Corefinder Design Digest #40: The Thrill of the Chase

This material was posted on patreon by Legendary Games

Corefinder deals with trying to get away or get past someone in combat, or with chasing after someone and keeping them in your sights, with a pair of new finesse combat maneuvers! One replaces using the Acrobatics skill to avoid attacks of opportunity, while the other adapts and expands the concept behind the “Step Up” feat chain. Note that these maneuvers (much like Escalade from last time) are move actions, which is another new design idea we’re trying out in Corefinder to add more variety to combat. 

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Evade (Move)

You dodge your way across the battlefield, ducking aside from threatening enemies.

Special Modifiers: This maneuver deals no damage to other creatures. Your power modifier does not apply to your CMB for this maneuver, nor does it apply to the target’s CMD.

Critical Success You move up to your speed through squares threatened by enemies, or through the spaces of enemy creatures whose CMD is less than the result of your check (treating those squares as difficult terrain), and your movement does not provoke attacks of opportunity.

Success You move up to half your speed through squares threatened by enemies, and your movement does not provoke attacks of opportunity.

Failure You move up to half your speed, and your movement provokes attacks of opportunity.

Critical Failure You move up to half your speed and are off balance, and your movement provokes attacks of opportunity.

Harry (Move)

You doggedly pursue your opponent around the battlefield.

Special Modifiers: This maneuver deals no damage to other creatures. Your power modifier does not apply to your CMB for this maneuver, nor does it apply to the target’s CMD.

You cannot use reactions at the same time as you are using this maneuver to move. If you take a reaction, including an attack of opportunity provoked by your target’s movement, your Harry maneuver ends.

Critical Success As success, but you can move a distance up to your speed.

Success When your target moves out of your threatened area, you can follow them (moving into the square they just vacated if they were adjacent to you). Each time they move 5 feet, you can move 5 feet to follow them, though your movement is slowed as normal in difficult terrain and similar obstacles. If your target moves using a speed you do not possess (such as burrow, climb, fly, or swim) or passes through a barrier that is impassable to you, you cannot follow them with this maneuver.

You can move a maximum distance equal to one-half your speed as part of this maneuver. Your movement does not provoke attacks of opportunity from your target, but it may from other creatures.

Failure When your target moves, you do not move. If you have a reaction available, you can Pursue the target.

Critical Failure When your target moves, you do not move and are off balance.

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