Combat Maneuvers: Difference between revisions

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


; Special Size Modifier
; Special Size Modifier
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Some feats and abilities grant a bonus to your CMD when resisting specific maneuvers.
Some feats and abilities grant a bonus to your CMD when resisting specific maneuvers.


; Miscellaneous Modifiers
; Miscellaneous Modifiers

Revision as of 17:17, 28 June 2016

Epic Path \ 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

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


You are skilled at large, powerful movements to orient your own body in space. This encompasses flying, swimming, and climbing vertical walls. "Movement" is an athletic skill that encompasses your ability to control your own body and how you are positioned. Note that this is NOT Acrobatics, which is large, powerful movements to move yourself through space. Note that the two skills are similar, and having skill ranks in Acrobatics can help with some uses of Movement. Having the Movement skill allows you to swim with a skill check, but it does NOT allow you to fly with a skill check in normal gravity and atmosphere conditions. Movement does not give you either a Swim move score or a Fly move score.

Movement is often affected by 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.

Roll Initiative

At the start of each encounter, all player characters and enemy creatures roll a special Movement skill check to determine their initiative order for that combat. Once all initiatives are rolled, each player character and enemy creature acts in order of that initiative, from highest to lowest, taking turns until everyone has gone. Once everyone has acted, the round ends, and a new one begins, starting at the highest initiative, and working down again.

In the event to that two or more characters or creatures are tied for a particular Initiative result, they are resolved using the following tie-breakers, in order, until the order is clarified:

  • The creature with the highest bonus to their Initiative check (typically their Movement skill bonus) acts first.
  • If those are both the same, the creature with the highest Dexterity score (not modifier) goes first. (Yes, even though monsters don't really use their stats, they do come in handy at times like these).
  • If both creatures are still tied, they both roll a d20, and the highest result on the die goes first. If this is still tied, reroll until someone rolls a higher number. Also, consider buying a lottery ticket.
Note that all of these tie-breakers only affect the order of the tied creatures relative to each other in the initiative. No matter what, they will still act before all other characters or creatures who rolled lower than them on the initial Initiative check.

It is possible to have modifiers to a character's Initiative check that doesn't apply its bonus to the character's entire Movement skill. An example of this is the Improved Initiative feat. Such bonuses are only applied to a character's initiative if their movement skill doesn't already have an equal or higher bonus of the same type (e.g. feat bonus). Bonuses of the same type never stack (except for Dodge, Circumstance, and Untyped bonuses); instead, only the highest bonus available is used. Also, it should go without saying that a bonus to Initiative is NOT a bonus to the character's Movement skill as a whole.

Initiative checks are always rolled at the start of each encounter, including those encounters with a surprise round. Typically, once an initiative order is set, it remains static throughout the duration of the encounter. In some rare cases, however, a character or creature may have some means of altering their initiative after the encounter has already begun, in which case, the initiative order can be rearranged. Furthermore, characters or creatures that hold their actions are moved down in the initiative order until the point at which they act; once set, they act from that spot in the initiative order for the remainder of the encounter (unless they hold their action again). Characters or creatures that ready an action do NOT alter their position in the initiative order, even though the readied action may trigger at some point outside of their normal turn.

Action Required:

Free action at the start of each encounter

DC of Check:

Opposed by everyone else's Initiative check. There is no fixed DC.

Modifiers to Check

-

Take 10? / Take 20?

No

Allows Assists?

No

Results of Success

You act earlier in the combat than those who rolled lower than you.

Note that you can critically succeed on an initiative check, as long as you possess at least 1 skill rank in the Movement skill. Normally, a critical success happens only on a result of a natural 20 on the die, and adds +5 to the final result (some feats may alter your crit range and crit bonus, if you have them).

Consequences of Failure

You cannot fail an initiative check. A low roll, even a natural 1 on the die, merely means your total roll is lower than average for someone of your ability.

Retry Allowed?

No

Provokes AOO?

No

Charge

Charge 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.

