Combat Maneuvers: Difference between revisions

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{{:Drag (Combat Maneuver)}}
{{:Drag (Combat Maneuver)}}
===Grapple===
As a standard action, you can attempt to grapple a foe, hindering his combat options. You roll your CMB against a target DC of the victim's CMD.  You must equal or exceed the target's CMD to succeed.
*A Grapple must be used against an adjacent foe.  Combat Reach with most weapons do not extend this distace, but read the weapon descriptions carefully, some weapons are good in grapples.
*If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver.  If that attack of opportunity hits, you take damage as normal and suffer a -4 on the combat maneuver check to initiate the grapple.
*Humanoid creatures without two free hands attempting to grapple a foe take an additional -4 penalty on the combat maneuver roll.
* If you make your Grapple combat maneuver attack roll successfully, both you and the target gain the [[grappled]] condition.
*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).
*Although both creatures have the [[grappled]] condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target.
*If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds.
*Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).
====Move====
You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.
====Damage====
You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.
====Pin====
You can give your opponent the [[pinned]] condition (see Conditions). Despite pinning your opponent, you still only have the [[grappled]] condition, but you lose your Dexterity bonus to AC.
====Tie Up====
If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a -10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.
====If You Are Grappled====
*If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally.
*Alternatively, if you succeed, you can reverse the grapple, so that you become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can).
*Instead of attempting to break or reverse the grapple, you can take any action that doesn't require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you.
*See the [[grappled]] condition for additional details.
*If you are pinned, your actions are very limited. See the [[pinned]] condition in Conditions for additional details.
====Multiple Creatures====
Multiple creatures can attempt to grapple one target.
*The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action).
*Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check.


===Overrun===
===Overrun===

Revision as of 14:36, 28 June 2016

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Combat Maneuvers

During combat, you can attempt to perform a number of maneuvers that can hinder or even cripple your foe, including bull rush, disarm, grapple, overrun, sunder, and trip. Although these maneuvers have vastly different results, they all use a similar mechanic to determine success.


Combat Maneuver Bonus

Each character and creature has a Combat Maneuver Bonus (or CMB) that represents its skill at performing combat maneuvers. A creature's CMB is determined using the following formula:

CMB = Base attack bonus + Strength modifier + Dexterity modifier + special size modifier

Special Size Modifier

The special size modifier for a creature's Combat Maneuver Bonus is as follows:

Fine -8, Diminutive -4, Tiny -2, Small -1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8, Titanic +12.

Some feats and abilities grant a bonus to your CMB when performing specific maneuvers.


Actions Required for Combat Maneuvers

Combat Maneuvers fall into three general classes. Some maneuvers require a standard action to perform, some require only a single melee attack to perform, and some are special, requiring variable actions to perform depending upon circumstances.


The Standard Action Combat Maneuvers are the most numerous, and include:

  • Dirty Trick
  • Drag
  • Reposition
  • Grapple
  • Steal

The Single Attack Combat Maneuvers include:

  • Disarm
  • Sunder
  • Trip

The Special Action Combat Maneuvers include:

  • Bull Rush
  • Overrun

All of these maneuvers are performed using the same mechanic, of CMB versus CMD rolls, detailed below.

Performing a Combat Maneuver

  • Combat Maneuvers are considered to be attacks. As a result, they do damage (just a little), and may benefit from damage buffs such as a Warlord's Formation dice, a Bard's song, a Paladin's Smite, and may be used to lay a Fighter's Challenge and trigger Assists.
  • When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform.
  • Combat maneuvers may only be attempted on your turn, never as part of an attack of opportunity or a bonus attack.
  • Each combat 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.
  • Most combat maneuvers are standard actions, but some of them may be used as part of an attack action in place of an attack, or as part of a charge.
  • Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and take a -4 penalty to the attack roll to perform the maneuver.
  • If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack 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 attack roll to perform a combat maneuver against it. This applies to the automatic success rule, above, and may increase the effects of your maneuver against a foe.
  • When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus.
  • Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver.
  • The DC of this maneuver is your target's Combat Maneuver Defense.
  • Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.
  • If you wish to, and you are currently wielding a weapon you are proficient in, you may inflict damage if your CMB roll equals or exceeds your target's CMD. This damage is in addition to the normal effects of the Combat Maneuver, and is equal to the base damage dice of the weapon. As the base damage dice increase with level, this damage increases. If you wish to inflict subdual damage with a Combat Maneuver, the CMB roll is penalized for subdual damage as normal.
  • If you have natural or class-based non-weapon attacks(such as a Monks Unarmed Attacks), you may roll one iteration of the normal damage type that would apply. For a monk this is their base Unarmed Attack damage, for a Brawler it is either their Cross Damage or their Counterstrike Damage, whichever they prefer and have access too. (A Monk can't use Echoing Strike or Flurry of Blows as part of a Combat Maneuver, for example.) In no cases may you apply bonuses from enhancements, feats, spells, class abilities, or any other boost to this damage. This damage can never be increased as a critical, either.

Combat Maneuver Defense

Each character and creature has a Combat Maneuver Defense (or CMD) that represents its ability to resist combat maneuvers. A creature's CMD is determined using the following formula:

CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier + miscellaneous modifiers

Special Size Modifier

The special size modifier for a creature's Combat Maneuver Defense is as follows:

Fine -8, Diminutive -4, Tiny -2, Small -1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8, Titanic +12.

Some feats and abilities grant a bonus to your CMD when resisting specific maneuvers.

Miscellaneous Modifiers

A creature can also add any circumstance, deflection, dodge, insight, luck, martial, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.

Determine Success

  • If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect.
  • Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target's CMD. Rolling a natural 20 while attempting a Combat Maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. In no way is a natural 20 on a Combat Maneuver ever a critical.

Description

Ability Score Used: Strength
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

Bull Rush is a combat maneuver. You can never perform more than one combat maneuver per round, even if you have sufficient actions to do so. The only exception to this is spending an action point, where that action point grants you an action sufficient to perform another maneuver, in which case a second maneuver in the same round is permitted.

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:

Attack Action (i.e. as a standard action, or in place of any attack during a full attack action)

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.

Example: A fighter bull rushes a goblin for a total of 15 feet, but there is another goblin in a straight line 5 feet behind the first. He may stop the bull rush after five feet, or he may make another Might check against the second goblin (at -4) after having pushed the first 5 feet. If this check reveals that he can push the second goblin a total of 20 feet, he can continue to push both goblins another 10 feet (since the first goblin will have moved a total of 15 feet, which is the lesser result). If the second roll showed he could push the second goblin only five feet, he can push both goblins another five feet (the lesser result) and then both stop.
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. Similarly, if you follow the pushed enemy, you do not provoke attacks of opportunity from threatening enemies. Finally, because it is forced movement, and not regular movement, moving during a Bull Rush does not prevent the use of 5-foot steps.

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.

The type of damage dealt is the same type as is dealt by the weapon you are wielding. If your weapon deals more than one type of damage, you can choose which type of damage (from among those types) is inflicted by the maneuver.

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).

You may always choose not to deal any damage with a combat maneuver, if you prefer.

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).
Consequences of Failure

If your check fails, the target is not budged from its space, and you are unable to move (you cannot move into the space it left, since it didn't leave). You may continue your turn if you have actions remaining.

Retry Allowed?

Yes

Provokes AOO?

No

Cleave

Cleave is a combat maneuver. You can never perform more than one combat maneuver per round, even if you have sufficient actions to do so. The only exception to this is spending an action point, where that action point grants you an action sufficient to perform another maneuver, in which case a second maneuver in the same round is permitted.

You attempt to carry a melee attack through one enemy and into a second enemy nearby.

In order to perform a cleave, you must have at least two enemy creatures within your melee reach (which can include anything that increases your reach, such as reach weapons, class features, or feats), and two of those creatures must be adjacent to each other. You must perform a regular melee attack against one of the creatures, and, hit or miss, you may then attempt a cleave maneuver against its adjacent fellow. If you succeed on the maneuver, you deal your normal melee damage against that creature.

Action Required:

Attack Action (i.e. as a standard action, or in place of any attack during a full attack action)

DC of Check:

Target creature's Maneuver Defense

Modifiers to Check

-

Take 10? / Take 20?

No

Allows Assists?

No

Results of Success

If your roll exceeds the target's maneuver defense, you inflict the same as the damage you deal with your normal melee attacks (i.e. it includes your ability modifiers, feat bonuses, weapon enhancement bonuses, bonus damage from magic weapon properties, etc.). This is instead of the damage normally dealt by combat maneuvers (not in addition to it). However, you may not add any types of precision damage, such as a rogue's Sneak Attack, ranger's Quarry, etc., nor may you apply any effects that rely upon an attack, like a paladin's Smite Enemy, a prowler's Imperiling Jolt, or a fighter's Challenge.

The type of damage dealt is the same type as is dealt by the weapon you are wielding. If your weapon deals more than one type of damage, you can choose which type of damage (from among those types) is inflicted by the maneuver.

You may always choose not to deal any damage with a combat maneuver, if you prefer.

Consequences of Failure

If your check fails, the target takes no damage.

Retry Allowed?

Yes

Provokes AOO?

No

Drag

Drag is a combat maneuver. You can never perform more than one combat maneuver per round, even if you have sufficient actions to do so. The only exception to this is spending an action point, where that action point grants you an action sufficient to perform another maneuver, in which case a second maneuver in the same round is permitted.

In many ways, a Drag combat maneuver is a Bull Rush maneuver in reverse. 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. If your Drag is successful, you may move one or more squares (depending on the degree of success; see below) as part of the Attack 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 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.

A Drag may only be attempted against an adjacent creature that you threaten. If you have a reach weapon or any other method of extending your combat reach, this does not extend the range of Drag. You can only drag an opponent who is one size category larger than you or smaller.

Drags are considered forced movement, both for the affected enemy and for yourself. The movement caused by a drag does not provoke attacks of opportunity. Since forced movement is not normal movement, the movement caused by a drag does not prevent the use of 5-foot steps.

Action Required:

Attack Action (i.e. as a standard action, or in place of any attack during a full attack 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.

The type of damage dealt is the same type as is dealt by the weapon you are wielding. If your weapon deals more than one type of damage, you can choose which type of damage (from among those types) is inflicted by the maneuver.

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).

You may always choose not to deal any damage with a combat maneuver, if you prefer.

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).
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?

No

Grapple

Grapple is a combat maneuver. You can never perform more than one combat maneuver per round, even if you have sufficient actions to do so. The only exception to this is spending an action point, where that action point grants you an action sufficient to perform another maneuver, in which case a second maneuver in the same round is permitted.

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, or in place of the first attack of a full attack action.

DC of Check:

The target's Maneuver Defense

Modifiers to Check
  • Both Hands Occupied: Humanoid creatures that are holding or wielding something in both hands who are attempting to initiate or sustain a grapple with a foe take a -4 penalty on the check. Note that a two-handed weapon only requires one hand to hold (but both hands to attack).
  • One Hand Occupied: Humanoid creatures that have one hand completely free of objects, weapons, or shields, suffer a -2 penalty on the check.
Take 10? / Take 20?

No

Allows Assists?

No

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.

Each of these conditions automatically ends at the start of your next turn. They also immediately end if you move to a space where you can no longer reach the target with your natural reach (increased reach from weapons does not extend this distance).

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.

The type of damage dealt is the same type as is dealt by the weapon you are wielding. If your weapon deals more than one type of damage, you can choose which type of damage (from among those types) is inflicted by the maneuver.

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, ability modifiers, feats, spell effects, precision damage, bonus damage, etc).

You may always choose not to deal any damage with a combat maneuver, if you prefer.

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).
Consequences of Failure

You fail to grapple the target creature.

Retry Allowed?

Yes

Provokes AOO?

No

Shield Bash

You must be proficiently wielding a light shield, heavy shield, or war shield in order to use this combat maneuver.

Shield Bash is a combat maneuver. You can never perform more than one combat maneuver per round, even if you have sufficient actions to do so. The only exception to this is spending an action point, where that action point grants you an action sufficient to perform another maneuver, in which case a second maneuver in the same round is permitted.

You bludgeon your foe with the flat or edge 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 melee fighter'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.

You cannot perform a shield bash with a Buckler or a Tower Shield, unless you have some feat or ability that specifically permits otherwise. Only Light Shields, Heavy Shields and War Shields may perform shield bashes. Wooden or steel construction of the shield does not matter for purposes of shield bash.

Action Required:

Attack Action (i.e. as a standard action, or in place of any attack during a full attack action).

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 Jostled, and you deal basic combat maneuver damage to it. If your Maneuver Offense check exceeds your opponent's Maneuver Defense by 5 or more, the target becomes Rattled instead (and still suffers basic combat maneuver damage).

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). The maneuver damage inflicted by a successful shield bash is completely unaffected by the type or size of shield you are using; it is based on the weapon are you wielding, just like all other combat maneuvers. Remember 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 that specifically complement certain combat maneuvers.

The type of damage dealt is the same type as is dealt by the weapon you are wielding. If your weapon deals more than one type of damage, you can choose which type of damage (from among those types) is inflicted by the maneuver.

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).

You may always choose not to deal any damage with a combat maneuver, if you prefer.

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).
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.

Retry Allowed?

Yes

Provokes AOO?

No

Sunder

Sunder is a combat maneuver. You can never perform more than one combat maneuver per round, even if you have sufficient actions to do so. The only exception to this is spending an action point, where that action point grants you an action sufficient to perform another maneuver, in which case a second maneuver in the same round is permitted.

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:

A Sunder must be made against an opponent within the range of your melee reach, which can include any reach provided by your wielded weapon. Note that unarmed attacks may sometimes also be used, and the reach requirement is the same. Ranged weapons which have a threatened area may only be used to perform a Sunder if they are wielded as melee weapons (factoring in any penalties for doing so, such as the Poor Melee quality).
Where normally all items worn or wielded have a Durability of 1 (meaning they require only a single successful Sunder attempt to inflict the Broken condition), armor and shields are exceptions to this. Armor and shields have durability scores depending on the type of armor and shields in question. Refer to the Sunders Against Armor and Sunders Against Shields entries for details.
A creature wielding a shield who is targeted with a Sunder combat maneuver may always elect to have its shield be the target of the sunder attempt, instead of the object being targeted, as long as the shield is not already Broken.
Sunder order: If you are subject to an un-aimed Sunder attempt, such as from a spray of acid or being scraped across jagged diamond shards, then your items are sorted for damage in the following order:
  • Shield
  • Armor
  • Weapon/Item held in main hand
  • Weapon/Item held in off-hand
  • Gloves
  • Bracers
  • Boots
  • Helmet
  • Belt
If none of the above items are present, or all of them are broken, such an untargeted Sunder maneuver has no effect.

