Might: Difference between revisions
(→Trip) |
No edit summary |
||
Line 295: | Line 295: | ||
| Retry = Yes | | Retry = Yes | ||
| Provokes = If you do not have [[Shield Bash, Improved (Feat)]], or a similar ability, initiating a shield bash provokes an attack of opportunity from the target of your maneuver. If that attack of opportunity hits, you take damage as normal, but otherwise suffer no penalty on your | | Provokes = If you do not have [[Shield Bash, Improved (Feat)]], or a similar ability, initiating a shield bash provokes an attack of opportunity from the target of your maneuver. If that attack of opportunity hits, you take damage as normal, but otherwise suffer no penalty on your Might check for the shield bash attempt. | ||
}} | |||
== Subdue == | |||
{{Template:SkillUse | |||
| Skill-Use = Subdue | |||
| Core-Skill = Might | |||
| Benefit = You can employ non-lethal tactics to attempt to take down an enemy without killing them. Many times, this is done by smashing a beer mug over someone's head, or smashing a bar stool over their back, but it can also be done with an uppercut to the jaw, or a hard smack with the flat of your blade. | |||
Creatures immune to critical hits or with no discernible anatomy are also immune to this combat maneuver. | |||
| Action = [[Standard Attack]], or the first attack in a [[Full Attack Action]] | |||
| DC = The target's [[Maneuver Defense]] | |||
| Modifiers = - | |||
| Take10-Take20 = No | |||
| Assist = No | |||
| Success = If you equal or exceed your target's Maneuver Defense by 4 or less, you inflict the [[Secured]] condition on the target. This condition lasts until the start of your next turn. | |||
If you beat your target's Maneuver Defense by 5 or more, you inflict the [[Subdued]] condition on the target instead. This condition lasts until the start of your next turn. | |||
In addition to the special effects of the chosen maneuver, you may also deal damage to the creature equal to the [[base weapon damage]] of the weapon you are wielding, not including any adders (such as enhancement bonuses, STR modifiers, feats, spell effects, precision damage, bonus damage, etc). Note that base weapon damage increases at 6th, 11th, 16th, 21st, 26th, and 31st levels, which also improves the damage done by maneuvers. If you want to do more damage with a combat maneuver, you can take feats to improve your combat maneuvers, or use weapons which are good at certain combat maneuvers. | |||
If you have natural or class-based non-weapon attacks, you may roll just the dice you would normally roll for an attack you are allowed to make during an attack of opportunity, not including any adders (such as enhancement bonuses, STR modifiers, feats, spell effects, precision damage, bonus damage, etc). | |||
: Example: a 3rd level fighter would roll just the dice from their +1 longsword (1d8), while a 3rd level Monk would roll just the dice of their Echoing Strike attack (2d8), and a 3rd level Brawler would roll just the dice of their Cross attack (also 2d8). | |||
| Failure = If your check fails, the target is not [[Secured]] and you do not deal any damage. You may continue your turn if you have actions remaining. | |||
| Retry = Yes | |||
| Provokes = No | |||
}} | }} |
Revision as of 21:54, 16 January 2020
Description
Ability Score Used: Strength Usable Untrained? Yes Armor Check Penalty Applies? Yes
Might is a general skill, allowing characters to perform acts of strength, such as the classic "bend bars and lift gates" from 1st edition AD&D. In addition, Might is the skill used for climbing up ropes and vertical surfaces, such as city walls and cliff-faces.
Creatures with a natural burrow speed frequently gain a racial bonus to Might checks.
As with all skills, the uses below are merely suggestions, and by no means the full gamut of possible ways a skill can be used. Players and GM's are encouraged to find additional ways to use each skill.
Bull Rush
You attempt to shove an enemy creature back, moving into its recently-vacated space. Bull rush is excellent for breaking up defensive lines of enemies, or forcing an enemy into a better position for your allies to exploit.
A Bull Rush may only be attempted against an adjacent target. If you have a reach weapon or any other method of extending your combat reach, this does not extend the range of Bull Rush. You can only bull rush an opponent who is no more than one size category larger than you. A bull rush maneuver can only push an opponent straight back from the square of the attacker. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle. | |
Action Required: |
Standard action, or as part of a charge, in place of the melee attack. |
DC of Check: |
Target creature's Maneuver Defense |
Modifiers to Check |
If there is another creature in the way of your bull rush, and you wish to bull rush both of them, you must immediately make a Might check to bull rush that creature as well. You take a -4 penalty on this check for each creature being pushed beyond the first. Note that you cannot damage ANY creature except the first one you Bull Rush. If you are successful on all rolls to bull rush multiple creatures in a line, you can continue to push the creatures a distance equal to the smallest result.