Charge allows you to move up to your move speed, and make an attack against one enemy at the end of the movement, all with a single standard action. While this is very advantageous, there are numerous restrictions that must be followed in order to perform a charge:

  • You must move before your attack, not after.
  • You must move at least 10 feet (2 squares) and may move up to your speed directly toward the designated opponent.
  • You may draw a weapon during the movement portion of the charge maneuver.
  • You provoke opportunity attacks as normal during the movement portion of the charge.
  • You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can't charge.
  • You must have a clear path toward the opponent, and nothing can hinder your movement. You must be able to draw a straight line from the center of your starting space to the center of the ending space, without passing through any object that blocks movement, slows movement, or contains a creature (even an ally) in order to charge.
  • If you don't have line of sight to the opponent prior to charging, you can't charge that opponent.

In addition, some weapons deal special damage during a charge, or are particularly effective against creatures that charge their wielder:

  • Lances and Charge Attacks: A lance deals double damage if employed by a mounted character in a charge. The weapon's base weapon damage dice are doubled. If the charge attack critically hits, the critical hit is treated as if the crit multiplier were two higher than normal for the weapon (this is instead of, not in addition to, the doubling of the base weapon damage).
  • Weapons Readied against a Charge: Spears, tridents, and other weapons with the brace weapon quality deal double damage when readied (set) and used against a charging character. The weapon's base weapon damage dice are doubled, and any adders due to high strength, feats, and weapon enhancement bonuses are doubled. If the Braced attack critically hits, the critical damage is resolved as if the crit multiplier were one higher than normal for the Braced weapon.
Action Required:

Standard Action or in place of the first attack of a full attack action.

DC of Check:

the target creature's Maneuver Defense

Modifiers to Check

-

Take 10? / Take 20?

No

Allows Assists?

No

Results of Success

You can move up to your speed, and end your movement adjacent the target creature. You then 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.

You do not provoke attacks of opportunity from the target creature, but you do provoke attacks of opportunity from any nearby creatures that threaten any squares you exited during the movement portion of the charge maneuver.

Consequences of Failure

If you fail, your movement ends in the closest unoccupied square in front of the target creature's space, but you do not inflict any damage to the creature. You provoke attacks of opportunity from any nearby creatures that threaten any squares you exited during the movement portion of the charge maneuver.

Retry Allowed?

Yes

Provokes AOO?

Only if your check critically fails.

Clamber

Clamber 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 enter a larger creature's space, to set up internal flanks by moving under, onto, or amidst the target creature. Clamber is NOT used to move through an enemy's space (you have to use the Overrun combat maneuver for that), nor can it ever affect multiple creatures.

When you spend an attack action to perform a clamber, it includes a move of up to half your normal speed. This movement must include moving into the target monster's space, but it can also include moving up to the monster. This movement is considered forced movement, and normally doesn't provoke attacks of opportunity (but see 'failure' below). In addition, since forced movement is not normal movement, the movement performed during a clamber does not prevent the use of 5-foot steps. Difficult terrain in your path still costs twice as much movement to move into, which can be costly for your already-halved speed.

The target creature must be at least 2 size categories larger than you. Note that all internal squares of a creature are considered to be threatened by that creature.

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
  • You can move an additional 5 feet per +5 you add to your target DC, to a maximum of your normal move speed.
  • Clamber may still be performed if you are wearing medium or heavy armor, or even encumbered with a medium or heavy load.
  • You can clamber while Prone, but doing so requires a full-round action, during which you may only move 5 feet, but you can add an additional 5 feet of movement per +5 you wish to add to the DC, up to a maximum of half your normal move speed. You may never move more than half your normal speed while prone, no matter how much you increase the DC.
Take 10? / Take 20?

No

Allows Assists?

Yes (up to 1 ally). Assisting ally must be adjacent to you at the start of your clamber attempt.

Results of Success

You can move up to half your speed, and end your movement in one of the interior squares of the target creature's space (assuming you have enough movement to reach it). You do not provoke an attack of opportunity from the target creature.

In addition, for every 2 by which you exceed the target creature's Maneuver Defense, you can avoid one attack of opportunity from a different enemy creature that threatens any of the squares you are exiting during the movement of the Clamber maneuver.