Sundering an unattended object, fortification, or structure:

You can attempt to smash an unattended object, fortification, or structure with the Sunder maneuver. To do so, you must be adjacent to the object you are attempting to sunder, even if you are wielding a reach weapon, or some feat, ability, or size modifier that grants you reach. In the case of traps, you must be adjacent to the trap's origin space, or adjacent to its emitting space, if different, in order to attempt to sunder it (i.e., you can't just attack some random part of the room, because the room is trapped; you have to attack the actual mechanism of the trap to try to break it).
The sunder attempt is typically performed outside of combat, or as an attack by a Vehicle, Bogey, or Siege Weapon, though it can be done as an attack action, just like a Sunder against a worn, wielded, or held item.
If the weapon you are wielding to perform the Sunder combat maneuver does not have the Sunder weapon quality, it cannot be used to sunder an object, structure or fortification made from, or reinforced with, metal or stone. Any weapon (even fists) can be used to make sunder attempts against softer objects, such as un-reinforced wood or glass.

Sunders Against Armor

Armor is more difficult to Sunder than most worn or wielded objects, since its primary purpose is to protect the wearer. Armor has a durability score akin to unattended objects, meaning it has a number of points of Siege Points equal to its Durability score. As a result, it often requires more than one successful Sunder attempt to inflict the Broken condition upon the armor, and it is possible for extremely durable armors to even withstand hits from some smaller siege weapons.
  • Light armor has a durability of 2 (requires 2 points of Siege damage to inflict Broken)
  • Medium armor has a durability of 3 (requires 3 points of Siege Damage to inflict Broken)
  • Heavy armor has a durability of 4 (requires 4 points of Siege Damage to inflict Broken)

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 Shields

Shields, 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.

  • Bucklers have a durability of 1 (requires only 1 point of Siege Damage to inflict Broken)
  • Light Shields have a durability of 2 (requires 2 points of Siege Damage to inflict Broken)
  • Heavy Shields have a durability of 3 (requires 3 points of Siege Damage to inflict Broken)
  • War Shields have a durability of 4 (requires 4 points of Siege Damage to inflict Broken)
  • Tower Shields have a durability of 5 (requires 5 points of Siege Damage to inflict Broken)

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 Monsters

Most 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, even though a successful sunder doesn't technically lay a condition. 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:

Attack Action (i.e. as a standard action, or in place of any attack during a full attack action).

DC of Check:
  • Sundering an unattended object, fortification or structure: The DC of the Sunder combat maneuver for most objects, structures and fortifications can be found on the Breaking Objects page.
Modifiers to Check

-

Take 10? / Take 20?

No

Allows Assists?

No

Results of Success

Players striking monsters or unattended objects: A successful Sunder attempt inflicts 2 points of base siege damage, which is subtracted from an object's Durability score. When an object's durability score is reduced to 0 or less, it becomes broken. Like base weapon damage, base siege damage increases at 6th, 11th, 16th, 21st, 26th, and 31st levels, as described in the tables below:

Character Level Siege Damage
1 - 5 2
6 - 10 4
11 - 15 6
Character Level Siege Damage
16 - 20 8
21 - 25 10
26 - 30 12
Character Level Siege Damage
31+ 14
- -
- -

Monsters Sundering Player Equipment: Unless the monster entry states otherwise, monsters inflict 1 point of durability damage on a successful sunder.

Unlike weapon damage inflicted by combat maneuvers, siege damage has access to very few modifiers. Very few feats, weapon qualities, or magic weapon properties exist that increase the amount of siege damage a character can inflict. As a general rule, damage increases never apply to siege damage, unless the ability explicitly states it increases siege damage.

Critical Success: If the target's Maneuver Defense or Sunder DC is exceeded by 5 or more, all siege damage dealt to the object is doubled, including any siege damage adders (if any) you are able to apply. This also applies to monsters dealing durability damage to players (increasing the durability damage dealt from 1 to 2 points).

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 will have a higher Durability score (frequently MUCH higher).

  • Sundered held, wielded, or worn items: If your check is successful, and removes all of the Durability of the item, the item you are sundering gains the Broken condition.
  • Broken weapons (except for implements) inflict a -2 penalty to attack rolls made by the wielder until repaired.
  • Broken implements, while they are technically weapons, instead inflict a -2 penalty to spell and ability save DCs until repaired.
  • Broken armor or a broken shield inflicts a -2 penalty to the wearer's armor class.
  • For each non-weapon, non-implement, non-armor, or non-shield item that gains the broken condition, the wearer suffers one of the following penalties until repaired (chosen by the creature that inflicted the sunder):
  • a -2 penalty to attack rolls
  • a -2 penalty to armor class
  • a -2 penalty to spell or ability save DCs
  • In general, the penalty should approximately match the nature of the item. That is, defensive items should typically inflict armor class penalties, items that boost spells or abilities or only grant special attacks should inflict a save DC penalty, and items that boost attacks in some way should inflict a to-hit penalty. In cases of ambiguity, the creature that inflicted the sunder can just choose the meanest option.
  • If multiple items are broken, all matching penalties stack until the affected items are repaired.
  • Note that all magic items, when broken, continue to do everything they formerly did, they just inflict the stated penalty for being Broken, until repaired.
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.
The type of damage dealt is the same type as is dealt by the weapon you are wielding. If your weapon deals more than one type of damage, you can choose which type of damage (from among those types) is inflicted by the maneuver.
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, ability score modifiers, feats, spell effects, precision damage, bonus damage, etc.).
You may always choose not to deal any damage with a combat maneuver, if you prefer.
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).
  • Sundered unattended object, fortification or structure: Most unattended objects can be sundered with a single successful Sunder combat maneuver, but most structures and fortifications require multiple successful Sunder checks (this is denoted as the object's "Durability", listed on the Breaking Objects page).
  • If you exceed the target DC of the object (or its maneuver defense if it is a trap) by 5 or more, you inflict double your normal amount of siege damage to the object. This doubling includes any bonus siege damage you are able to inflict from feats, class features, etc. that explicitly increase your siege damage.
  • Once the Siege Damage inflicted equals or exceeds the object's listed Durability, the object becomes Broken.
  • Broken objects cease doing what they were designed to do. In the case of a broken chest, it is destroyed enough to allow its contents to be removed.
  • Broken structures, such as doors and gates, are broken enough to allow a character to pass through its shattered remains. The square or squares that used to contain the door or gate is now treated as difficult terrain (instead of blocked terrain).
  • Broken fortifications, like walls or the ground, have been penetrated 5 feet in depth, such that a character may enter the square that was broken. In some cases, such as the ground, there's often more material behind that first 5 feet. This is how acts like tunneling under a wall (or smashing through a wall) can be performed. The square or squares that used to contain the wall or shattered earth are now treated as difficult terrain (instead of blocked terrain).
  • Objects are rarely so destroyed that they cannot be repaired with magic or by the appropriate craftsman. Magic items can only be permanently destroyed via spells such as Mage's Disjunction (Sorcerer/Wizard Spell)), while mundane objects must be pretty thoroughly obliterated (as with Disintegrate (Sorcerer/Wizard Spell)) before they are too destroyed to be repaired by Mending (Sorcerer/Wizard Spell) (for non-magical items), or Make Whole (for magical items). No amount of Sundering something can render an object or item into a worse condition than Broken.
Consequences of Failure

The targeted object, fortification, or structure is unharmed.

Retry Allowed?

Yes

Provokes AOO?

No

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
  • A creature cannot affect any object that weighs more than their maximum Heavy Load for their Strength score.
  • Feats of Strength cannot be used on a creature (that's what combat is for!)
  • Some feats of strength are so absurd that they require an Impossible DC check for the level of the owner of the thing being acted upon, or the campaign level. However, GM's should use this sparingly, as impossible checks are aptly named.
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

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:
  • To delay the effects of a weak status condition, you must make an Average check for the CR/lvl of the creature which inflicted the condition.
  • To delay the effects of a moderate status condition, you must make a Hard check for the CR/lvl of the creature which inflicted the condition.
  • To delay the effects of a strong status condition, you must have at least 21 ranks in Might, and you must make an Impossible check for the CR/lvl of the creature which inflicted the condition.
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

Description

Ability Score Used: Dexterity
Armor Check Penalty Applies? Yes


Sleight of Hand is the ability to use your fingers and toes with uncanny precision, flexibility and skill. You can curl and bend your digits in ways that seem impossible to the observer, and as a result, you can do things right under the noses of people without them ever being the wiser.

Your training allows you to pick pockets, draw hidden weapons, and take a variety of actions without being noticed.

This skill is subject to Environmental Effects.

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.


Conceal Object

You can use sleight of hand to palm a small, unattended object and secret it upon your person. Sleight of hand may not be used to camouflage an object in place (that is the domain of Disguise). This can only be done on unattended objects, or objects already on your person, outside of combat. Attended objects require the Shoplifting skill use of sleight of hand. In-combat pilfering requires the use of the Steal combat maneuver.

You can use conceal object to perform minor feats of legerdemain, such as making a coin disappear even while someone watches you do it. Of course, they might still be mad that you took their coin, despite not knowing where the heck it went.

You can use conceal object to hide a light weapon or a weapon with Concealable (Quality) on your body.

Your Sleight of Hand check is opposed by the Perception check of anyone observing you or of anyone frisking you. In the latter case, the searcher gains a +4 bonus on the Perception check, since it's generally easier to find such an object than to hide it. A dagger is easier to hide than most light weapons, and grants you a +2 bonus on your Sleight of Hand check to conceal it. An extraordinarily small object, such as a coin, shuriken, or ring, grants you a +4 bonus on your Sleight of Hand check to conceal it, and heavy or baggy clothing (such as a cloak) grants you a +2 bonus on the check.

Action Required:

Move action, or part of a move action.

If you have Quick Draw (Feat), conceal object may be performed as a swift action.

DC of Check:

15, or the Perception result of someone observing or searching you, whichever is higher.

Modifiers to Check
  • Alert: If you are attempting the check on someone who is on the lookout for trouble, or suspicious of you, the DC is increased by +5.
  • Almost Out of Reach: If the object you want to swipe is hard for you to reach without looking like you're reaching, the DC is increased by +2.
  • Under the Counter: If the object is behind something else, under the counter, in a closed (but not locked -- that's Disable Device) cabinet, the DC is increased by +4.
  • Too Many Eyes: For each non-friendly creature who can see you after the first, the DC is increased by +1.
  • Frisking: If someone is patting you down to look for hidden weapons, the DC is increased by +4.
  • Baggy Clothes: If you are wearing a cloak or baggy clothing, suitable for stuffing loot into, the DC is reduced by -2.
Take 10? / Take 20?

You can take 10, but you cannot take 20.

Allows Assists?

No

Results of Success

You successfully conceal the object somewhere on your person, without anyone knowing you have done so.

Consequences of Failure

You are spotted stuffing the object into your clothes.

Retry Allowed?

No

Provokes AOO?

No

Dirty Trick

Dirty Trick is a combat maneuver. You can never perform more than one combat maneuver per round, even if you have sufficient actions to do so. The only exception to this is spending an action point, where that action point grants you an action sufficient to perform another maneuver, in which case a second maneuver in the same round is permitted.

This maneuver covers any sort of situational attack that imposes a penalty on a foe for a short period of time. Examples include kicking sand into an opponent's face, pulling down an enemy's pants around their ankles, or hitting a foe in a sensitive spot.

The GM is the arbiter of what can be accomplished with this maneuver, but it cannot be used to impose a permanent penalty, and the results can be undone if the target spends a move action. The normal result is the target takes the hindered condition.

Action Required:

Attack Action (i.e. as a standard action, or in place of any attack during a full attack action).

DC of Check:

Target creature's Maneuver Defense

Modifiers to Check

A Dirty Trick 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 Dirty Trick.

Take 10? / Take 20?

No

Allows Assists?

No

Results of Success

If your combat maneuver result equals or exceeds the target's Maneuver Defense, the target normally gains the hindered condition. The GM may rule there are different results in specific situations, usually based on how hard they are laughing at the player's madcap antics.

The Hindered condition lasts until the start of your next turn. For every 5 by which your attack exceeds your opponent's Maneuver Defense, the penalty lasts 1 additional round. If the target expends a move action, the condition is cleared, regardless of the remaining duration.

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.

The type of damage dealt is the same type as is dealt by the weapon you are wielding. If your weapon deals more than one type of damage, you can choose which type of damage (from among those types) is inflicted by the maneuver.

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).

You may always choose not to deal any damage with a combat maneuver, if you prefer.

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).
Consequences of Failure

There is no effect, and you often look vaguely foolish.

Retry Allowed?

Yes

Provokes AOO?

No

Disarm

Disarm is a combat maneuver. You can never perform more than one combat maneuver per round, even if you have sufficient actions to do so. The only exception to this is spending an action point, where that action point grants you an action sufficient to perform another maneuver, in which case a second maneuver in the same round is permitted.

You can attempt to disarm any creature, even a creature that is only using natural weapons (such as claws or fists). If the disarm attempt is successful, the target creature drops its held weapon, or, if it isn't wielding a weapon, it suffers a penalty to its attacks until it expends a move action to re-combobulate itself. A Disarm can be attempted against any creature you threaten.

Action Required:

Attack Action (i.e. as a standard action, or in place of any attack during a full attack action).

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 drops one item it is wielding of your choice (even if the item is wielded with two hands).

If your attack exceeds the Maneuver Defense of the target by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands). Yes, you can knock both the sword AND the shield out of a foe's hands.

A successfully disarmed weapon, or weapons, always fall into the square of the creature from which they were disarmed. Retrieving an item from the ground is either a move action or part of a move action. Note that some feats allow disarmed weapons to be moved to other squares, in which case the disarmed creature must first move to the square in question to retrieve it.

When a player character is disarmed, they may not make attacks with the disarmed weapon until they either retrieve it (using either a move action or part of a move action) or draw a different weapon with which to attack.

When a Monster write-up indicates that they use a weapon to attack, they may expend a move action (or part of a move action) to retrieve the weapon and attack normally. If they cannot retrieve the weapon, they may still make attacks at -2 to hit, but when they hit, they do not roll their damage, instead inflicting only the bonus to their damage dice (e.g. a creature that normally deals 3d6+11 would only deal 11 points of damage). Any special conditions and effects are adjudicated by the referee on a case-by-case basis.

When a Monster write-up indicates that they use natural weapons (claw, claw, bite) to attack, Disarm may still be used against the creature. A successful Disarm Maneuver knocks the creature off-balance, twists their appendages into each other, confuses them, or otherwise hampers their ability to attack. Exactly as monsters using a weapon, a natural weapons-user who is disarmed may still make attacks at -2 to hit, but when they hit, they they do not roll their damage, instead inflicting only the bonus to their damage dice (e.g. a creature that normally deals 3d6+11 would only deal 11 points of damage). Any special conditions and effects are adjudicated by the referee on a case-by-case basis. The creature may expend a move action (or part of a move action) to reorient itself and get rid of this penalty. These same rules apply to brawlers, monks and other player-characters who fight without weapons that are disarmed.

