Maneuver Offense: Difference between revisions
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! width="150" | Combat Maneuver || width="150" | Skill || Action Required | ! width="150" | Combat Maneuver || width="150" | Skill || Action Required | ||
|- | |- | ||
| [[Bull Rush]] || [[Might]] || [[ | | [[Bull Rush]] || [[Might]] || [[Attack Action]], or as part of a [[Charge]] (in place of Charge's melee attack). | ||
|- | |- | ||
| [[Charge]] || [[Movement]] || [[Standard Action]] | | [[Charge]] || [[Movement]] || [[Standard Action]] | ||
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| [[Clamber]] || [[Might]] || [[Standard Action]] | | [[Clamber]] || [[Might]] || [[Standard Action]] | ||
|- | |- | ||
| [[Cleave]] || [[Might]] || [[ | | [[Cleave]] || [[Might]] || [[Attack Action]] | ||
|- | |- | ||
| [[Demoralize]] || [[Intimidate]] || [[ | | [[Demoralize]] || [[Intimidate]] || [[Attack Action]] | ||
|- | |- | ||
| [[Dirty Trick]] || [[Sleight of Hand]] || [[ | | [[Dirty Trick]] || [[Sleight of Hand]] || [[Attack Action]] | ||
|- | |- | ||
| [[Disarm]] || [[Sleight of Hand]] || [[ | | [[Disarm]] || [[Sleight of Hand]] || [[Attack Action]] | ||
|- | |- | ||
| [[Drag]] || [[Might]] || [[ | | [[Drag]] || [[Might]] || [[Attack Action]] | ||
|- | |- | ||
| [[Feint]] || [[Bluff]] || [[ | | [[Feint]] || [[Bluff]] || [[Attack Action]] | ||
|- | |- | ||
| [[Grapple]] || [[Might]] || [[Standard Action]] | | [[Grapple]] || [[Might]] || [[Standard Action]] | ||
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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]] || [[Sleight of Hand]] || [[ | | [[Reposition]] || [[Sleight of Hand]] || [[Attack Action]] | ||
|- | |- | ||
| [[Shield Bash]] || [[Might]] || [[ | | [[Shield Bash]] || [[Might]] || [[Attack Action]] | ||
|- | |- | ||
| [[Steal]] || [[Sleight of Hand]] || [[ | | [[Steal]] || [[Sleight of Hand]] || [[Attack Action]] | ||
|- | |- | ||
| [[Subdue]] || [[Sleight of Hand]] || [[ | | [[Subdue]] || [[Sleight of Hand]] || [[Attack Action]] | ||
|- | |- | ||
| [[Sunder]] || [[Might]] || [[ | | [[Sunder]] || [[Might]] || [[Attack Action]] | ||
|- | |- | ||
| [[Trip]] || [[Sleight of Hand]] || [[ | | [[Trip]] || [[Sleight of Hand]] || [[Attack Action]] | ||
|} | |} | ||
: Combat maneuvers are performed by making a skill check with the appropriate skill, versus a DC of the target creature's [[Maneuver Defense]]. 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 the check equals or exceeds this target DC, the maneuver is successful. Refer to the individual maneuvers to resolve the outcome of this success. |
Revision as of 01:11, 26 March 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 Attack Action, or as part of a Charge (in place of Charge's melee attack). Charge Movement Standard Action Clamber Might Standard Action Cleave Might Attack Action Demoralize Intimidate Attack Action Dirty Trick Sleight of Hand Attack Action Disarm Sleight of Hand Attack Action Drag Might Attack Action Feint Bluff Attack 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 Attack Action Shield Bash Might Attack Action Steal Sleight of Hand Attack Action Subdue Sleight of Hand Attack Action Sunder Might Attack Action Trip Sleight of Hand Attack Action
- Combat maneuvers are performed by making a skill check with the appropriate skill, versus a DC of the target creature's Maneuver Defense. 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.