This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== ARCHIVED Combat Maneuvers ====== ===== 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: **CMB** = ''Base attack bonus'' + ''Strength modifier'' + ''special size modifier'' + ''talents'' + ''misc modifiers'' ===== 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: * Fine –8 * Diminutive –4 * Tiny –2 * Small –1 * Medium +0 * Large +1 * Huge +2 * Gargantuan +4 * Colossal +8 Some talents and abilities grant a bonus to your **CMB** when performing specific maneuvers. ===== 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. There are some talents that change this into a Half Action that can often be performed in place of a normal melee attack, apart of a charge action, or as an Attack of Opportunity. When you attempt to perform a combat maneuver: * Make an **attack roll** and add your **CMB** in place of your normal attack bonus. * Add any **bonuses** you currently have on attack rolls due to spells, talents, and other effects. * These bonuses must be applicable to the weapon or attack used to perform the maneuver. * The **DC** of this maneuver is your target’s **Combat Maneuver Defense (CMD)**. * 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 ===== 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 + ''Base attack bonus'' + ''Strength modifier'' + ''Dexterity modifier'' + ''special size modifier'' + ''miscellaneous modifiers'' ==== Special Size Modifier ==== The special size modifier for a creature’s **Combat Maneuver Defense** is as follows: * Fine –16 * Diminutive –8 * Tiny –4 * Small –2 * Medium +0 * Large +2 * Huge +4 * Gargantuan +8 * Colossal +16 Some talents and abilities grant a bonus to your **CMD** when resisting specific maneuvers. ==== Miscellaneous Modifiers ==== A creature can also add any **circumstance**, **talent**, **dodge**, **condition**,te and **sacred** bonuses to **AC** to its **CMD**. Any **penalties to AC** also apply to CMD. A **flat-footed** creature does not add its **Dexterity bonus** to CMD. ==== 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. * Rolling a **natural 20** while attempting a combat maneuver is treat similar to a critical hit and adds an additional +5 to the total results. (except when attempting to escape from bonds). * Rolling a **natural 1** is treated similar to a critical failure and provides a -5 to the net results. ===== Combat Maneuver Types ===== ===== 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**. If you do not have the **Powerful Maneuvers** talent, or a similar ability, initiating a bull rush **Requires a Full-Round Action**. If your attack is **successful**, your target is **pushed back 10 feet**. For every 5 by which your attack **exceeds your opponent’s CMD**, you can **push the target back an additional 10 feet**. You can move with the target if you wish, but you must have the **available movement** to do so. If your attack **fails**, your movement ends **in front of the target**. An enemy being moved by a bull rush **does not provoke an attack of opportunity** because of the movement **unless** you possess the **Greater Bull Rush** Talent. If you **bull rush** a creature into a square that is **occupied by a solid object or obstacle**, the target takes damage based on remaining movement as if it were falling damage. If there is another creature in the way of your bull rush, you must immediately make a **combat maneuver check** to bull rush that creature. * You take a **–4 penalty** on this check for **each creature being pushed beyond the first**. * If you are successful, you can continue to push the creatures a distance **equal to the lesser result**. Example: If a fighter bull rushes a goblin for a total of **15 feet**, but there is another goblin **5 feet behind** the first, he must make another combat maneuver check against the second goblin after having pushed the first 5 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 ===== You can attempt to **disarm** your opponent **in place of a melee attack**. If you do not have the **Deft Manuevers** talent, or a similar ability, attempting to disarm a foe **requires a Full-Round Action**. Attempting to disarm a foe **while unarmed** imposes a **–4 penalty** on the attack. If your attack is **successful**, your target **drops one item** it is carrying of your choice (even if the item is wielded with two hands). * If your attack **exceeds the CMD** of the target **by 10 or more**, the target **drops the items it is carrying in both hands** (maximum two items if the target has more than two hands). * Additionally for every 1 you attack exceeds knocks the weapon 1ft further away in a random direction. * If your attack **fails by 10 or more**, **you drop the weapon** that you were using to attempt the disarm. * If you **successfully disarm** your opponent **with one hand free**, you may **automatically pick up the item dropped**. ===== 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. If you do not have the **Powerful Maneuvers** Talent or a similar ability, initiating a drag **requires a Full-Round Action**. If your attack is **successful**: * Both you and your target are moved **5 feet back**. * Your opponent now occupies **your original space**, and you are in the space **directly behind that**, forming a straight line. * For every **5 by which your attack exceeds your opponent’s CMD**, you can drag the target back an **additional 10 feet**. * You must be able to **move with the target** to perform this maneuver. * If you do **not have enough movement**, the drag ends at the **maximum distance you can move**. An enemy being moved by a drag **does not provoke an attack of opportunity** from the movement **unless** you possess the **Greater Drag** Talent. You **cannot move a creature** into a square that is **occupied by a solid object or obstacle**. If there is another creature in the way of your movement, the drag ends **adjacent to that creature**. ===== Grapple/Grab ===== As a **half action**, or as part of a **charge**, you can attempt to **Grapple/Grab** your target—taking firm hold of them or wrestling them. All participates (willing or unwilling) are treated as adjacent until the Grab or Grapple has ended despite the Reach of either creature. There are few exceptions to this such as bindings at 20 stacks of "Grappled!", some spells and unique creature abilities or Talents. * 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/Grab** **requires a Full-Round Action**. If the Grabber/Grappler or Grabbed/Grappled is moved or repositioned by an outside force that moves either target outside the reach of the Grabber/Grappler, then the Grab or Grapple is ended immediately. A Grabbed/Grappled target may attempt a Bullrush or Reposition Manuever against a target actively Grabbing or Grappling them at a -4 or -1 per stack of "Grappled!" (whichever is higher) ====Grab==== If your **attack exceeds the target’s CMD**, the target is Immobilized and is treated as occupying one of your hands. As a Half action on the grabbed target may attempt to break free using their CMB vs your CMD. If they meet or exceed your CMD they are no longer grabbed or Immobilized. 