Player characters and monsters cannot pick up disarmed weapons or equipment that does not belong to them, during a fight. Creatures can move into the same square (assuming it is unoccupied) as disarmed equipment, but their ability to interact with equipment that doesn't belong to them is limited to either: 1) kicking it away into another space, or 2) attempting to sunder it as an unattended object. Kicking the equipment away requires a standard action, and moves the equipment 1d4 squares away from the current space, in the direction of the kicker's choosing. If the creature wants to sunder the equipment, they must perform a Sunder maneuver. If the equipment is made primarily of metal or stone, it can only be sundered with a weapon that possesses the Sunder weapon quality. See the Sunder combat maneuver page for details.

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.

The type of damage dealt is the same type as is dealt by the weapon you are wielding. If your weapon deals more than one type of damage, you can choose which type of damage (from among those types) is inflicted by the maneuver.

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).

You may always choose not to deal any damage with a combat maneuver, if you prefer.

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).
Consequences of Failure

You are unable to disarm or discombobulate your foe.

Retry Allowed?

Yes

Provokes AOO?

No

Reposition

Reposition is a combat maneuver. You can never perform more than one combat maneuver per round, even if you have sufficient actions to do so. The only exception to this is spending an action point, where that action point grants you an action sufficient to perform another maneuver, in which case a second maneuver in the same round is permitted.

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.

You cannot move a creature into a square that is occupied by a solid object or obstacle.

Action Required:

Attack Action (i.e. as a standard action, or in place of any attack during 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 your Sleight of Hand check is successful, you may Slide your target 5 feet (1 square) 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.

The type of damage dealt is the same type as is dealt by the weapon you are wielding. If your weapon deals more than one type of damage, you can choose which type of damage (from among those types) is inflicted by the maneuver.

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).

You may always choose not to deal any damage with a combat maneuver, if you prefer.

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).
Consequences of Failure

The target is not moved from its space.

Retry Allowed?

Yes

Provokes AOO?

No

Steal

Steal is a combat maneuver. You can never perform more than one combat maneuver per round, even if you have sufficient actions to do so. The only exception to this is spending an action point, where that action point grants you an action sufficient to perform another maneuver, in which case a second maneuver in the same round is permitted.

When you make a Steal combat maneuver, you attempt to remove an object from an enemy. This maneuver can be used in melee to steal any item that is neither held nor hidden in a bag or pack.

  • You can only steal from an enemy that actually uses equipment. Tyrannosauruses and swarms of spiders almost certainly don't have anything to steal. Even though most monsters have no defined equipment, they can be stolen from, as long as they are civilized enough that equipment use is likely. The GM has final say over whether a monster has anything valuable enough to steal.
  • You must have at least one hand free (holding nothing) to attempt this maneuver. The Steal attempt is made with that empty hand.
  • If you have a weapon with the Pilfering quality, you may make a Steal attempt with that hand as if it were empty.
  • Even if your weapon has reach, you must still be adjacent to your target to use the Steal maneuver.
  • If your attack is successful, you may take one item from your opponent. You must be able to reach the item to be taken (subject to GM discretion).
Action Required:

Attack Action (i.e. as a standard action, or in place of any attack during a full attack action).

DC of Check:

The Maneuver Defense of the enemy creature.

Modifiers to Check
  • Items that are loosely attached (such as items tucked into a belt, potions in a bandoleer, hats, brooches or necklaces) are the easiest to take, imposing no penalty.
  • Items fastened to a foe (such as cloaks, sheathed weapons, or pouches) are more difficult to take, and impose a -5 penalty to the check.
  • Items that are closely worn (such as armor, backpacks, boots, clothing, or rings) cannot be taken with this maneuver.
  • Items held in the hands (such as wielded weapons or wands) also cannot be taken with the steal maneuver-you must use the disarm combat maneuver instead. The GM is the final arbiter of what items can be taken.
  • Creatures that use natural attacks or have an intelligence of less than 6 frequently lack any specific items or equipment worth stealing.
  • If a monster uses a Steal maneuver against a player character, the monster chooses one of the character's visible items to target, determines whether it is "loosely attached" (no penalty), or "fastened" (-5 penalty), and makes his Maneuver Offense check against the player's Maneuver Defense. If successful, the creature steals that object from the player, and the player loses any benefits provided by that item until it is recovered.
  • Stealthy Thief: You can attempt to steal an item from a creature (during combat) without it noticing, by accepting a -10 penalty to the check. If you elect not to inflict any damage with this maneuver (you must declare this before you roll the check), this penalty is reduced to -5. Regardless, the creature might realize it was robbed if you take an item it feels is important enough to check on, periodically. However, it won't be immediately aware that it was taken, nor will it know who took it (though it can guess).
Take 10? / Take 20?

No

Allows Assists?

No

Results of Success

If the creature possessed a specific item that is eligible for the Steal maneuver, the player character is now holding that item (subject to weight limits, etc) in their previously-empty hand. It may now be treated as all held items, dropped as a free action, stowed away, etc.

  • In cases where no items are defined for the creature, but the creature would logically use equipment, the player gains a random amount of the creature's treasure value (1d10% of the creature's treasure value) immediately in the form of a small item, such as a gem or piece of jewelry. This amount increases to 1d10+10% if the player attempts to Steal an item that is fastened (suffering the -5 penalty to do so). This action does not reduce the amount of treasure it drops if it is defeated.
  • The steal maneuver can only be performed successfully on a given creature once per round. After that, it provides no benefit other than to inflict more damage.

Recovering stolen items:

  • Stolen items can be recovered by rendering the stealing character helpless, unconscious, or dead, and then expending a move action to retrieve the item. Stolen items can also be recovered by attempting a Steal maneuver against the stealing character to try to recover the lost items.
  • The target is always immediately aware of this theft unless you included the Stealthy Thief penalty in your check, described in the "Modifiers" section above.

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.

The type of damage dealt is the same type as is dealt by the weapon you are wielding. If your weapon deals more than one type of damage, you can choose which type of damage (from among those types) is inflicted by the maneuver.

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).

You may always choose not to deal any damage with a combat maneuver, if you prefer.

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).
Consequences of Failure

The Steal maneuver fails and you get nothing.

Retry Allowed?

Yes

Provokes AOO?

No

Pick Pockets

You can use sleight of hand to try to take a small object from a creature out of combat. (Inside of combat, you must use the Steal combat maneuver.) If you succeed on this check, you take an item (a wallet or purse, dagger, wand, etc) as if you had succeeded on a Steal combat maneuver against them.

Just as with the Steal combat maneuver, you may only attempt to pilfer an object which is loosely attached (such as items tucked into a belt, potions in a bandoleer, hats, brooches or necklaces) or fastened (such as cloaks, sheathed weapons, or pouches) to the target. Items which are closely worn (such as armor, backpacks, boots, clothing, or rings), or being wielded/held in the target's hands may not be stolen with pick pockets.

Action Required:

Standard action

DC of Check:

Opposed by the target's Perception check.

Modifiers to Check
  • Alert: If you are attempting the check on someone who is on the lookout for trouble, or suspicious of you, the DC is increased by +5.
  • Inconvenient: If you are attempting the check on someone who is inconveniently placed, the DC is increased. Some examples are: Sitting down, +2, standing behind a counter, +4, sitting at a table or desk, +5, behind a peephole or murder hole, +20.
  • Loosely Attached: Attempting to pick an item which is only loosely attached to the target (such as items tucked into a belt, potions in a bandoleer, hats, brooches or necklaces) do not alter the DC.
  • Fastened: Attempting to pick an item which is fastened to the target (such as cloaks, sheathed weapons, or pouches) increase the DC by +5.
  • Witty Buildup: If your role-playing prior to your duplicitous assault was particularly entertaining, the GM may reduce the DC by anywhere from -2 (for pretty good role-playing) to -10 (for crazy, over-the-top role-playing you'll be talking about years from now).
  • Too Many Eyes: For each non-friendly creature who can see you (not including the target), the DC is increased by +1.
  • Light Weapons and Bucklers: Attempting to plant a light weapon and/or a buckler (or something of comparable size) increases the DC by +5.
  • One-Handed Weapons and Light Shields: Attempting to plant a one-handed weapon and/or a light shield (or something of comparable size) increases the DC by +15.
Take 10? / Take 20?

No

Allows Assists?

Yes (up to 5 allies). Assisting allies must have ranks in sleight of hand.

Results of Success

You successfully take the object from the target without their notice.

Consequences of Failure

If you fail by 4 or less, you are unable to take the item, but the target isn't sure that you were trying to rob them. They become alert (see modifiers, above) to any future attempts.

If you fail by 5 or more, or roll a natural 1 on the die, you successfully steal the object, but are noticed by the target. You are caught red-handed!

Retry Allowed?

If the target remains unaware of your intentions, you may try again next round.

Provokes AOO?

No

Subdue

Subdue is a combat maneuver. You can never perform more than one combat maneuver per round, even if you have sufficient actions to do so. The only exception to this is spending an action point, where that action point grants you an action sufficient to perform another maneuver, in which case a second maneuver in the same round is permitted.

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:

Attack Action (i.e. as a standard action, or in place of any attack during 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.

The type of damage dealt is the same type as is dealt by the weapon you are wielding. If your weapon deals more than one type of damage, you can choose which type of damage (from among those types) is inflicted by the maneuver.

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).

You may always choose not to deal any damage with a combat maneuver, if you prefer.

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).
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

Trip

Trip is a combat maneuver. You can never perform more than one combat maneuver per round, even if you have sufficient actions to do so. The only exception to this is spending an action point, where that action point grants you an action sufficient to perform another maneuver, in which case a second maneuver in the same round is permitted.

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 in melee, as long as that creature is no more than one size category larger than you.

Action Required:

Attack Action (i.e. as a standard action, or in place of any attack during 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 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.

The type of damage dealt is the same type as is dealt by the weapon you are wielding. If your weapon deals more than one type of damage, you can choose which type of damage (from among those types) is inflicted by the maneuver.

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).

You may always choose not to deal any damage with a combat maneuver, if you prefer.

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).
Consequences of Failure

The target remains on their feet.

Retry Allowed?

Yes

Provokes AOO?

No

Apply Poison

You can apply a poison to a weapon or a piece of ammunition, which deals additional damage to a foe struck and potentially inflicts a status condition, based on the poison used.

Note that, while it takes a standard action to apply poison to a weapon, the weapon is considered 'poisoned' until the end of the next encounter (or current encounter, if it is applied during combat), the end of your next full night's rest, or after 24 hours, whichever occurs sooner. To apply the poison to a creature, simply hit it with the poisoned weapon.

A single dose of poison can coat a single weapon such that the poison persists through the entire encounter, but it can only apply poison to the first successfully hit target each round. Any hits after the first in the same round, even if they are part of the same attack action (such as a Cleave or Whirlwind attack), only apply poison to the first target successfully hit, and all subsequent targets are unaffected by the poison (as if the weapon were not poisoned).

If poison is applied to ammunition, a single dose of poison can affect up to three pieces, but the poisoned ammunition gets used up whether it hits or misses its target. Poisoned pieces of ammunition, like poisoned weapons, lose their efficacy at the end of the next encounter (or the current encounter, if the poison is applied during combat, after your full night's rest, or after 24 hours, whichever is sooner), whether it is used or not.

Creatures struck by a poisoned weapon must make a Fortitude saving throw against the poison or suffer its damage and status condition (if any). The DC of the Fortitude save is based on the Potency Level of the poison used. If the target succeeds on this save, they are completely unaffected by the poison. Creatures that fail the save suffer a number of points of damage equal to the Potency Level of the poison, plus a status condition as defined by the specific type of poison used. Thus, higher Potency Level poisons are significantly better than lower Potency Level poisons, but they are also costlier and more hazardous to use. See the Poisons page for details on individual poisons, their costs, and effects.

Unlike poisons and venoms used by monsters, player poisons do not have ongoing effects, except as defined by the status condition they inflict (e.g. bleed). Other than the effects of the status condition, the struck creature does not take additional damage from the poison in subsequent rounds. Of course, you can poison the same target again in the following rounds, to inflict more poison damage (and weapon damage), but the status conditions inflicted by a poison cannot be made stronger through multiple applications of the poison.

Action Required:

Standard action

DC of Check:

A Challenging DC based on the CR of the poison being applied.

Modifiers to Check
  • Hasty Application: You can attempt to apply poison during combat as a move action, instead of a standard action, but doing so increases the target DC by +5.
  • Reckless Application: You can attempt to apply poison during combat as a swift action, instead of a standard action, but doing so increases the target DC by +10.
  • Poison Use (Class Feature): If you have the poison use class feature, you can never fail by 5 or more when applying poison to a weapon (even on a natural 1 result on the check). Instead, any failure result is treated as a normal failure.
Take 10? / Take 20?

You can take 10 outside of combat. If you have the poison use class feature, you may take 20 when applying a poison to a weapon outside of combat.

Allows Assists?

No

Results of Success

You successfully apply the poison to the weapon or piece of ammunition. You must still make an attack and hit with the weapon in order to inflict the poison's effects on a target.

Consequences of Failure

Failure: If you fail by 4 or less, you fail to apply the poison to the weapon, and the dose of poison is wasted (consumed).

Critical Failure: If you fail by 5 or more, or roll a natural 1 on the check, you accidentally apply the poison to yourself, immediately suffering the effects of the poison. If you have the poison use class feature, you cannot fail an apply poison check by 5 or more, even on a natural 1 result. In that case, the result is always treated as a simple failure by 4 or less.

Retry Allowed?

Yes, if you have additional doses of the poison.

Provokes AOO?

No

BAM! Face Stab!

You can use sleight of hand to draw a light weapon and attack a single adjacent creature as a standard action. While anyone can draw a weapon, you can draw one in such a way that the target doesn't suspect you are about to attack. You're just in the middle of an anecdote about your dotty Aunt Hildegarde, and how she loves to tell stories about the adventures of her houseplants, when BAM!, you stab the guy in the face!

Once you declare you are using BAM! Face Stab!, the GM rolls the target's Perception check to set your DC, and then applies any relevant modifiers. You then make your sleight of hand check to see if you succeed in surprising the target. If successful, the attack is resolved as a surprise round. A surprised opponent is usually flat-footed until they can act (which is usually in the first full round of combat).

