Combat Maneuvers
During combat, you can attempt to perform a number of combat 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.
Performing a Combat Maneuver
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. 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 apply that amount as a 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). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.
When you attempt to perform a combat maneuver, make an attack roll and add your Combat Maneuver Bonus (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 (CMD). 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 your combat maneuver 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.
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 + Ability modifier + special size modifier
Ability Modifier
While some characters rely on overwhelming Strength, others take advantage of their Dexterity to apply precise leverage against a foe. Each character adds the higher of their Strength or their Dexterity modifier to their CMB.
Special Size Modifier
Characters with more mass than their opponent have an advantage when employing special combat maneuvers. Characters gain a special modifier based on their size as follows:
Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8.
Combat Maneuver Defense
Each 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
A creature adds both its Strength and Dexterity modifiers to its CMD, and it determines special size modifier as described above.
Miscellaneous Modifiers
A creature can also add any circumstance, deflection, dodge, insight, luck, 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.
Bull Rush
You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You can only bull rush an opponent who is no more than one size category larger than you. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have the Improved Bull Rush feat, or a similar ability, initiating a bull rush provokes an attack of opportunity from the target of your maneuver.
If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent’s CMD you can push the target back an additional 5 feet. You can move with the target if you wish but you must have the available movement to do so. If your attack fails, your movement ends in front of the target.
An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your bull rush, you must immediately make a combat maneuver check to bull rush that creature. You take a –4 penalty on this check for each creature being pushed beyond the first. If you are successful, you can continue to push the creatures a distance equal to the lesser result.
For example, if a fighter bull rushes a goblin for a total of 15 feet, but there is another goblin 5 feet behind the first, he must make another combat maneuver check against the second goblin after having pushed the first 5 feet. If his 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).
Disarm
You can attempt to disarm your opponent in place of a melee attack. If you do not have the Improved Disarm feat, or a similar ability, attempting to disarm a foe provokes an attack of opportunity from the target of your maneuver. Attempting to disarm a foe while unarmed imposes a –4 penalty on the attack.
If your attack is successful, your target drops one item it is carrying of your choice (even if the item is wielded with two hands). If your attack exceeds the CMD 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). If your attack fails by 10 or more, you drop the weapon that you were using to attempt the disarm. If you successfully disarm your opponent without using a weapon, you may automatically grab the item dropped before it falls.
Drag
You can attempt to drag a foe as a standard action. You can only drag an opponent who is no more than one size category larger than you. The aim of this maneuver is to drag a foe in a straight line behind you without doing any harm. If you do not have the Improved Drag feat or a similar ability, initiating a drag provokes an attack of opportunity from the target of your maneuver.
If your attack 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 CMD, you can drag the target back an additional 5 feet. You must be able to move with the target to perform this maneuver. If you do not have enough movement, the drag goes to the maximum amount of movement available to you and ends.
An enemy being moved by a drag does not provoke an attack of opportunity because of the movement. 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.
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 CMD versus bull rush attempts grants the same bonus against drag combat maneuvers.
Grapple
As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver.
If your attack is successful, both you and the target gain the grappled condition. You have the Dominant position in the grapple, and the target has the Subordinate position. The dominant position gains a +5 circumstance bonus on grapple checks against the subordinate creature.
If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails).
Actions in a Grapple
While grappling, your options are limited.
Subordinate Position
If you are in the Subordinate position, you have limited options while in a grapple.
Vie for Dominance
As a standard action, you may make a combat maneuver check to gain the Dominant position.
Attempt to Escape the Grapple
As a standard action, you may make a combat maneuver check or Acrobatics check to break the grapple. If you succeed, you lose the grappled condition and may act normally. If you are pinned, you only need to make one successful check to escape the grapple.
Attempt any Action that Doesn’t Require Two Hands
You can take any action that doesn’t require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you.
Retrieving a spell component and drawing a weapon always takes at least a move action, even if you have Quick Draw or a spell component pouch.
All attack rolls and combat maneuver checks suffer a -2 penalty. Spells and powers require a successful concentration check (DC 10 + grappler’s CMB + spell level), or you lose the spell. You cannot cast spells with a somatic component.
If you are pinned, then your options are even more limited. You can only take actions that are verbal or mental. You cannot take any actions that require the use of your hands or other limbs (except escape attempts).
Dominant Position
If you are in the Dominant position, you can release the grapple as a free action. You and your opponent immediately lose the grappled condition and may act normally.
Otherwise, you must make a grapple check (with the +5 bonus) as a standard action to maintain the grapple. If you fail this check, you retain the dominant position but gain no further benefit. On a successful check, you may choose to do one (or none) of the following as a free action.
Move
You can move yourself and your target up to half your speed (temporarily ignoring the movement restriction of the grappled condition). At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.
Damage
You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon, including a light or one-handed weapon your opponent is holding. This damage can be either lethal or nonlethal. This damage does not require an additional attack roll.
Pin
You can give your opponent the Pinned condition. Despite pinning your opponent, you still only have the grappled condition.
Tie Up
If your opponent is already Pinned, you can use rope to tie him up, attach manacles, or apply a similar restraint device.
Multiple Creatures in a Grapple
If multiple creatures attempt to grapple one target, only the creature in the Dominant position makes a grapple check. Each creature that assists in the grapple (using the Aid Another action) adds a +2 bonus.
Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature’s combat maneuver check.
Overrun
As a standard action, taken during your move, or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. If you do not have the Improved Overrun feat, or a similar ability, initiating an overrun provokes an attack of opportunity from the target of your maneuver. If your overrun attempt fails, you stop in the space directly in front of the opponent, or the nearest open space in front of the creature if there are other creatures occupying that space.
