Feats + More love for Monks, Fighters and CM


Skills and Feats


At the risk of repeating myself, this is the list of several feats which may allow for viable built of Combat Maneuver specialist.

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Feat: Shall Not Pass (Combat, Combat Maneuver)
You can stop foes that try to move past you.
Prerequisites: Combat Reflexes.
Benefit: Whenever an enemy provokes an attack of opportunity due to moving through area you threaten, a successful Combat Maneuver check causes them to take melee damage as per your attack and stop moving losing current Move action. Enemies can still take the rest of their action.
Special: Use of Shall Not Pass requires expenditure of Attack of Opportunity. Certain creatures (Incorporeal, Liquid) may be immune to this maneuver (subject to GM's approval).

Feat: Strike To Stun (Combat, Combat Maneuver)
You can try to stun your opponents.
Prerequisites: BAB 6+ or CMB 8+.
Benefit: As a standard action, make a Combat Maneuver check to inflict Dazed condition on your opponent for one round. Your opponent may recover from Dazed condition at the beginning of their next turn upon successful Fortitude save versus your CMB.
Note: DC is pretty low. However the opponent who loses to this maneuver, loses all AoO and other immediate actions between successful maneuver and beginning of their round.

Feat: Strike To Hinder (Combat, Combat Maneuver)
You can try to decrease opponents ability to fight.
Prerequisites: BAB 12+ or CMB 16+.
Benefit: Each time you make an attack, you may make a Combat Maneuver check instead to inflict -2 penalty to their attack, saves and skills upon your opponent for one round.
Special: You may use Combat Maneuver Follow-up only after last attack.
Note: This is actually pretty powerful maneuver. You may perform it several times per round (Monks and their flurry for example), you are not subject to interative attack penalty. And if you have Combat Maneuver Brutality feat, you get to inflict damage anyway. You still cannot benefit from CM Follow-up more than once. And if you face an opponent with high CMB, you still are likely to fail. Otherwise, you may perform a nice ability lockdown by stacking several penalties together.

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Monk class feature: Martial Arts Flurry
Level 9
As a standard action, you may deal damage upon successful Combat Maneuver check equal to your unarmed attack damage times number of attacks (add attacks from Flurry Monk class feature to total). Ignore critical threats, if any.
It is a bit weaker than Sneak attack, but against low CMB opponents, it should be pretty effective.

Monk class feature: Martial Arts Mastery
Level 1
Gain +1 bonus to CMB per four levels. You may also use your Dexterity or Wisdom bonus instead of Strength bonus for calculating your CMB.
Note: That allows Monks to progress in CMB at similar speed to melee classes.
Level 6
Whenever you perform a successful Combat Maneuver, you may also deal your unarmed damage to maneuver's target. If the maneuver already allows to deal damage, add your unarmed damage to that dealt by maneuver.
Level 11
Gain +4 inherent bonus to all Combat Maneuvers you perform or resist.
Level 16
If you deal damage with your maneuver, you may also score a critical on a natural roll of 18 or more with x2 multiplier. Confirm Critical by repeating maneuver check.
Level 20
Gain +8 inherent bonus to all Combat Maneuvers you perform (this does not stack with level 11 ability). Also, your maneuvers critical threat range improves to 16 or more and your critical multiplier improves to x3.

Feat: Combat Maneuver Offense
You specialize in gaining advantage over your opponents.
Benefit: Gain +4 bonus to all Combat Maneuver checks.
Special: This benefit stacks with bonuses of Martial Arts Mastery (Monk class feature).

Feat: Combat Maneuver Offense, Improved
You specialize in gaining advantage over your opponents.
Prerequisite: BAB 8+ or CMB 11+.
Benefit: Gain +4 bonus to all Combat Maneuver checks.
Special: This benefit stacks with bonuses of Martial Arts Mastery (Monk class feature) and Combat Maneuver Offense.

Feat: Combat Maneuver Defense
You specialize in resisting advantage over your opponents.
Benefit: Gain +6 bonus to resist all Combat Maneuver checks.
Special: This benefit stacks with bonuses of Martial Arts Mastery (Monk class feature).

Feat: Combat Maneuver Brutality
Your combat maneuvers are exceptionally brutal.
Benefit: Upon successful offensive use of Combat Maneuver, you may deal damage as per normal attack. Ignore critical threats if any.
Special: If the combat maneuver already allows to damage your opponent, add your attack damage to to that of maneuver.

Feat: Combat Maneuver Follow-up
You are exceptionally skilled at exploiting advantages gained through use of combat maneuvers.
Prerequisites: BAB 11+ or CMB 15+.
Benefit: Upon successful completion of Combat Maneuver, you may immediately perform another as a free action.
Special: You may use this feat only once per round.

Feat: Combat Maneuver Fatality
You are exceptionally skilled at exploiting advantages gained through use of combat maneuvers.
Prerequisites: BAB 15+ or CMB 20+, Combat Maneuver Follow-up.
Benefit: Upon successful completion of two consecutive Combat Maneuvers upon the same opponent, your opponent is Helpless for one round and you may, as a free action, perform Coup De Grace without provoking attacks of opportunity (deal damage as per normal attack).
Normal: Coup De Grace is a full-round action provoking attacks of opportunity.

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Regards,
Ruemere

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