|
Take 10? / Take 20? |
No |
Allows Assists? |
No |
Results of Success |
If your Combat Maneuver attack is successful, your target is pushed back 5 feet, and you deal basic combat maneuver damage to it. For every 5 by which your Maneuver Offense check exceeds your opponent's Maneuver Defense you can push the target back an additional 5 feet. You can follow the target if you wish, moving into the space you pushed the creature out of. If the creature took up more space than you do, you may choose to occupy any of its recently vacated squares as long as they are available for normal movement, and you fit into them. The movement caused by Bull Rush is considered forced movement. An enemy being pushed by a bull rush does not provoke attacks of opportunity for leaving a threatened square unless you possess Bull Rush, Greater (Feat). In addition to the special effects of the chosen maneuver, you may also deal damage to the creature equal to the base weapon damage of the weapon you are wielding, not including any adders (such as enhancement bonuses, STR modifiers, feats, spell effects, precision damage, bonus damage, etc). Note that base weapon damage increases at 6th, 11th, 16th, 21st, 26th, and 31st levels, which also improves the damage done by maneuvers. If you want to do more damage with a combat maneuver, you can take feats to improve your combat maneuvers, or use weapons which are good at certain combat maneuvers. If you have natural or class-based non-weapon attacks, you may roll just the dice you would normally roll for an attack you are allowed to make during an attack of opportunity, not including any adders (such as enhancement bonuses, STR modifiers, feats, spell effects, precision damage, bonus damage, etc).
|
Consequences of Failure |
If your check fails, the target is not budged from its space, and your movement ends in front of the target. You may continue your turn if you have actions remaining, unless you performed this maneuver as part of a charge (which always ends your turn, once resolved). |
Retry Allowed? |
Yes |
Provokes AOO? |
If you do not have Bull Rush, Improved (Feat), or a similar ability, initiating a bull rush provokes an attack of opportunity from the target of your maneuver. If that attack of opportunity hits, you take damage as normal, but otherwise suffer no penalty on your Maneuver Offense for the bull rush attempt. |
Drag
In many ways, a Drag combat maneuver is a Bull Rush maneuver in reverse.
A Drag may only be attempted against an adjacent creature. If you have a reach weapon or any other method of extending your combat reach, this does not extend the range of Drag. If your Drag is successful, you may move one or more squares (depending on the degree of success; see below) as part of the Standard Action used to perform the Drag. The foe is moved along with you. If the creature takes up more space than you do, it must fit without squeezing into every square of the path your choose to drag it through. You can only drag an opponent who is one size category larger than you or smaller. The aim of this maneuver is to drag a foe in a straight line from its space along a path behind the movement of the attacker. Drags are considered forced movement. An enemy being moved by a drag does not provoke an attack of opportunity because of the movement unless you possess the Greater Drag feat. 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. | |
Action Required: |
Standard Action |
DC of Check: |
The target creature's Maneuver Defense |
Modifiers to Check |
Stability (racial trait): Some characters or types of creatures prove particularly sure-footed, making them more difficult to overthrow and move around the battlefield. Any racial ability that grants a bonus to Maneuver Defense versus bull rush attempts grants the same bonus against drag combat maneuvers. |
Take 10? / Take 20? |
No |
Allows Assists? |
No |
Results of Success |
If your skill check is successful, both you and your target are moved 5 feet back, with your opponent occupying your original space and you in the space behind that in a straight line. For every 5 by which your attack exceeds your opponent's Maneuver Defense, you can drag the target back an additional 5 feet. You must be able to move with the target to perform this maneuver, though neither your movement nor your target's movement is subtracted from any other move actions either of you may perform. In addition to the special effects of the chosen maneuver, you may also deal damage to the creature equal to the base weapon damage of the weapon you are wielding, not including any adders (such as enhancement bonuses, STR modifiers, feats, spell effects, precision damage, bonus damage, etc). Note that base weapon damage increases at 6th, 11th, 16th, 21st, 26th, and 31st levels, which also improves the damage done by maneuvers. If you want to do more damage with a combat maneuver, you can take feats to improve your combat maneuvers, or use weapons which are good at certain combat maneuvers. If you have natural or class-based non-weapon attacks, you may roll just the dice you would normally roll for an attack you are allowed to make during an attack of opportunity, not including any adders (such as enhancement bonuses, STR modifiers, feats, spell effects, precision damage, bonus damage, etc).
|
Consequences of Failure |
If your check fails, the target is not budged from its space, and you do not move. You may continue your turn if you have actions remaining. |
Retry Allowed? |
Yes |
Provokes AOO? |
If you do not have the Improved Drag feat or a similar ability, initiating a drag provokes an attack of opportunity from the target of your maneuver. If that attack of opportunity hits, you take damage as normal, but otherwise suffer no penalty on your skill check for the drag attempt. |
Grapple
You can initiate a grapple with an opponent, wrapping your limbs around it in order to hinder its movement, pin it into place (to potentially tie it up), or even cut off its ability to breathe, eventually suffocating it.