In addition to the special effects of the chosen maneuver, you may also deal damage to the creature equal to the base weapon damage of the weapon you are wielding, not including any adders (such as enhancement bonuses, STR modifiers, feats, spell effects, precision damage, bonus damage, etc). Note that base weapon damage increases at 6th, 11th, 16th, 21st, 26th, and 31st levels, which also improves the damage done by maneuvers. If you want to do more damage with a combat maneuver, you can take feats to improve your combat maneuvers, or use weapons which are good at certain combat maneuvers.

If you have natural or class-based non-weapon attacks, you may roll just the dice you would normally roll for an attack you are allowed to make during an attack of opportunity, not including any adders (such as enhancement bonuses, STR modifiers, feats, spell effects, precision damage, bonus damage, etc).

Example: a 3rd level fighter would roll just the dice from their +1 longsword (1d8), while a 3rd level Monk would roll just the dice of their Echoing Strike attack (2d8), and a 3rd level Brawler would roll just the dice of their Cross attack (also 2d8).
Consequences of Failure

If you fail, your movement ends in the closest unoccupied square in front of the target creature's space, and you provoke an attack of opportunity from the target creature, and from any other nearby creatures that threaten any squares you exited during the movement. Any remaining movement in your attack action is lost.

Retry Allowed?

Requires another attack action. Retrying does not negate checks which have failed.

Provokes AOO?

Yes, if your check fails, or you do not exceed the target DC enough to avoid the attacks of opportunity of nearby threatening creatures.

Climb Vertical Surface

With a successful Climb check, you can advance up, down, or across a slope, wall, or other steep incline (or even across a ceiling, provided it has handholds) at one-quarter your normal speed. A slope is considered to be any incline at an angle measuring less than 60 degrees; a wall is any incline at an angle measuring 60 degrees or more.

You need at least one hand free to climb, and you may cling to a wall with one hand while you cast a spell or take some other action that requires only one hand. While climbing, you can't move to avoid a blow, so you are flat-footed against any attacks. If you are using a light shield or buckler, and are using the hand carrying that shield to climb, you also lose your Shield Bonus to AC.

Action Required:

Climbing is part of movement, so it's generally part of a move action (and may be combined with other types of movement in a move action). Each move action that includes any climbing requires a separate Climb check.

DC of Check:

The DC of climb checks is based on the surface you are attempting to climb:

Surface Movement DC
A slope too steep to walk up, or a knotted rope with a wall to brace against. 0
A rope with a wall to brace against, or a knotted rope, or a rope affected by the rope trick spell. 5
A surface with ledges to hold on to and stand on, such as a very rough wall or a ship's rigging. 10
Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your hands. 15
An uneven surface with some narrow handholds and footholds, such as a typical wall in a dungeon. 20
A typical buildings upper-story wall 21
A typical buildings lower-story wall 25
A rough surface, such as a natural rock wall or a brick wall. 25
An overhang wall with handholds but no footholds, or a typical city wall 30
A perfectly smooth, flat, vertical (or inverted) surface cannot be climbed. -
Modifiers to Check
  • Accelerated Climbing: While climb checks are normally made at 1/4 speed, you can move at half speed by adding +10 to the DC of the check. You can move at full speed by adding +20 to the DC.
  • Bracing on two opposite walls: If you are climbing a natural (or artificial) chimney, where you can brace your legs and arms against two nearby opposite walls, the DC is decreased by -10.
  • Bracing on a corner: If you are climbing in a corner, or a space with a perpendicular wall you can brace against, the DC is decreased by -5.
  • Slippery surface: If the surface is slippery (wet, covered in moss or leaves, muddy), the DC is increased by +5. If the surface is extremely slippery (coated in ice, deliberately oiled, soaked in slime or ichor) but still has handholds, the DC is increased by +10.
  • Bad Conditions: Clinging to a wall makes you surprisingly immune to bad weather. Extremely high winds and violent gusts adds +5 DC, heavy pounding hail (or similar like rocks being thrown at you) adds another +5 to the DC. Rain, fog, and snow have little to no effect.
  • Encumbered: If you try to Climb with Movement while encumbered with a Medium load, you add a +10 to the DC. If you try to Climb with a Heavy load, you add +25 to the DC. It's possible to Climb in heavy armor and while loaded down, but you won't like it. Note that if you've caught someone in the middle of a fall, their weight adds to your encumbrance until they can make a Movement check to climb out of your grasp. Best to hold still until they get themselves settled. A load heavier than a Heavy load but less than your Max Drag means you can hold on, barely, but not make any more climb checks. A load heavier than your Max Drag automatically plucks you off the wall and you fall. Be careful about trying to catch falling Giants!
  • Climb Speed: Creatures with Lesser Climb or Greater Climb get a +8 bonus on climb checks made with the Movement skill (creatures with Brachiating get a +4 bonus). This bonus does not apply to any other uses of the movement skill, unless they are specifically applicable to climbing.
  • Taking damage: Anytime you take damage while climbing, you must make an additional Climb check against the DC of the slope or wall, with any normal modifiers as above, and with an additional +5 to the DC for the Bad Conditions of getting attacked.
Take 10? / Take 20?