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. ===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. ===== Overrun ===== As a **half action**, taken during your **move** or as part of a **charge**, you can attempt to **overrun** a target, moving through its square. You can only overrun an opponent who is **no more than one size category larger** than you. If you do not have the **Powerful Maneuvers** Talent or a similar ability, initiating a drag **requires a Full-Round Action**. 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 other creatures are occupying that space. When you attempt to overrun a target: * The target can choose to **avoid you**, allowing you to pass through its square **without requiring an attack**. * 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**. * 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 ===== You can attempt to **reposition** a foe to a different location as a **Half Action**. A reposition attempts to **force a foe to move** to a different position in relation to your location **without doing any harm**. If you do not have the **Deft Maneuvers** Talent or a similar ability, initiating a drag **requires a Full-Round Action**. You **cannot use this maneuver** to move a foe into a space that is **intrinsically dangerous**, such as a **pit** or **wall of fire**, unless you have the **Greater Reposition** Talent. If your attack is **successful**: * You may **move your target 5 feet** to a new location. * For every **5 by which your attack exceeds** your opponent’s **CMD**, you can **move the target an additional 10 feet**. * The target must **remain within your reach** at all times during this movement, **except for the final 5 feet**, which may move them to a space **adjacent to your reach**. An enemy being moved by a reposition **does not provoke an attack of opportunity** from the movement **unless** you possess the **Greater Reposition** Talent. You **cannot move a creature** into a square that is **occupied by a solid object or obstacle**. ===== 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 must have at least **one hand free** (holding nothing) to attempt this maneuver. You must **select the item** to be taken **before the check is made**. * Items **tucked into a belt** or **loosely attached** (such as brooches or necklaces) are the **easiest** to take. * Items **fastened to a foe** (such as cloaks, sheathed weapons, or pouches) are **more difficult** and give the opponent a **+5 bonus (or greater)** to their CMD. * Items that are **closely worn** (armor, backpacks, boots, clothing, rings) **cannot** be taken with this maneuver. * Items **held in the hands** (like wielded weapons or wands) **also cannot** be taken with the steal maneuver—you must use the **disarm** combat maneuver instead. The **GM is the final arbiter** of what items can be taken. If you do not have the **Deft Maneuvers** Talent or a similar ability, initiating a drag **requires a Full-Round Action**. Although this maneuver normally requires the target to be **within your reach**, you can use a **whip** to steal an object from a target **within range**, but take a **–4 penalty** on the attack roll. If your attack is **successful**: * You may **take one item** from your opponent. * You must be able to **reach the item** (subject to GM discretion). * Your enemy is **immediately aware** of the theft **unless** you possess the **Greater Steal** Talent. ===== 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** If you do not have the **Powerful Maneuvers** Talent or a similar ability, initiating a drag **requires a Full-Round Action**. If your **attack is successful**: * You **deal damage** to the item **normally**. * Damage that **exceeds the object's Hardness** is subtracted from its **hit points**. * If an object has **half or less** of its total hit points remaining, it gains the **broken** condition. * If the damage you deal would reduce the object to **less than 0 hit points**, you may choose to **destroy it**. * If you **do not** choose to destroy it, the object is left with only **1 hit point** and becomes unusable until repaired. ===== Trip ===== You can attempt to **trip** your opponent **in place of a melee attack**. If you do not have the **Deft Maneuvers** Talent or a similar ability, initiating a drag **requires a Full-Round Action**. If your **attack exceeds the target’s CMD**, the target is **knocked prone**. If your **attack fails by 10 or more**, **you** are **knocked prone** instead. * 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. * Some creatures—such as **oozes**, **creatures without legs**, and **flying creatures**—**cannot be tripped**. ===== Feint ===== You can attempt to **Feint** your opponent **as a Swift Action**. If you do not have the **Deft Maneuvers** Talent or a similar ability, initiating a drag **requires a Half Action**. If your **attack exceeds the target’s CMD**, the target is Impaired. If you exceed the target's CMD by 5 or more they are Impaired for 1d4+1 rounds. If you Exceed the target's CMD by 10 or more they are Vulnerable instead for 1 round and then become Impaired for 1d4 additional rounds after. === Special Cases === * **–2 penalty** against a creature of **animal Intelligence** (1 or 2) * **–4 penalty** to feint a creature that **lacks an Intelligence score** * **Impossible** to feint a creature that does not defend it's self. Feinting in combat **does not provoke attacks of opportunity**.