A Grapple must be used against an adjacent foe or a foe within your natural reach. Increased reach from weapons does not extend this distance. | |
Action Required: |
Standard Action |
DC of Check: |
The target's Maneuver Defense |
Modifiers to Check |
|
Take 10? / Take 20? |
No |
Allows Assists? |
Multiple creatures can use an Assist action to attempt to grapple one target, assisting one primary creature. Assisting creatures must be adjacent to (or able to reach via natural (non-weapon) reach) both the primary grappler and the target to be grappled. The primary grappler gains a +2 bonus for each creature that successfully assists in the grapple (using the Assist action). Multiple creatures can also assist an allied creature in breaking free from a grapple, with each creature that assists (using the Assist action) granting a +2 bonus on the grappled creature's Might check and/or Escape Artist checks to break free. Assisting creatures must be adjacent to (or able to reach via natural (non-weapon) reach) both the primary grappler and the target to be grappled. |
Results of Success |
If your Grapple check equals or exceeds your target's Maneuver Defense, you inflict the Grabbed condition on your target. If you beat your target's Maneuver Defense by 5 or more, the target is instead Grappled. If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Once you have an opponent Grabbed, you can take actions as described in the Grabbed condition, which also describes how to escalate the condition to Grappled and Pinned. In addition to the special effects of the chosen maneuver, you may also deal damage to the creature equal to the base weapon damage of the weapon you are wielding, not including any adders (such as enhancement bonuses, STR modifiers, feats, spell effects, precision damage, bonus damage, etc). Note that base weapon damage increases at 6th, 11th, 16th, 21st, 26th, and 31st levels, which also improves the damage done by maneuvers. If you want to do more damage with a combat maneuver, you can take feats to improve your combat maneuvers, or use weapons which are good at certain combat maneuvers. If you have natural or class-based non-weapon attacks, you may roll just the dice you would normally roll for an attack you are allowed to make during an attack of opportunity, not including any adders (such as enhancement bonuses, STR modifiers, feats, spell effects, precision damage, bonus damage, etc).
|
Consequences of Failure |
You fail to grapple the target creature. |
Retry Allowed? |
Yes |
Provokes AOO? |
If you do not have Improved Grapple or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target creature. If that attack of opportunity hits, you take damage as normal, but otherwise suffer no penalty on your skill check for the grapple attempt. |
Overrun
You attempt to overrun your target, passing through its square. If combined with the move action of a charge, this will allow you to 'charge through' an opponent if successful. If performed as a standard action, you move up to your speed as part of the maneuver.
Overrun does not require you to move in a straight line unless you combine it with a charge. You must end your movement after an Overrun in an open space. If there is no open space past your opponent in which to end your movement, you cannot perform the maneuver. You can only overrun an opponent who is no greater than one size category larger than you. When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring a Might check. If all of your overrun targets avoid you, you complete your movement, as though you had degraded your standard action to a move action. If you performed the overrun(s) as part of a charge, you resolve your charge attack against your target as normal. | |
Action Required: |
Standard Action, or during the movement portion of a Charge, or as Part of a Move Action (special; see below). |
DC of Check: |
The target's Maneuver Defense |
Modifiers to Check |
Multiple Opponents: You can overrun multiple opponents if you have enough movement to do so. Lay out your desired path and determine how many foes you wish to overrun. Each of your overrun attempts takes a cumulative -3 penalty for each enemy after the first. Thus, if you wish to overrun one enemy, there is no penalty. Overrunning two enemies incurs a -3 penalty to both checks. Overrunning three enemies incurs a -6 penalty to all three checks. Part of a Move Action: You can perform an overrun maneuver as Part of a Move Action, instead of a standard action or part of a Charge. However, when you do so, you may only perform it against a single creature. If successful, you can only pass through its space. You do not deal your combat maneuver damage to the creature, and you cannot knock the creature prone, no matter how much you exceed its Maneuver Defense. If the move-based overrun fails, it is resolved as described in the 'failure' section below. |
Take 10? / Take 20? |
No |
Allows Assists? |
No |
Results of Success |
If your target does not avoid you, make a Might check. If your maneuver is successful, you move through the target's space, inflicting your normal damage for a combat maneuver. If your target occupies more than one square, one overrun check will get you through its entire space, but you must have enough movement to make the whole trip. You only deal your combat maneuver damage to an overrun creature once, regardless of how many of its squares you pass through. If your Maneuver Offense check exceeds your opponent's Maneuver Defense by 5 or more, you move through the target's space and the target is knocked Prone. In addition to the special effects of the chosen maneuver, you may also deal damage to the creature equal to the base weapon damage of the weapon you are wielding, not including any adders (such as enhancement bonuses, STR modifiers, feats, spell effects, precision damage, bonus damage, etc). Note that base weapon damage increases at 6th, 11th, 16th, 21st, 26th, and 31st levels, which also improves the damage done by maneuvers. If you want to do more damage with a combat maneuver, you can take feats to improve your combat maneuvers, or use weapons which are good at certain combat maneuvers. If you have natural or class-based non-weapon attacks, you may roll just the dice you would normally roll for an attack you are allowed to make during an attack of opportunity, not including any adders (such as enhancement bonuses, STR modifiers, feats, spell effects, precision damage, bonus damage, etc).