When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an attack. If your target does not avoid you, make a combat maneuver check as normal. If your maneuver is successful, you move through the target’s space. If your attack exceeds your opponent’s CMD by 5 or more, the target is also knocked down. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has.
Reposition
You can attempt to reposition a foe to a different location as a standard action. You can only reposition an opponent that is no more than one size category larger than you. A reposition attempts to force a foe to move to a different position in relation to your location without doing any harm. If you do not have the Improved Reposition feat or a similar ability, attempting to reposition a foe provokes an attack of opportunity from the target of your maneuver. You cannot use this maneuver to move a foe into a space that is intrinsically dangerous, such as a pit or wall of fire.
If your attack is successful, you may move your target 5 feet to a new location. For every 5 by which your attack exceeds your opponent’s CMD, you can move the target an additional 5 feet. The target must remain within your reach at all times during this movement, except for the final 5 feet of movement, which can be to a space adjacent to your reach.
An enemy being moved by a reposition does not provoke an attack of opportunity because of the movement. You cannot move a creature into a square that is occupied by a solid object or obstacle.
Sunder
You can attempt to sunder an item held or worn by your opponent in place of a melee attack. 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 your attack is successful, you deal damage to the item normally. Damage that exceeds the object’s Hardness is subtracted from its hit points. If an object has equal to or less than half its total hit points remaining, it gains the broken condition. If the damage you deal would reduce the object to less than 0 hit points, you can choose to destroy it. If you do not choose to destroy it, the object is left with only 1 hit point and the broken condition.
Trip
You can attempt to trip your opponent in place of a melee attack. 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 your attack exceeds the target’s CMD, the target is knocked down. If your attack fails by 10 or more, you are knocked down 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.
Feint
Feinting is a standard action. To feint, you make a Deception check and your opponent makes an opposed check using the higher of either their base attack bonus or Insight skill bonus.
If your Deception check result exceeds your target’s Insight check result, the target becomes distracted for 1 round or until a hostile action is directed against the target. A distracted foe is flat-footed against your next attack.
When feinting in this way against a nonhumanoid you take a -4 penalty. Against a creature of animal Intelligence (1 or 2), you take a -8 penalty. Against a creature lacking an Intelligence score, feinting is impossible.
Feinting in combat does not provoke attacks of opportunity.
Throw Splash Weapon
A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its target and nearby creatures or objects. To attack with a splash weapon, make a ranged touch attack against the target. Splash weapons require no weapon proficiency, so you don’t take the -4 nonproficiency penalty. A hit deals direct hit damage to the target, and splash damage to all creatures within 5 feet of the target. Splash weapons cannot deal precision-based damage (such as the damage from the rogue’s sneak attack class feature).
You can instead target a specific grid intersection. Treat this as a ranged attack against AC 5. However, if you target a grid intersection, creatures in all adjacent squares are dealt the splash damage, and the direct hit damage is not dealt to any creature. You can’t target a grid intersection occupied by a creature, such as a Large or larger creature; in this case, you’re aiming at the creature.
If you miss the target (whether aiming at a creature or a grid intersection), roll 1d8. This determines the misdirection of the throw, with 1 falling short (landing straight back at you) and 2 through 8 counting clockwise around the grid intersection or target creature. Then, count a number of squares in the indicated direction equal to the range increment of the throw. After you determine where the weapon landed, it deals splash damage to all creatures in adjacent squares.
Two-Weapon Fighting
Circumstances | Penalty | Penalty with Light Weapon |
---|---|---|
Normal penalties | -6 | -4 |
Two-Weapon Fighting feat | -4 | -2 |
Improved Two-Weapon Fighting feat | -2 | 0 |
Greater Two-Weapon Fighting feat | 0 | 0 |
If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon when you make a full attack. You suffer a -6 penalty with your to your attacks when you fight this way. You can reduce these penalties in two ways:
- If your off-hand weapon is light, the penalties are reduced by 2 each. (An unarmed strike is always considered light.)
- The Two-Weapon Fighting feat lessens the penalty by 2, and the Improved and Greater Two-Weapon Fighting feats lessen it by an additional 2 points each.
Table: Two-Weapon Fighting Penalties summarizes the interaction of all these factors.
When fighting with a weapon in your off hand, you only add one-half your strength bonus to damage with that weapon. You still add your full strength bonus to damage for the weapon in your primary hand.
Double Weapons
You can use a double weapon to make an extra attack with the off-hand end of the weapon as if you were fighting with two weapons. The penalties apply as if the off-hand end of the weapon were a light weapon.
Thrown Weapons
The same rules apply when you throw a weapon from each hand. Treat a dart or shuriken as a light weapon when used in this manner. Treat a bolas, javelin, net, or sling as a one-handed weapon.
Shield Bash Attacks
You can bash an opponent with a light shield or heavy shield, using it as an off-hand weapon. See Table: Weapons for the damage dealt by a shield bash. Used this way, a shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a heavy shield as a one-handed weapon and a light shield as a light weapon. If you use your shield as a weapon, you lose its AC bonus until your next action (usually until the next round). An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.
Shield Spikes
When added to your shield, these spikes turn it into a martial piercing weapon that increases the damage dealt by a shield bash as if the shield were designed for a creature one size category larger than you. You can’t put spikes on a buckler or a tower shield. Otherwise, attacking with a spiked shield is like making a shield bash attack.
An enhancement bonus on a spiked shield does not improve the effectiveness of a shield bash made with it, but a spiked shield can be made into a magic weapon in its own right.