Any feats that allow you to use Combat Maneuvers with a Bow?


Advice

Paizo Employee Design Manager

So, I've been digging around in all the books I have available, and I was wondering, does anyone know of any feats that allow you to make combat maneuvers like Disarm, Sunder, or Trip with a ranged weapon? I know 3.5 had feats that would allow you to do this, but I can't find anything in any of the Pathfinder books. Do they just not exist?
The closest thing I can find is the Undine racial feat that allows them to use hydraulic push for a few specific maneuvers.


The fighter archetype archer allows you to do this at level 7 with a few of the combat maneuvers and then adds more at level 11 I believe.


Not a feat, but the Archer archetype for fighters has a feature that allows this.

Quote:

Trick Shot (Ex): At 3rd level, an archer can choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a –4 penalty to his CMB. Every four levels beyond 3rd, he may choose an additional trick shot to learn. These maneuvers use up arrows as normal.

At 11th level, he may also choose from the following combat maneuvers: bull rush, grapple, trip. A target grappled by an arrow can break free by destroying the archer's arrow (hardness 5, hit points 1, break DC 13) or with an Escape Artist or CMB check (against the archer's CMD –4). This ability replaces armor training 1, 2, 3, and 4.


Unfortunately with a -4 penalty on the CMB checks for that archetype getting off those combat maneuvers off is very difficult. Add to that that archery is feat heavy so you wont have a enough feats to really spend on the combat maneuvers feats that give you a +2 bonus.

- Gauss


Copied from my other post about this very ability from today....
"
As for the trickshot ability, it really depends on your level and what you fight. If I'm scouting up ahead, and I get a surprise round on the enemies, they are flatfooted. Many people forget that combat starts p with people being flatfooted, typically. And flatfooted removes their Dex mod for their AC and for their CMD.

On top of that, it's only really horrible vs. enemies who are brutes, or who have really high cmd's. My current 10th level archer fighter has a trickshot CMB of: 10 bab+ 7 dex+ 1 pbs + 2 GWF + 4 enh. Bow + 2 WT + 2 gloves + + 2 bracers of archery + 2 ioun stone - 4 trickshot= 28
Figure a CR 14 monster has a CMD of 40 ( is there a table showing the CMD averages by CR ?)....... 40- 28= 12... 12x5=60%... 100%-60%=40% to pull off a disarm or sunder. Considering the penalties I sort of like those odds, even though they suck. If you have someone giving a morale bonus, it gets better. Pheromone arrow provides a +2 if you have scent, that right there gives you an extra 10% chance.

Don't forget that since combat starts at flatfooted, most of the time, they get no dex to their CMD, so your odds are even better.

Get a helm of the stag, patron erastil, you can make up to 3 times a day an enemy be flatfooted with 30', which is the same distance you can do your trickshot ability. With all of this the archer is actually pretty good.
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