|
Consequences of Failure |
If your overrun attempt fails, you are stopped in the space directly in front of the opponent that you failed to overrun. If there are other creatures occupying that space, you are shunted back along your declared path to the first unoccupied space. If your overrun attempt was part of a charge action, you can only resolve the charge attack if you can still reach your intended charge target. If that target is out of reach, the charge attack is lost. |
Retry Allowed? |
Yes |
Provokes AOO? |
If you do not have the Improved Overrun feat, or a similar ability, initiating an overrun provokes an attack of opportunity from each target of your maneuver. If the attack of opportunity hits, you take damage as normal, but otherwise suffer no penalty on your Maneuver Offense for the overrun attempt. |
Reposition
A reposition attempts to force a foe to move to a different space in relation to your location. You do not move from your starting square during a reposition attempt.
Reposition attempts may be made against any creature you threaten, as long as that creature is no more than one size category larger than you. Reposition is considered forced movement. You can use this maneuver to move a foe into a space that is intrinsically dangerous, such as off a cliff or into a Pillar of Fire, but it may fall Prone to stop its forced movement in all cases. An enemy being moved by a reposition does not provoke an attack of opportunity for leaving threatened squares unless you possess the Greater Reposition feat. You cannot move a creature into a square that is occupied by a solid object or obstacle. | |
Action Required: |
Standard Action |
DC of Check: |
The target's Maneuver Defense |
Modifiers to Check |
- |
Take 10? / Take 20? |
No |
Allows Assists? |
No |
Results of Success |
If your Might check is successful, you may Slide your target 5 feet to a new location. For every 5 by which your attack exceeds your opponent's Maneuver Defense, you can move the target an additional 5 feet. The target must remain within your reach at all times during this movement, except for the final 5 feet of movement, which can be to a space adjacent to your reach. In addition to the special effects of the chosen maneuver, you may also deal damage to the creature equal to the base weapon damage of the weapon you are wielding, not including any adders (such as enhancement bonuses, STR modifiers, feats, spell effects, precision damage, bonus damage, etc). Note that base weapon damage increases at 6th, 11th, 16th, 21st, 26th, and 31st levels, which also improves the damage done by maneuvers. If you want to do more damage with a combat maneuver, you can take feats to improve your combat maneuvers, or use weapons which are good at certain combat maneuvers. If you have natural or class-based non-weapon attacks, you may roll just the dice you would normally roll for an attack you are allowed to make during an attack of opportunity, not including any adders (such as enhancement bonuses, STR modifiers, feats, spell effects, precision damage, bonus damage, etc).
|
Consequences of Failure |
The target is not moved from its space. |
Retry Allowed? |
Yes |
Provokes AOO? |
If you do not have Reposition, Improved (Feat) or a similar ability, attempting to reposition a foe provokes an attack of opportunity from the target of your maneuver. If that attack of opportunity hits, you take damage as normal, but otherwise suffer no penalty on your Maneuver Offense for the reposition attempt. |
Shield Bash
You must be wielding a light shield or heavy shield in order to use this combat maneuver.
