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| game_systems:combat:maneuvers [2025/05/02 22:43] – reon | game_systems:combat:maneuvers [2026/03/09 05:25] (current) – Replacing Move Action with Half Action, hyperlinking elfinlocks | ||
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| ====== Combat Maneuvers ====== | ====== Combat Maneuvers ====== | ||
| - | ===== Combat Maneuver Bonus ===== | + | ==== Combat Maneuver Bonus ==== |
| Each character and creature has a **Combat Maneuver Bonus** (or **CMB**) that represents its skill at performing combat maneuvers. A creature’s CMB is determined using the following formula: | Each character and creature has a **Combat Maneuver Bonus** (or **CMB**) that represents its skill at performing combat maneuvers. A creature’s CMB is determined using the following formula: | ||
| - | **CMB** = '' | + | **CMB** |
| - | ===== Special Size Modifier | + | ==== Special Size Modifier ==== |
| Creatures that are size Tiny or smaller use their **Dexterity modifier** in place of their **Strength modifier** to determine their **CMB**. The special size modifier for a creature’s Combat Maneuver Bonus is as follows: | Creatures that are size Tiny or smaller use their **Dexterity modifier** in place of their **Strength modifier** to determine their **CMB**. The special size modifier for a creature’s Combat Maneuver Bonus is as follows: | ||
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| Some talents and abilities grant a bonus to your **CMB** when performing specific maneuvers. | Some talents and abilities grant a bonus to your **CMB** when performing specific maneuvers. | ||
| - | ===== Performing a Combat Maneuver | + | ==== Performing a Combat Maneuver ==== |
| When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. By default a combat maneuver requires a full-round action that does not provoke attacks of opportunity. | When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. By default a combat maneuver requires a full-round action that does not provoke attacks of opportunity. | ||
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| * Combat maneuvers are **attack rolls**, so you must roll for **concealment** and take any other **penalties** that would normally apply to an attack roll. | * Combat maneuvers are **attack rolls**, so you must roll for **concealment** and take any other **penalties** that would normally apply to an attack roll. | ||
| - | ===== Combat Maneuver Defense | + | ==== Combat Maneuver Defense ==== |
| Each character and creature has a **Combat Maneuver Defense** (or **CMD**) that represents its ability to resist combat maneuvers. A creature’s CMD is determined using the following formula: | Each character and creature has a **Combat Maneuver Defense** (or **CMD**) that represents its ability to resist combat maneuvers. A creature’s CMD is determined using the following formula: | ||
| - | **CMD** = 10 + '' | + | **CMD** = 10 + '' |
| - | ==== Special Size Modifier | + | === Special Size Modifier === |
| The special size modifier for a creature’s **Combat Maneuver Defense** is as follows: | The special size modifier for a creature’s **Combat Maneuver Defense** is as follows: | ||
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| Some talents and abilities grant a bonus to your **CMD** when resisting specific maneuvers. | Some talents and abilities grant a bonus to your **CMD** when resisting specific maneuvers. | ||
| - | ==== Miscellaneous Modifiers | + | === Miscellaneous Modifiers === |
| A creature can also add any **circumstance**, | A creature can also add any **circumstance**, | ||
| - | ==== Determine Success | + | === Determine Success === |
| If your **attack roll** equals or exceeds the target’s **CMD**, your maneuver is a success and has the listed effect. Some maneuvers, such as **bull rush**, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. | If your **attack roll** equals or exceeds the target’s **CMD**, your maneuver is a success and has the listed effect. Some maneuvers, such as **bull rush**, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. | ||
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| - | ===== Combat Maneuver Types ===== | + | ==== Combat Maneuver Types ==== |
| - | ===== Bull Rush ===== | + | ==== Bull Rush ==== |
| - | With the correct Talent you can make a **bull rush** as a **standard action** or as part of a **charge**, in place of the melee attack. A bull rush attempts to **push an opponent straight back without doing any harm**. | + | With the correct Talent you can make a **bull rush** as a **[[chargen: |
| If you do not have the **Powerful Maneuvers** talent, or a similar ability, initiating a bull rush **Requires a Full-Round Action**. | If you do not have the **Powerful Maneuvers** talent, or a similar ability, initiating a bull rush **Requires a Full-Round Action**. | ||
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| If his check reveals that he can push the second goblin a total of **20 feet**, he can continue to push **both goblins another 10 feet** (since the first goblin will have moved a total of 15 feet). | If his check reveals that he can push the second goblin a total of **20 feet**, he can continue to push **both goblins another 10 feet** (since the first goblin will have moved a total of 15 feet). | ||
| - | ===== Disarm | + | ==== Disarm ==== |
| You can attempt to **disarm** your opponent **in place of a melee attack**. | You can attempt to **disarm** your opponent **in place of a melee attack**. | ||
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| * If you **successfully disarm** your opponent **with one hand free**, you may **automatically pick up the item dropped**. | * If you **successfully disarm** your opponent **with one hand free**, you may **automatically pick up the item dropped**. | ||
| - | ===== Drag ===== | + | ==== Drag ==== |
| You can attempt to **drag** a foe as a **half action**. The aim of this maneuver is to **drag a foe in a straight line behind you** without doing any harm. | You can attempt to **drag** a foe as a **half action**. The aim of this maneuver is to **drag a foe in a straight line behind you** without doing any harm. | ||
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| If there is another creature in the way of your movement, the drag ends **adjacent to that creature**. | If there is another creature in the way of your movement, the drag ends **adjacent to that creature**. | ||