Action Required:

Standard action

DC of Check:

the target's Perception result

Modifiers to Check
  • Alert: If you are attempting the check on someone who is on the lookout for trouble, or suspicious of you, the DC is increased by +5.
  • Inconvenient: If you are attempting the check on someone who is inconveniently placed, the DC is increased. Some examples are: Sitting down, +2, standing behind a counter, +4, sitting at a table or desk, +5, behind a peephole or murder hole, +20.
  • Witty Buildup: If your role-playing prior to your duplicitous assault was particularly entertaining, the GM may reduce the DC by anywhere from -2 (for pretty good role-playing) to -10 (for crazy, over-the-top role-playing you'll be talking about years from now).
Take 10? / Take 20?

No

Allows Assists?

Yes (up to 5 allies). Assisting allies must have ranks in sleight of hand.

Results of Success

The standard action is made as your action during the surprise round, granting you a single attack with the light weapon you drew against the target as though they are flat-footed (unless the target has some ability like Uncanny Dodge, that prevents flat-footed).

Consequences of Failure

The target saw the threat before you could make your move. Roll initiative and resolve the combat without a surprise round.

Retry Allowed?

No

Provokes AOO?

No

Quick Swap

You can use sleight of hand to hold two small items in one hand at the same time (e.g. dagger plus a potion, two alchemical items, careen plus siangham, etc). You may choose which item to use each round without dropping the other item. The item you are not using provides no benefit, exactly as if it is in storage on your person. You may only do this with one hand at a time, and never with more than two items.

The exact definition of what constitutes a small item is up to the GM, but generally includes any potion or alchemical item, or any weapon with the Concealable quality. Light weapons and bucklers are possible, but slightly more difficult. You may even attempt to use quick swap with one-handed weapons, or a light shield, at an increased DC (see modifiers, below). You may not attempt quick swap with 2-handed weapons, heavy shields, or other bulky items.

Action Required:

Swift action each round to either swap between items, or maintain your grip on both items while using one. (I.e. you must spend a swift action and make a check each round you attempt this, even if you don't swap.)

DC of Check:

25

Modifiers to Check
  • Light Weapons and Bucklers: Attempting to include a light weapon and/or a buckler among the two items being held/swapped increases the DC by +5.
  • One-Handed Weapons and Light Shields: Attempting to include a one-handed weapon and/or a light shield among the two items being held/swapped increases the DC by +15.
  • Quicker Maintenance: If you don't want to swap between items this round, you can attempt to maintain your grip on both items as a free action (instead of a swift action), but the DC increases by +25.
Take 10? / Take 20?

No

Allows Assists?

No

Results of Success

You swap between the two held items, allowing the use of the now-readied item. You continue to hold the second item in your hand.

Consequences of Failure

If you fail by 4 or less, you are simply unable to swap between the two items this round.

If you fail by 5 or more, or roll a natural 1 on the die, you drop the item you were switching to. It falls into your space (and can be retrieved with a move action, or as part of a move action). Breakable objects, such as potions and alchemical fire do not have a chance to break from this failure. (Having to pick it back up is mean enough.)

In all cases, failure means you may only use the item which was previously readied in that hand.

Retry Allowed?

Assuming you didn't drop the second item, you may try again next round.

Provokes AOO?

No

Plant Object

You can use sleight of hand to hide a small object on someone else, as long as they are within your reach. Sleight of hand does not allow you to camouflage an unattended object in place (that is the domain of Disguise).

The exact definition of what constitutes a small item is up to the GM, but generally includes any potion or alchemical item, or any weapon with the Concealable quality. Light weapons and bucklers are possible, but slightly more difficult. You may even attempt to plant one-handed weapons, or a light shield, at an increased DC (see modifiers, below). You may not attempt plant object with 2-handed weapons, heavy shields, or comparably bulky items.

Action Required:

Standard action

DC of Check:

Opposed by the target's Perception check

Modifiers to Check
  • Alert: If you are attempting the check on someone who is on the lookout for trouble, or suspicious of you, the DC is increased by +5.
  • Inconvenient: If you are attempting the check on someone who is inconveniently placed, the DC is increased. Some examples are: Sitting down, +2, standing behind a counter, +4, sitting at a table or desk, +5, behind a peephole or murder hole, +20.
  • Witty Buildup: If your role-playing prior to your duplicitous assault was particularly entertaining, the GM may reduce the DC by anywhere from -2 (for pretty good role-playing) to -10 (for crazy, over-the-top role-playing you'll be talking about years from now).
  • Too Many Eyes: For each non-friendly creature who can see you (not including the target), the DC is increased by +1.
  • Baggy Clothes: If the target is wearing a cloak or baggy clothing, suitable for stuffing loot into, the DC is reduced by -2.
  • Light Weapons and Bucklers: Attempting to plant a light weapon and/or a buckler (or something of comparable size) increases the DC by +5.
  • One-Handed Weapons and Light Shields: Attempting to plant a one-handed weapon and/or a light shield (or something of comparable size) increases the DC by +15.
Take 10? / Take 20?

No

Allows Assists?

Yes (up to 5 allies). Assisting allies must have ranks in sleight of hand.

Results of Success

You are able to place the item inside the clothing, backpack, bag, or other storage of the target creature, strongly implying the object belongs to them.

Consequences of Failure

You are able to place the item inside the clothing, backpack, bag, or other storage of the target creature, strongly implying the object belongs to them. However, the target notices you doing so.

Retry Allowed?

No

Provokes AOO?

No

Magic Tricks (Epic)

It is possible to make a small object 'dance' and move about in your grasp and even at a small distance away with a sufficiently high sleight of hand skill roll. You can also pull seemingly linked rings apart, pick the right card from a deck of playing cards, or pull a live dove out of your hat. These are all feats of actual magic, albeit minor, which cannot be done within the confines of an anti-magic zone.

Successfully performing magic tricks can entertain a small audience, or serve as a distraction for the rest of your party, as the situation requires.

This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted.

Action Required:

Typically several minutes or longer, but at minimum a standard action.

DC of Check:
  • Small Crowd: Average DC against the creature with the lowest CR in the audience, with a +1 modifier for every other person you wish to entertain.
  • Moderate Crowd: You may choose to start with a Hard DC against the creature with the lowest CR in the audience, to instead add a +1 modifier per 10 people in the crowd.
  • Large Crowd: You may choose to start with a Hard DC against the creature with the lowest CR in the audience, to instead add a +1 modifier per 100 people in the crowd.
  • Massive Crowd: You may choose to start with a Impossible DC against the creature with the lowest CR in the audience, to instead add a +1 modifier per 1,000 people in the crowd.
Modifiers to Check
  • Quality of the Crowd: the kind of crowd you are playing to affects your performance DC:
Type of Crowd Description DC Modifier
Hostile Crowd would rather fight or do anything else than be entertained +10
Rowdy Crowd is drunk, prone to heckling, not really interested in what you're selling +5
Indifferent Crowd didn't really come here to be entertained, but doesn't hate the idea 0
Warmed-Up A previous performer or some other event has gotten the crowd in the mood to be entertained -5
Eager The crowd is looking forward to your show, and came here just to see it -10
  • Venue: Some venues are better suited to performing in front of large crowds than others. If the people in the back can't hear or see you, it will be much harder to impress them.
Venue Description DC Modifier
Terrible This place was never designed for performances, and its design actively inhibits success +10
Bad Numerous pockets and 'dead zones' prevent sections of the audience from appreciating your art +5
Average Designed for performances, probably has a stage 0
Enhanced Uses low-level magic to boost sound or improve sight lines -5
Legendary Magically ensorcelled such that each member of the audience can see and hear you as though you are right next to them. -10
  • Complexity: You can deliberately choose to perform magic tricks which are very difficult, in order to demonstrate your talent to your audience. You may increase the DC by up to +20 prior to making your check to reflect the difficulty of your chosen act.
Take 10? / Take 20?

You can take 10, but you cannot take 20.

Allows Assists?

Yes (up to 5 allies). Assisting allies must have ranks in sleight of hand.

Results of Success

You improve the general mood of your audience. This can have any number of effects, but generally grants a circumstance bonus to interact with your audience for the next hour or so. Audience members are more inclined to buy you drinks, share gossip, or relate information to you, to get to know you better or get into your good graces. After an hour, the 'high' of the performance wears off, and this benefit is lost.

GM's are encouraged to grant a circumstance bonus to interaction rolls, which should vary from +1 to +5 for opposed checks, or as high as +10 or even +20 for checks vs. flat DC's. The quality of the performance, and how well the performance fits within the culture and general preferences of the crowd should factor into the bonus granted.

Consequences of Failure

The crowd is unimpressed with your show. You gain no benefits from the performance, and likely suffer some rather hurtful heckling.

Retry Allowed?

No. You must wait at least 24 hours before attempting to perform in front of the same (or mostly the same) crowd.

Provokes AOO?

Yes

Obfuscate Ability (Epic)

It is possible to make a sleight of hand check to conceal the use of class abilities or skills. For example, the Paladin's Lay on Hands ability can be used with no one noticing. This can also be used on many skill checks as well, such as Barter checks to scan an area for the most valuable magical items, Heal checks to assess the health of a creature, and even Escape Artist checks to get out of bindings while people are watching you.

This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted.

Action Required:

Increases the base time required for the class ability or skill use being performed by 1 step, per the table below:

Free action
Swift or Immediate action
Move action
Standard action
Full attack action
Full-round action
Less than 1 minute (10 rounds)
1 minute (10 rounds)
10 minutes
1 hour
1 day
1 week
1 month
1 year
DC of Check:

Increases the DC of the class ability or skill use by +5.

If the class ability does not have a listed DC, the DC is instead a Hard DC versus the CR/lvl of the highest level creature affected (including yourself), or the CR of the area, or campaign level, whichever seems most appropriate.

In some cases, the GM may rule that the DC is an opposed Perception check by the highest-level non-friendly observer.

Modifiers to Check
  • Alert: If you are attempting the check on someone who is on the lookout for trouble, or suspicious of you, the DC is increased by +5.
  • Too Many Eyes: For each non-friendly creature who can see you after the first, the DC is increased by +1.
Take 10? / Take 20?

If the class ability or skill use which you are trying to hide allows you to take 10, you may do so. You may not take 20.

Allows Assists?

Yes (up to 5 allies). Assisting allies must have at least 21 ranks in sleight of hand.

Results of Success

You are able to perform the class ability or skill use without being noticed.

Consequences of Failure

If you fail by 4 or less, you still succeed in performing the class ability or skill use, but you are observed while doing so.

If you fail by 5 or more, or roll a natural 1 on the die, you fail to successfully use the class ability or skill use, and you are observed making the attempt.

Retry Allowed?

No,though you can retry the class ability or skill use you were trying to hide, if it allows a retry. You just can't try to hide the fact that you are doing so, since you've already been spotted.

Provokes AOO?

As the class ability or skill use being hidden

Apparently Mundane Item (Epic)

You can use sleight of hand to conceal the fact that a magic item you are wielding or wearing is, in fact, magical at all. You can't use this on anything too big to wield or wear, so you can't make your enchanted flying ship, or magic carpet, look non-magical. The object you wish to make appear non-magical must be on your person, or being touched by you.

This is a magical ability (classed as an illusion, for purposes of any feats or abilities which might modify those), and cannot be performed in an area of non-magic, such as an anti-magic zone.

You must make this check once per round any time you are being observed, for as long as you wish to maintain the effect.

This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted.

Action Required:

Move action

DC of Check:

Opposed by the Perception check of the highest-level non-friendly observer

Modifiers to Check
  • Quick Conceal: You can attempt to make the object appear mundane as a swift action (instead of a move action) by increasing the DC by +5.
  • Too Many Eyes: For each non-friendly creature who can see you after the first, the DC is increased by +1.
  • Frisking: If a non-friendly observer is patting you down to look for hidden weapons, the DC is increased by +4.
  • Detect Magic: If a non-friendly observer is using some form of magical detection to explicitly scan for the presence of magic, the DC is increased by +5.
Take 10? / Take 20?

You can take 10, but you cannot take 20.

Allows Assists?

No

Results of Success

You are able to mask the fact that the item is magically enchanted. Observers believe the item to be non-magical.

Consequences of Failure

You are unable to make the object appear non-magical. Any observer looking for such things will have a chance of noticing its enchantment. Enchantments that are obvious (such as a flaming sword) will be noticeably magical to anyone who sees them.

Retry Allowed?

No

Provokes AOO?

No

Description

Ability Score Used: Dexterity
Armor Check Penalty Applies? Yes


Sleight of Hand is the ability to use your fingers and toes with uncanny precision, flexibility and skill. You can curl and bend your digits in ways that seem impossible to the observer, and as a result, you can do things right under the noses of people without them ever being the wiser.

Your training allows you to pick pockets, draw hidden weapons, and take a variety of actions without being noticed.

This skill is subject to Environmental Effects.

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.


Conceal Object

You can use sleight of hand to palm a small, unattended object and secret it upon your person. Sleight of hand may not be used to camouflage an object in place (that is the domain of Disguise). This can only be done on unattended objects, or objects already on your person, outside of combat. Attended objects require the Shoplifting skill use of sleight of hand. In-combat pilfering requires the use of the Steal combat maneuver.

You can use conceal object to perform minor feats of legerdemain, such as making a coin disappear even while someone watches you do it. Of course, they might still be mad that you took their coin, despite not knowing where the heck it went.

You can use conceal object to hide a light weapon or a weapon with Concealable (Quality) on your body.

Your Sleight of Hand check is opposed by the Perception check of anyone observing you or of anyone frisking you. In the latter case, the searcher gains a +4 bonus on the Perception check, since it's generally easier to find such an object than to hide it. A dagger is easier to hide than most light weapons, and grants you a +2 bonus on your Sleight of Hand check to conceal it. An extraordinarily small object, such as a coin, shuriken, or ring, grants you a +4 bonus on your Sleight of Hand check to conceal it, and heavy or baggy clothing (such as a cloak) grants you a +2 bonus on the check.

Action Required:

Move action, or part of a move action.

If you have Quick Draw (Feat), conceal object may be performed as a swift action.

DC of Check:

15, or the Perception result of someone observing or searching you, whichever is higher.

Modifiers to Check
  • Alert: If you are attempting the check on someone who is on the lookout for trouble, or suspicious of you, the DC is increased by +5.
  • Almost Out of Reach: If the object you want to swipe is hard for you to reach without looking like you're reaching, the DC is increased by +2.
  • Under the Counter: If the object is behind something else, under the counter, in a closed (but not locked -- that's Disable Device) cabinet, the DC is increased by +4.
  • Too Many Eyes: For each non-friendly creature who can see you after the first, the DC is increased by +1.
  • Frisking: If someone is patting you down to look for hidden weapons, the DC is increased by +4.
  • Baggy Clothes: If you are wearing a cloak or baggy clothing, suitable for stuffing loot into, the DC is reduced by -2.
Take 10? / Take 20?