You bludgeon your foe with the flat of your shield, in an attempt to disrupt their ability to react, potentially inflicting the Rattled condition, if successful. Shield bash is rarely expected by foes, making it a good tool in a warrior's tool kit. A shield bash may only be used against an adjacent target, unless you have some form of reach that affects all of your attacks (and therefore would affect your shield). You can only shield bash an opponent who is no more than one size category larger than you. | |
Action Required: |
Standard action, or as part of a charge, in place of the melee attack. |
DC of Check: |
Target creature's Maneuver Defense |
Modifiers to Check |
- |
Take 10? / Take 20? |
No |
Allows Assists? |
No |
Results of Success |
If your Combat Maneuver attack is successful, your target becomes Rattled, and you deal basic combat maneuver damage to it. The rattled condition lasts until the start of your next turn. In addition to the special effects of the chosen maneuver, you may also deal damage to the creature equal to the base weapon damage of the shield you are wielding, not including any adders (such as enhancement bonuses, STR modifiers, feats, spell effects, precision damage, bonus damage, etc). Note that base weapon damage increases at 6th, 11th, 16th, 21st, 26th, and 31st levels, which also improves the damage done by maneuvers. If you want to do more damage with a combat maneuver, you can take feats to improve your combat maneuvers, or use weapons which are good at certain combat maneuvers. |
Consequences of Failure |
If your check fails, the target is not rattled, and you deal no damage. You may continue your turn if you have actions remaining, unless you performed this maneuver as part of a charge (which always ends your turn, once resolved). |
Retry Allowed? |
Yes |
Provokes AOO? |
If you do not have Shield Bash, Improved (Feat), or a similar ability, initiating a shield bash provokes an attack of opportunity from the target of your maneuver. If that attack of opportunity hits, you take damage as normal, but otherwise suffer no penalty on your Might check for the shield bash attempt. |
Subdue
You can employ non-lethal tactics to attempt to take down an enemy without killing them. Many times, this is done by smashing a beer mug over someone's head, or smashing a bar stool over their back, but it can also be done with an uppercut to the jaw, or a hard smack with the flat of your blade.
Creatures immune to critical hits or with no discernible anatomy are also immune to this combat maneuver. | |
Action Required: |
Standard Attack, or the first attack in a Full Attack Action |
DC of Check: |
The target's Maneuver Defense |
Modifiers to Check |
- |
Take 10? / Take 20? |
No |
Allows Assists? |
No |
Results of Success |
If you equal or exceed your target's Maneuver Defense by 4 or less, you inflict the Secured condition on the target. This condition lasts until the start of your next turn. If you beat your target's Maneuver Defense by 5 or more, you inflict the Subdued condition on the target instead. This condition lasts until the start of your next turn. In addition to the special effects of the chosen maneuver, you may also deal damage to the creature equal to the base weapon damage of the weapon you are wielding, not including any adders (such as enhancement bonuses, STR modifiers, feats, spell effects, precision damage, bonus damage, etc). Note that base weapon damage increases at 6th, 11th, 16th, 21st, 26th, and 31st levels, which also improves the damage done by maneuvers. If you want to do more damage with a combat maneuver, you can take feats to improve your combat maneuvers, or use weapons which are good at certain combat maneuvers. If you have natural or class-based non-weapon attacks, you may roll just the dice you would normally roll for an attack you are allowed to make during an attack of opportunity, not including any adders (such as enhancement bonuses, STR modifiers, feats, spell effects, precision damage, bonus damage, etc).
|
Consequences of Failure |
If your check fails, the target is not Secured and you do not deal any damage. You may continue your turn if you have actions remaining. |
Retry Allowed? |
Yes |
Provokes AOO? |
No |
Sunder
The Sunder combat maneuver can be used for two purposes: to attempt to sunder an item held or worn by an opponent, or to attempt to break or destroy an unattended object, fortification or structure.
Sundering an item held, wielded, or worn by your opponent:
Sundering an unattended object, fortification or structure:
Sunders Against Armor
In addition, some dweomermetals, and some magic properties can alter the durability of armor. If armor becomes broken, it continues to provide all of its normal benefits, but the wearer suffers a -2 penalty to Armor Class until the armor is repaired. Sunders Against ShieldsShields, like armor, are designed to protect the wearer, and are therefore more difficult to Sunder. Shields have a durability akin to unattended objects, requiring more than one successful Sunder attempt to inflict the Broken condition upon the shield. In addition, if an enemy attempts to sunder any of your worn or wielded items, and you are proficiently wielding a shield, you may ALWAYS elect to have that sunder check apply to your shield instead, as long as your shield does not already have the Broken condition.
