Special Attacks and Combat Maneuvers

Combat Maneuvers

Special maneuvers in combat are accomplished using combat maneuver rolls. In general, combat maneuvers fall into two different categories: Offensive Combat Maneuvers, in which the goal of the maneuver is to harm or control an adversary, and Defensive Combat Maneuvers, in which the goal of the maneuver is to avoid harm or threat from adversaries. When a character makes a combat maneuver, a d20 is rolled and either the offensive combat maneuver or the defensive combat maneuver modifier is applied to the roll. The maneuver is considered successful if it is equal or greater than the combat maneuver class of the foe.

Offensive Combat Maneuver

The offensive combat maneuver modifier is calculated as follows:

Offensive Combat Maneuver Modifier = Base Attack Bonus + Strength Modifier + Size Modifier
or, for short:
OCM = BAB + STR + SM

Offensive Combat Maneuver Size Modifiers
Fine Diminuitive Tiny Small Medium Large Huge Gargantuan Colossal Epic
-8 -4 -2 -1 0 +1 +2 +4 +8 +16
Performing an Offensive Combat Maneuver

When a character performs an offensive combat maneuver the OCM roll is opposed by the opponent's combat maneuver class. Unless the character has a feat that states otherwise, the maneuver draws an attack of opportunity from the opponent, which is resolved before the maneuver.

Defensive Combat Maneuver

The defensive combat maneuver modifier is calculated as follows:

Defensive Combat Maneuver Modifier = Base Attack Bonus + Dexterity Modifier + Size Modifier
or, for short:
DCM = BAB + DEX + SM

Offensive Combat Maneuver Size Modifiers
Fine Diminuitive Tiny Small Medium Large Huge Gargantuan Colossal Epic
+8 +4 +2 +1 0 -1 -2 -4 -8 -16
Performing a Defensive Combat Maneuver

When a character performs a defensive combat maneuver, the DCM roll is opposed by the opponent's combat maneuver class. Successful Defensive Combat Maneuvers do not draw attacks of opportunity. Unsuccessful Defensive Combat Maneuvers may draw an attack of opportunity.

Combat Maneuver Class

The combat maneuver class is calculated as follows:

Combat Maneuver Class = 10 + Base Attack Bonus + Strength Modifier + Dexterity Modifier
or, for short:
CMC = 10 + BAB + STR + DEX


Bull Rush

Offensive
Action:
Standard, or part of a charge
You attempt to push an opponent straight back without doing any harm.
Success:
The opponent is pushed back 5 feet plus 5 feet for every 5 points the OCM roll exceeds the opponent's OCM or DCM class.

Disarm

Offensive
Action:
Melee attack
You attempt to cause an opponent to drop items being carried in its hands.
Success:
The opponent drops one item of your choice it is carrying in its hands. If the OCM roll exceeds the opponent's ODM or DCM class by 10 or more, the opponent drops two items being carried in its hands.

Grapple

Offensive
Action:
Standard
You attempt to initiate an opponent in a grapple.
Success:
You and the opponent enter a grapple, and obtain the grappled condition. You now occupy a square space not less than the sum of the squares you normally occupy independently. You may not move from the area you both occupy without either successfully escaping the grapple, or successfully moving your opponent with you. While in a grapple you may only attack your opponent with attacks that include 0 in their reach (unarmed strike, natural attack, and many light melee weapons). A number of dependant combat maneuvers are now possible,listed below. If at any time during the grapple, you take an action other than one of the grapple actions listed below, your grapple opponent may make a free attempt to escape the grapple with a +2 bonus. Taking an action that requires both hands automatically allows the opponent to leave the grapple as a free action.

Damage

Offensive
Action:
Standard
You attempt to inflict damage to your opponent.
Success:
You deal damage equal to your unarmed strike, natural attack, or an attack made with armor spikes or a light or one-handed weapon. You add your full Strength modifier to your unarmed strike damage, or 1.5 times your strength to your natural attack damage when in a grapple. This damage can be either lethal or nonlethal.

Drop

Offensive
Action:
Move
You attempt to drop to the ground with your opponent.
Success:
Both you and your opponent become prone.

Escape

Defensive
Action:
Standard
You attempt to escape from a grapple, or escape from a hold or a pin. You may use an escape artist check, or a break (strength) check en lieu of a DCM roll to attempt your escape; in either case the DC of the check is equal to your opponent's OCM class.
Success:
If you are not held or pinned, you are able to escape from a grapple already in progress; you may now move out of the grapple area on your next available move action. If you are using escape to escape from a hold or pin, you successfully escape the hold or pin.

Hold

Offensive
Action:
Standard
You attempt to restrain your opponent in a hold.
Success:
You restrain your opponent so as to limit their actions in a grapple. Your opponent suffers a -5 penalty to attack you while in your hold, and cannot attempt to perfom a hold, pin, or throw action, or any non-grapple attack maneuver on you until they escape the hold. Opponents in a hold do not gain the pinned or helpless conditions, however you gain a +2 bonus to any further combat maneuver checks you make against your opponent so long as it remains in your hold. Opponents must first escape a hold before escaping a grapple.

Move

Offensive
Action:
Move
You attempt to move opponents you are grappling.
Success:
You are able to move the grapple area at half your speed.

Pin

Offensive
Action:
Standard
You attempt to restrain your opponent in a way that they can not move or act, using a solid surface.
Success:
If you are standing you pin your opponent against an adjacent wall or solid vertical surface at least half their height, if you are prone, you pin them against the floor. Your opponent gains the pinned condition, which includes a -4 penalty to AC and can not move and other than attempting to escape, can only take verbal and mental actions. Only spells that do not require somatic or material components can be cast, and the caster must succed a concentration check (DC 10 + grappler's OCM class + spell level) or lose the spell.
Special:
A pin is a difficult maneuver to accomplish. All creatures gain a +2 bonus to their CMCs to resist or avoid a pin.

Throw

Offensive
Action:
Standard
You attempt to throw your opponent to the ground. You may not throw an opponent while prone.
Success:
You throw your opponent to the ground, and it lands up to 5 feet away for every 5 points your OCM roll exceeds the opponent's OCM class.

Overrun

Offensive
Action:
Move, or part of a charge
You attempt to move through the square of an opponent no larger than one size category larger than you.
Success:
You move through the square of your opponent, shoving them out of the way.

Parry

Defensive
Action:
Standard
You parry your foe's attacks. You deflect his attacks against you or an ally.
Success:
Your opponent is unable to make their next attack. If they have multiple attacks, they lose the one at their highest bonus, but may continue with the rest of their attacks.

Perform a Defensive Action

Defensive
Action:
Same as action being attempted defensively
You attempt to perfom an action defensively. See Actions in Combat.

Sunder

Offensive
Action:
Melee attack
You attempt to break an item held or worn by your opponent.
Success:
You deal damage to the item held by your opponent normally.

Trip

Offensive
Action:
Melee attack
You attempt to trip an opponent no larger than one size category larger than you. Flying creatures and creatures without legs cannot be tripped.
Success:
You trip your opponent and it falls prone.

Categories: General Campaign Rules, Combat and Adventuring

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