Combat Maneuvers

Combat Maneuvers are special Actions a character may use while in combat. Most take only a single Action, and do not count towards your total number of attacks you may make per round. Most Combat Maneuvers may be affected by the Maneuver Specialization and Maneuver Mastery feats unless otherwise noted. Most Combat Maneuvers require an opposed Stat Mod Check to see if they succeed, if so the Stat is noted. Most maneuvers may not be done ranged unless otherwise noted, if so the character takes a -3 penalty, the exceptions to the penalty are Taunt and Feint.   The Maneuvers are...   Charge (No feats)- Move double your movement speed (usually 30 ft) in a straight line at a target. Your next action must be an attack, and it receives a +2 bonus to Attack Roll and +4 to Damage Roll.   Taunt (CHA, ranged)- The target must make an Attack Action against your character on their next turn. If the target is beaten by 5, they are Shaken. If the target is beaten by 10, they are Cowering and will not make their attack on their next turn.   Feint (CHA, ranged)- The target becomes flat-footed (no longer adds Stat Mod to Defense Score)   Reposition (STR)- The target moves 5 ft in a direction of your choice (though not hazardous terrain or off a cliff). For every 5 you beat the target by the target moves 5 more ft.   Parry or Dodge (alternate bonus from Maneuver Mastery)- Add your attack bonus with the weapon you are currently wielding to your Defense Score when one attack is made against your character. You may use this maneuver multiple times in a round (this is normal) and may use the Parry bonus with that number of attacks made against you.   If you have taken the Maneuver Mastery feat and chosen Parry, you may now choose to instead make opposed attack rolls against all attacks against you until your next turn   Trip (DEX, ranged)- The target becomes prone   Grapple (STR)- The target is grappled. Once grappled the target is considered flat-footed and must first break the grapple before taking any other actions. Once a target is grappled, you may make another grapple check against the target. If you succeed deal 2x your unarmed damage to the target. This counts towards your total number of attacks per round.   Dirty Trick (Any Stat, ranged)- This maneuver covers any situation such as poking someone’s eyes, kicking their shins, pocket sand, etc. This action causes one of the following effects for 1 round (+1 for every 5 that you beat the target by). Dazzled, deafened, entangled, shaken or sickened.   Push (STR)- Push a target 5 ft backwards. For every 5 you beat them by they move an additional 5 ft. You may Push the target into hazardous terrain or off a cliff.   Disarm (DEX, ranged)- Remove an object or weapon from an opponent. If you are performing this maneuver with a free hand, a whip, or something similarly capable of grabbing something, you may instead Steal the item from the target. If you attempt to Steal you suffer a -3 penalty during your opposed check.

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