In addition, some dweomermetals, and some magic properties can alter the durability of a shield. If a shield becomes broken, it continues to provide all of its normal benefits, but the wearer suffers a -2 penalty to Armor Class until the shield is repaired. Sunders Against MonstersMost monsters have no defined equipment or armor. As such, it isn't immediately clear what a sunder would do to such a creature. When a Sunder is performed against a monster with no defined equipment, it suffers a -2 penalty to its Armor Class until the end of the encounter. Any monster which is immune, or partially immune to conditions is also immune (or partially immune) to this. Creatures that might know a Make Whole spell, or similar ability, are presumably able to fix this condition outside of combat, but a Sundered monster is not normally able to fix it during combat. Sunders against monsters do not stack; only one such penalty can be applied per monster. | |
Action Required: |
Standard Action, or in place of a melee attack |
DC of Check: |
|
Modifiers to Check |
- |
Take 10? / Take 20? |
No |
Allows Assists? |
No |
Results of Success |
A successful Sunder attempt inflicts 1 point of Siege Damage which is subtracted from an object's Durability score. Most wielded and common objects have a Durability score of 1, so a successful Sunder inflicts the Broken status immediately. Vehicles, fortifications, and very durable items such as armor and shields may have a higher Durability score.
|
Consequences of Failure |
The targeted object, fortification, or structure is unharmed. |
Retry Allowed? |
Yes |
Provokes AOO? |
If you do not have Sunder, Improved (Feat) or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver. If that attack of opportunity hits, you take damage as normal, but otherwise suffer no penalty on your Might check for the sunder attempt. |
Trip
A Trip maneuver can be used to inflict the Quelled condition on an enemy creature, driving them to their knees.
You may attempt to trip any creature you threaten, as long as that creature is no more than one size category larger than you. | |
Action Required: |
Standard Action, or in place of a melee attack. |
DC of Check: |
The target's Maneuver Defense |
Modifiers to Check |
- |
Take 10? / Take 20? |
No |
Allows Assists? |
No |
Results of Success |
If your Trip combat maneuver result exceeds the target's Maneuver Defense, the target is Quelled. If your Trip combat maneuver result is 5 points higher or more than the target's Maneuver Defense, the target is knocked Prone instead. In addition to the special effects of the chosen maneuver, you may also deal damage to the creature equal to the base weapon damage of the weapon you are wielding, not including any adders (such as enhancement bonuses, STR modifiers, feats, spell effects, precision damage, bonus damage, etc). Note that base weapon damage increases at 6th, 11th, 16th, 21st, 26th, and 31st levels, which also improves the damage done by maneuvers. If you want to do more damage with a combat maneuver, you can take feats to improve your combat maneuvers, or use weapons which are good at certain combat maneuvers. If you have natural or class-based non-weapon attacks, you may roll just the dice you would normally roll for an attack you are allowed to make during an attack of opportunity, not including any adders (such as enhancement bonuses, STR modifiers, feats, spell effects, precision damage, bonus damage, etc).
|
Consequences of Failure |
The target remains on their feet. |
Retry Allowed? |
Yes |
Provokes AOO? |
If you do not have Trip, Improved (Feat), or a similar ability, initiating a trip provokes an attack of opportunity from the target of your maneuver. If that attack of opportunity hits, you take damage as normal, but otherwise suffer no penalty on your Maneuver Offense for the trip attempt. |
Feat of Strength
You can perform a feat of strength, such as tearing the bars out of a barred window, bending the bars of a portcullis, punching a camel and knocking it out cold, or even knocking over large, heavy objects. This use of the Might skill is broad in application, and GM's are the final arbiters of how it can be used.
As a general rule of thumb, Might should not be used in place of an existing combat maneuver, such as sunder, to replicate its effects. In such a case, the creature needs to use Maneuver Offense to determine the outcome. This means that actually breaking an object cannot be achieved with the Might skill, though deforming the object is very frequently possible. However, GM's may decide that a raging barbarian who wants to smash in the gates of the keep with his bare fists is just so cinematic that it should have a chance to work, even though smashing gates is usually so hard it requires siege weapons and hours or days of pounding on the gates to smash them in. Sometimes, it's important to let the players be superheroes, so again, GM's are the final arbiters of what is possible here. GM's may also want to grant a free Intimidate check to anyone who successfully pulls off a particularly showy Feat of Strength. By their very nature, feats of strength are showy things, and any attempt, even unsuccessful, is going to bring attention to the person doing it. You cannot attempt to brute-force your way out of a jail cell without making any noise. | |
Action Required: |
Standard action |
DC of Check: |
Depending on the action, typically a Challenging DC vs. the level of the owner of the thing being acted upon, or the campaign level. |
Modifiers to Check |
|
Take 10? / Take 20? |
Yes |
Allows Assists? |
Yes (up to 5 allies), but it is not nearly as impressive. Allies must be able to reach the object you are mighting against. If there is not enough room, they cannot assist. |
Results of Success |
You are able to perform the feat of strength. |
Consequences of Failure |
A failure means you are unable to pull off the attempt. A failure by less than 5 might mean partial success, if the GM decrees it so. |
Retry Allowed? |
Yes |
Provokes AOO? |
Yes |
Halt a Fall / Catch a Falling Creature
You can catch yourself while falling, by grabbing onto some piece of passing terrain, such as a tree branch, a cliff's edge, an abutment, etc. Similarly, you can grab onto a creature which is falling past you, to attempt to arrest their fall.