You can take 10 (as long as you are not in combat), but you cannot take 20.

Allows Assists?

Yes (up to 5 allies). Allies must either be adjacent to you, or adjacent to a rope or similar implement you are using to climb. If there is not enough room, they cannot assist.

Results of Success

You climb up the surface a distance equal to 1/4th your normal Walk speed, rounding down to the nearest 5 foot increment. This distance can be greater, if you increased the DC for accelerated climbing. If you reach the top of the surface at some point during this movement, you move to a standing position at the top, and may continue your movement at your normal speed, if you have any remaining.

Once at the top, you are no longer flat-footed. However, if you have a shield or buckler, because you used that hand for something besides defense this round, you do not recover your shield bonus to AC until the start of your next turn.

Consequences of Failure

A Climb check that fails by 4 or less means that you make no progress but do not fall, and one that fails by 5 or more means that you fall from whatever height you have already attained.

Retry Allowed?

Yes

Provokes AOO?

Yes, as with any voluntary movement.

Fly

You are able to perform skillful maneuvers and fly competently, remaining oriented and even fight, while airborne. This skill use pertains only to flight from either an innate ability, a spell, or a magic item which allows you to propel yourself through the air without the aid of a vehicle or other conveyance. If an item grants you a flight speed, this skill use applies to you. If an item requires you to be in/on it (e.g. a flying carpet), this skill use does not apply (see Piloting instead).
Action Required:

A move action, or part of a move action

DC of Check:
Flying Maneuver Movement DC
Move less than half speed and remain flying 10
Hover in open space (Lesser Flight only) 20

You generally need only make a Fly check on calm days when you possess Lesser Flight. Without making a check, a flying creature with Lesser Flight can remain flying at the end of its turn so long as it moves a distance greater than half its speed. At the beginning of the next turn, you can move in a different direction than you did the previous turn without making a check. Taking any action that violates these rules requires a Fly check. The difficulty of these maneuvers varies depending upon the maneuver you are attempting, as noted on the chart, and modified below.

If a creature possesses Hover they must follow the more restrictive rules of that movement type. Note that you cannot hover in open space with only Hover, no matter how well you may roll on a Movement check.

If a creature possesses Greater Flight they are not required to roll a Movement check to either fly at less than half speed or Hover in open space. If a creature possesses Greater Flight, they receive a +8 modifier on all Movement skill rolls and ignore all modifiers for winds or gusts, although they are still affected by fog, clouds, rain, snow, sleet, hail, lightning, etc.

Modifiers to Check
Modifier Movement DC
Clear, calm skies +5
Clear air or calm air +0
Strong Winds -5
Severe Winds -8
Windstorm -10
Hurricane-force Winds -20
Tornado -25
erratic gusts -10
violent gusts -20
fog or mist -5
opaque clouds -10
dark clouds -20
rain, snow, and/or sleet -5 each
hail -10
massive hail -20
lightning visible -5
lightning close -10
inside a lightning storm -20


Size Movement DC
Tiny or smaller -4
Small or Medium +0
Large +4
Huge +10
Gargantuan +20
Colossal +30
Titanic +40

Yes, a Dragon can fly through a tornado a lot better than a Fairy. Size matters!

Note that many/most of these modifiers are cumulative! A hurricane is a different environment than a thunderhead, but both are very difficult to fly through. GM's adjudicate all modifiers and conditions. A violent storm is nigh-impossible to fly through even for extremely skilled and very high-level characters and should be approached with great caution.

Take 10? / Take 20?

