Maneuver Defense: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
m (Text replacement - "Resilience" to "Maneuver Defense") |
||
Line 1: | Line 1: | ||
=== | === Maneuver Defense === | ||
: <small>'''Disambiguation:''' | : <small>'''Disambiguation:''' Maneuver Defense was formerly known as Combat Maneuver Defense (CMD)</small> | ||
: Each character and creature has a resilience value that represents its ability to resist maneuvers (e.g. [[Trip]], [[Overrun]] and [[Bull Rush]]). A creature's resilience is determined using the following formula: | : Each character and creature has a resilience value that represents its ability to resist maneuvers (e.g. [[Trip]], [[Overrun]] and [[Bull Rush]]). A creature's resilience is determined using the following formula: |
Revision as of 20:52, 14 March 2017
Maneuver Defense
- Disambiguation: Maneuver Defense was formerly known as Combat Maneuver Defense (CMD)
- Each character and creature has a resilience value that represents its ability to resist maneuvers (e.g. Trip, Overrun and Bull Rush). A creature's resilience is determined using the following formula:
10 + ½ Character Level (Round Down) + STR modifier + DEX modifier + Dodge AC + Deflection AC + Size Modifier
- Size Modifier: Fine -4, Diminutive -3, Tiny -2, Small -1, Medium +0, Large +1, Huge +2, Gargantuan +3, Colossal +4, Titanic +5.
- Feats: Some feats and abilities grant a bonus to your resilience when resisting specific maneuvers.
- Miscellaneous Modifiers: If the creature has any of the following bonus types granting a bonus to its armor class, they are also applied to its resilience:
- Circumstance, Insight, Luck, Martial, Morale, Profane, and Sacred
- Penalties: Any penalties to a creature's AC also apply to its resilience. For example, a flat-footed creature does not add its Dexterity bonus to its resilience.