Author Topic: [Archived] Combat Maneuvers  (Read 1830 times)

Offline Nytemare3701

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[Archived] Combat Maneuvers
« on: November 07, 2011, 08:59:20 AM »
Combat Maneuvers have been a staple of fighter builds, but they don't really match up to the tricks of the casters. Most of it stems from their binary nature. Either you are good at it (and it's the only thing you are good at) or you aren't (and you might as well not try).


The Edge
If you have more BAB than the target of your attacks, you are considered to Have the Edge on that attack. Combat Maneuvers will perform better when used by someone with the Edge. So while anyone can attempt to Disarm an opponent (provoking an attack of opportunity and dropping the weapon on the ground on a successful opposed attack roll), a character with the Edge can disarm better (provoking no attack of opportunity and sending the weapon flying in a direction of his choice). In this manner, a character who takes full BAB classes always has a fundamental advantage in combat over characters who do other things. The edge also grants a +4 to your combat maneuver checks.

Combat Maneuvers (Taken from Tome, edited to include my fixes.)
All of the following maneuvers may be made in place of an attack. Any time a character is permitted an attack for any reason (including an attack of opportunity or the attack at the conclusion of a charge), they may make a special attack action instead.

Bullrush
If you have not moved your entire allotted distance this turn, you may attempt to push your opponent back as a melee attack. First, you move into your opponents square (which probably provokes an attack of opportunity). Then you make an opposed Combat Maneuver check. If you succeed, you push your opponent back 5 feet. If you succeed by more than 1, you may move your opponent back a single 5 square for every 2 points your check exceeds their CMD.
Special: The movement used during a Bullrush counts against your movement this turn. If you do not take a move or charge action this turn, you will normally be limited to five feet of movement. This movement does not provoke an attack of opportunity from you or the target, but is quite likely to provoke an attack of opportunity from any other creature standing nearby. During a bullrush, both characters provide cover for each other.
Edge Option: If you have the edge on your target, you do not provide cover for your opponent even if they are the same size as you. Further, you may move your opponent in a direction up to 45 degrees off from your initial approach, altering your own course to push them more than 5 feet if necessary. If you fail the initial check, you may choose which adjacent square you are pushed into.

Coup de Grace
You may attempt to slay an opponent outright if they are helpless. As a full-round action, you may automatically hit a helpless opponent in melee range. This attack is automatically a critical hit. This action provokes an attack of opportunity.
Interrupting a Coup de Grace: A character who suffers damage during the Coup de Grace must make a Concentration Check (DC 10 + Damage Inflicted) or the action is resolved as a normal attack.
Edge Option: If you have the Edge on an opponent who threatens you during a Coup de Grace, you do not provoke an attack of opportunity from them.

Disarm
You may attempt to disarm your opponent with a melee or ranged attack. Make a Combat Maneuver check against an armor class of 10 + the targets melee attack bonus with the item in question. If you succeed, the weapon or held item is snatched out of your opponents grasp. Failing a Disarm attempt provokes an attack of opportunity from the target. A disarmed item lands in a randomly determined square adjacent to the target.
Defending against a Disarm: An item held in two hands is harder to disarm, increasing the DC by +4. An item tied to ones body with a sword-wrap or locked gauntlet is much harder to disarm, increasing the DC by +8.
Special: A Disarm may be used to attempt to remove a melee weapon that is presently being used in an attack against the disarmer even if the creature using the weapon is out of range or otherwise not threatened by the character. A Disarm (or any attack) is normally only usable during an attack against such creatures as an Attack of Opportunity or a Readied Action.
Edge Option: If you have the Edge on your target, your Disarm attempt does not provoke an attack of opportunity, and you may choose which adjacent square your opponents weapon or held item lands in. If you have a free hand, the item may end up in your possession instead.

Feint
By performing a distracting maneuver or fencing your opponent into a poor position, you may make an attack against them at their worst. You take an attack action to make a Bluff check with a DC of 10 + your opponents Wisdom modifier + the higher of your opponents BAB or ranks in Sense Motive. If you succeed, your opponent does not get their Dexterity Bonus to AC against the next attack you make against them (if it is within the next round).
Edge Option: If you have the Edge on your target and you successfully Feint, you may make an attack against that opponent this round as a Swift action.