You can take 10, but you cannot take 20.

Allows Assists?

No

Results of Success

You successfully conceal the object somewhere on your person, without anyone knowing you have done so.

Consequences of Failure

You are spotted stuffing the object into your clothes.

Retry Allowed?

No

Provokes AOO?

No

Dirty Trick

Dirty Trick is a combat maneuver. You can never perform more than one combat maneuver per round, even if you have sufficient actions to do so. The only exception to this is spending an action point, where that action point grants you an action sufficient to perform another maneuver, in which case a second maneuver in the same round is permitted.

This maneuver covers any sort of situational attack that imposes a penalty on a foe for a short period of time. Examples include kicking sand into an opponent's face, pulling down an enemy's pants around their ankles, or hitting a foe in a sensitive spot.

The GM is the arbiter of what can be accomplished with this maneuver, but it cannot be used to impose a permanent penalty, and the results can be undone if the target spends a move action. The normal result is the target takes the hindered condition.

Action Required:

Attack Action (i.e. as a standard action, or in place of any attack during a full attack action).

DC of Check:

Target creature's Maneuver Defense

Modifiers to Check

A Dirty Trick 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 Dirty Trick.

Take 10? / Take 20?

No

Allows Assists?

No

Results of Success

If your combat maneuver result equals or exceeds the target's Maneuver Defense, the target normally gains the hindered condition. The GM may rule there are different results in specific situations, usually based on how hard they are laughing at the player's madcap antics.

The Hindered condition lasts until the start of your next turn. For every 5 by which your attack exceeds your opponent's Maneuver Defense, the penalty lasts 1 additional round. If the target expends a move action, the condition is cleared, regardless of the remaining duration.

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.

The type of damage dealt is the same type as is dealt by the weapon you are wielding. If your weapon deals more than one type of damage, you can choose which type of damage (from among those types) is inflicted by the maneuver.

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).

You may always choose not to deal any damage with a combat maneuver, if you prefer.

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).
Consequences of Failure

There is no effect, and you often look vaguely foolish.

Retry Allowed?

Yes

Provokes AOO?

No

Disarm

Disarm is a combat maneuver. You can never perform more than one combat maneuver per round, even if you have sufficient actions to do so. The only exception to this is spending an action point, where that action point grants you an action sufficient to perform another maneuver, in which case a second maneuver in the same round is permitted.

You can attempt to disarm any creature, even a creature that is only using natural weapons (such as claws or fists). If the disarm attempt is successful, the target creature drops its held weapon, or, if it isn't wielding a weapon, it suffers a penalty to its attacks until it expends a move action to re-combobulate itself. A Disarm can be attempted against any creature you threaten.

Action Required:

Attack Action (i.e. as a standard action, or in place of any attack during a full attack action).

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 drops one item it is wielding of your choice (even if the item is wielded with two hands).

If your attack exceeds the Maneuver Defense of the target by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands). Yes, you can knock both the sword AND the shield out of a foe's hands.

A successfully disarmed weapon, or weapons, always fall into the square of the creature from which they were disarmed. Retrieving an item from the ground is either a move action or part of a move action. Note that some feats allow disarmed weapons to be moved to other squares, in which case the disarmed creature must first move to the square in question to retrieve it.

When a player character is disarmed, they may not make attacks with the disarmed weapon until they either retrieve it (using either a move action or part of a move action) or draw a different weapon with which to attack.

When a Monster write-up indicates that they use a weapon to attack, they may expend a move action (or part of a move action) to retrieve the weapon and attack normally. If they cannot retrieve the weapon, they may still make attacks at -2 to hit, but when they hit, they do not roll their damage, instead inflicting only the bonus to their damage dice (e.g. a creature that normally deals 3d6+11 would only deal 11 points of damage). Any special conditions and effects are adjudicated by the referee on a case-by-case basis.

When a Monster write-up indicates that they use natural weapons (claw, claw, bite) to attack, Disarm may still be used against the creature. A successful Disarm Maneuver knocks the creature off-balance, twists their appendages into each other, confuses them, or otherwise hampers their ability to attack. Exactly as monsters using a weapon, a natural weapons-user who is disarmed may still make attacks at -2 to hit, but when they hit, they they do not roll their damage, instead inflicting only the bonus to their damage dice (e.g. a creature that normally deals 3d6+11 would only deal 11 points of damage). Any special conditions and effects are adjudicated by the referee on a case-by-case basis. The creature may expend a move action (or part of a move action) to reorient itself and get rid of this penalty. These same rules apply to brawlers, monks and other player-characters who fight without weapons that are disarmed.

Player characters and monsters cannot pick up disarmed weapons or equipment that does not belong to them, during a fight. Creatures can move into the same square (assuming it is unoccupied) as disarmed equipment, but their ability to interact with equipment that doesn't belong to them is limited to either: 1) kicking it away into another space, or 2) attempting to sunder it as an unattended object. Kicking the equipment away requires a standard action, and moves the equipment 1d4 squares away from the current space, in the direction of the kicker's choosing. If the creature wants to sunder the equipment, they must perform a Sunder maneuver. If the equipment is made primarily of metal or stone, it can only be sundered with a weapon that possesses the Sunder weapon quality. See the Sunder combat maneuver page for details.

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.

The type of damage dealt is the same type as is dealt by the weapon you are wielding. If your weapon deals more than one type of damage, you can choose which type of damage (from among those types) is inflicted by the maneuver.

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).

You may always choose not to deal any damage with a combat maneuver, if you prefer.

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).
Consequences of Failure

You are unable to disarm or discombobulate your foe.

Retry Allowed?

Yes

Provokes AOO?

No

Reposition

Reposition is a combat maneuver. You can never perform more than one combat maneuver per round, even if you have sufficient actions to do so. The only exception to this is spending an action point, where that action point grants you an action sufficient to perform another maneuver, in which case a second maneuver in the same round is permitted.

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.

You cannot move a creature into a square that is occupied by a solid object or obstacle.

Action Required:

Attack Action (i.e. as a standard action, or in place of any attack during 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 your Sleight of Hand check is successful, you may Slide your target 5 feet (1 square) 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.

The type of damage dealt is the same type as is dealt by the weapon you are wielding. If your weapon deals more than one type of damage, you can choose which type of damage (from among those types) is inflicted by the maneuver.

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).

You may always choose not to deal any damage with a combat maneuver, if you prefer.

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).
Consequences of Failure

The target is not moved from its space.

Retry Allowed?

Yes

Provokes AOO?

No

Steal

Steal is a combat maneuver. You can never perform more than one combat maneuver per round, even if you have sufficient actions to do so. The only exception to this is spending an action point, where that action point grants you an action sufficient to perform another maneuver, in which case a second maneuver in the same round is permitted.

When you make a Steal combat maneuver, you attempt to remove an object from an enemy. This maneuver can be used in melee to steal any item that is neither held nor hidden in a bag or pack.

  • You can only steal from an enemy that actually uses equipment. Tyrannosauruses and swarms of spiders almost certainly don't have anything to steal. Even though most monsters have no defined equipment, they can be stolen from, as long as they are civilized enough that equipment use is likely. The GM has final say over whether a monster has anything valuable enough to steal.
  • You must have at least one hand free (holding nothing) to attempt this maneuver. The Steal attempt is made with that empty hand.
  • If you have a weapon with the Pilfering quality, you may make a Steal attempt with that hand as if it were empty.
  • Even if your weapon has reach, you must still be adjacent to your target to use the Steal maneuver.
  • If your attack is successful, you may take one item from your opponent. You must be able to reach the item to be taken (subject to GM discretion).
Action Required:

Attack Action (i.e. as a standard action, or in place of any attack during a full attack action).

DC of Check:

The Maneuver Defense of the enemy creature.

Modifiers to Check
  • Items that are loosely attached (such as items tucked into a belt, potions in a bandoleer, hats, brooches or necklaces) are the easiest to take, imposing no penalty.
  • Items fastened to a foe (such as cloaks, sheathed weapons, or pouches) are more difficult to take, and impose a -5 penalty to the check.
  • Items that are closely worn (such as armor, backpacks, boots, clothing, or rings) cannot be taken with this maneuver.
  • Items held in the hands (such as wielded weapons or wands) also cannot be taken with the steal maneuver-you must use the disarm combat maneuver instead. The GM is the final arbiter of what items can be taken.
  • Creatures that use natural attacks or have an intelligence of less than 6 frequently lack any specific items or equipment worth stealing.
  • If a monster uses a Steal maneuver against a player character, the monster chooses one of the character's visible items to target, determines whether it is "loosely attached" (no penalty), or "fastened" (-5 penalty), and makes his Maneuver Offense check against the player's Maneuver Defense. If successful, the creature steals that object from the player, and the player loses any benefits provided by that item until it is recovered.
  • Stealthy Thief: You can attempt to steal an item from a creature (during combat) without it noticing, by accepting a -10 penalty to the check. If you elect not to inflict any damage with this maneuver (you must declare this before you roll the check), this penalty is reduced to -5. Regardless, the creature might realize it was robbed if you take an item it feels is important enough to check on, periodically. However, it won't be immediately aware that it was taken, nor will it know who took it (though it can guess).
Take 10? / Take 20?

No

Allows Assists?

No

Results of Success

If the creature possessed a specific item that is eligible for the Steal maneuver, the player character is now holding that item (subject to weight limits, etc) in their previously-empty hand. It may now be treated as all held items, dropped as a free action, stowed away, etc.

  • In cases where no items are defined for the creature, but the creature would logically use equipment, the player gains a random amount of the creature's treasure value (1d10% of the creature's treasure value) immediately in the form of a small item, such as a gem or piece of jewelry. This amount increases to 1d10+10% if the player attempts to Steal an item that is fastened (suffering the -5 penalty to do so). This action does not reduce the amount of treasure it drops if it is defeated.
  • The steal maneuver can only be performed successfully on a given creature once per round. After that, it provides no benefit other than to inflict more damage.

Recovering stolen items:

  • Stolen items can be recovered by rendering the stealing character helpless, unconscious, or dead, and then expending a move action to retrieve the item. Stolen items can also be recovered by attempting a Steal maneuver against the stealing character to try to recover the lost items.
  • The target is always immediately aware of this theft unless you included the Stealthy Thief penalty in your check, described in the "Modifiers" section above.

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.

The type of damage dealt is the same type as is dealt by the weapon you are wielding. If your weapon deals more than one type of damage, you can choose which type of damage (from among those types) is inflicted by the maneuver.

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).

You may always choose not to deal any damage with a combat maneuver, if you prefer.

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).
Consequences of Failure

The Steal maneuver fails and you get nothing.

Retry Allowed?

Yes

Provokes AOO?

No

Pick Pockets

You can use sleight of hand to try to take a small object from a creature out of combat. (Inside of combat, you must use the Steal combat maneuver.) If you succeed on this check, you take an item (a wallet or purse, dagger, wand, etc) as if you had succeeded on a Steal combat maneuver against them.

Just as with the Steal combat maneuver, you may only attempt to pilfer an object which is loosely attached (such as items tucked into a belt, potions in a bandoleer, hats, brooches or necklaces) or fastened (such as cloaks, sheathed weapons, or pouches) to the target. Items which are closely worn (such as armor, backpacks, boots, clothing, or rings), or being wielded/held in the target's hands may not be stolen with pick pockets.

Action Required:

Standard action

DC of Check:

Opposed by the target's Perception check.

Modifiers to Check
  • Alert: If you are attempting the check on someone who is on the lookout for trouble, or suspicious of you, the DC is increased by +5.
  • Inconvenient: If you are attempting the check on someone who is inconveniently placed, the DC is increased. Some examples are: Sitting down, +2, standing behind a counter, +4, sitting at a table or desk, +5, behind a peephole or murder hole, +20.
  • Loosely Attached: Attempting to pick an item which is only loosely attached to the target (such as items tucked into a belt, potions in a bandoleer, hats, brooches or necklaces) do not alter the DC.
  • Fastened: Attempting to pick an item which is fastened to the target (such as cloaks, sheathed weapons, or pouches) increase the DC by +5.
  • Witty Buildup: If your role-playing prior to your duplicitous assault was particularly entertaining, the GM may reduce the DC by anywhere from -2 (for pretty good role-playing) to -10 (for crazy, over-the-top role-playing you'll be talking about years from now).
  • Too Many Eyes: For each non-friendly creature who can see you (not including the target), the DC is increased by +1.
  • Light Weapons and Bucklers: Attempting to plant a light weapon and/or a buckler (or something of comparable size) increases the DC by +5.
  • One-Handed Weapons and Light Shields: Attempting to plant a one-handed weapon and/or a light shield (or something of comparable size) increases the DC by +15.
Take 10? / Take 20?

No

Allows Assists?

Yes (up to 5 allies). Assisting allies must have ranks in sleight of hand.

Results of Success

You successfully take the object from the target without their notice.

Consequences of Failure

If you fail by 4 or less, you are unable to take the item, but the target isn't sure that you were trying to rob them. They become alert (see modifiers, above) to any future attempts.

If you fail by 5 or more, or roll a natural 1 on the die, you successfully steal the object, but are noticed by the target. You are caught red-handed!

Retry Allowed?

If the target remains unaware of your intentions, you may try again next round.

Provokes AOO?

No

Subdue

Subdue is a combat maneuver. You can never perform more than one combat maneuver per round, even if you have sufficient actions to do so. The only exception to this is spending an action point, where that action point grants you an action sufficient to perform another maneuver, in which case a second maneuver in the same round is permitted.

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:

Attack Action (i.e. as a standard action, or in place of any attack during 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.

The type of damage dealt is the same type as is dealt by the weapon you are wielding. If your weapon deals more than one type of damage, you can choose which type of damage (from among those types) is inflicted by the maneuver.

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).

You may always choose not to deal any damage with a combat maneuver, if you prefer.

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).
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

Trip

Trip is a combat maneuver. You can never perform more than one combat maneuver per round, even if you have sufficient actions to do so. The only exception to this is spending an action point, where that action point grants you an action sufficient to perform another maneuver, in which case a second maneuver in the same round is permitted.

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 in melee, as long as that creature is no more than one size category larger than you.

Action Required:

Attack Action (i.e. as a standard action, or in place of any attack during 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 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.

The type of damage dealt is the same type as is dealt by the weapon you are wielding. If your weapon deals more than one type of damage, you can choose which type of damage (from among those types) is inflicted by the maneuver.

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).

You may always choose not to deal any damage with a combat maneuver, if you prefer.

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).
Consequences of Failure

The target remains on their feet.

Retry Allowed?

Yes

Provokes AOO?

