Combat Maneuvers

During combat a creature can attempt to perform various combat maneuvers in the hope of hindering or crippling a foe rather than directly damaging their foe. Each maneuver has a different function and effect, but uses a similar set of stats and mechanics to determine success or failure.

Combat Maneuver Bonus
Each creature possesses a Combat Maneuver Bonus (or CMB). This value represents their aptitude at performing combat maneuvers. A creature’s CMB is determined using the following formula:

CMB = Base Attack Bonus(BAB) + Strength modifier + Size Modifier + Other Misc Bonuses.

If a combat maneuver can be performed with a held weapon, you may apply any to-hit bonuses the weapon may provide to your CMB. If a combat maneuver does not allow for the use of a weapon you may instead apply any to-hit bonuses you possess for unarmed strikes to your CMB. In both of these cases if you are capable of using another ability score rather than strength for your to-hit with the weapon or unarmed strike used in the combat maneuver (such as dexterity with the weapon finesse perk), you may use that ability score’s modifier instead of your strength modifier when determining your CMB with that weapon or unarmed strike.

Combat Maneuver Defense
In addition to CMB, each creature possesses a Combat Maneuver Defense (or CMD). This value represents their aptitude in escaping, avoiding, or shrugging off combat maneuvers used against them. A creature’s CMD is determined using the following formula:

CMD = (2x Base Defense Bonus(BDB)) + Strength Modifier + Size Modifier + Other Misc Bonuses.

Some weapons, armor, items, or feats may provide a situational bonus to CMD against specific maneuvers. In addition to this a creature may also add any other bonuses to AC to their CMD except for Dexterity modifiers, Armor, Natural Armor, or Shield Bonuses). Any penalties a creature may currently possess to their AC also apply to the creature’s CMD.

Some abilities may allow for substitution of a different ability score (such as the agile maneuvers perk) when determining CMD.

While CMD utilizes a creature’s BDB, this bonus is not lost when a creature is flat-footed or is denied their dexterity bonus to AC, despite BDB being a dodge bonus when utilized for AC. Other dodge bonuses a creature may possess are lost as normal when they become flat-footed or are defined their dexterity bonus to AC.

Performing a Combat Maneuver
When performing a combat maneuver, the creature performing the maneuver rolls a d20 and adds their CMB, similar to an attack roll. The target of the combat maneuver rolls a d20 plus their CMD. If the creature performing the maneuver rolls equal or higher than the defender’s CMD roll the Maneuver is a success, while a CMB roll lower than the defender’s CMD roll results in a failure.

Automatic Success and Failure
Similar to attack rolls, combat maneuvers can result in an automatic hit or miss depending on the roll of the dice.


 * A natural 20 from the attacker or a natural 1 from the defender is always a success.
 * A natural 20 from the defender or natural 1 from the attacker is always a failure.
 * If both the attacker and defender roll a natural 20 or both roll a natural 1, calculate success or failure normally based on final values.
 * Even if a weapon is being used to perform the maneuver, the maneuver itself cannot critically hit nor cause a critical threat.
 * If an ability would allow you to perform a combat maneuver in addition to an attack, the attack itself can result in a critical as normal, but the maneuver performed after or separately from the attack gains no benefits from the critical.

Types of Maneuvers
Each type of combat maneuver comes with its own rules and restrictions in how it may be used.

Combat maneuvers that require a standard action to perform normally cannot be combined with other types of actions, though some feats or class features may change this.

Some combat maneuvers can be performed in place of an attack roll (usually a melee attack). These types of combat maneuvers can be substituted in place of an attack granted by an attack action, full-attack action, or an attack of opportunity, using the creature’s CMB roll rather than the usual melee attack roll. With the exception of the sunder combat maneuver, most combat maneuvers cannot be combined with attack action feats such as vital strike as they do not deal damage. When performing a combat maneuver in place of an attack, that combat maneuver is subject to any to-hit bonuses or penalties (such as two-weapon fighting penalties) that attack would have possessed; in addition when performing a full attack the combat maneuver uses the base attack bonus value of the attack substituted. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver; though some feats, class features, or abilities may allow a maneuver to be performed without provoking. If the target of a combat maneuver is immobilized, unconscious, or otherwise incapacity the maneuver automatically succeeds. If the target has the stunned condition, the creature performing the maneuver receives a +4 bonus to their CMB roll to perform a combat maneuver against them. Some maneuvers may be used with weapons, others may require special circumstances to use a weapon, the following table details when weapons may be used, and action required:

Dirty Trick
A dirty trick combat maneuver allows a creature to attempt to hinder their foe in some way. A Dirty trick combat maneuver can be attempted as a standard action to attempt to apply the Blinded, Entangled, Fatigued, or Sickened condition.

Unlike other combat maneuvers a dirty trick is open to creativity to describe the action to accomplish the resulting status ailment. This can be from throwing sand into a foe’s eyes, kicking a sensitive spot, or many other possibilities.

