Overrun (Combat Maneuver): Difference between revisions

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==Overrun==
#REDIRECT [[Movement#Overrun]]
'''Type of Action:''' Standard action, or as part of a charge, during the move of the charge.
 
In performing this maneuver you attempt to overrun your target, moving through its square.  If combined with the move action of a charge, this will allow you to 'charge through' an opponent if successful.
 
* Overrun rolls are made from adjacent squares only, as you move through it.
 
* Overrun does not require you to move in a straight line unless you combine it with a charge.
 
* Overrun attempts must end your movement in an open space.  If there is no open space past your opponent in which to end your movement, the overrun fails in the square before the opponents space.
 
* You can only overrun an opponent who is no more than one size category larger than you.
 
* You can overrun multiple opponents if you have enough movement to do so. Lay out your desired path and determine how many foes you wish to move through. ALL of your overrun attempts take a penalty of -4 for each enemy above one you wish to move through. If you fail any of these attempts, your overrun ends in the closest empty square in the path you traveled before failure. If you succeed in all your overrun attempts, you deal normal damage to all overrun foes.
 
* If you do not have the Improved Overrun feat, or a similar ability, initiating an overrun provokes an attack of opportunity from the target of your maneuver. If that attack of opportunity hits, you take damage as normal, but otherwise suffer no penalty on your CMB for the overrun attempt.
 
* 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 there are other creatures occupying that space.
 
* When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring a combat maneuver attack. If all your overrun foes avoid you, and you were not performing a charge with the overrun, you may sever the full attack action used for the overrun attempt into a move action and a standard action and take that standard action when you arrive at the end of your movement.
 
* If your target does not avoid you, make a combat maneuver check as normal. If your maneuver is successful, you move through the target's space, inflicting your normal damage for a combat maneuver. If your target occupies more than one square, one overrun check will get you through its entire space, but you must have enough movement to make the whole trip. 
 
* If your attack exceeds your opponent's CMD by 5 or more, you move through the target's space and the target is knocked prone.
 
* If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has.

Latest revision as of 21:23, 26 March 2020

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