No

Apply Poison

You can apply a poison to a weapon or a piece of ammunition, which deals additional damage to a foe struck and potentially inflicts a status condition, based on the poison used.

Note that, while it takes a standard action to apply poison to a weapon, the weapon is considered 'poisoned' until the end of the next encounter (or current encounter, if it is applied during combat), the end of your next full night's rest, or after 24 hours, whichever occurs sooner. To apply the poison to a creature, simply hit it with the poisoned weapon.

A single dose of poison can coat a single weapon such that the poison persists through the entire encounter, but it can only apply poison to the first successfully hit target each round. Any hits after the first in the same round, even if they are part of the same attack action (such as a Cleave or Whirlwind attack), only apply poison to the first target successfully hit, and all subsequent targets are unaffected by the poison (as if the weapon were not poisoned).

If poison is applied to ammunition, a single dose of poison can affect up to three pieces, but the poisoned ammunition gets used up whether it hits or misses its target. Poisoned pieces of ammunition, like poisoned weapons, lose their efficacy at the end of the next encounter (or the current encounter, if the poison is applied during combat, after your full night's rest, or after 24 hours, whichever is sooner), whether it is used or not.

Creatures struck by a poisoned weapon must make a Fortitude saving throw against the poison or suffer its damage and status condition (if any). The DC of the Fortitude save is based on the Potency Level of the poison used. If the target succeeds on this save, they are completely unaffected by the poison. Creatures that fail the save suffer a number of points of damage equal to the Potency Level of the poison, plus a status condition as defined by the specific type of poison used. Thus, higher Potency Level poisons are significantly better than lower Potency Level poisons, but they are also costlier and more hazardous to use. See the Poisons page for details on individual poisons, their costs, and effects.

Unlike poisons and venoms used by monsters, player poisons do not have ongoing effects, except as defined by the status condition they inflict (e.g. bleed). Other than the effects of the status condition, the struck creature does not take additional damage from the poison in subsequent rounds. Of course, you can poison the same target again in the following rounds, to inflict more poison damage (and weapon damage), but the status conditions inflicted by a poison cannot be made stronger through multiple applications of the poison.

Action Required:

Standard action

DC of Check:

A Challenging DC based on the CR of the poison being applied.

Modifiers to Check
  • Hasty Application: You can attempt to apply poison during combat as a move action, instead of a standard action, but doing so increases the target DC by +5.
  • Reckless Application: You can attempt to apply poison during combat as a swift action, instead of a standard action, but doing so increases the target DC by +10.
  • Poison Use (Class Feature): If you have the poison use class feature, you can never fail by 5 or more when applying poison to a weapon (even on a natural 1 result on the check). Instead, any failure result is treated as a normal failure.
Take 10? / Take 20?

You can take 10 outside of combat. If you have the poison use class feature, you may take 20 when applying a poison to a weapon outside of combat.

Allows Assists?

No

Results of Success

You successfully apply the poison to the weapon or piece of ammunition. You must still make an attack and hit with the weapon in order to inflict the poison's effects on a target.

Consequences of Failure

Failure: If you fail by 4 or less, you fail to apply the poison to the weapon, and the dose of poison is wasted (consumed).

Critical Failure: If you fail by 5 or more, or roll a natural 1 on the check, you accidentally apply the poison to yourself, immediately suffering the effects of the poison. If you have the poison use class feature, you cannot fail an apply poison check by 5 or more, even on a natural 1 result. In that case, the result is always treated as a simple failure by 4 or less.

Retry Allowed?

Yes, if you have additional doses of the poison.

Provokes AOO?

No

BAM! Face Stab!

You can use sleight of hand to draw a light weapon and attack a single adjacent creature as a standard action. While anyone can draw a weapon, you can draw one in such a way that the target doesn't suspect you are about to attack. You're just in the middle of an anecdote about your dotty Aunt Hildegarde, and how she loves to tell stories about the adventures of her houseplants, when BAM!, you stab the guy in the face!

Once you declare you are using BAM! Face Stab!, the GM rolls the target's Perception check to set your DC, and then applies any relevant modifiers. You then make your sleight of hand check to see if you succeed in surprising the target. If successful, the attack is resolved as a surprise round. A surprised opponent is usually flat-footed until they can act (which is usually in the first full round of combat).

Action Required:

Standard action

DC of Check:

the target's Perception result

Modifiers to Check
  • Alert: If you are attempting the check on someone who is on the lookout for trouble, or suspicious of you, the DC is increased by +5.
  • Inconvenient: If you are attempting the check on someone who is inconveniently placed, the DC is increased. Some examples are: Sitting down, +2, standing behind a counter, +4, sitting at a table or desk, +5, behind a peephole or murder hole, +20.
  • Witty Buildup: If your role-playing prior to your duplicitous assault was particularly entertaining, the GM may reduce the DC by anywhere from -2 (for pretty good role-playing) to -10 (for crazy, over-the-top role-playing you'll be talking about years from now).
Take 10? / Take 20?

No

Allows Assists?

Yes (up to 5 allies). Assisting allies must have ranks in sleight of hand.

Results of Success

The standard action is made as your action during the surprise round, granting you a single attack with the light weapon you drew against the target as though they are flat-footed (unless the target has some ability like Uncanny Dodge, that prevents flat-footed).

Consequences of Failure

The target saw the threat before you could make your move. Roll initiative and resolve the combat without a surprise round.

Retry Allowed?

No

Provokes AOO?

No

Quick Swap

You can use sleight of hand to hold two small items in one hand at the same time (e.g. dagger plus a potion, two alchemical items, careen plus siangham, etc). You may choose which item to use each round without dropping the other item. The item you are not using provides no benefit, exactly as if it is in storage on your person. You may only do this with one hand at a time, and never with more than two items.

The exact definition of what constitutes a small item is up to the GM, but generally includes any potion or alchemical item, or any weapon with the Concealable quality. Light weapons and bucklers are possible, but slightly more difficult. You may even attempt to use quick swap with one-handed weapons, or a light shield, at an increased DC (see modifiers, below). You may not attempt quick swap with 2-handed weapons, heavy shields, or other bulky items.

Action Required:

Swift action each round to either swap between items, or maintain your grip on both items while using one. (I.e. you must spend a swift action and make a check each round you attempt this, even if you don't swap.)

DC of Check:

25

Modifiers to Check
  • Light Weapons and Bucklers: Attempting to include a light weapon and/or a buckler among the two items being held/swapped increases the DC by +5.
  • One-Handed Weapons and Light Shields: Attempting to include a one-handed weapon and/or a light shield among the two items being held/swapped increases the DC by +15.
  • Quicker Maintenance: If you don't want to swap between items this round, you can attempt to maintain your grip on both items as a free action (instead of a swift action), but the DC increases by +25.
Take 10? / Take 20?

No

Allows Assists?

No

Results of Success

You swap between the two held items, allowing the use of the now-readied item. You continue to hold the second item in your hand.

Consequences of Failure

If you fail by 4 or less, you are simply unable to swap between the two items this round.

If you fail by 5 or more, or roll a natural 1 on the die, you drop the item you were switching to. It falls into your space (and can be retrieved with a move action, or as part of a move action). Breakable objects, such as potions and alchemical fire do not have a chance to break from this failure. (Having to pick it back up is mean enough.)

In all cases, failure means you may only use the item which was previously readied in that hand.

Retry Allowed?

Assuming you didn't drop the second item, you may try again next round.

Provokes AOO?

No

Plant Object

You can use sleight of hand to hide a small object on someone else, as long as they are within your reach. Sleight of hand does not allow you to camouflage an unattended object in place (that is the domain of Disguise).

The exact definition of what constitutes a small item is up to the GM, but generally includes any potion or alchemical item, or any weapon with the Concealable quality. Light weapons and bucklers are possible, but slightly more difficult. You may even attempt to plant one-handed weapons, or a light shield, at an increased DC (see modifiers, below). You may not attempt plant object with 2-handed weapons, heavy shields, or comparably bulky items.

Action Required:

Standard action

DC of Check:

Opposed by the target's Perception check

Modifiers to Check
  • Alert: If you are attempting the check on someone who is on the lookout for trouble, or suspicious of you, the DC is increased by +5.
  • Inconvenient: If you are attempting the check on someone who is inconveniently placed, the DC is increased. Some examples are: Sitting down, +2, standing behind a counter, +4, sitting at a table or desk, +5, behind a peephole or murder hole, +20.
  • Witty Buildup: If your role-playing prior to your duplicitous assault was particularly entertaining, the GM may reduce the DC by anywhere from -2 (for pretty good role-playing) to -10 (for crazy, over-the-top role-playing you'll be talking about years from now).
  • Too Many Eyes: For each non-friendly creature who can see you (not including the target), the DC is increased by +1.
  • Baggy Clothes: If the target is wearing a cloak or baggy clothing, suitable for stuffing loot into, the DC is reduced by -2.
  • Light Weapons and Bucklers: Attempting to plant a light weapon and/or a buckler (or something of comparable size) increases the DC by +5.
  • One-Handed Weapons and Light Shields: Attempting to plant a one-handed weapon and/or a light shield (or something of comparable size) increases the DC by +15.
Take 10? / Take 20?

No

Allows Assists?

Yes (up to 5 allies). Assisting allies must have ranks in sleight of hand.

Results of Success

You are able to place the item inside the clothing, backpack, bag, or other storage of the target creature, strongly implying the object belongs to them.

Consequences of Failure

You are able to place the item inside the clothing, backpack, bag, or other storage of the target creature, strongly implying the object belongs to them. However, the target notices you doing so.

Retry Allowed?

No

Provokes AOO?

No

Magic Tricks (Epic)

It is possible to make a small object 'dance' and move about in your grasp and even at a small distance away with a sufficiently high sleight of hand skill roll. You can also pull seemingly linked rings apart, pick the right card from a deck of playing cards, or pull a live dove out of your hat. These are all feats of actual magic, albeit minor, which cannot be done within the confines of an anti-magic zone.

Successfully performing magic tricks can entertain a small audience, or serve as a distraction for the rest of your party, as the situation requires.

This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted.

Action Required:

Typically several minutes or longer, but at minimum a standard action.

DC of Check:
  • Small Crowd: Average DC against the creature with the lowest CR in the audience, with a +1 modifier for every other person you wish to entertain.
  • Moderate Crowd: You may choose to start with a Hard DC against the creature with the lowest CR in the audience, to instead add a +1 modifier per 10 people in the crowd.
  • Large Crowd: You may choose to start with a Hard DC against the creature with the lowest CR in the audience, to instead add a +1 modifier per 100 people in the crowd.
  • Massive Crowd: You may choose to start with a Impossible DC against the creature with the lowest CR in the audience, to instead add a +1 modifier per 1,000 people in the crowd.
Modifiers to Check
  • Quality of the Crowd: the kind of crowd you are playing to affects your performance DC:
Type of Crowd Description DC Modifier
Hostile Crowd would rather fight or do anything else than be entertained +10
Rowdy Crowd is drunk, prone to heckling, not really interested in what you're selling +5
Indifferent Crowd didn't really come here to be entertained, but doesn't hate the idea 0
Warmed-Up A previous performer or some other event has gotten the crowd in the mood to be entertained -5
Eager The crowd is looking forward to your show, and came here just to see it -10
  • Venue: Some venues are better suited to performing in front of large crowds than others. If the people in the back can't hear or see you, it will be much harder to impress them.
Venue Description DC Modifier
Terrible This place was never designed for performances, and its design actively inhibits success +10
Bad Numerous pockets and 'dead zones' prevent sections of the audience from appreciating your art +5
Average Designed for performances, probably has a stage 0
Enhanced Uses low-level magic to boost sound or improve sight lines -5
Legendary Magically ensorcelled such that each member of the audience can see and hear you as though you are right next to them. -10
  • Complexity: You can deliberately choose to perform magic tricks which are very difficult, in order to demonstrate your talent to your audience. You may increase the DC by up to +20 prior to making your check to reflect the difficulty of your chosen act.
Take 10? / Take 20?

You can take 10, but you cannot take 20.

Allows Assists?

Yes (up to 5 allies). Assisting allies must have ranks in sleight of hand.

Results of Success

You improve the general mood of your audience. This can have any number of effects, but generally grants a circumstance bonus to interact with your audience for the next hour or so. Audience members are more inclined to buy you drinks, share gossip, or relate information to you, to get to know you better or get into your good graces. After an hour, the 'high' of the performance wears off, and this benefit is lost.

GM's are encouraged to grant a circumstance bonus to interaction rolls, which should vary from +1 to +5 for opposed checks, or as high as +10 or even +20 for checks vs. flat DC's. The quality of the performance, and how well the performance fits within the culture and general preferences of the crowd should factor into the bonus granted.

Consequences of Failure

The crowd is unimpressed with your show. You gain no benefits from the performance, and likely suffer some rather hurtful heckling.

Retry Allowed?

No. You must wait at least 24 hours before attempting to perform in front of the same (or mostly the same) crowd.

Provokes AOO?

Yes

Obfuscate Ability (Epic)

It is possible to make a sleight of hand check to conceal the use of class abilities or skills. For example, the Paladin's Lay on Hands ability can be used with no one noticing. This can also be used on many skill checks as well, such as Barter checks to scan an area for the most valuable magical items, Heal checks to assess the health of a creature, and even Escape Artist checks to get out of bindings while people are watching you.

This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted.

Action Required:

Increases the base time required for the class ability or skill use being performed by 1 step, per the table below:

Free action
Swift or Immediate action
Move action
Standard action
Full attack action
Full-round action
Less than 1 minute (10 rounds)
1 minute (10 rounds)
10 minutes
1 hour
1 day
1 week
1 month
1 year
DC of Check:

Increases the DC of the class ability or skill use by +5.

If the class ability does not have a listed DC, the DC is instead a Hard DC versus the CR/lvl of the highest level creature affected (including yourself), or the CR of the area, or campaign level, whichever seems most appropriate.

In some cases, the GM may rule that the DC is an opposed Perception check by the highest-level non-friendly observer.

Modifiers to Check
  • Alert: If you are attempting the check on someone who is on the lookout for trouble, or suspicious of you, the DC is increased by +5.
  • Too Many Eyes: For each non-friendly creature who can see you after the first, the DC is increased by +1.
Take 10? / Take 20?

If the class ability or skill use which you are trying to hide allows you to take 10, you may do so. You may not take 20.

Allows Assists?

Yes (up to 5 allies). Assisting allies must have at least 21 ranks in sleight of hand.

Results of Success

You are able to perform the class ability or skill use without being noticed.

Consequences of Failure

If you fail by 4 or less, you still succeed in performing the class ability or skill use, but you are observed while doing so.

If you fail by 5 or more, or roll a natural 1 on the die, you fail to successfully use the class ability or skill use, and you are observed making the attempt.

