Combat Maneuvers: Difference between revisions
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You may not use Precise Strike in the same {{Bracket|Round}} as you use [[Deadly Aim]], [[Defensive Fighting]], or [[Power Attack]]. | You may not use Precise Strike in the same {{Bracket|Round}} as you use [[Deadly Aim]], [[Defensive Fighting]], or [[Power Attack]]. | ||
==Run== | |||
As a [[standard action]], you can move up to your movement speed without provoking an [[attack of opportunity]]. This does not preclude using your [[move action]] to move again (for a total of twice your normal movement speed). | |||
==Trip== | ==Trip== | ||
As a [[standard action]], make a single melee attack. The attack does normal damage. In addition, if your attack hits, your opponent must make a [[Reflex]] save ([[DC]] 10 + 1/2 your [[level]] + the higher of | As a [[standard action]], make a single melee attack. The attack does normal damage. In addition, if your attack hits, your opponent must make a [[Reflex]] save ([[DC]] 10 + 1/2 your [[level]] + the higher of | ||
your [[Str]] or [[Dex]] modifiers) or become {{Bracket|Prone}}. | your [[Str]] or [[Dex]] modifiers) or become {{Bracket|Prone}}. | ||
[[Category:Combat Rules]] | [[Category:Combat Rules]] |
Latest revision as of 17:54, 27 September 2017
Combat maneuvers are special actions or tactics you can employ while attacking.
Bull Rush
A Bull Rush is the push or pull of another creature, used to save an ally from danger or to force an enemy into a dangerous position. As a standard action, you may push a creature within your [Melee] range 5 ft plus an additional distance up to half your movement speed in any direction; you move into their previously occupied space for each space they are pushed. An opponent can make either a Fortitude or Reflex save to resist being pushed (DC 10 + 1/2 your level + the higher of your Str or Dex modifiers).
You do not provoke attacks of opportunity while using this combat maneuver and the creature you are pushing does not provoke attacks of opportunity while being pushed.
Charge
A Charge is a straight-line movement ending in a melee attack. As a standard action, you may move up to your movement speed (but at least 10 ft) in a straight line and make a single melee attack. (You gain no additional attacks from high Base Attack Bonus or effects that grant additional attacks.) Any obstruction in a straight-line path prevents you from Charging, although you could maneuver to a straight-line path, if one exists, with your move action before Charging. When you Charge, you gain a +2 bonus to attack rolls for one [Round], which includes your Charge attack. However, Charging inflicts a -2 penalty to your Armor Class for one [Round].
Deadly Aim
As a free action, before using a standard action to attack on your turn, you may apply a penalty equal to or less than your Base Attack Bonus on all ranged attack rolls that you make for one [Round], and apply that number as a bonus to damage on all ranged attacks that you make for one [Round].
Defensive Fighting
As a move action, you can fight defensively, gaining a +2 bonus to Armor Class for one [Round]. You may not use Defensive Fighting and Charge on the same turn.
Disarm
As a standard action, make a single melee attack. The attack does normal damage. In addition, if your attack hits, your opponent must make a Reflex save (DC 10 + 1/2 your level + the higher of your Str or Dex modifiers) or drop the weapon it is currently wielding. If you still have a move action, you could use it to pick up a single item, as usual.
Grapple
As a standard action, make a single melee attack for normal damage. If you hit, you may either move your opponent into an unoccupied square adjacent to you or move into an unoccupied square adjacent to your opponent and your opponent becomes [Grappled] by you until you become [Dead] or [Helpless], or until you are no longer in a square adjacent to that opponent. This movement does not provoke attacks of opportunity. A successful Reflex save (DC 10 + 1/2 your level + the higher of your Str or Dex modifiers) negates the [Grappled] condition.
Drag
As a move action, you can move up to half your movement speed and cause either target adjacent ally or target creature that is [Grappled] or [Pinned] by you to move an equal distance in the same direction. Before this movement, you may remove the [Swimming] or [Flying] condition from both yourself and your target. Alternatively, you may inflict the [Swimming] condition on both yourself and your target if you are both in a suitable medium and if neither of you had not lost the [Swimming], [Flying], [Burrowing], or [Soaring] condition during the last [Round], or you may inflict the [Flying] condition on both yourself and your target if you possess the Fly movement mode and if neither you of you had lost the [Swimming], [Flying], [Burrowing], or [Soaring] condition during the last [Round]. If you inflict the [Flying] condition on your target and it lacks the Fly movement mode and is not [Grappled] by you, it loses the [Flying] condition and falls at the end of your next turn unless you use the Drag combat maneuver on it during your next turn.
A successful Fortitude save (DC 10 + 1/2 your level + the higher of your Str or Dex modifiers) negates all effects of the Drag combat maneuver, including movement. (This includes effects on the creature activating the maneuver.) A [Pinned] creature cannot make this save, and a willing ally may choose not to make the save.
You cannot use the Drag combat maneuver if your target is [Grappled] or [Pinned] by any other creatures, or if you are [Grappled] by any creatures other than your target. A creature can only be targeted by the Drag combat maneuver once per [Round].
Pin
As a standard action, make a single melee attack for normal damage against an adjacent opponent that is not [Pinned] and has been [Grappled] for one or more consecutive [Rounds] that include this [Round]. A hit causes you to become [Grappled] by the target, and your target to become [Pinned] by you until the end of your next turn, until you are no longer adjacent to that opponent, or until you become [Dead] or [Helpless]. A successful Fortitude save (DC 10 + 1/2 your level + the higher of your Str or Dex modifiers) negates the [Pinned] condition.
Choke
As a move action, you may deal damage equal to your level to a creature [Pinned] by you and cause that creature to remain [Pinned] by you until the end of your next turn or until you are no longer adjacent to that creature. You may use this combat maneuver only once per [Round].
Power Attack
As a free action, before using a standard action to attack on your turn, you may apply a penalty equal to or less than your Base Attack Bonus on all melee attack rolls that you make for one [Round], and apply twice that number as a bonus to all damage on all melee attacks that you make for one [Round]. You may not use Power Attack and use Defensive Fighting or Precise Strike in the same [Round].
Precise Strike
As a free action, before using a standard action to attack on your turn, you may apply a penalty less than or equal to your Base Attack Bonus to the damage of all attacks you make for one [Round]. For every 3 points of penalty, you gain a +1 bonus to attack rolls and your attacks each ignore a total of 2 points of [Damage reduction] and [Resistance] for one [Round].
You may not use Precise Strike in the same [Round] as you use Deadly Aim, Defensive Fighting, or Power Attack.
Run
As a standard action, you can move up to your movement speed without provoking an attack of opportunity. This does not preclude using your move action to move again (for a total of twice your normal movement speed).
Trip
As a standard action, make a single melee attack. The attack does normal damage. In addition, if your attack hits, your opponent must make a Reflex save (DC 10 + 1/2 your level + the higher of your Str or Dex modifiers) or become [Prone].