| atomic_swerve |
I have a wonderful, stereotypical idea for an Indiana Jones-ish character that uses a whip for Combat Maneuvers. Obviously, Paizo intends us to use the Archaeologist archetype for this sort of character, and so far I've been thrilled with that it has to offer. I want to be a bit of a controller in combat with the whip, tripping and disarming from range, but I'm stuck on some language from UC:
"Archaeologist's Luck: As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls."
I know disarm and trip attempts can be made in place of attack rolls during a full attack, but they aren't attack rolls per se. I believe AL should give its bonus to CMD checks, but I'm not much of a rules lawyer and I wanted to know if this belongs in errata or I should ask to have it house-ruled in. Thanks!
StabbittyDoom
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As a general rule, if it adds to attacks, it adds to CMB.
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects.
(Emphasis added.)
This also means that if the maneuver uses a weapon, you can add that weapon's enhancement bonus to attack rolls to the maneuver roll.
Similarly, many bonuses to AC apply to CMD:
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.
This makes dodge an even better feat.