No

Allows Assists?

No

Results of Success

You fly up to your flight speed, or are able to perform the intended maneuver without losing altitude or orientation.

Consequences of Failure

A failed check often results in Falling (or losing altitude), as described on the Lesser Flight, Greater Flight or Hover pages, respectively.

Retry Allowed?

Varies. You can attempt a Fly check to perform the same maneuver on subsequent rounds. If you are using wings and you fail a Fly check by 5 or more, you plummet towards the ground, possibly taking falling damage.

Provokes AOO?

Yes, as with any voluntary movement.

Mitigate Falling Damage While Flying

You can attempt to lessen the damage you take from a fall while you are flying. This is different than trying to reduce falling damage when you fall off of or jump from a cliff or structure, in that you have a means to stop the fall before you hit the ground, and you are not close to a solid object. At the GM's discretion, it may be possible in crowded conditions (such as flying through trees or along city streets) to make a Might skill check to catch hold of something nearby as you plunge toward the ground.

These rules are strictly for creatures flying: Vehicles and Bogeys use the vehicle rules for all aspects of their movement. Most vehicles and Bogeys are large and sturdy enough to ignore most weather effects less severe than a full-on raging storm, for example.

Action Required:

an immediate action

DC of Check:
Flying Maneuver Description Movement DC
Forced Descent If you take damage while flying, you lose 10 feet of altitude at the end of the attacking creature's turn (or after the attack is resolved, if it was an attack of opportunity). This descent is treated as forced movement &mdash it does not provoke an attack of opportunity and does not count against your movement for the round. If you are brought all the way to the ground by forced descent, you do not take any falling damage. However, each time you are subjected to forced decent, you must make a movement check (modified by conditions, see below) to avoid falling the remaining distance to the ground, taking the appropriate damage for your flight type. 10
Avoid Falling After Collision If you are using Hover, Lesser Flight, or Greater Flight to fly and you collide with an object equal to your size or larger (whether you initiate the collision or are struck by the object or creature), you must immediately make a movement check (modified by conditions, see below) to avoid plummeting to the ground, taking the appropriate falling damage for your flight type. Your own size modifier does not apply to this roll, since the rarity of finding something bigger then size Titanic to crash into is its own advantage. 25
Negate Falling Damage If you are falling and have the ability to use Lesser Flight, you can make a Movement check (modified by conditions, see below) to attempt to start flying in mid-fall and negate the damage. You cannot make this check if you are falling due to a failed Movement check (caused by combat or any other source) or a collision. See Falling Damage if you fail this check. 10
Modifiers to Check
Modifier Movement DC
Clear, calm skies +5
Clear air or calm air +0
Strong Winds -5
Severe Winds -8
Windstorm -10
Hurricane-force Winds -20
Tornado -25
erratic gusts -10
violent gusts -20
fog or mist -5
opaque clouds -10
dark clouds -20
rain, snow, and/or sleet -5 each
hail -10
massive hail -20
lightning visible -5
lightning close -10
inside a lightning storm -20


Size Movement DC
Tiny or smaller -4
Small or Medium +0
Large +4
Huge +10
Gargantuan +20
Colossal +30
Titanic +40
Take 10? / Take 20?

No

Allows Assists?

No

Results of Success

You are able to use your ability to fly to avoid falling. If you took damage while in flight (forced descent), your altitude is still reduced by 10 feet at the end of the attacking creature's turn (or after the attack is resolved, if it was an attack of opportunity).

Consequences of Failure

A failed check often results in Falling (or losing altitude), as described on the Lesser Flight, Greater Flight or Hover pages, respectively.

Retry Allowed?

No. You may only attempt a movement check once per mishap.

Provokes AOO?

No

Overrun

Overrun 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 overrun your target, passing through its square. You move up to your speed as part of the maneuver. Overrun does not require you to move in a straight line. You must end your movement after an Overrun in an unblocked, unoccupied space. If there is no open space past your opponent in which to end your movement, you cannot perform the maneuver. You can only overrun an opponent who is no greater than one size category larger than you.

When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring a Movement check. If all of your overrun targets avoid you, you complete your movement, as though you had degraded your standard action to a move action.

Action Required:

Standard Action, or as Part of a Move Action (special; see below).