Retry Allowed?

No,though you can retry the class ability or skill use you were trying to hide, if it allows a retry. You just can't try to hide the fact that you are doing so, since you've already been spotted.

Provokes AOO?

As the class ability or skill use being hidden

Apparently Mundane Item (Epic)

You can use sleight of hand to conceal the fact that a magic item you are wielding or wearing is, in fact, magical at all. You can't use this on anything too big to wield or wear, so you can't make your enchanted flying ship, or magic carpet, look non-magical. The object you wish to make appear non-magical must be on your person, or being touched by you.

This is a magical ability (classed as an illusion, for purposes of any feats or abilities which might modify those), and cannot be performed in an area of non-magic, such as an anti-magic zone.

You must make this check once per round any time you are being observed, for as long as you wish to maintain the effect.

This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted.

Action Required:

Move action

DC of Check:

Opposed by the Perception check of the highest-level non-friendly observer

Modifiers to Check
  • Quick Conceal: You can attempt to make the object appear mundane as a swift action (instead of a move action) by increasing the DC by +5.
  • Too Many Eyes: For each non-friendly creature who can see you after the first, the DC is increased by +1.
  • Frisking: If a non-friendly observer is patting you down to look for hidden weapons, the DC is increased by +4.
  • Detect Magic: If a non-friendly observer is using some form of magical detection to explicitly scan for the presence of magic, the DC is increased by +5.
Take 10? / Take 20?

You can take 10, but you cannot take 20.

Allows Assists?

No

Results of Success

You are able to mask the fact that the item is magically enchanted. Observers believe the item to be non-magical.

Consequences of Failure

You are unable to make the object appear non-magical. Any observer looking for such things will have a chance of noticing its enchantment. Enchantments that are obvious (such as a flaming sword) will be noticeably magical to anyone who sees them.

Retry Allowed?

No

Provokes AOO?

No

Description

Ability Score Used: Strength
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

Bull Rush is a combat maneuver. You can never perform more than one combat maneuver per round, even if you have sufficient actions to do so. The only exception to this is spending an action point, where that action point grants you an action sufficient to perform another maneuver, in which case a second maneuver in the same round is permitted.

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:

Attack Action (i.e. as a standard action, or in place of any attack during a full attack action)

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.

Example: A fighter bull rushes a goblin for a total of 15 feet, but there is another goblin in a straight line 5 feet behind the first. He may stop the bull rush after five feet, or he may make another Might check against the second goblin (at -4) after having pushed the first 5 feet. If this check reveals that he can push the second goblin a total of 20 feet, he can continue to push both goblins another 10 feet (since the first goblin will have moved a total of 15 feet, which is the lesser result). If the second roll showed he could push the second goblin only five feet, he can push both goblins another five feet (the lesser result) and then both stop.
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. Similarly, if you follow the pushed enemy, you do not provoke attacks of opportunity from threatening enemies. Finally, because it is forced movement, and not regular movement, moving during a Bull Rush does not prevent the use of 5-foot steps.

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.

The type of damage dealt is the same type as is dealt by the weapon you are wielding. If your weapon deals more than one type of damage, you can choose which type of damage (from among those types) is inflicted by the maneuver.

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).

You may always choose not to deal any damage with a combat maneuver, if you prefer.

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).
Consequences of Failure

If your check fails, the target is not budged from its space, and you are unable to move (you cannot move into the space it left, since it didn't leave). You may continue your turn if you have actions remaining.

Retry Allowed?

Yes

Provokes AOO?

No

Cleave

Cleave is a combat maneuver. You can never perform more than one combat maneuver per round, even if you have sufficient actions to do so. The only exception to this is spending an action point, where that action point grants you an action sufficient to perform another maneuver, in which case a second maneuver in the same round is permitted.

You attempt to carry a melee attack through one enemy and into a second enemy nearby.

In order to perform a cleave, you must have at least two enemy creatures within your melee reach (which can include anything that increases your reach, such as reach weapons, class features, or feats), and two of those creatures must be adjacent to each other. You must perform a regular melee attack against one of the creatures, and, hit or miss, you may then attempt a cleave maneuver against its adjacent fellow. If you succeed on the maneuver, you deal your normal melee damage against that creature.

Action Required:

Attack Action (i.e. as a standard action, or in place of any attack during a full attack action)

DC of Check:

Target creature's Maneuver Defense

Modifiers to Check

-

Take 10? / Take 20?

No

Allows Assists?

No

Results of Success

If your roll exceeds the target's maneuver defense, you inflict the same as the damage you deal with your normal melee attacks (i.e. it includes your ability modifiers, feat bonuses, weapon enhancement bonuses, bonus damage from magic weapon properties, etc.). This is instead of the damage normally dealt by combat maneuvers (not in addition to it). However, you may not add any types of precision damage, such as a rogue's Sneak Attack, ranger's Quarry, etc., nor may you apply any effects that rely upon an attack, like a paladin's Smite Enemy, a prowler's Imperiling Jolt, or a fighter's Challenge.

The type of damage dealt is the same type as is dealt by the weapon you are wielding. If your weapon deals more than one type of damage, you can choose which type of damage (from among those types) is inflicted by the maneuver.

You may always choose not to deal any damage with a combat maneuver, if you prefer.

Consequences of Failure

If your check fails, the target takes no damage.

Retry Allowed?

Yes

Provokes AOO?

No

Drag

Drag is a combat maneuver. You can never perform more than one combat maneuver per round, even if you have sufficient actions to do so. The only exception to this is spending an action point, where that action point grants you an action sufficient to perform another maneuver, in which case a second maneuver in the same round is permitted.

In many ways, a Drag combat maneuver is a Bull Rush maneuver in reverse. 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. If your Drag is successful, you may move one or more squares (depending on the degree of success; see below) as part of the Attack 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 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.

A Drag may only be attempted against an adjacent creature that you threaten. If you have a reach weapon or any other method of extending your combat reach, this does not extend the range of Drag. You can only drag an opponent who is one size category larger than you or smaller.

Drags are considered forced movement, both for the affected enemy and for yourself. The movement caused by a drag does not provoke attacks of opportunity. Since forced movement is not normal movement, the movement caused by a drag does not prevent the use of 5-foot steps.

Action Required:

Attack Action (i.e. as a standard action, or in place of any attack during a full attack 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.

The type of damage dealt is the same type as is dealt by the weapon you are wielding. If your weapon deals more than one type of damage, you can choose which type of damage (from among those types) is inflicted by the maneuver.

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).

You may always choose not to deal any damage with a combat maneuver, if you prefer.

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).
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?

No

Grapple

Grapple is a combat maneuver. You can never perform more than one combat maneuver per round, even if you have sufficient actions to do so. The only exception to this is spending an action point, where that action point grants you an action sufficient to perform another maneuver, in which case a second maneuver in the same round is permitted.

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, or in place of the first attack of a full attack action.

DC of Check:

The target's Maneuver Defense

Modifiers to Check
  • Both Hands Occupied: Humanoid creatures that are holding or wielding something in both hands who are attempting to initiate or sustain a grapple with a foe take a -4 penalty on the check. Note that a two-handed weapon only requires one hand to hold (but both hands to attack).
  • One Hand Occupied: Humanoid creatures that have one hand completely free of objects, weapons, or shields, suffer a -2 penalty on the check.
Take 10? / Take 20?

No

Allows Assists?

No

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.

Each of these conditions automatically ends at the start of your next turn. They also immediately end if you move to a space where you can no longer reach the target with your natural reach (increased reach from weapons does not extend this distance).

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.

The type of damage dealt is the same type as is dealt by the weapon you are wielding. If your weapon deals more than one type of damage, you can choose which type of damage (from among those types) is inflicted by the maneuver.

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, ability modifiers, feats, spell effects, precision damage, bonus damage, etc).

You may always choose not to deal any damage with a combat maneuver, if you prefer.

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).
Consequences of Failure

You fail to grapple the target creature.

Retry Allowed?

Yes

Provokes AOO?

No

Shield Bash

You must be proficiently wielding a light shield, heavy shield, or war shield in order to use this combat maneuver.

Shield Bash is a combat maneuver. You can never perform more than one combat maneuver per round, even if you have sufficient actions to do so. The only exception to this is spending an action point, where that action point grants you an action sufficient to perform another maneuver, in which case a second maneuver in the same round is permitted.

You bludgeon your foe with the flat or edge 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 melee fighter'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.

You cannot perform a shield bash with a Buckler or a Tower Shield, unless you have some feat or ability that specifically permits otherwise. Only Light Shields, Heavy Shields and War Shields may perform shield bashes. Wooden or steel construction of the shield does not matter for purposes of shield bash.

Action Required:

Attack Action (i.e. as a standard action, or in place of any attack during a full attack action).

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 Jostled, and you deal basic combat maneuver damage to it. If your Maneuver Offense check exceeds your opponent's Maneuver Defense by 5 or more, the target becomes Rattled instead (and still suffers basic combat maneuver damage).

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). The maneuver damage inflicted by a successful shield bash is completely unaffected by the type or size of shield you are using; it is based on the weapon are you wielding, just like all other combat maneuvers. Remember 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 that specifically complement certain combat maneuvers.

The type of damage dealt is the same type as is dealt by the weapon you are wielding. If your weapon deals more than one type of damage, you can choose which type of damage (from among those types) is inflicted by the maneuver.

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).

You may always choose not to deal any damage with a combat maneuver, if you prefer.

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).
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.

Retry Allowed?

Yes

Provokes AOO?

No

Sunder

Sunder is a combat maneuver. You can never perform more than one combat maneuver per round, even if you have sufficient actions to do so. The only exception to this is spending an action point, where that action point grants you an action sufficient to perform another maneuver, in which case a second maneuver in the same round is permitted.

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:

A Sunder must be made against an opponent within the range of your melee reach, which can include any reach provided by your wielded weapon. Note that unarmed attacks may sometimes also be used, and the reach requirement is the same. Ranged weapons which have a threatened area may only be used to perform a Sunder if they are wielded as melee weapons (factoring in any penalties for doing so, such as the Poor Melee quality).
Where normally all items worn or wielded have a Durability of 1 (meaning they require only a single successful Sunder attempt to inflict the Broken condition), armor and shields are exceptions to this. Armor and shields have durability scores depending on the type of armor and shields in question. Refer to the Sunders Against Armor and Sunders Against Shields entries for details.
A creature wielding a shield who is targeted with a Sunder combat maneuver may always elect to have its shield be the target of the sunder attempt, instead of the object being targeted, as long as the shield is not already Broken.
Sunder order: If you are subject to an un-aimed Sunder attempt, such as from a spray of acid or being scraped across jagged diamond shards, then your items are sorted for damage in the following order:
  • Shield
  • Armor
  • Weapon/Item held in main hand
  • Weapon/Item held in off-hand
  • Gloves
  • Bracers
  • Boots
  • Helmet
  • Belt
If none of the above items are present, or all of them are broken, such an untargeted Sunder maneuver has no effect.

Sundering an unattended object, fortification, or structure:

You can attempt to smash an unattended object, fortification, or structure with the Sunder maneuver. To do so, you must be adjacent to the object you are attempting to sunder, even if you are wielding a reach weapon, or some feat, ability, or size modifier that grants you reach. In the case of traps, you must be adjacent to the trap's origin space, or adjacent to its emitting space, if different, in order to attempt to sunder it (i.e., you can't just attack some random part of the room, because the room is trapped; you have to attack the actual mechanism of the trap to try to break it).
The sunder attempt is typically performed outside of combat, or as an attack by a Vehicle, Bogey, or Siege Weapon, though it can be done as an attack action, just like a Sunder against a worn, wielded, or held item.
If the weapon you are wielding to perform the Sunder combat maneuver does not have the Sunder weapon quality, it cannot be used to sunder an object, structure or fortification made from, or reinforced with, metal or stone. Any weapon (even fists) can be used to make sunder attempts against softer objects, such as un-reinforced wood or glass.

Sunders Against Armor

Armor is more difficult to Sunder than most worn or wielded objects, since its primary purpose is to protect the wearer. Armor has a durability score akin to unattended objects, meaning it has a number of points of Siege Points equal to its Durability score. As a result, it often requires more than one successful Sunder attempt to inflict the Broken condition upon the armor, and it is possible for extremely durable armors to even withstand hits from some smaller siege weapons.
  • Light armor has a durability of 2 (requires 2 points of Siege damage to inflict Broken)
  • Medium armor has a durability of 3 (requires 3 points of Siege Damage to inflict Broken)
  • Heavy armor has a durability of 4 (requires 4 points of Siege Damage to inflict Broken)

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 Shields

Shields, 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.

  • Bucklers have a durability of 1 (requires only 1 point of Siege Damage to inflict Broken)
  • Light Shields have a durability of 2 (requires 2 points of Siege Damage to inflict Broken)
  • Heavy Shields have a durability of 3 (requires 3 points of Siege Damage to inflict Broken)
  • War Shields have a durability of 4 (requires 4 points of Siege Damage to inflict Broken)
  • Tower Shields have a durability of 5 (requires 5 points of Siege Damage to inflict Broken)

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 Monsters

Most 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, even though a successful sunder doesn't technically lay a condition. 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:

Attack Action (i.e. as a standard action, or in place of any attack during a full attack action).

DC of Check:
  • Sundering an unattended object, fortification or structure: The DC of the Sunder combat maneuver for most objects, structures and fortifications can be found on the Breaking Objects page.
Modifiers to Check

-

Take 10? / Take 20?

No

Allows Assists?

No

Results of Success

Players striking monsters or unattended objects: A successful Sunder attempt inflicts 2 points of base siege damage, which is subtracted from an object's Durability score. When an object's durability score is reduced to 0 or less, it becomes broken. Like base weapon damage, base siege damage increases at 6th, 11th, 16th, 21st, 26th, and 31st levels, as described in the tables below:

Character Level Siege Damage
1 - 5 2
6 - 10 4
11 - 15 6
Character Level Siege Damage
16 - 20 8
21 - 25 10
26 - 30 12
Character Level Siege Damage
31+ 14
- -
- -

Monsters Sundering Player Equipment: Unless the monster entry states otherwise, monsters inflict 1 point of durability damage on a successful sunder.

Unlike weapon damage inflicted by combat maneuvers, siege damage has access to very few modifiers. Very few feats, weapon qualities, or magic weapon properties exist that increase the amount of siege damage a character can inflict. As a general rule, damage increases never apply to siege damage, unless the ability explicitly states it increases siege damage.

Critical Success: If the target's Maneuver Defense or Sunder DC is exceeded by 5 or more, all siege damage dealt to the object is doubled, including any siege damage adders (if any) you are able to apply. This also applies to monsters dealing durability damage to players (increasing the durability damage dealt from 1 to 2 points).

