Maneuver Offense: Difference between revisions

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| [[Overrun]] || [[Might]] || Standard Action, or during the movement portion of a Charge, or as Part of a Move Action.
| [[Overrun]] || [[Might]] || Standard Action, or during the movement portion of a Charge, or as Part of a Move Action.
|-
|-
| [[Reposition]] || [[Might]] || Standard Action
| [[Reposition]] || [[Sleight of Hand]] || Standard Action
|-
|-
| [[Shield Bash]] || [[Might]] || Standard Action
| [[Shield Bash]] || [[Might]] || Standard Action
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| [[Steal]] || [[Sleight of Hand]] || Standard action, or in place of a melee attack.
| [[Steal]] || [[Sleight of Hand]] || Standard action, or in place of a melee attack.
|-
|-
| [[Subdue]] || [[Might]] || Standard Action, or as first attack in a full attack action
| [[Subdue]] || [[Sleight of Hand]] || Standard Action, or as first attack in a full attack action
|-
|-
| [[Sunder]] || [[Might]] || Standard Action, or in place of a melee attack.
| [[Sunder]] || [[Might]] || Standard Action, or in place of a melee attack.
|-
|-
| [[Trip]] || [[Might]] || Standard Action, or in place of a melee attack.
| [[Trip]] || [[Sleight of Hand]] || Standard Action, or in place of a melee attack.
|}
|}


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: Combat maneuvers are performed by making a skill check with the appropriate skill, versus a DC of the target creature's [[Maneuver Defense]].  If you have an item, feat, class ability, or other effect which calls for a Maneuver Offense check to perform some action, but does not specify which skill to use, you may choose either the [[Might]] skill or [[Sleight of Hand]] skill, subject to GM approval. If the check equals or exceeds this target DC, the maneuver is successful.  Refer to the individual maneuvers to resolve the outcome of this success.
: Combat maneuvers are performed by making a skill check with the appropriate skill, versus a DC of the target creature's [[Maneuver Defense]].  If you have an item, feat, class ability, or other effect which calls for a Maneuver Offense check to perform some action, but does not specify which skill to use, you may choose either the [[Might]] skill or [[Sleight of Hand]] skill, subject to GM approval. If the check equals or exceeds this target DC, the maneuver is successful.  Refer to the individual maneuvers to resolve the outcome of this success.


: In most cases, unless you have a feat to prevent it (such as [[Bull Rush, Improved (Feat)|Improved Bull Rush]]), performing a combat maneuver provokes an attack of opportunity from the target creature.  Obviously, creatures which are [[flat-footed]] or unaware of you cannot make attacks of opportunity.
: In most cases, unless you have a feat to prevent it (such as [[Bull Rush, Improved (Feat)|Improved Bull Rush]]), performing a combat maneuver provokes an attack of opportunity from the target creature.  Obviously, creatures that are [[flat-footed]] or unaware of you cannot make attacks of opportunity.

Revision as of 23:04, 18 January 2020

Maneuver Offense

Disambiguation: Maneuver Offense was formerly known as Combat Maneuver Bonus (CMB)
Maneuver offense is a generic term for a skill check to perform a combat maneuver. The combat maneuvers and their associated skill checks are:
Combat Maneuver Skill Action Required
Bull Rush Might Standard action, or as part of a charge, in place of the melee attack.
Dirty Trick Sleight of Hand Standard Action
Disarm Sleight of Hand Standard Action, or in place of a melee attack.
Drag Might Standard Action
Grapple Might Standard Action
Overrun Might Standard Action, or during the movement portion of a Charge, or as Part of a Move Action.
Reposition Sleight of Hand Standard Action
Shield Bash Might Standard Action
Steal Sleight of Hand Standard action, or in place of a melee attack.
Subdue Sleight of Hand Standard Action, or as first attack in a full attack action
Sunder Might Standard Action, or in place of a melee attack.
Trip Sleight of Hand Standard Action, or in place of a melee attack.


Combat maneuvers are performed by making a skill check with the appropriate skill, versus a DC of the target creature's Maneuver Defense. If you have an item, feat, class ability, or other effect which calls for a Maneuver Offense check to perform some action, but does not specify which skill to use, you may choose either the Might skill or Sleight of Hand skill, subject to GM approval. If the check equals or exceeds this target DC, the maneuver is successful. Refer to the individual maneuvers to resolve the outcome of this success.
In most cases, unless you have a feat to prevent it (such as Improved Bull Rush), performing a combat maneuver provokes an attack of opportunity from the target creature. Obviously, creatures that are flat-footed or unaware of you cannot make attacks of opportunity.