5' step and combat manoeuvre


Rules Questions


ok this is my first post, (ok second same one different place) I have always tried to be more of the spirit than the letter, but I do have a question or 2

1, can you combine combat manoeuvre with a 5' step and if not why not
2, using the combat manoeuvre guide lines you can attach a skill, lets say acrobatics, to a manoeuver. the prime example of this is tumbling. but in conjunction with the above question. take the following scenario

you have a character with acrobatics and you wish to use the 5' step as the initiator to a combat manoeuvre, under acrobatics (reading sort of between the lines) I could perform this kind of manoeuvre at half my movement rate, I don't want to go in to figures as I think this will just cloud the issue. and I know under the 5' rule the guide is you cant move more than 5' but by combining combat manoeuver with the 5' step, have I not now increased this (without increasing the difficulty by 10) to half my movement rate?

again sorry if this is in the wrong place


By "combat manoeuvre" do you mean trip, grapple, disarm, sunder, reposition, dirty trick, steal, and drag? Because those are all standard actions, so you can move however you want before you perform them. Of course, some of them require you to be moving, namely bull rush and overrun.

If that's your meaning, then yes you can five foot step or tumble past someone before you trip them.

I suspect, however, you may mean something else?

Sczarni

I think we're going to need more information on what you're actually trying to do, nocluerogue.

You can generally take a five foot step at any point during your turn, so long as you haven't actually moved any distance during that round. So, if you've already moved 30 feet to your target, and it's still five feet out of your reach, you can't take a five foot step to get closer.

A combat maneuver is simply an attack roll. It doesn't matter which one you're choosing to perform, almost all of them can be performed after you've used a five foot step. You do not need Acrobatics to five foot step, or to perform a combat maneuver.


sorry had problem posting under other account

nocluerogue wrote:

ok this is my first post, (ok second same one different place) I have always tried to be more of the spirit than the letter, but I do have a question or 2

1, can you combine combat manoeuvre with a 5' step and if not why not
2, using the combat manoeuvre guide lines you can attach a skill, lets say acrobatics, to a manoeuver. the prime example of this is tumbling. but in conjunction with the above question. take the following scenario

you have a character with acrobatics and you wish to use the 5' step as the initiator to a combat manoeuvre, under acrobatics (reading sort of between the lines) I could perform this kind of manoeuvre at half my movement rate, I don't want to go in to figures as I think this will just cloud the issue. and I know under the 5' rule the guide is you cant move more than 5' but by combining combat manoeuver with the 5' step, have I not now increased this (without increasing the difficulty by 10) to half my movement rate?

again sorry if this is in the wrong place

ok thank you for you responses,

the Kruk of the idea is this, this is taken from the book.
Performing a Combat Maneuver: When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity, others require a specific action.

the pertinent sentence being "When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform."

action - 5' step, initiator of combat maneuver
maneuver - acrobatic/tumbling

result = being able to move more than 5' with a 5' step

no don't have a move action left as have done a move action equivalent and no attack left as already attacked and tripped opponent.

by using acrobatics in conjunction with the 5' step as a combat maneuver I can now move half my movement rate on a successful roll

does the above make sense?

Silver Crusade RPG Superstar 2014 Top 16

I Didnt know that rule wrote:

sorry had problem posting under other account

nocluerogue wrote:

ok this is my first post, (ok second same one different place) I have always tried to be more of the spirit than the letter, but I do have a question or 2

1, can you combine combat manoeuvre with a 5' step and if not why not
2, using the combat manoeuvre guide lines you can attach a skill, lets say acrobatics, to a manoeuver. the prime example of this is tumbling. but in conjunction with the above question. take the following scenario

you have a character with acrobatics and you wish to use the 5' step as the initiator to a combat manoeuvre, under acrobatics (reading sort of between the lines) I could perform this kind of manoeuvre at half my movement rate, I don't want to go in to figures as I think this will just cloud the issue. and I know under the 5' rule the guide is you cant move more than 5' but by combining combat manoeuver with the 5' step, have I not now increased this (without increasing the difficulty by 10) to half my movement rate?

again sorry if this is in the wrong place

ok thank you for you responses,

the Kruk of the idea is this, this is taken from the book.
Performing a Combat Maneuver: When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity, others require a specific action.

the pertinent sentence being "When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform."

action - 5' step, initiator of combat maneuver
maneuver - acrobatic/tumbling

result = being able to move more than 5' with a 5' step

no don't have a move action left as have done a move action equivalent and no attack left as already attacked and tripped opponent.

by using acrobatics in conjunction with the 5' step as a combat maneuver I can now move half my movement rate on a...

