Combat Maneuvers
Combat Maneuvers are special actions you may attempt to perform to hinder or even cripple your foe, including Choke, Disarm, Dirty Trick, Grab (Crush & Strike), *Grapple* *(Choke Hold, Drag, Pin, Slam, Submission Hold, Throw, & Tie Up)*, Overrun, Shove, *Steal*, Sunder, Tackle and *Trip*. Although these maneuvers have vastly different results, they all use the Combat Maneuver mechanic to determine success.
- Actions marked with *asterisks* cannot be used without the Advanced Combat Maneuver feat.
Combat Maneuver Attack Bonus
Each character has a Combat Maneuver Attack Bonus (or CMAB) that represents their skill at performing combat maneuvers. A character's CMAB is determined using the following formula: CMAB = Base Attack Bonus + Strength modifier + Size modifier* + Miscellaneous CMAB bonuses (some feats and abilities grant a bonus to your CMAB when performing specific maneuvers).Combat Maneuver Defense
Each character has a Combat Maneuver Defense (or CMD) that represents their skill to resist combat maneuvers. A character's CMD is determined using the following formula: CMD = 10 + (your CMAB) + Dexterity modifier + Miscellaneous CMD bonuses (some feats and abilities grant a bonus to your CMD when defending against specific maneuvers). A flat-footed character does not add its Dexterity bonus to its CMD.*Size Modifier*
Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to determine their CMAB. The size modifier for a creature’s Combat Maneuver Modifier is as follows: Fine –10, Diminutive –5, Tiny –3, Small –1, Medium +0, Large +1, Huge +3, Gargantuan +5, Colossal +10.Performing a Combat Maneuver
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as a Standard Action, some may be used during an Attack of Opportunity (with a feat or talent), while others require a specific combat condition. If your target is immobilized, unconscious, or otherwise helpless, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +10 bonus on your attack roll to perform a combat maneuver against it. When you attempt to perform a combat maneuver, make an attack roll and add your CMAB in place of your normal attack bonus. The Target of this maneuver uses their CMD to attempt to block the maneuver. Combat maneuvers are still considered attack rolls for the purpose of any bonuses granted by allies or penalties incurred that would normally apply to an attack roll.Determine Success
If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and the listed effect takes place. Some maneuvers, such as Shove, 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 always a success while rolling a natural 1 is always a failure. If your combat maneuver fails the maneuver is ineffective and the target may make an Attack of Opportunity against you.List of Combat Maneuvers
Choke (Strength)
You may attempt to choke your opponent in place of a melee attack as a Standard Action. Attempting to choke a target while totally unarmed grants a +5 bonus to the maneuver. If your attack is successful, you inflict the Choking state on your opponent.Disarm (Dexterity/Strength)
You can attempt to disarm your opponent in place of a melee attack as a standard action. Attempting to disarm a foe while unarmed grants a +5 bonus to the maneuver. 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 all items they are carrying in both hands. 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 without using a weapon, you may automatically pick up the item dropped.Dirty Trick (Dexterity)
You can attempt to hinder a foe in melee as a standard action. This maneuver covers any sort of situational cheap shot that imposes a penalty on a foe for a short period of time. Examples include kicking sand into an opponent’s face to blind them for 1 round, pulling down an enemy’s pants to halve their speed, or hitting a foe in a sensitive spot to make them sickened for a round. The immediate situation is the arbiter of what can be accomplished with this maneuver, but it cannot be used to impose a permanent penalty, and the results can be undone if the target spends a standard action. If your attack is successful, the target takes a penalty. The penalty is limited to one of the following states: blinded, dazzled, deafened, entangled, shaken, or sickened. This state lasts for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the penalty lasts 1 additional round. This penalty can usually be removed if the target spends a standard action.Grab (Strength)
As a standard action, you can attempt to grab a foe, hindering their combat options. Humanoid characters without two free hands attempting to grapple a foe take a –5 penalty on their CMAB. If successful, both you and the target gain the grappled state. If you successfully grapple a character that is not adjacent to you, move that character to an adjacent open space (if no space is available, your grapple fails). Although both characters have the grappled state, you can, as the character that initiated the grapple, release the grapple as a free action, removing the state from both you and the target. If you do not release the grapple, you must continue to make a new CMAB check each round, as a move action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds, this bonus does not stack. Once you are grappling an opponent, a successful check, as a Standard Action, against them allows you to continue grappling the foe.Crush
If you successfully maintained a Grab/Grapple on a target, you may, as a standard action, deal Unstoppable Damage to them equal to one-half your Unarmed damage. If your CMAB roll surpasses the target's CMD by 10 or more, you may deal your full Unarmed Damage.Strike
If you successfully maintained a Grab/Grapple on a target, as a standard action, you may make an attack against your target with an unarmed strike, a natural attack, armor spikes, or a small-sized one-handed weapon. This damage can be either lethal or nonlethal. This attack roll is compared to the target's Flat-Footed General Defense.Grapple* (Strength)
If you make a successful grab and have the Advanced Combat Maneuver feat you may attempt to make any of the following maneuvers each turn you continue to have the target trapped in the grappled state.Choke Hold
If you successfully maintained a Grapple on a target, you may attempt to put your opponent in a Choke Hold with a follow-up Grapple check as a move action afterward. Attempting to Choke Hold a target while totally unarmed grants a +5 bonus to the maneuver. If your attack is successful, you inflict the Choking state on your opponent. While maintaining your Choke Hold you gain a +5 to your Combat Maneuver Defense against all attempts your opponent makes to escape.Drag
If you successfully maintained a Grapple on a target, as a standard action, you may drag a foe in a given direction. You can only drag an opponent who is no more than one size category larger than you. If your attack is successful, both you and your target may move 1/2 your movement (rounded down). If your roll exceeds your target's CMD by 10 or more, you can move your target your full movement. You must be able to move with the target to perform this maneuver. If you do not have enough movement, the drag goes to the maximum amount of movement available to you and ends. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus. 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.- Special: Characters may 'Drag' others without access to this Combat Maneuver. To 'Drag' an opponent without this maneuver you must make a Combat Maneuver check for a Grab, after a successful check you must spend a Swift Action making a Strength check opposed by your opponent's Fortitude Defense, if that check is successful you may then spend a Move Action to move your target 1/4 your total movement speed.
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