If the maneuver is a success the target is afflicted with the chosen status ailment for 2 rounds. This ailment lasts for an additional round for each degree of success. The target of this maneuver may spend a move action to remove this condition.

Disarm
A disarm combat maneuver allows you to both disarm or steal items from your opponent either in-hand or on their person. A disarm combat maneuver can be used in place of a melee attack against a foe within reach. You may use a weapon or unarmed strike to perform a disarm combat maneuver. When attempting a disarm maneuver you must select the item to be taken before the check is made. You may target an item on the target’s hand, belt, or loosely attached and visible at normal difficulty with this maneuver. Items such as cloaks, sheathed weapons, or entire pouches are more securely fastened and impart a -5 penalty to your CMB check to attempt to take. Items worn such as armor, backpacks, boots, rings, etc cannot be targeted by this maneuver.

If the maneuver is successful you take the targeted item from them; for every two degrees of success you can target one additional item of equal difficulty to also take. You must have a free hand to hold any items taken this way, otherwise the object immediately falls either in your square or an adjacent square of your choice.

Grapple
A grapple combat maneuver is utilized to restrain and potentially pin a foe, in the hopes of hindering their mobility and possible options in combat. You can attempt a grapple combat maneuver as a standard action against a foe within reach. Unless otherwise specified you must have at least one empty hand or a weapon with the grapple special feature, and your limbs must not be bound when doing so, to start a grapple; this does not apply when the creature themselves is being grappled by another.

If you succeed you and the target gain the grappled condition. If the target is not adjacent to you when you successfully begin to grapple the foe, they are immediately moved into an adjacent open space next to your own; if no space is available the grapple immediately ends. The grappled condition is immediately removed from both creatures the moment the grapple ends.

The creature who initiated the grapple is treated as the one in control of the grapple. The creature in control can always choose to release the grapple as a free action. If the controlling creature does not release the grapple, they must instead make a check each round to maintain the grapple.

Maintaining a grapple is a standard action, and works similarly to starting a grapple, requiring the controller to roll their CMB and the grappled target to roll their CMD. When maintaining a grapple the controlling creature gains a +5 circumstance bonus on their grapple check to maintain a grapple against a creature.

When you successfully maintain an ongoing grapple you can perform one of the following actions in addition to maintain the grapple:


 * Move: The controlling grappler may move themselves and their target up to half the speed of the controlling grappler. In addition at the end of the movement the controlling grappler may place their target in any square adjacent to themselves. If the grappled creature is placed in a hazardous location, such as over a pit, the target immediately receives a free attempt to break out of the grapple at a +4 bonus. The target of this maneuver does not provoke attacks of opportunity for this movement, though the controlling grappler may still provoke attacks from creatures other than their target for this movement.
 * Damage: The controlling grappler can choose to inflict damage to the target as if you had successfully hit them with an attack. This is not treated as an attack action and thus cannot be combined with such feats and abilities that require such an action. This may only be used with unarmed strikes, natural weapons, light weapons, one-handed weapons. If you initiated the grapple with a weapon containing the grapple feature you may use that weapon to deal damage. The controlling grappler may choose if this damage is lethal or nonlethal.
 * Pin: The controlling grappler can attempt to give their opponent the pinned condition. When the controlling grappler pins their target they retain the grappled condition, but their target loses the grappled condition and gains the pinned condition. While pinning a target the controlling grappler loses their dexterity bonus to AC.
 * Tie Up: If the target has the pinned condition you can use rope to tie them up. A foe can attempt to escape this, similar to escaping a pin, but is against 20 + the CMB of the creature that tied them up, and is treated as if the rope successfully maintains the pin each round. Unlike with an active grapple, a natural 20 does not automatically escape the bonds of the rope, meaning if a creature is unable to meet or surpass this value they cannot escape these bonds. A tied up creature is considered helpless.

Escaping a Grapple
A grappled creature can choose to attempt to escape or wrest control of the grapple and become the controlling grappler.

When attempting to break out of a grapple the creature must use a standard action on their turn to attempt to escape. The grappled creature then may roll their CMD check or an Escape Artist check against your opponent’s CMB roll. If successful the grapple is broken and immediately ends.

When attempting to take control of the grapple the grappled creature instead makes an opposed CMB roll against the controlling grappler’s CMB. If successful the grappled creature becomes the controlling grappler and may choose to release the grapple or maintain the grapple.

Multiple Creatures
Multiple creatures can assist in grappling a creature. This is treated as the aid another action, in which one creature is the primary grappler and each additional creature may use aid another to provide an additional +2 bonus each to assist in the grapple. In the same way creatures may use aid another to break a creature out of a grapple. Despite multiple creatures being involved, only the primary grappler and their target gain the grappled condition.

Reposition
Reposition combat maneuver is utilized to quickly push, pull, or generally move a target to a newly desired location. You can attempt a reposition combat maneuver as a standard action against a foe within reach.