I think you're confused about what a "Combat Maneuver" is. In Pathfinder, it's a very specific set of actions that you can use, which includes Grapple, Trip, Reposition, Bull Rush, Dirty Trick, Disarm, Drag, Overrun, Steal, and Sunder. These are Combat Maneuvers. You can't just make up a new one (in your case, trying to move more than 5' for free).

As far as the 5' step part goes, one important key point about 5' steps... you cannot take a movement action during the same turn that you took a 5' step. In other words, taking a 5' step means you can't move again that turn. You can do other actions that require a Move action (such as standing up from prone, or pulling out a scroll) but you can't actually MOVE again once you've used your 5' step, unless you have some special power that allows it.

I hope that answers your questions.


Yeah, tumbling is normal movement with a skill check (acrobatics) in order to avoid certain factors involved in moving around enemies (attacks of opportunity). Since it is a move action that involves actually moving from one place to another, you cannot also take a five foot step before tumbling.


are but combat maneuvers are not just limited to just combat. this is taken from the book:

Combat Maneuver: This is an action taken in combat
that does not directly cause harm to your opponent, such
as attempting to trip him, disarm him, or grapple with
him (see Chapter 8).

also

Most skill uses are standard actions, but some might
be move actions, full-round actions, free actions, or
something else entirely.

the above are only examples.

and I know I must not MOVE before or after the maneuver


I know this could :) be seen as a very out there interpretation of the rules, and the list for combat manueuvers is not definitive, what I am basically doing is a bastardisation i.e "you must use an action appropriate to the maneuver you are attempting to perform"

and you could have several arguments for and against. mainly AoO, on a failed roll is there one, as the 5' step has no AoO but a failed combat manuever does, if a failed roll, does the action revert back to just a 5' step as that is the initiator or as a whole


and technically the 5' step is a move action so why cant it be combined with acrobatics.


and therefore if they can be combined how are you going to judge a success or failure? the rules for combat manuever seem the most appropriate


i.e acrobatics skill + BAB + 1d20 vs CMD

Silver Crusade

I'm afraid you're still a bit confused here--there is a definitive list of Combat Maneuvers, which cartmanbeck listed off. It's not a "do something different", although you could house rule in some new maneuvers, they just wouldn't be part of the actual rules. The "you must use an action appropriate to the maneuver you are attempting to perform" is because there are 3 combat maneuvers that are not standard actions like the rest of them--trips, disarms, and sunders are all considered attacks, so that you can use them in place of one of your attacks during a full attack action.

What you are talking about is tumbling using the Acrobatics skill. As others have mentioned this combo is not necessary or possible, because the 5' step doesn't provoke so you don't need to make an Acrobatics check to tumble for that 5' step. The tumbling rules are for when you'd be doing normal movement as a move action, moving through a threatened square which would provoke an AoO, and trying to beat their CMD with your Acrobatics in order to not get the AoO against you. If the Acrobatics check fails to beat them CMD, you take an AoO but get to finish your movement.

Also no, a 5' step is not a move action. It is movement, but is considered a special action of its own.


ok thank you for you responses,
the Kruk of the idea is this, this is taken from the book.
Performing a Combat Maneuver: When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity, others require a specific action.

the pertinent sentence being "When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform."

action - 5' step, initiator of combat maneuver
maneuver - acrobatic/tumbling

result = being able to move more than 5' with a 5' step

no don't have a move action left as have done a move action equivalent and no attack left as already attacked and tripped opponent.

by using acrobatics in conjunction with the 5' step as a combat maneuver I can now move half my movement rate on a successful roll

does the above make sense?

Sczarni

You also can't use Acrobatics to move farther than your normal movement speed.


thank you all for your time, sorry for last post pc acting strange.

Sczarni

Do you understand now what a "Combat Maneuver" is?


in the strict sense I have always known its just an attempt at bending the rules to suit, I was using the terms for combat manuever (which stipulate that it must be an attack action) for justifying the manuever, and if I wanted to be a stickler for the rules for 5' step stipulate that you can not move more than 5' all players try to get an extra action in where they can, and I know about tumbling being part of your move action, its more a play on the words, "is not a 5' step a move" therefore its a move action :) (rules state that it is a no action) I was attempting to get more bang for my buck with a little bit of risk involved

can anybody see where I am coming from?

Sczarni

I see where you're coming from an English language perspective.

Unfortunately in this case Pathfinder has its own definition of the word "maneuver". You don't get to make up your own, unless you're playing in a home game, and your GM has already approved it.


foolish that he is (I hope he does not read this lol), I am more convincing in person, I have done this for weeks and I just wanted the views of other gm's and players as to their thoughts

Sczarni

Honestly what you're looking for is already contained in the text of the Acrobatics skill.

