CMB / CMD Items


Rules Questions


Not exactly a rules question, but still it's partial, so I guess it'll count.

Are there any items Pathfinder or 3rd party, that give bonuses to CMB or CMD checks?

I looked though what resources I had, but nothing struck me right away.

If there aren't any flat out, are there rules for crafting something like that other than just your typical Strength Modifying items?


If you are using an appropriate weapon (trip weapon, disarm, etc.) you can add any appropriate bonuses to attacks with that weapon to the appropriate combat maneuver. Weapon enhancement, weapon focus, weapon training, etc. All generic bonuses to attack also add to the CMB, even conditional modifiers like flanking or stunned. So if you want to play a trip fighter, guisarme is the way to go.

As for creating an item that specifically adds to CMB/CMD I would imagine it would be priced along the lines of adding such miscellaneous bonuses. I could see a custom weapon enchantment for certain CMs as well.


Pulling a page from Dungeons and Dragons Online, it should be pretty easy to do. Give a +1 to Weapon Cost for each +2 to CMB/CMD. Also, I would think it would not be too overpowered to allow a tripping (sic) weapon to help defend against trips as well.

Alternatively, make weapons that add to either CMB or to CMD. Imagine a sword that gets between you and a potential grappler... consistently ;)

In any event, I like the idea of technique fighting as opposed to straight DPR fighting. It makes the fights far more cinematic.

GNOME


It's been a while since the last post...

has there been any new development on the subject?
any new special magical property to increase one's CMD ?


Wayfinder+Dusty Rose Prism Ioun Stone resonant powers rule gives you a +2 insight bonus to CMB and CMD. Price tag: 500+5000 = 5,500gp

The ioun stone is on CRB p521.
Wayfinder can be found on Inner Sea World Guide p299 or Seekers of Secrets p50.
The Wayfinder resonance properties are on Seekers of Secrets p52.

- Gauss


cool!
I never encountered 'Wayfinders' before - thanks!


Since nobody else has stated it I will also state that any of the following bonuses to AC (might be missing a few) also apply to CMD:

CRB p199 wrote:
A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature’s AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.

It is also believed by some that any bonus that gives you an attack bonus (such as the +1 attack bonus from Haste) increases most CMB checks. However, there is no expressly stated rule on this. Check with your GM.

- Gauss


Get a Dueling Weapon (from the Pathfinder Society Field Guide, not the APG). It gives a luck bonus to CMB equal to x2 enhancement bonus of the weapon, stacking with said enhancement. So a +3 Dueling weapon for instance, will give you a massive +9 bonus to your CMB score.

Silver Crusade

Hey along these lines, 1. How does one make an ioun stone's resonant power manifest in society play? Simply plug it into a wayfinder?.... and 2. Is the Dueling Weapon enhancement still society legal? Thanks!

Grand Lodge RPG Superstar 2012 Top 32

Talos the Talon! wrote:
Hey along these lines, 1. How does one make an ioun stone's resonant power manifest in society play? Simply plug it into a wayfinder?

Yep. Just remember that PFS always uses the pre-defined resonance (as opposed to the random method) and that cracked or flawed stones never have resonance.

Quote:

.... and 2. Is the Dueling Weapon enhancement still society legal? Thanks!

The Additional Resources page can answer that question for you.

Grand Lodge RPG Superstar 2012 Top 32

By the way, there seems to be some outdated information in this thread, so for the sake of those who might not notice how old it is:

First, any blanket bonus to attack rolls (such as Inspire Courage or bless) will apply to CMB. This is because the CMB rules state:

CRB: Combat Maneuvers: Performing a Combat Maneuver wrote:
Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver.

(I'm not sure how Gauss thought there was "no expressly stated rule on this" as this line was already in the CRB long before he made his post.)

Second, as per this FAQ blog on maneuvers, most maneuvers don't use weapons (and unarmed strike counts as a weapon for this purpose) and therefore don't benefit from things like Weapon Focus or a weapon's enhancement bonus. The biggest exception is that disarm, sunder and trip use a weapon by default and therefore gain those bonuses. This is regardless of whether the weapon has the associated feature or not. See the link for more details.


Jiggy: I make mistakes...Thank you for pointing it out. :)

I am aware of all of what you posted. For some reason that night I had forgotten them. I hate it when that happens.

- Gauss


In UE there's a few items that'l help.

Gauntlets of the Skilled Manouver grant +2 to one manouver. Armbands of the Brawler give you +1 to grapple.

There's a few shoulder and boot slot items that grant CMD boosts, Juggernaut Pauldrons and Earth Root Boots are the ones that immediately come to mind.


A Burglars Buckler is a +1 Buckler that grants a +2 to all dirty trick checks, can be used with a 2h weapon (having no ACP you get no attack penalties) and turns into a masterwork tool of any type for 4500 or so(don't have the book in front of me, but it's pretty cheap)

Every rogue type or ninja should have one to blind opponents, then sneak attack away (several ways, Quick Dirty Trick being the basic one).

Grand Lodge RPG Superstar 2012 Top 32

TGMaxMaxer wrote:
A Burglars Buckler ... can be used with a 2h weapon (having no ACP you get no attack penalties)

Bucklers don't apply their ACP to attack rolls when you use that arm, they apply a separate penalty that's always -1 (unless this particular item specially removes it, but I couldn't find the item to check). But simply not having an ACP doesn't cause the buckler to not interfere with a two-hander.


EDIT: @ Jiggy thx, you're correct.

that's what i remembered from older rules, and someone pointed out the same thing in another thread, so i never checked if they changed it for myself.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / CMB / CMD Items All Messageboards

Want to post a reply? Sign in.