Overrun (Combat Maneuver): Difference between revisions

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==Overrun==
#REDIRECT [[Might#Overrun]]
'''Type of Action:''' [[Standard Action]], or during the movement portion of a [[Charge]], or as [[Part of a Move Action]] (special; see below).
 
You attempt to overrun your target, passing through its square.  If combined with the move action of a charge, this will allow you to 'charge through' an opponent if successful. If performed as a standard action, you move up to your speed as part of the maneuver.
 
* Overrun does not require you to move in a straight line unless you combine it with a charge.
 
* You must end your movement after an Overrun in an open space.  If there is no open space past your opponent in which to end your movement, you cannot perform the maneuver.
 
* You can only overrun an opponent who is no greater 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 overrun. Each of your overrun attempts takes a cumulative -3 penalty for each enemy after the first. Thus, if you wish to overrun one enemy, there is no penalty. Overrunning two enemies incurs a -3 penalty to both checks. Overrunning three enemies incurs a -6 penalty to all three checks.
 
* If you do not have the [[Overrun, Improved (Feat)|Improved Overrun]] feat, or a similar ability, initiating an overrun provokes an attack of opportunity from each target of your maneuver. If the attack of opportunity hits, you take damage as normal, but otherwise suffer no penalty on your Maneuver Offense for the overrun attempt.
 
* If your overrun attempt fails, you are stopped in the space directly in front of the opponent that you failed to overrun. If there are other creatures occupying that space, you are shunted back along your declared path to the first unoccupied space.  If your overrun attempt was part of a charge action, you can only resolve the charge attack if you can still reach your intended charge target.  If that target is out of reach, the charge attack is lost.
 
* When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring a maneuver offense check.  If all of your overrun targets avoid you, you complete your movement, as though you had degraded your standard action to a move action. If you performed the overrun(s) as part of a charge, you resolve your charge attack against your target as normal.
 
* If your target does not avoid you, make a combat maneuver (Maneuver Offense) check. 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.  You only deal your combat maneuver damage to an overrun creature once, regardless of how many of its squares you pass through.
 
* If your [[Maneuver Offense]] check exceeds your opponent's [[Maneuver Defense]] by 5 or more, you move through the target's space and the target is knocked [[Prone]].
 
* '''Special:''' You can perform an overrun maneuver as [[Part of a Move Action]].  However, when you do so, you may only perform it against a single creature.  If successful, you can only pass through its space.  You do not deal your combat maneuver damage to the creature, and you cannot knock the creature prone, no matter how much you exceed its Maneuver Defense.  If the move-based overrun fails, it is resolved as described above.

Revision as of 22:12, 10 November 2017

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