Combat Maneuvers: Difference between revisions
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[[Image:Sunder_1.jpg|500px|right|The creature | [[Image:Sunder_1.jpg|500px|right|The creature surged forward, unleashing a devastating blow against the shield, shattering it to flinders!]] | ||
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During combat, you can perform maneuvers that can hinder or even cripple your foe. Although these maneuvers have vastly different results, they all use a similar mechanic to determine success. | During combat, you can perform maneuvers that can hinder or even cripple your foe. Although these maneuvers have vastly different results, they all use a similar mechanic to determine success. |
Revision as of 17:30, 21 June 2018
During combat, you can perform maneuvers that can hinder or even cripple your foe. Although these maneuvers have vastly different results, they all use a similar mechanic to determine success.
Performing a Combat Maneuver
- To perform any combat maneuver, you make an applicable Skill roll, and if it equals or exceeds your target's Maneuver Defense, your maneuver is successful, inflicting the listed effect of the maneuver and a small amount of damage.
- Some maneuvers, such as bull rush, have varying levels of success depending on how much your skill roll exceeds the target's Maneuver Defense. Rolling a natural 20 while attempting a maneuver adds a bonus (usually +5) to the result like other skill rolls, while rolling a natural 1 is always a failure. Rolling a natural 20 does not qualify a combat maneuver for additional damage, the bonus to the result is what you get.
- Maneuvers are considered to be attacks. As a result, they do damage (just a little). They may not be used to add any types of precision damage, such as a Rogues Sneak Attack, Ranger's Quarry, etc., or any effects that ride upon an attack, like a Paladin's Smite, a Prowler's Encroaching Jolt, or a Fighter's Challenge.
- Maneuvers do not benefit from bonuses to hit, such as flanking or a Warlord's Battle Standard any more than any other skill does. Maneuvers do benefit from bonuses to skill rolls, such as a Bard's ability to grant re-rolls.
- When performing a maneuver, you must use an action appropriate to the maneuver you are attempting to perform.
- Maneuvers may only be attempted on your turn, never as part of an attack of opportunity or a bonus attack, such as an attack granted by Haste (Spell).
- Each maneuver may only be performed once per round. This means a character can't use two attacks to perform a pair of trips in the same round, but could use those two attacks to perform a trip and a sunder.
- If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the skill roll). This allows you to drag or reposition unconscious creatures automatically, for example.
- If your target is suffering any condition which denies it an action of any type, you receive a +4 bonus on your skill roll to perform a maneuver against it.
- If the target creature has concealment (miss chance), cover, or otherwise inflicts penalties on attacks made against it, those same penalties are also applied to any Maneuver Offense rolls made to perform combat maneuvers against it.
Maneuver Offense
- 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 Description Bull Rush Might Attack Action Shove an enemy away from you Charge Movement Standard Action Move directly up to a foe and attack them Clamber Movement Attack Action Crawl underneath, or climb on top of a foe Cleave Might Attack Action Attack a foe adjacent to a foe you just attacked Demoralize Intimidate Attack Action Shake the confidence of a foe Dirty Trick Sleight of Hand Attack Action Discombobulate your foe using an unconventional attack Disarm Sleight of Hand Attack Action Strip a weapon out of the hands of your foe Dismantle Trap Disable Device Attack Action Deal siege damage to a trap Drag Might Attack Action Pull yourself and a foe backwards Feint Bluff Attack Action Make your foe drop their guard momentarily Grapple Might Standard Action Tackle your foe and wrestle them into submission Overrun Movement Standard Action Run through an enemy's space and knock them prone Reposition Sleight of Hand Attack Action Shove an enemy into the space of your choosing Shield Bash Might Attack Action Rattle an opponent by hitting them with your shield Steal Sleight of Hand Attack Action Why wait until they're dead to loot them? Subdue Sleight of Hand Attack Action Incapacitate your foe instead of killing them Sunder Might Attack Action Destroy your foe's weapon or shield Trip Sleight of Hand Attack Action Sweep the leg, and lay them out flat Tumble Acrobatics Move Action at half speed Get yourself into a bad situation, hopefully unscathed Withdraw Movement Standard Action Get yourself out of a bad situation, hopefully unscathed
- 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.