If you succeed at a reposition combat maneuver you must first decide if you wish to move with your target or perform a bull rush.

Moving With The Target
Choosing to move with the target the creature performing the reposition gains much more control over how and where the foe is moved. Firstly upon success you may choose to move your target to any square adjacent to yourself, then you may move the target up to half your speed to a new location. For every degree of success your maneuver succeeds, you may move the target an additional 5 feet up to your maximum movement. The target must remain within your reach at all times during this movement.

You may not move your target into a location occupied by a solid object or obstacle. If the space they are placed in would be hazardous (such as over a pit), the target may make a new CMD check at a +4 bonus to immediately end the reposition before entering the hazardous location.

Bull Rush
If you choose to not move with the target, you may instead perform a type of reposition known as a bull rush. When you succeed at a reposition maneuver to bull rush you do not move with your target of the maneuver, but rather the target is pushed back, in a straight line away from you up to 5 feet; for every degree of success this maneuver may move the creature an additional 5 feet.

If the creature would be forced into a solid object by this movement their movement immediately ends and the target takes damage equal to the strength modifier of the creature performing the bull rush; if the creature used a different ability score than strength for the CMB roll they may use that ability score’s modifier instead of strength.

Forced Movement
A creature targeted by a reposition does not provoke attacks of opportunity from the forced movement caused by this maneuver. If the creature performing the maneuver choses to move with their target, they may still provoke attacks of opportunity from creatures other than their target as part of their movement.

Sunder
Sunder combat maneuvers allow for a creature to target and destroy a creature’s equipment rather than attacking their target directly. A sunder combat maneuver can be used in place of a melee attack against a foe within reach. You may use a weapon or unarmed strike to perform a sunder combat maneuver. In addition as sunder combat maneuvers deal damage most feats that improve attack rolls or damage rolls are compatible with a sunder maneuver unless otherwise specified (for example power stance or cleave).

When making a sunder combat maneuver you must target a specific piece of equipment, natural weapon, or natural armor. A successful sunder allows you to deal damage as normal, but rather than the damage hitting the creature, it hits the targeted object instead.

Damaging Objects
As most objects have a hardness value, the damage dealt by the sunder combat manuever must be in excess of this value to successfully deal damage to the item. Some abilities may allow a creature to ignore a number of points of hardness of an item. Items that are reduced to half or less hit points gain the broken condition. If your attack would reduce the object to 0 or fewer hit points you may choose to destroy it; if you choose to not destroy it the object is leve with 1 hit point and remains broken. A sunder combat maneuver cannot critically hit against an object, though a natural 20 can be considered an automatic hit as normal.

Unattended items can be sundered without a check and generally are considered to be automatically hit; only attended items generally require a combat maneuver as the attending creature attempts to defend themselves and the object.

Damaging Natural Weapons and Armor
Rather than targeting equipment, sunder may be utilized to hinder the natural weapons and armor they may possess. When targeting a natural weapon or natural armor you take a -2 penalty on your CMB roll against that creature.

On a successful sunder attempt you deal half damage to the targeted creature (minimum 1). This damage can be further reduced by any DR or similar abilities the creature may possess. As long as your sunder attempt deals at least 1 damage to the creature you are treated as having successfully sundered their natural weapon or natural armor.

When sundering a natural weapon you must target a specific natural weapon a creature possesses when targeting a natural weapon. A successful sunder against that natural weapon imparts a -2 penalty to the targeted natural weapon’s attack. You must target each natural weapon separately when sundering them.

When targeting a creature’s natural armor the creature instead takes a -2 penalty to their natural armor; this cannot reduce their natural armor bonus below +0. You cannot sunder a creature’s natural armor unless they have at least a +1 bonus to their natural armor. In addition if the targeted creature is wearing heavy armor their natural armor cannot be sundered until the armor is broken or destroyed.

These penalties last until the creature is healed, or recovers hit points naturally (such as through rest). For every degree of success your sunder maneuver has, the penalty is increased by 1.

Trip
A trip maneuver allows you to quickly knock an opponent off their feet, reducing their effectiveness in combat. A trip combat maneuver can be used in place of a melee attack against a foe within reach. You may use a weapon or unarmed strike to perform a trip combat maneuver.

If you successfully trip the foe, the target gains they are knocked prone. Creatures without legs and creatures currently flying cannot be tripped. Targets with more than two legs gain a +2 bonus to their CMD roll for each additional leg they possess.

Overrunning A Foe
When performing a trip maneuver as part of a charge attack you may choose to perform an overrun. When attempting to overrun a target a successful maneuver causes the target to be tripped as normal, but you may continue your movement through their square to a maximum distance normally allowed by a charge. Failing to overcome the target’s CMD does not trip the creature and your movement immediately ends in front of the target. If your CMB roll fails by two degrees or more you are also knocked prone.