DC of Check:

The target's Maneuver Defense

Modifiers to Check

Multiple Opponents: You can overrun multiple opponents if you have enough movement to do so. Lay out your desired path and determine how many foes you wish to overrun. Each of your overrun attempts takes a cumulative -3 penalty for each enemy after the first. Thus, if you wish to overrun one enemy, there is no penalty. Overrunning two enemies incurs a -3 penalty to both checks. Overrunning three enemies incurs a -6 penalty to all three checks.

Part of a Move Action: You can perform an overrun maneuver as Part of a Move Action. However, when you do so, you may only perform it against a single creature. If successful, you can only pass through its space. You do not deal your combat maneuver damage to the creature, and you cannot knock the creature prone, no matter how much you exceed its Maneuver Defense. If the move-based overrun fails, it is resolved as described in the 'failure' section below.

Take 10? / Take 20?

No

Allows Assists?

No

Results of Success

If your target does not avoid you, make a Movement check. If your maneuver is successful, you move through the target's space, inflicting your normal damage for a combat maneuver. If your target occupies more than one square, one overrun check will get you through its entire space, but you must have enough movement to make the whole trip. You only deal your combat maneuver damage to an overrun creature once, regardless of how many of its squares you pass through.

If your Maneuver Offense check exceeds your opponent's Maneuver Defense by 5 or more, you move through the target's space and the target is knocked Prone.

In addition to the special effects of the chosen maneuver, you may also deal damage to the creature equal to the base weapon damage of the weapon you are wielding, not including any adders (such as enhancement bonuses, STR modifiers, feats, spell effects, precision damage, bonus damage, etc). Note that base weapon damage increases at 6th, 11th, 16th, 21st, 26th, and 31st levels, which also improves the damage done by maneuvers. If you want to do more damage with a combat maneuver, you can take feats to improve your combat maneuvers, or use weapons which are good at certain combat maneuvers.

If you have natural or class-based non-weapon attacks, you may roll just the dice you would normally roll for an attack you are allowed to make during an attack of opportunity, not including any adders (such as enhancement bonuses, STR modifiers, feats, spell effects, precision damage, bonus damage, etc).

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 overrun attempt fails, you are stopped in the space directly in front of the opponent that you failed to overrun. If there are other creatures occupying that space, you are shunted back along your declared path to the first unoccupied space.

Retry Allowed?

Yes

Provokes AOO?

No

Swim

You can swim in a liquid without the proper movement ability (one of Lesser Swim, Greater Swim, or Jet).

Movement is used to move around in liquids, such as water, blood, alcohol, lava, etc. The movement skill conveys no protection against the liquid (such as drowning, burning, the ick factor of swimming in blood, etc). Most movement checks in a liquid are used to swim on the surface, where there is air to breathe. If you do not need to breathe, and can withstand any environmental effects of the fluid, you may make Movement skill rolls to move in any direction below the surface.

If you are under the surface, either because you failed a movement check or because you are swimming under the surface intentionally, you must hold your breath. Outside of combat, you can hold your breath for up to a couple of minutes (subject to GM discretion), but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is measured as though you are in combat, following the Holding Your Breath rules. A character who cannot hold their breath, or decides to just suck in a lungful of water for any reason, gains the Asphyxiating condition.

Action Required:

Move action

DC of Check:
State of Liquid Movement DC
Calm water at the surface 10
Rough water at the surface 15
Stormy water at the surface 201
  • 1 You can't take 10 on a Swim check in stormy conditions, even if you aren't otherwise being threatened or distracted.

Note: Each hour that you swim, you must make a DC 20 Swim check or take 1d6 points of nonlethal damage from fatigue.

Modifiers to Check
State of Liquid Movement DC
Opaque Fluids below the surface +5
Dense Fluids at the surface -10
Dense Fluids under the surface +10
Acid, Lava, other damaging fluids you cannot resist +15
viscous fluids (tar, honey, blood) +5 to +20
Violent gusts at surface +10
rain, snow, sleet at surface +5 each
Hail at surface +5
massive hail at surface +10
strong currents +5
violent currents +10
vortexes, riptides, whirlpools, rapids +20
small falls +20
large falls +30
cataracts +40

Swim Speed: A creature with a swim speed from either Lesser Swim, Greater Swim, or Jet, can move through water at its indicated speed without making movement checks. If it has Greater Swim it gains a +8 racial bonus on any movement check to perform a special action, or avoid a hazard. The creature can always choose to take 10 on a movement check to swim, even if distracted or endangered when swimming, such as moving through a damaging fluid it cannot fully resist. Such a creature can use the run action while swimming, provided that it swims in a straight line.