There's no need to invent anything else.


no need to confuse the issue with acrobatics or manoeuvers. it's really quite simple:
5' step = no more movement.
move more than 5' = no 5' step.
it's right under the rules for 5' step (bolded for emphasis)

crb wrote:

Take 5-Foot Step

You can move 5 feet in any round when you don't perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity. You can't take more than one 5-foot step in a round, and you can't take a 5-foot step in the same round that you move any distance.


ok take this scenario, i am playing a Halfling rogue with improved feint, acrobatics skill and a bluff. Baddy is 10' way so I tumble and faint up to him (requiring 2 separate rolls)(there is some bleating about I am getting 2 move actions) 1 acrobatics and 1 bluff for the faint ( no need for the 5' as I have moved also held in reserve in case the 2 move actions become untenable) I make an attack action and trip the baddy end of my go unless he try's to stand up on his initiative which will give me an AoO against him, next round I feint him again (as my move action) them I do my attack action (what ever that may be) then I tumble out 10' requiring a roll by using the 5' step leaving him open to one of the other players to get in close, and moving me out of his effective attack range unless he follows in some way or extremely long reach lol, I have not gone so far as increasing the difficulty by 10 (as per acrobatics) so I can get my full movement rate yet as the group (even though I have done it for weeks) don't like it. but I do get away with it and I don't want certain players to cry to much.

does this make things clearer?


thank you dragonhunterq but I had already pointed that out


here is a side question. tumbling? can you move your full movement rate


and before you say is that fair on the other players, they have their own things which I don't agree with


and me not agreeing with their things pushed me in this direction in the first place, they play favourite's I play words and roleplaying.


adversity is the mother of invention


I am open to more acceptable routes to this end if any can be suggested?


I Didnt know that rule wrote:

ok take this scenario, i am playing a Halfling rogue with improved feint, acrobatics skill and a bluff. Baddy is 10' way so I tumble and faint up to him (requiring 2 separate rolls)(there is some bleating about I am getting 2 move actions) 1 acrobatics and 1 bluff for the faint ( no need for the 5' as I have moved also held in reserve in case the 2 move actions become untenable) I make an attack action and trip the baddy end of my go unless he try's to stand up on his initiative which will give me an AoO against him, next round I feint him again (as my move action) them I do my attack action (what ever that may be) then I tumble out 10' requiring a roll by using the 5' step leaving him open to one of the other players to get in close, and moving me out of his effective attack range unless he follows in some way or extremely long reach lol, I have not gone so far as increasing the difficulty by 10 (as per acrobatics) so I can get my full movement rate yet as the group (even though I have done it for weeks) don't like it. but I do get away with it and I don't want certain players to cry to much.

does this make things clearer?

By the rules (and assuming I'm understanding you correctly), this is how this would actually work.

Round 1
1) Use your move action to move up next to the bad guy. He doesn't get an AoO so you don't need to tumble/acrobatics in (you can if you want to just be flashy, but its not required, nor does it have any game mechanical effect regardless of your success or failure).
2) You now have just a standard action left. You can attack (trip) or you can feint. Not both.
Sidenote: You cannot use acrobatics to move closer and trip him both with just your standard action. The action needed for the trip combat maneuver is an attack, not movement.

Round 2
1) Use your standard action to attack.
2) Use your move action to either feint him.
3) Take a 5' step back (no tumbling/acrobatics needed). He does not get an AoO on you per the rules of the 5' step.
Sidenote: If you are taking a 5' step, then you are moving 5', and only 5'. There is nothing you can do to increase that to 10' in this scenario.

If you don't want other players to cry to much, then start following the rules as written and intended, instead of convincing your GM to allow you extra actions - or convince him to grant all the other players similar bonuses to their characters.

Manipulating the language to get the most obscure outcome you can conceive of won't get you far in these forums :). Here we will tell you how it actually works, then if your gaming group wants to do things differently, then that is fine, but at that point it is house rules and no longer according to the books.


I Didnt know that rule wrote:
I am open to more acceptable routes to this end if any can be suggested?

There are a couple of ways to do similar to the above on a limited basis.

Quick runners shirt (once per day) is the most direct.