You must have at least one hand free to attempt this. | |
Action Required: |
Immediate action |
DC of Check: |
10 + 10 per 10 feet you or the falling creature have fallen at the point you attempt to halt the fall (minimum 20). |
Modifiers to Check |
If you have both hands free, the DC is reduced by -5. |
Take 10? / Take 20? |
No |
Allows Assists? |
Yes (up to 5 allies). Assisting allies must be adjacent to you. If there is not enough room, they cannot assist. |
Results of Success |
You are able to latch onto the nearby terrain, halting your fall (or catching the falling creature) and taking no falling damage. If you halted your own fall, you must still climb back up to a horizontal surface (using the Movement skill to climb). While climbing, most creatures are flat-footed (unless they have Lesser Climb or Greater Climb speeds). |
Consequences of Failure |
If you fail the check, you do not stop the fall of yourself or the falling creature. The fall continues the remaining distance to the ground, and all falling damage is added together before any defenses, such as DR, are applied. |
Retry Allowed? |
No |
Provokes AOO? |
Yes |
Clamber
You can enter a larger creature's space, to set up internal flanks by moving under, onto, or amidst the target creature. Clamber is NOT used to move through an enemy's space (you have to use the Overrun combat maneuver for that), nor can it ever affect multiple creatures.
Move actions used to clamber are always at half your normal speed for the movement type you are using. This affects the whole move action, not just the squares in which you enter the creature's space. Clamber includes avoiding the attack of opportunity from the target creature, but not from other nearby creatures who also threaten you. Those creatures require a tumble check, using acrobatics, to avoid provoking from, if you wish to do so. However, the target creature of clamber only gets an attack of opportunity against you if you fail your clamber check by 5 or more (see failure). If you choose to both tumble and clamber in the same move action, your movement is only halved once for both actions (i.e. not quartered). However, difficult terrain in your path still costs twice as much movement to move into, out of your already-halved speed. The target creature must be at least 2 size categories larger than you. Note that all internal squares of a creature are considered to be threatened by that creature. If you succeed, you may move up to your speed, and position yourself anywhere inside the target creature's space, assuming you have movement enough to reach it. | |
Action Required: |
Move action at half speed |
DC of Check: |
the target creature's Maneuver Defense |
Modifiers to Check |
|
Take 10? / Take 20? |
No |
Allows Assists? |
Yes (up to 1 ally). Assisting ally must be adjacent to you at the start of your clamber attempt. |
Results of Success |
You enter the creature's space and move into one of its interior squares. You cannot move to a square further away than you can reach in a single move action. You do not provoke an attack of opportunity from the target creature, though your movement might provoke from any other creatures which threaten squares you are moving through. |
Consequences of Failure |
If you fail, your movement ends in the first unoccupied space of your path, and you provoke an attack of opportunity from the target creature. Any remaining movement in your move action is lost. |
Retry Allowed? |
Requires another move action. Retrying does not negate checks which have failed. |
Provokes AOO? |
Only on a check that fails by 5 or more |
Stabilize From Dying
Any time your hit points are at a negative number, but you are not instantly slain (i.e. your hit points have no reached a negative total equal to your CON score (not modifier) + your character level), you are Dying. While dying, you must make a Might check at the end of each of your turns to determine whether you continue to bleed out, or stabilize.