Note that many/most of these modifiers are cumulative! Trying to swim up a cataract of lava you cannot resist while staying under the surface is challenging even to high level adventurers. The GM adjudicates all modifiers.

Take 10? / Take 20?

No

Allows Assists?

No

Results of Success

You may swim at up to half your Walk speed as a double-move action, or at a quarter of your Walk speed as a move action.

Consequences of Failure

If you fail by 4 or less, you make no progress.

If you fail by 5 or more, you go under the surface if you were attempting to stay on the surface to breathe.

Retry Allowed?

Yes

Provokes AOO?

Yes, as with any voluntary movement.

Burrow

You are able to dig in loose solid material with or without the use of a dig based movement ability (one of Burrowing, Tunneling, or Earth Glide). This dig speed only works on loose, non-packed, non-fluid material like uncompacted loam, freshly deposited damp silt, moist talc, etc.
Action Required:

full round action

DC of Check:
Burrow Maneuver Movement DC
Move one square in loose, non-flowing material such as silt, talc, etc, without a Burrowing, Tunneling, or Earth Glide speed 30
Move one square in normal soil, sand, gravel, etc, without a Burrowing, Tunneling, or Earth Glide speed 40
Ignore rock as difficult terrain with Burrowing or Tunneling speed 50
Avoid underground hazards (pockets of deadly gas, water, cave-in's) Challenging DC for CR of Hazard
Modifiers to Check
Burrow Modifier Movement DC
Use Tunneling speed in unstable material and still leave an open tunnel +10
Use Burrowing to leave an open (temporary) tunnel behind +10
Cause tunnel left by Tunneling to collapse after a time interval +10
Dig through heavy fluids (lava, tar, marrow, quicksand, loess) +15
Burrow, Tunnel, or Earth Glide through loose, unconsolidated material (glacial debris, faultlines, volcanic ash) +5
Dig through harmful material that you are unable to resist (lava, caustic ash, shattered obsidian) +20
Dig during violent ground movements (avalanche, eruption, earthquake) +20
Using a dig speed on non-earth solids (ice, bone, flesh, leather, crystal, warp-stuff, diamond) +10 to +50

Note that many/most of these modifiers are cumulative! A volcano is a different environment than a glacier, but both are very difficult to dig through. GM's adjudicate all modifiers and conditions. Note that a volcanic eruption is nigh-impossible to dig through even for extremely skilled and very high-level characters and should be approached with great caution.

Take 10? / Take 20?

No

Allows Assists?

No

Results of Success

You successfully burrow 5-feet in the intended direction.

Consequences of Failure

You make no progress this round, if that applies to the attempted action

Retry Allowed?

Yes, assuming circumstances have not changed (such as a volcanic eruption that hurls you skywards).

Provokes AOO?

Yes, as with any voluntary movement.

Withdraw

Withdraw 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 use the withdraw maneuver to attempt to move out of a location without provoking attacks of opportunity from nearby enemies.

To perform the maneuver, you must choose one enemy creature that you can perceive and that is threatening you. This creature is considered the 'primary target' of this maneuver. You may then move up to your speed, and the primary target may not make any attacks of opportunity against you during this movement. Each square of your movement must take you further away from the primary target (it cannot include any squares that are the same distance or closer than any previous square of your movement). This portion of the withdraw maneuver is automatic, and occurs regardless of whether you succeed or fail on the Movement skill check.

If you wish to avoid attacks of opportunity from other creatures in the path of your movement, you must roll a Movement check versus the Maneuver Defense of the target creature. If you succeed on the check, you may choose one other creature you can perceive and that threatens any squares in the path of your movement, and that creature may not make an attack of opportunity against you during the move, either. For every 2 by which you exceed the target DC, you may prevent one additional enemy creature you can perceive from making an attack of opportunity against you during your move.

