| Gabriel Domingues |
Here is my suggestion:
Pin
===
As an attack action, you may attempt to pin your opponent's weapon, but you provoke an attack of
opportunity from the defender.
If the attack of opportunity from the defender deals any damage, your pin attempt automatically fails.
Special: If you have the Improved Pin Feat, your pin attempt does not provoke an attack of opportunity
from the defender.
You have to make a pin check (DC 15 + target's CMD) to attempt to pin the target's weapon.
Special: You gain a +2 bonus on your pin check for each size category your weapon is larger than your opponent's
weapon, and you take a -2 penalty on your disarm check for each size category your opponent's weapon is larger than
yours.
Special: If you have the Improved Pin Feat, you gain a +2 bonus on your pin checks.
If you succeed in your pin check, you trap your opponent's weapon against his body, a wall, or some other sort of
obstruction, making impossible for him to attack with it until the start of your next action.
Pinning: While pinning, you cannot attack with the weapon you used to pin the defender's weapon, but can attack with
an unarmed strike or secondary weapon (if fighting with two weapons).
Weapon pinned: If your weapon is pinned, you may choose to attack with an unarmed strike or a secondary weapon
(if fighting with two-weapons), or even drop the pinned weapon on the ground and draw another weapon to attack (but
doing so, you provoke an attack of opportunity from the opponent that is pinning your weapon).
Break the pin: If your weapon is pinned, as an attack action you can attempt to break the pin by making a pin
check (DC 15 + opponent’s CMB, this does not provoke an attack of opportunity). If you succeed, you break the pin
and can attack normally with your weapon.
Special:
If your check result exceed the pin check DC by 5 or more, you can combine a pin with sunder maneuver.
-If you combine it with a sunder maneuver, you pin the target's weapon and deal damage to it.
| Gabriel Domingues |
It seems just a little redundant with Disarm, but looks like it would work fine - not bad!
I'm wavering a bit between +5 and +10 for the "Pin + Sunder for free" modifier.
Thanks for the review.
I think the +5 modifer works well.
Indeed, I have revised the standart rules to include this "free combo" option in most of then.
Take a look at the bullrush maneuver for example:
Bullrush
========
As an attack action, you may attempt to bullrush your opponent, but you provoke an attack of
opportunity from the defender.
If the attack of opportunity from the defender deals any damage, your bullrush attempt automatically fails.
Special: If you have the Improved Bullrush Feat, your bullrush attempt does not provoke an attack of opportunity
from the defender.
You have to make a bullrush check (DC 15 + target's CMD) to attempt to bullrush the target.
Special: If you have the Improved Bullrush Feat, you gain a +2 bonus on your bullrush checks.
If you succeed in your bullrush check, the target is pushed 5 feet back.
If you choose to move with the target (provoking attacks of opportunity from threatening opponents, but not from the
target itself), you can push him back an additional 5 feet for each 5 points your bullrush result exceed the check DC.
You can't, however, exceed your normal movement limit.
Special:
If your check result exceed the bullrush check DC by 5 or more, you can combine a bullrush with another maneuver.
-If you combine it with a grapple maneuver, you move with the target 5 feet backwards, then grapple the target.
-If you combine it with a trip maneuver, you push the target 5 feet backwards, and knock him down prone in its space.
Craig Shackleton
Contributor
|
Check out the "Bind" maneuver in "Art of the Duel" from Sinister Adventures. Very similar concept.