Break check (based on binding), or CMB. If they exceed your CMD +15 they break free of the bindings and remove all stacks and may take their turn as normal as if they had spent a Full-Round action | + | After 20 stacks a target may be bound with rope, chain or similarly appropriate bindings. This allows the 20 stacks to remain so long as they are bound successfully. Despite being paralyzed a Bound creature may, once per round, attempt to break the bindings via Escape artist, Break check (based on binding), or CMB. If they exceed your CMD +15 they break free of the bindings and remove all stacks and may take their turn as normal as if they had spent a [[game_systems: |
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| As a **half action**, taken during your **move** or as part of a **charge**, you can attempt to **overrun** a target, moving through its square. You can only overrun an opponent who is **no more than one size category larger** than you. | As a **half action**, taken during your **move** or as part of a **charge**, you can attempt to **overrun** a target, moving through its square. You can only overrun an opponent who is **no more than one size category larger** than you. | ||
| - | If you do not have the **Powerful Maneuvers** Talent or a similar ability, initiating a drag **requires a Full-Round | + | If you do not have the **Powerful Maneuvers** Talent or a similar ability, initiating a drag **requires a [[game_systems: |
| If your overrun attempt **fails**, you stop in the space **directly in front of the opponent**, or the **nearest open space** in front of the creature if other creatures are occupying that space. | If your overrun attempt **fails**, you stop in the space **directly in front of the opponent**, or the **nearest open space** in front of the creature if other creatures are occupying that space. | ||
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| A reposition attempts to **force a foe to move** to a different position in relation to your location **without doing any harm**. | A reposition attempts to **force a foe to move** to a different position in relation to your location **without doing any harm**. | ||
| - | If you do not have the **Deft Maneuvers** Talent or a similar ability, initiating a drag **requires a Full-Round | + | If you do not have the **Deft Maneuvers** Talent or a similar ability, initiating a drag **requires a [[game_systems: |
| You **cannot use this maneuver** to move a foe into a space that is **intrinsically dangerous**, | You **cannot use this maneuver** to move a foe into a space that is **intrinsically dangerous**, | ||
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| The **GM is the final arbiter** of what items can be taken. | The **GM is the final arbiter** of what items can be taken. | ||
| - | If you do not have the **Deft Maneuvers** Talent or a similar ability, initiating a drag **requires a Full-Round | + | If you do not have the **Deft Maneuvers** Talent or a similar ability, initiating a drag **requires a [[game_systems: |
| Although this maneuver normally requires the target to be **within your reach**, you can use a **whip** to steal an object from a target **within range**, but take a **–4 penalty** on the attack roll. | Although this maneuver normally requires the target to be **within your reach**, you can use a **whip** to steal an object from a target **within range**, but take a **–4 penalty** on the attack roll. | ||
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| You can attempt to **sunder** an item **held or worn** by your opponent as part of an **half action** or in place of a **melee attack** | You can attempt to **sunder** an item **held or worn** by your opponent as part of an **half action** or in place of a **melee attack** | ||
| - | If you do not have the **Powerful Maneuvers** Talent or a similar ability, initiating a drag **requires a Full-Round | + | If you do not have the **Powerful Maneuvers** Talent or a similar ability, initiating a drag **requires a [[game_systems: |
| If your **attack is successful**: | If your **attack is successful**: | ||
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| You can attempt to **trip** your opponent **in place of a melee attack**. | You can attempt to **trip** your opponent **in place of a melee attack**. | ||
| - | If you do not have the **Deft Maneuvers** Talent or a similar ability, initiating a drag **requires a Full-Round | + | If you do not have the **Deft Maneuvers** Talent or a similar ability, initiating a drag **requires a [[game_systems: |
| If your **attack exceeds the target’s CMD**, the target is **knocked prone**. | If your **attack exceeds the target’s CMD**, the target is **knocked prone**. | ||