| - | ===== Grapple/ | + | ==== Grapple/ |
| - | ===== Overrun ===== | + | As a **half action**, or as part of a **charge**, you can attempt to **Grapple/ |
| - | As a **standard | + | * You must have **both hands free** or only be wielding a **light weapon** to **Grapple**. |
| + | * You must have **one free hand** to **Grab** a target. | ||
| + | |||
| + | If you do not have the **Powerful Maneuvers** Talent or a similar ability, initiating a **Grapple/ | ||
| + | |||
| + | If the Grabber/ | ||
| + | |||
| + | ===Grab=== | ||
| + | If your **attack exceeds the target’s CMD**, the target is Immobilized and is treated as occupying one of your hands. | ||
| + | |||
| + | Any attempts to move the target using a spell or combat maneuver is opposed by your CMD or Saving Throw. | ||
| + | |||
| + | ===Grapple=== | ||
| + | If your **attack exceeds the target’s CMD**, you and the target are Immobilized and is treated as occupying one of your hands. This applies one stack of **Grappled!** to your target. For every 5 you exceed the targets CMD you may apply an additional stack of **Grappled!**. If you currently possess stacks of **Grappled!** you may instead remove 2 stacks. For every 5 you exceed the targets CMD you may remove an additional 2 stacks. | ||
| + | |||
| + | Any attempts to move the target using a spell or combat maneuver is opposed by your CMD or Saving Throw. | ||
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| + | |||
| + | ==Grappled!== | ||
| + | Each stack of **Grappled!** applies a -2 on combat casting | ||
| + | |||
| + | * At 1 stack you are treated as Immobilized | ||
| + | * At 5 stacks you are treated as Staggered | ||
| + | * At 10 stacks you are treated as Staggered and Impaired | ||
| + | * At 15 stacks you are treated as Stunned and Impaired | ||
| + | * At 20 stacks you are treated as Paralyzed and Helpless | ||
| + | |||
| + | After 20 stacks a target may be bound with rope, chain or similarly appropriate bindings. This allows the 20 stacks to remain so long as they are bound successfully. Despite being paralyzed a Bound creature may, once per round, attempt to break the bindings via Escape artist, Break check (based on binding), or CMB. If they exceed your CMD +15 they break free of the bindings and remove all stacks and may take their turn as normal as if they had spent a Full-Round action breaking free. | ||
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| + | ==Grapple Damage== | ||
| + | |||
| + | Instead of applying stacks of grapple, and with at least one stack of Grappled! applied, you may spend a half action to roll a combat maneuver check to deal direct damage to the target. These deals Unarmed Damage, and an additional 1 damage as a Circumstance Bonus, per 5 stacks of grapple. Unarmed Damage is typically 1d3 + Strength Mod, but may be modified by other paths. | ||
| + | ==== Overrun ==== | ||
| + | |||
| + | As a **half | ||
| If you do not have the **Powerful Maneuvers** Talent or a similar ability, initiating a drag **requires a Full-Round Action**. | If you do not have the **Powerful Maneuvers** Talent or a similar ability, initiating a drag **requires a Full-Round Action**. | ||
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| * 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 your attack **exceeds your opponent’s CMD by 5 or more**, you **move through the target’s space** and the target is **knocked prone**. | ||
| - | ===== Reposition | + | ==== Reposition ==== |
| You can attempt to **reposition** a foe to a different location as a **Half Action**. | You can attempt to **reposition** a foe to a different location as a **Half Action**. | ||
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| You **cannot move a creature** into a square that is **occupied by a solid object or obstacle**. | You **cannot move a creature** into a square that is **occupied by a solid object or obstacle**. | ||
| - | ===== Steal ===== | + | ==== Steal ==== |
| You can attempt to **take an item** from a foe as a **Half Action**. This maneuver can be used in **melee** to take any item that is **neither held nor hidden** in a bag or pack. | You can attempt to **take an item** from a foe as a **Half Action**. This maneuver can be used in **melee** to take any item that is **neither held nor hidden** in a bag or pack. | ||
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| * Your enemy is **immediately aware** of the theft **unless** you possess the **Greater Steal** Talent. | * Your enemy is **immediately aware** of the theft **unless** you possess the **Greater Steal** Talent. | ||
| - | ===== Sunder | + | ==== Sunder ==== |
| You can attempt to **sunder** an item **held or worn** by your opponent as part of an **half action** or in place of a **melee attack** | You can attempt to **sunder** an item **held or worn** by your opponent as part of an **half action** or in place of a **melee attack** | ||
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| - | ===== Trip ===== | + | ==== Trip ==== |
| You can attempt to **trip** your opponent **in place of a melee attack**. | You can attempt to **trip** your opponent **in place of a melee attack**. | ||
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| * Some creatures—such as **oozes**, **creatures without legs**, and **flying creatures**—**cannot be tripped**. | * Some creatures—such as **oozes**, **creatures without legs**, and **flying creatures**—**cannot be tripped**. | ||
| - | ===== Feint ===== | + | ==== Feint ==== |
| You can attempt to **Feint** your opponent **as a Swift Action**. | You can attempt to **Feint** your opponent **as a Swift Action**. | ||
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| If your **attack exceeds the target’s CMD**, the target is Impaired. If you exceed the target' | If your **attack exceeds the target’s CMD**, the target is Impaired. If you exceed the target' | ||
| - | === Special Cases === | + | == Special Cases == |
| * **–2 penalty** against a creature of **animal Intelligence** (1 or 2) | * **–2 penalty** against a creature of **animal Intelligence** (1 or 2) | ||
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| + | ====Mounted Combat==== | ||
| + | |||
| + | [Rules text...] | ||
| + | |||
| + | ====Splash Weapons==== | ||
| + | |||
| + | [Rules text...] | ||
| + | |||
| + | ====Two-Weapon Fighting==== | ||
| + | |||
| + | [Rules text...] | ||