Maneuver Damage
- Combat maneuvers can inflict some damage when performed, in addition to the other effects of the maneuver in question. This damage is optional; the character performing the maneuver may elect not to inflict damage while still inflicting the other effects (assuming the maneuver is successful). Damage from combat maneuvers is less than the damage the character would do with a normal attack, but is still based on the primary weapon the character is wielding. A character's exact Maneuver Damage is determined using the following formula:
(Primary Weapon's Base Damage (Dice Only) x Level Damage Multiplier) + Weapon Quality + Feat Bonus + Class Feature + Racial Trait + Other
- Primary Weapon's Base Damage (Dice Only): Maneuvers deal original 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. This is just the base weapon damage dice of the weapon.
- Level Damage Multiplier: Base weapon damage increases at each experience tier above courageous (i.e. at 6th level, 11th level, 16th level, 21st level, 26th level, and at 31st level). As these increases occur, they increase maneuver damage accordingly.
- Weapon Quality: Some weapons possess qualities which directly improve the damage of one or more combat maneuvers, when that weapon is wielded as your primary weapon. Typically, weapon qualities only apply to a particular maneuver (or set of maneuvers).
- Feat Bonus: Some feats grant an increase to combat maneuver damage. If you are interested in being good at Combat Maneuvers, we direct your interest to the Ring of Practice and the Improved Combat Maneuvers (Feat) as a starting point.
- Class Feature: Some class features grant a bonus to combat maneuver damage, or to damage dealt when performing particular maneuvers.
- Racial Trait: Some racial traits grant a bonus to combat maneuver damage, or to damage dealt when performing particular maneuvers.
- Other: Other bonuses may grant increases to damage dealt by combat maneuvers. These could come from magic items, magic weapon properties, or permanent boons from a powerful entity. Oftentimes, such bonuses will only increase the damage to a particular maneuver (or set of maneuvers).
- If you have natural or class-based non-weapon attacks (e.g. Brawler or Monk), you may roll just the dice you would normally roll for an attack you are allowed to make during an attack of opportunity at your current class level for that class, not including any adders (such as enhancement bonuses, STR modifiers, feats, spell effects, precision damage, bonus damage, etc).
- Example: a 5th level fighter would roll just the dice from their +1 longsword (1d8), while a 5th level Monk would roll just the dice of their Echoing Strike attack (2d8), and a 5th level Brawler would roll just the dice of their Cross attack (also 2d8).
- Combat maneuvers can gain the skill critical bonus effect on a roll of a natural 20 (usually +5 to the total result), which can result in a greater effect from the combat maneuver, but maneuvers never inflict additional damage due to a critical hit, and therefore do not require a critical confirmation roll.
Maneuver Defense
- Each character and creature has a Maneuver Defense value that represents its ability to resist combat maneuvers such as Trip, Overrun and Bull Rush, among many other uses. Maneuver Defense can be thought of as a general statistic used to represent how well a character or creature can handle rough physical treatment. It is related to but different than Armor Class, and is derived in a different way. Maneuver Defense is based on a character's overall experience with the school of hard knocks; the physical size, power, and deftness of the character, combined with their ability to dodge or deflect events. A player character's exact Maneuver Defense is determined using the following formula:
10 + ½ Character Level (round down, min 0) + Size Modifier + STR modifier + DEX modifier + Dodge AC + Natural Armor Bonus + Shield AC + Shield Enhancement Bonus + Miscellaneous + Penalties
- Size Modifier: Fine -4, Diminutive -3, Tiny -2, Small -1, Medium +0, Large +1, Huge +2, Gargantuan +3, Colossal +4, Titanic +5.
- Dodge AC: This typically comes from feats, such as the Dodge feat, but can also come from class features, racial traits, etc. Unlike most bonus types, dodge bonuses stack (are added together) with other dodge bonuses.
- Natural Armor Bonus: This nearly always comes from a magic item, such as an Amulet of Natural Armor, but it can sometimes be gained through other means, such as class features or racial traits. Natural armor bonuses do not stack; only the highest available bonus is used.
- Shield AC: This is the bonus to AC provided by the shield itself, typically ranging from +1 (a buckler) to +4 (a tower shield).
- Shield Enhancement Bonus: This is a magic bonus applied to the shield, in the form of plusses. For example, a +3 shield is "plus three" because it has a +3 shield enhancement bonus, which adds to the AC granted by the shield and also contributes to the maneuver defense of the wearer, while the shield is being actively wielded or worn.
- Miscellaneous Modifiers: Some feats and abilities grant a bonus to your Maneuver Defense when resisting specific things.
- Penalties: Any penalties to a creature's AC also apply to its Maneuver Defense for physical attacks. For example, a flat-footed creature suffers the same -4 penalty to its Maneuver Defense as it does against its AC.