Dodge

When a combat is engaged, an especially trained unarmed fighter has become used to moving their body to avoid incoming attacks. This combat maneuver may only be used by trained martial artists.

If a character declares and "sets aside" an attack in a given round, they may make a Dexterity attack to avoid a successful attack. The Dexterity check is modified by the success of the attacker (-1 per step AC is beaten by). If the dodge is successful, the defender must move 1 square away from their attacker (the attacker may choose to follow, for free - all attacks of opportunity from surrounding enemies are still valid, however). At the end of the round, if the dodge is unused, the attack is wasted.

If you chose to dodge, you must relinquish any grappling maneuver that had been previously established. Any one currently held (or locked) may not dodge.

A "natural" 20 is a critical strike and may not be dodged unless the defender rolls a "natural" 1. If a success is rolled without a "natural" 1, damage roll is standard rather than maximum damage (however, the critical effect still applies if the save is failed).

EX: An orc is attacking Rath, who has an AC of 5. The orc hits Rath by hitting an AC of 2. Rath is dodging so he must make a Dexterity check at a -3 (AC 5 - AC 2).

 
Automatic Dodge
Exactly as dodge (above) except that no attack is expended and it does not need to be declared. There is a penalty of -2 to success (in addition to other calculations).  
Multiple Dodge
Exactly as dodge (above) except that it can be performed three times in a round against any threatening opponent. It requires all actions for that round.

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