Maneuver Offense: Difference between revisions
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| [[Dirty Trick]] || [[Sleight of Hand]] || Standard Action | | [[Dirty Trick]] || [[Sleight of Hand]] || Standard Action | ||
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| [[Disarm]] || [[Sleight of Hand]] || Standard Action, or in place of | | [[Disarm]] || [[Sleight of Hand]] || Standard Action, or in place of a melee attack. | ||
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| [[Drag]] || [[Might]] || Standard Action | | [[Drag]] || [[Might]] || Standard Action |
Revision as of 21:07, 11 November 2017
Maneuver Offense
- Disambiguation: Maneuver Offense was formerly known as Combat Maneuver Bonus (CMB)
- Maneuver offense is a generic term for a skill check to perform a combat maneuver. The combat maneuvers and their associated skill checks are:
Combat Maneuver Skill Action Required Bull Rush Might Standard action, or as part of a charge, in place of the melee attack. Dirty Trick Sleight of Hand Standard Action Disarm Sleight of Hand Standard Action, or in place of a melee attack. Drag Might Standard Action Grapple Might Standard Action Overrun Might Standard Action, or during the movement portion of a Charge, or as Part of a Move Action. Reposition Might Standard Action Steal Sleight of Hand Standard action, or in place of a melee attack. Sunder Might Standard Action, or in place of an attack. Trip Might Standard Action, or in place of an attack.
- Combat maneuvers are performed by making a skill check with the appropriate skill, versus a DC of the target creature's Maneuver Defense. If the check equals or exceeds this target DC, the maneuver is successful. Refer to the individual maneuvers to resolve the outcome of this success.
- In most cases, unless you have a feat to prevent it (such as Improved Bull Rush), performing a combat maneuver provokes an attack of opportunity from the target creature. Obviously, creatures which are flat-footed or unaware of you cannot make attacks of opportunity.