Grapple
Grapple is collectively 3 separate maneuvers that all fall under the super-heading of grappling. Any grapple
attempt provokes an attack of opportunity unless your attack has the edge.
 Grab On
Sometimes, you want to attach yourself to a larger creature, getting inside their reach and then repeatedly
stabbing them or simply weighing them down. As an attack action you may attempt to grab on to an opponent. Grabbing on to an opponent provokes an attack of opportunity and requires a Combat Maneuver check. If you have 6 ranks of Climb or Ride, you get a +2 synergy bonus on this maneuver for each skill.
Holding on: Once youve attached yourself to your opponent, you go wherever they go. Move into their space, and move where they do automatically (this movement does not provoke attacks of opportunity or count against your movement in any way). You may attack with any light or one handed weapon, and your opponent is denied his Dexterity bonus against you.
Being Held on to: If another creature has grabbed on to your character, their weight counts against your carrying capacity. If youre overloaded, you may be unable to move or even collapse until you shake your opponent off. You can attempt to attack a creature holding on to you, but your strength modifier is halved for such attacks and your attacks are at -4. You may attempt to shake your opponent off as an attack action by making a check with a Combat Maneuver check.
Edge Options: If you have the edge on an opponent when you grab them, they may not attack you at all once you have grabbed on to them. Further, grabbing on to an opponent does not provoke an attack of opportunity.
 Pin
Sometimes you want to pin an opponent to the ground. Make a Combat Maneuver Check. If you succeed, your opponent is pinned for one round. They cant move, and you may put ropes or manacles on them if you wish with a melee attack action. At the end of any turn you are pinning your opponent in melee, you may inflict unarmed or constriction damage. With subsequent attack actions, you may attack in melee with natural weapons or light weapons with no penalty.
Escaping a Pin: If youre pinned you can attempt to fight back, but youre prone and you suffer an additional -4 penalty to attack the creature pinning you (generally a -8 total penalty to attack your attacker). You can get out with an attack action by making a Combat Maneuver or Escape Artist check with a DC equal to your opponents CMD.
Edge Options: If youre pinning an opponent and your attacks have the edge, your opponent cannot attack you or anyone else until they get free. Furthermore, if anyone else attacks them, they are considered helpless.
 Lift
Sometimes you want to put an opponent in your mouth or carry away a struggling princess. Make a Combat Maneuver check. If you succeed, your opponent is hefted into the air. You may move around freely while carrying your opponent (their weight counts against your limits of course). You may perform a coup de grace or swallow whole action on a character you have lifted, but doing so ends the lift whether it succeeds or fails.
Escaping a Lift:
When youve been lifted, you cannot move under your own power, but you can continue to attack. Attacks against the creature which has lifted you are at a -4 penalty. You can also attempt to escape with an attack action by making a Combat Maneuver or Escape Artist check with a DC of your opponents CMD.
Edge Options: If you have the edge on an opponent you have lifted, they may not attack you or anyone else until they escape.

Trip
As an attack action, you may attempt to knock an opponent prone. Make a melee or ranged touch attack, and if you succeed make a Combat Maneuver check against their CMD or Acrobatics (whichever is greater). Success leaves your opponent prone. Failure provokes an attack of opportunity.
Modifiers: The DC to trip an opponent who has four legs or is otherwise inherently stable is increased by 4. Radially symmetrical creatures like Oozes cannot be tripped at all.
Edge Option: If you have the edge on your target, you do not provoke an attack of opportunity if your trip attempt fails, but your target provokes an attack of opportunity from you if your trip succeeds.

Sunder

Sundering is a three step process:
1. Attack of Opportunity. You provoke an attack of opportunity from the target whose weapon or shield you are trying to sunder.
Edge Option: If you have the edge on your target, you do not provoke an attack of opportunity.

2. Opposed Rolls. You and the defender make opposed attack rolls with your respective weapons. The wielder of a two-handed weapon on a sunder attempt gets a +4 bonus on this roll, and the wielder of a light weapon takes a -4 penalty. If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +1 per difference in size category.

3. Resolution. If you beat the defender, roll damage and deal it to the weapon or shield.

Sundering a Carried or Worn Object
You dont use an opposed attack roll to damage a carried or worn object. Instead, just make an attack roll against the objects AC. A carried or worn objects AC is equal to 10 + its size modifier + the Dexterity modifier of the carrying or wearing character. Attacking a carried or worn object provokes an attack of opportunity just as attacking a held object does. You cant sunder armor worn by another character.

Covering Fire
You may use your ranged attacks to provide cover for your allies. Take an attack with your ranged weapon and roll a normal attack roll. Until the beginning of your next turn one of your allies may use the result of your attack roll as their Armor Class against one attack of opportunity.
Edge Option: If you have The Edge against an opponent whose attack of opportunity was negated by Covering Fire, your ranged weapon may hit them. Simply compare the attack roll to their armor class as if it was also a normal attack.

Taunt
Make an intimidate check opposed by sense motive as a swift action. If you succeed your foe is taunted, giving you a +1*BAB damage bonus vs them. The bonus stacks with itself, and lasts until the end of the encounter OR until the creature damages you.

« Last Edit: January 05, 2019, 03:44:45 PM by Nytemare3701 »