I Didnt know that rule wrote:

ok take this scenario, i am playing a Halfling rogue with improved feint, acrobatics skill and a bluff. Baddy is 10' way so I tumble and faint up to him (requiring 2 separate rolls)(there is some bleating about I am getting 2 move actions) 1 acrobatics and 1 bluff for the faint ( no need for the 5' as I have moved also held in reserve in case the 2 move actions become untenable) I make an attack action and trip the baddy end of my go unless he try's to stand up on his initiative which will give me an AoO against him, next round I feint him again (as my move action) them I do my attack action (what ever that may be) then I tumble out 10' requiring a roll by using the 5' step leaving him open to one of the other players to get in close, and moving me out of his effective attack range unless he follows in some way or extremely long reach lol, I have not gone so far as increasing the difficulty by 10 (as per acrobatics) so I can get my full movement rate yet as the group (even though I have done it for weeks) don't like it. but I do get away with it and I don't want certain players to cry to much.

does this make things clearer?

If I read this right I can understand the 'bleating' as you put it!

first, as you quite rightly say you have used two move actions, so no standard action for you to trip until next round.

Second, you have moved 10' then feinted so you don't have 5' in reserve. Unless you have some ability that let's you do so, you cannot perform an action in the middle of a move. And the only ones that I'm aware of are flyby attack and spring attack, and spring attack is limited to an attack, so no feinting allowed.


I Didnt know that rule wrote:
here is a side question. tumbling? can you move your full movement rate

Sure, by increasing the DC by 10 to avoid any AoO's that would otherwise be generated.

PRD, on Acrobatics wrote:


When moving in this way, you move at half speed. You can move at full speed by increasing the DC of the check by 10.

Shadow Lodge

Pathfinder Lost Omens, Maps, Rulebook Subscriber

We're here to discuss the rules for playing Pathfinder. And those are very clear - what you are doing is explicitly prohibited by the rules.

If you want to try and do that in your game because you don't like what the other players are getting away with, that's your decision. Personally I think it's a very bad decision, and it sounds like not the best play group. You'd be better off trying to find a different group to play with.

If the bad guy is 10' away then you need a move action to move up to him. If you then take a second move action to attempt a feint that's it; you don't have anything else you can do this round. So you're better off attempting that trip. Note that until you get improved trip this is going to provoke an AoO from your opponent.

Next round you start off right up next to him. You can use your move action to feint, and your standard action to attack. At this point you can take a 5' step away from your opponent, because you've not moved any distance this round.

You can't get more than 5' away from him except by using your move action to move, forgoing feint. If you do that, you can use your acrobatics skill to try and avoid the attack of opportunity you would otherwise provoke by leaving a threatened square. Using acrobatics this way generally restricts you to moving at most half your movement speed. It is this speed restriction that can be overcome by increasing the difficulty of the Acrobatics check by 10.

There is nothing like this you can do to increase the distance moved by a 5' step to greater than 5'


thank you for your thoughts and input and it nice to know that a hobby I have done now for 30 odd years still has a devout following, the other players can do their own convincing, mine is purely retaliatory and i would be very happy to play a more fair and even game without the favourite's and what they do being ignored, but if given a choice of roleplaying under those circumstances or not getting to play at all because of other outside influences its a case of trying to make a silk purse out of a sows ear and it is the social interaction between very long standing friends that make it all worth while. I was really asking for (and got) thoughts and perhaps I (for my first time) posted in the wrong area :)

you all have a good evening and good night


Jaunt Boots is another option for you. 3/day you can take a 15' step instead of a 5' step.


If other players are being treated more favourably than you, trying to rewrite the rules or worse, manipulate them, isn't the best way to deal with the issue. That isn't a rules issue at all. Talk to your group about your feelings. If that doesn't resolve the problem, maybe they aren't the group for you.


thank you for that I will look into it (nice idea but funny thing is I am bound to the basic book only, no other material allowed), I suppose I just needed confirmation on what I was doing at the root was wrong and I was letting off steam in an usual way. a lot of the rules that the gm plays are wrong or tilted to benefit specific players and I was just taking it to absurdity to get my point across 1, the rules are a guide 2,basic rule changes are not fair to the individual player who they don't benefit. 3,wtf are you doing lol


I Didnt know that rule wrote:
thank you for that I will look into it (nice idea but funny thing is I am bound to the basic book only, no other material allowed), I suppose I just needed confirmation on what I was doing at the root was wrong and I was letting off steam in an usual way. a lot of the rules that the gm plays are wrong or tilted to benefit specific players and I was just taking it to absurdity to get my point across 1, the rules are a guide 2,basic rule changes are not fair to the individual player who they don't benefit. 3,wtf are you doing lol

that was supposed to be "letting off steam in an unusual way"


I think it may be a case of going back to non cooperative board games for a while to relieve this tension lol

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