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 will have a higher Durability score (frequently MUCH higher).

  • Sundered held, wielded, or worn items: If your check is successful, and removes all of the Durability of the item, the item you are sundering gains the Broken condition.
  • Broken weapons (except for implements) inflict a -2 penalty to attack rolls made by the wielder until repaired.
  • Broken implements, while they are technically weapons, instead inflict a -2 penalty to spell and ability save DCs until repaired.
  • Broken armor or a broken shield inflicts a -2 penalty to the wearer's armor class.
  • For each non-weapon, non-implement, non-armor, or non-shield item that gains the broken condition, the wearer suffers one of the following penalties until repaired (chosen by the creature that inflicted the sunder):
  • a -2 penalty to attack rolls
  • a -2 penalty to armor class
  • a -2 penalty to spell or ability save DCs
  • In general, the penalty should approximately match the nature of the item. That is, defensive items should typically inflict armor class penalties, items that boost spells or abilities or only grant special attacks should inflict a save DC penalty, and items that boost attacks in some way should inflict a to-hit penalty. In cases of ambiguity, the creature that inflicted the sunder can just choose the meanest option.
  • If multiple items are broken, all matching penalties stack until the affected items are repaired.
  • Note that all magic items, when broken, continue to do everything they formerly did, they just inflict the stated penalty for being Broken, until repaired.
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.
The type of damage dealt is the same type as is dealt by the weapon you are wielding. If your weapon deals more than one type of damage, you can choose which type of damage (from among those types) is inflicted by the maneuver.
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, ability score modifiers, feats, spell effects, precision damage, bonus damage, etc.).
You may always choose not to deal any damage with a combat maneuver, if you prefer.
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).
  • Sundered unattended object, fortification or structure: Most unattended objects can be sundered with a single successful Sunder combat maneuver, but most structures and fortifications require multiple successful Sunder checks (this is denoted as the object's "Durability", listed on the Breaking Objects page).
  • If you exceed the target DC of the object (or its maneuver defense if it is a trap) by 5 or more, you inflict double your normal amount of siege damage to the object. This doubling includes any bonus siege damage you are able to inflict from feats, class features, etc. that explicitly increase your siege damage.
  • Once the Siege Damage inflicted equals or exceeds the object's listed Durability, the object becomes Broken.
  • Broken objects cease doing what they were designed to do. In the case of a broken chest, it is destroyed enough to allow its contents to be removed.
  • Broken structures, such as doors and gates, are broken enough to allow a character to pass through its shattered remains. The square or squares that used to contain the door or gate is now treated as difficult terrain (instead of blocked terrain).
  • Broken fortifications, like walls or the ground, have been penetrated 5 feet in depth, such that a character may enter the square that was broken. In some cases, such as the ground, there's often more material behind that first 5 feet. This is how acts like tunneling under a wall (or smashing through a wall) can be performed. The square or squares that used to contain the wall or shattered earth are now treated as difficult terrain (instead of blocked terrain).
  • Objects are rarely so destroyed that they cannot be repaired with magic or by the appropriate craftsman. Magic items can only be permanently destroyed via spells such as Mage's Disjunction (Sorcerer/Wizard Spell)), while mundane objects must be pretty thoroughly obliterated (as with Disintegrate (Sorcerer/Wizard Spell)) before they are too destroyed to be repaired by Mending (Sorcerer/Wizard Spell) (for non-magical items), or Make Whole (for magical items). No amount of Sundering something can render an object or item into a worse condition than Broken.
Consequences of Failure

The targeted object, fortification, or structure is unharmed.

Retry Allowed?

Yes

Provokes AOO?

No

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
  • A creature cannot affect any object that weighs more than their maximum Heavy Load for their Strength score.
  • Feats of Strength cannot be used on a creature (that's what combat is for!)
  • Some feats of strength are so absurd that they require an Impossible DC check for the level of the owner of the thing being acted upon, or the campaign level. However, GM's should use this sparingly, as impossible checks are aptly named.
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

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:
  • To delay the effects of a weak status condition, you must make an Average check for the CR/lvl of the creature which inflicted the condition.
  • To delay the effects of a moderate status condition, you must make a Hard check for the CR/lvl of the creature which inflicted the condition.
  • To delay the effects of a strong status condition, you must have at least 21 ranks in Might, and you must make an Impossible check for the CR/lvl of the creature which inflicted the condition.
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

Overrun

As a full attack action (combining a move and a standard action), you may move through a foes space. Or, you may perform this maneuver as part of a charge, during the move of the charge. In performing this maneuver you attempt to overrun your target, moving through its square. If combined with the move action of a charge, this will allow you to 'charge through' an opponent if successful.


  • Overrun rolls are made from adjacent squares only, although you might not occupy that space for long.
  • Overrun does not require you to move in a straight line unless you combine it with a charge.
  • Overrun attempts must end your movement in an open space. If there is no open space past your opponent in which to end your movement, the overrun fails in the square before the opponents space.
  • You can only overrun an opponent who is no more than one size category larger than you.
  • 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 move through. ALL of your overrun attempts take a penalty of -4 for each enemy above one you wish to move through. If you fail any of these attempts, your overrun ends in the closest empty square in the path you traveled before failure. If you succeed in all your overrun attempts, you deal normal damage to all overrun foes.
  • If you do not have the Improved Overrun feat, or a similar ability, initiating an overrun provokes an attack of opportunity from the target of your maneuver. If this attack of opportunity hits you take damage as normal and suffer a -4 penalty to complete the Overrun maneuver.
  • If your overrun attempt fails, you stop in the space directly in front of the opponent, or the nearest open space in front of the creature if there are other creatures occupying that space.
  • When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring a combat maneuver attack. If all your overrun foes avoid you, and you were not performing a charge with the overrun, you may sever the full attack action used for the overrun attempt into a move action and a standard action and take that standard action when you arrive at the end of your movement.
  • If your target does not avoid you, make a combat maneuver check as normal. 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.
  • If your attack exceeds your opponent's CMD by 5 or more, you move through the target's space and the target is knocked prone.
  • If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has.


Reposition

You can attempt to reposition a foe to a different location as a standard action.


  • Reposition attempts may be made anywhere in the reach of the weapon you are using for the attempt.
  • You can only reposition an opponent that is no more than one size category larger than you.
  • A reposition attempts to force a foe to move to a different position in relation to your location. You may never move out of your starting square during a reposition attempt.
  • If you do not have the Improved Reposition feat or a similar ability, attempting to reposition a foe provokes an attack of opportunity from the target of your maneuver. If this attack of opportunity hits, you suffer damage as normal and take a -4 penalty to hit with the combat maneuver attack.
  • If your combat maneuver attack is successful, you may move your target 5 feet to a new location within your reach.
  • For every 5 by which your attack exceeds your opponent's CMD, 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.
  • You can use this maneuver to move a foe into a space that is intrinsically dangerous, such as off a cliff or into a wall 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 because of the movement unless you possess the Greater Reposition feat.
  • You cannot move a creature into a square that is occupied by a solid object or obstacle.


Steal

You can attempt to take an item from a foe as a standard action. This maneuver can be used in melee to take any item that is neither held nor hidden in a bag or pack.

  • You must have at least one hand free (holding nothing) to attempt this maneuver. The Steal attempt is made with that empty hand, and, unlike other combat maneuvers, Steal deals no damage.
  • You must make a Steal attempt while adjacent to a target.
  • If you do not have the Improved Steal feat or a similar ability, attempting to steal an object provokes an attack of opportunity from the target of your maneuver. If this attack of opportunity hits, you suffer damage as normal and take a -4 penalty to the attack roll of the Steal maneuver.
  • If your attack is successful, you may take one item from your opponent. You must be able to reach the item to be taken (subject to GM discretion).
  • Modifiers to the check:
  • Items that are loosely attached (such as items tucked into a belt, potions in a bandoleer, hats, brooches or necklaces) are the easiest to take, imposing no penalty.
  • Items fastened to a foe (such as cloaks, sheathed weapons, or pouches) are more difficult to take, and impose a -5 penalty to the check.
  • Items that are closely worn (such as armor, backpacks, boots, clothing, or rings) cannot be taken with this maneuver.
  • Items held in the hands (such as wielded weapons or wands) also cannot be taken with the steal maneuver-you must use the disarm combat maneuver instead. The GM is the final arbiter of what items can be taken.
  • Who can be stolen from:
  • Creatures that use natural attacks or have an intelligence of less than 6 frequently lack any items or equipment worth stealing.
  • Undead, creatures with weapons, or creatures with greater than animal intelligence are subject to the steal maneuver, even if the bestiary entry doesn't detail any specific items they possess.
  • If a monster uses a Steal maneuver against a player character, the monster chooses one of the character's visible items to target, determines whether it is "loosely attached" (no penalty), or "fastened" (-5 penalty), and makes his CMB check against the player's CMD. If successful, the creature steals that object from the player, and the player loses any benefits provided by that item until it is recovered.
  • Effects of stealing an item from a monster:
  • In cases where no items are defined for the creature, the Steal maneuver imposes a -2 penalty on the creature's armor class until the end of the encounter, or until it recovers its stolen item(s). This penalty applies to the creature's normal, touch and flat-footed AC's. In addition, a random amount of the creature's treasure value (1d10+4% of the creature's treasure value) is awarded immediately to the stealing character in the form of a small item, or piece of jewelry. (In a non-cutthroat party, this is only actually relevant if the creature escapes the combat and would otherwise not leave treasure behind.)
  • Generally speaking, a single creature with equipment (subject to Steal maneuvers) only has 1 "loosely attached" item, and 2 "closely worn" items, for a maximum AC penalty from the Steal maneuver of -6. This would require one successful Steal check at no penalty, and two successful steal checks at -5.
  • Recovering stolen items:
  • Stolen items can be recovered by rendering the stealing character helpless, unconscious, or dead and expending a move action to retrieve the items from the stealing character. Stolen items can also be recovered by attempting a Steal maneuver against the stealing character to try to recover the lost items. If successful, the penalty to armor class is removed.
  • Although this maneuver can only be performed if the target is within your reach, you can use a regular non-combat whip to steal an object from a target within range with a -4 penalty on the attack roll.
  • Your enemy is always immediately aware of this theft unless you possess the Greater Steal feat.


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.

To attempt to sunder an item held or worn by your opponent

  • A Sunder must be made within the reach of the weapon be used for the Sunder attempt.
  • The sunder attempt is made as part of an attack action in place of a melee attack. If you make a Sunder attempt at less than your full BAB, you still use your full CMD for the Sunder attempt, although you still provoke an attack of opportunity.
  • If you do not have the Improved Sunder feat, or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver. If this attack of opportunity hits, you take damage as normal and suffer a -4 to-hit on the Sunder combat maneuver attack roll.
  • If your attack is successful, the item you are sundering gains the Broken condition. Broken weapons suffer a -2 penalty to attack and damage rolls until repaired, and broken armor inflicts a -2 penalty to the wearer's armor class. Wands and Staves which are broken require twice as many charges to activate their abilities. Any other item which is broken stops providing any benefit until repaired.
  • Only actual items, armor or weapons can be sundered. Natural armor, natural weapons and special abilities are not subject to Sunder attacks.
  • Where normally all items worn or wielded have a Durability of 1 (meaning they require only a single successful Sunder attempt to inflict the Broken condition), armor and shields are exceptions to this. Armor and shields have durability scores depending on the the type of armor and shields in question. Refer to the Sunders Against Armor and Sunders Against Shields entries for details.
  • A creature wielding a shield who is targeted with a Sunder combat maneuver may always elect to have its shield be the target of the sunder attempt, instead of the object being targeted, as long as the shield is not already Broken.

To attempt to sunder an unattended object, fortification or structure:

  • The sunder attempt is typically performed outside of combat, or as an attack by a Siege Weapon, though it can be done as part of an attack action in place of a melee attack, just like a Sunder against a worn or wielded item.
  • If the weapon you are wielding to perform the Sunder combat maneuver does not have the Sunder weapon quality, it cannot be used to sunder an object, structure or fortification made from metal or stone. Any weapon (even fists) can be used to make sunder attempts against softer objects, such as wood or glass, however.
  • The DC of the Sunder combat maneuver for most objects, structures and fortifications can be found on the Breaking Objects page.
  • Most unattended objects can be sundered with a single successful Sunder combat maneuver, but most structures and fortifications require multiple successful Sunder checks (this is denoted as the object's "Durability", listed on the Breaking Objects page).
  • For every 5 by which you beat the Sunder DC for the listed object, your number of successful checks is increased by 1. For example, if a Reinforced Chest requires a Sunder DC of 22, and has a Durability of 4 successes, and your CMB check to sunder it is 37 or more, you break it with that one Sunder attempt (1 success for equaling the DC of 22, and another 3 successes for being 15 over the DC).
  • Once the number of successes is achieved to equal or exceed the object's listed Durability, the object becomes Broken.
  • Broken objects cease doing what they were designed to do. In the case of a broken chest, it is destroyed enough to allow its contents to be removed.
  • Broken structures, such as doors and gates, are broken enough to allow a character to pass through its shattered remains.
  • Broken fortifications, like walls or the ground, have been penetrated 5 feet in depth, such that a character may enter the square that was broken. In some cases, such as the ground, there's often more material behind that first 5 feet. This is how acts like tunneling under a wall (or smashing through a wall) can be performed.

Objects are rarely so destroyed that they cannot be repaired with magic or by the appropriate craftsman. Magic items can only be destroyed via spells such as Disjunction, while mundane objects must be pretty thoroughly obliterated (as with a Disintegrate spell) before they are too destroyed to be repaired by a Mending spell. No amount of Sundering something can render it into a worse condition than Broken.

Trip

You can attempt to trip your opponent in place of a melee attack.

  • You may roll a Trip account against any foe in reach of the weapon used to perform the combat maneuver.
  • Note that trip does not require a standard action: It replaces a melee attack, and only one melee attack, even if you have more than one attack per round. If you make a trip attack at less than your full BAB, use the BAB of the attack used to determine your CMB. IE, if you replace your last attack in a full attack action with a trip, and your last attack in a full-attack action is at -10, then your CMB roll is also at -10.
  • You can only trip an opponent who is no more than one size category larger than you.

If you do not have the Improved Trip feat, or a similar ability, initiating a trip provokes an attack of opportunity from the target of your maneuver. If this attack of opportunity hits, you take damage as normal and suffer a -4 on your attack roll for the Trip maneuver.

  • If your Trip combat maneuver attack exceeds the target's CMD, the target is knocked prone.
  • If your attack fails by 10 or more, you are knocked prone instead.
  • If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has.
  • Some creatures-such as oozes, creatures without legs, and flying creatures-cannot be tripped.