This check is also sometimes referred to as a 'death check'. If three of these checks are failed in a row (over the course of three rounds), your character dies. | |
Action Required: |
Free action, which can only be made once per round at the end of each of your turns in which you are dying. Even if combat ends before you have stabilized, you must continue to make death checks every 6 seconds, until you either stabilize, an ally heals or stabilizes you, or you bleed out from three failed checks in a row. |
DC of Check: |
15 + double your character level |
Modifiers to Check |
- |
Take 10? / Take 20? |
No |
Allows Assists? |
No (A character who could assist you should try healing you instead.) |
Results of Success |
You are no longer Dying, and instead become Stabilized. You are still unconscious, and if you remain unattended for a full eight hours (a full night's rest), you must make a new Might check, vs. a DC of 25, or begin Dying again. If you succeed on this check, you begin regaining hit points at a normal rate (1 hit point per character level per day). You cannot gain the benefit of Long Term Care (see Heal skill), even if you have the Heal skill, since you are too injured to adequately care for yourself to this degree. |
Consequences of Failure |
You are one step closer to dying. If you fail three checks in a row (over the course of three rounds), you bleed out and die. The life of an adventurer is often brutal and short (that's why there's so many farmers). |
Retry Allowed? |
Yes, you must retry once per round at the end of your turn, each round, until you either succeed, or you fail three times in a row and die. |
Provokes AOO? |
No, but you are unconscious, helpless, and likely to be eaten by a grue. |
Carry Heavier Loads
If you have ranks in Might, you work out! For every rank you possess in might, you can increase your carrying capacity, as detailed on the table below. This is automatic and always on, simply for possessing ranks in might. You can never more than double your base encumbrance numbers with this skill use of might. This does not affect any movement reduction or encumbrance penalties for wearing medium or heavy armor, or some shields.
The table below shows how many pounds of additional carrying capacity are granted at each rank of might. These values are not additive with prior ranks – they are the total bonus you receive for having the listed number of ranks.
Ranks in Might Additional Carrying Capacity Light Load Medium Load Heavy Load Max Drag 1 +1 lbs +2 lbs +3 lbs +15 lbs 2 +2 lbs +4 lbs +6 lbs +30 lbs 3 +3 lbs +6 lbs +9 lbs +45 lbs 4 +4 lbs +8 lbs +12 lbs +60 lbs 5 +5 lbs +10 lbs +15 lbs +75 lbs 6 +12 lbs +24 lbs +36 lbs +180 lbs 7 +14 lbs +28 lbs +42 lbs +210 lbs 8 +16 lbs +32 lbs +48 lbs +240 lbs 9 +18 lbs +36 lbs +54 lbs +270 lbs 10 +20 lbs +40 lbs +60 lbs +300 lbs 11 +33 lbs +66 lbs +99 lbs +495 lbs 12 +36 lbs +72 lbs +108 lbs +540 lbs 13 +39 lbs +78 lbs +117 lbs +585 lbs 14 +42 lbs +84 lbs +126 lbs +630 lbs 15 +45 lbs +90 lbs +135 lbs +675 lbs 16 +64 lbs +128 lbs +192 lbs +960 lbs 17 +68 lbs +136 lbs +204 lbs +1020 lbs 18 +72 lbs +144 lbs +216 lbs +1080 lbs 19 +76 lbs +152 lbs +228 lbs +1140 lbs 20 +80 lbs +160 lbs +240 lbs +1200 lbs 21 +105 lbs +210 lbs +315 lbs +1,575 lbs 22 +110 lbs +220 lbs +330 lbs +1,650 lbs 23 +115 lbs +230 lbs +345 lbs +1,725 lbs 24 +120 lbs +240 lbs +360 lbs +1,800 lbs 25 +125 lbs +250 lbs +375 lbs +1,875 lbs 26 +156 lbs +312 lbs +468 lbs +2,340 lbs 27 +162 lbs +324 lbs +486 lbs +2,430 lbs 28 +168 lbs +336 lbs +504 lbs +2,520 lbs 29 +174 lbs +348 lbs +522 lbs +2,610 lbs 30 +180 lbs +360 lbs +540 lbs +2,700 lbs 31 +217 lbs +434 lbs +651 lbs +3,255 lbs 32 +224 lbs +448 lbs +672 lbs +3,360 lbs 33 +231 lbs +462 lbs +693 lbs +3,465 lbs 34 +238 lbs +476 lbs +714 lbs +3,570 lbs 35 +245 lbs +490 lbs +735 lbs +3,675 lbs
Delay Condition (Epic)
You can attempt to shrug off the effects of a status condition for 1 round. Delay condition cannot be used more than once on the same condition, so a particular condition's effects can never be delayed for more than 1 round. While the condition is delayed, you do not suffer any of its effects, but its duration, if of a set period of time (e.g. 2 rounds), doesn't begin to decrease until after the delay condition effect ends.
This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted. | |
Action Required: |
Immediate action |
DC of Check: |
|
Modifiers to Check |
- |
Take 10? / Take 20? |
No |
Allows Assists? |
No |
Results of Success |
You are able to power your way through the condition's effects until the end of your next turn. Its duration (if any) does not get reduced by this delay, and only starts decreasing when it begins to affect you. |
Consequences of Failure |
You fail to delay the effects of the condition, suffering its effects as normal. |
Retry Allowed? |
You may never attempt to delay the effects of a condition more than once, regardless of whether you succeed or fail on your first attempt. |
Provokes AOO? |
No |