Forced Movement

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Forced Movement

Most forced movement is handled via the Combat Maneuver system, but there is an added class of "automatic" forced movement which is occasionally available via spells, class abilities, monster powers, etc. All forced movement allows the attacking creature to move an enemy one or more squares from its current location.

It is not normally possible to resist forced movement at all, unless you have a special power or ability which specifically opposes such movement. No matter how the forced movement is inflicted, either by Combat Manuevers, spells, class abilities, etc, all forced movement is resisted by any special powers or abilities that resist forced movement. Such resistance applies after Maneuver Offense vs Maneuver Defense rolls are resolved. Note that forced movement reductions stack, so if a character has a means of reducing forced movement from more than one source, such as a class ability or magic item, the character uses the sum of the reductions offered.

Forced movement ignores the penalties to movement for rough terrain, but must be into unoccupied squares of a size and shape equal to the creature being forcibly moved. If there are no unoccupied squares available for the creature to be legally forced into, the forced movement does not take place.

A creature subjected to forced movement may elect to fall prone at any time during the forced movement (including its starting square), immediately ending the forced movement. This tactic is especially useful to avoid being forced into a hazardous square, such as a pit or a trap.

A creature which has voluntarily dropped to Prone can elect to ignore any forced movement inflicted upon it as long as it remains prone. However, a creature which was made prone involuntarily gains no such resistance to forced movement until it has had an opportunity to stand up (usually a move action). Note the creature doesn't need to stand up (and, indeed, doing so would remove its resistance to forced movement), merely have the action available that would allow it to stand up.

Creatures which are immune to prone can still use this option and are not prone afterwards, making them incidentally immune to forced movement. Monsters with roles that render them immune to status conditions can use this tactic, for example. Tank role monsters are immune to all status conditions, so they can use the 'fall prone' election to stop forced movement at any time, and then are not prone, and can do it again as often as required.

Forced movement never provokes attacks of opportunity, unless there is a feat or ability in play which pierces this.

Push

A Push is forced movement in which a creature is moved by an attacker in a path away from the attacker. Each square of this forced movement must be further away from the attacker's square(s) than the square being exited. If any squares in the desired path are blocked or occupied by any creatures (friend or foe) the push ends in the square prior to this obstruction.

Pull

A Pull is forced movement in which a creature is moved by an attacker in a path toward the attacker. Each square of this forced movement must be closer to the attacker's square(s) than the square being exited. If a pulled creature is already adjacent to your space, you can continue to pull them into any other square adjacent to your own space within the range of the pull. If any squares in the desired path are blocked or occupied by any creatures (friend or foe) the pull ends in the square prior to this obstruction.

Slide

A Slide is forced movement in which a creature is moved by an attacker in any path the attacker wishes. If any squares in the desired path are blocked or occupied by any creatures (friend or foe) the slide ends in the square prior to this obstruction.