Note that you do not need to move directly away from any creatures other than the creature you designated as the primary target.

Enemies you are unable to perceive may still make attacks of opportunity against you, and you can't withdraw from combat if you're blinded. Because the withdraw action is considered movement, you can't perform a 5-foot step during the same round in which you withdraw. You may not withdraw using a form of movement for which you don't have a listed speed.

Note that despite the name of this action, you don't actually have to leave combat entirely.

Action Required:

Standard Action or in place of the first attack of a full attack action.

DC of Check:

the target creature's Maneuver Defense

Modifiers to Check

-

Take 10? / Take 20?

No

Allows Assists?

No

Results of Success

You move up to your speed, and you do not provoke attacks of opportunity from your primary target, and also from one additional creature you can perceive, as a result of this movement.

In addition, for every 2 by which you exceed the target creature's Maneuver Defense, you can avoid one attack of opportunity from an additional enemy creature that threatens any of the squares you are exiting during the movement of the Withdraw maneuver.

Unlike other combat maneuvers, the Withdraw maneuver does not inflict any damage.

Consequences of Failure

If you fail, you complete your movement, but you provoke an attack of opportunity from any nearby creatures that threaten any squares you exited during the movement, other than the primary target (who does not get an attack of opportunity against you).

Retry Allowed?

Yes, but retrying does not prevent the consequences of failing a previous attempt.

Provokes AOO?

Only if you fail the check.

Climb On Inverted Surface (Epic)

You can attempt to scramble along the underside of a surface, such as an overhang or a ceiling. As with climbing, you can't move to avoid a blow, so you are flat-footed. If you are using a light shield or buckler, and are using the hand carrying that shield to climb, you also lose your shield bonus to AC.

This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted. If you have a Greater Climb speed, you do not need this skill use to climb on inverted surfaces.

Action Required:

Move action, or part of a move action

DC of Check:

45

Modifiers to Check
  • Good handholds: A surface with available hand- and foot-holds lowers the DC by -5.
  • Accelerated Climbing: While climb checks are normally made at 1/4 speed, you can move at half speed by adding +10 to the DC of the check. You can move at full speed by adding +20 to the DC.
  • Bracing on a corner: If you are climbing in a corner, or a space with a perpendicular wall you can brace against, the DC is decreased by -5.
  • Slippery surface: If the surface is slippery (wet, covered in moss or leaves, muddy), the DC is increased by +5. If the surface is extremely slippery (coated in ice, deliberately oiled, soaked in slime or ichor) but still has handholds, the DC is increased by +10.
  • Bad Conditions: Clinging to a wall makes you surprisingly immune to bad weather. Extremely high winds and violent gusts adds +5 DC, heavy pounding hail (or similar like rocks being thrown at you) adds another +5 to the DC. Rain, fog, and snow have little to no effect.
  • Encumbered: If you try to Climb with Movement while encumbered with a Medium load, you add a +10 to the DC. If you try to Climb with a Heavy load, you add +25 to the DC. It's possible to Climb in heavy armor and while loaded down, but you won't like it. Note that if you've caught someone in the middle of a fall, their weight adds to your encumbrance until they can make a Movement check to climb out of your grasp. Best to hold still until they get themselves settled. A load heavier than a Heavy load but less than your Max Drag means you can hold on, barely, but not make any more climb checks. A load heavier than your Max Drag automatically plucks you off the wall and you fall. Be careful about trying to catch falling Giants!
  • Climb Speed: Creatures with Lesser Climb or Greater Climb get a +8 bonus on climb checks made with the Movement skill (creatures with Brachiating get a +4 bonus). This bonus does not apply to any other uses of the movement skill, unless they are specifically applicable to climbing.
  • Taking damage: Anytime you take damage while climbing, you must make an additional Climb check against the DC of the slope or wall, with any normal modifiers as above, and with an additional +5 to the DC for the Bad Conditions of getting attacked.
Take 10? / Take 20?

No

Allows Assists?

No

Results of Success

You cling to the inverted surface like some sort of man-spider.

Consequences of Failure

You fall from the surface to the ground below.

Retry Allowed?

No

Provokes AOO?

Yes, as with any voluntary movement.

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

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.