Mathieu Legault-Forest's page

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First of all, I got to say I love the thread. I know there's been some concussion over Lamontius answer, however, there is a unanswered question in there that I will try to answer: Grappling, and combat maeuvers in general.

Charge: Not officialy a Combat Maneuver, but let's cover it.
Full round action
Prerequisite: Clear line of sight, clear path, 10 feet (2 squares)
Benefit: Move twice your speed, then attack, gain +2 atk, -2 Ac.
If you move a least a distance equal to your speed and have +1 BAB, can draw a weapon in the process. You can not take a 5 foot step this turn.
Partial charge: Only if restricted to taking one standard action per turn. You only move your speed, and can not draw a weapon unless you have the quick draw feat.

In short: Double move and attack +2atk, -2 ac.

Bull rush: Provokes an attack of opportunity. Make a CMB vs CMD check. Push the enemy up to 5 feet per 5 point over the CMD, minimum of one.
Benefit: Useful to get flanking position on a tough enemy.

Disarm: Provokes an attack of opportunity. Make a CMB vs CMD. If you succeed, the target drops his weapon. If you succeed by 10 or more, drop both weapon.
Benefit: An enemy that drops and weapon must pick it up with a move action that provokes an attack of opportunity. Useful when you have multiple ally close to the enemy.

Grapple: Here comes the big one.
Provokes an attack of opportunity, Make a CMB vs CMD. If you succeed, both you and the target are considered grappled. You can end the grapple as a free action.
Grappled: -4 dex, -2 atk, -2 combat maneuvers not related to the grapple. Can't use action requiring 2 hands.
Next round: Make another grapple check, with a +5 bonus, to maintain the grapple. If you succeed you can: 1. move half your speed, 2. deal damage equal to unarmed or with one handed weapon. 3. Pin the enemy. You lose your dex bonus if you pin the enemy
Pinned: Cannot move, no dex bonus, -4 ac. Does not stack with grappled effect.
Breaking the grapple: Make a CMB or Escape artist check vs CMD
Benefit: Gives control over the enemy's movement, as well as debuffing the AC. Useful when you dont want to kill an enemy, or on the opposite, kill an evasive enemy.

Overun: Provokes an attack of opportunity. The target can let you pass or try to stop you. If he tries to stop you, make a CMB vs CMD. If you succeed, move through the square. If you get 5 points over the CMD, the target is prone. You cannot end your movement in an enemy's square.
Benefit: Can get to the backline of a fight if the path is blocked.

Sunder: Provokes an attack of opportunity. Make a CMB vs CMD. If you succeed, you deal damage to an item held or worn by the target.
Benefit: Can destroy the advantage of a specific item.

Trip: Provokes an attack of opportunity. Make a CMB vs CMD. If you succeed, knock the target prone.
Prone: -4 to melee attacks. No ranged attacks (except crossbows). +4 Ac vs ranged, -4 Ac vs melee. Standing up is a move action.
Benefit. Debuffs the target Ac to hit it better with melee attacks.

In short, all these actions aren't necessarily to most optimized actions. There might be better stuff, and some effects are rather similar aka trip vs disarm. But using these actions add a lot of flavor to a fight. Rule of thumb, CMB vs CMD, get an effect. Cheers