Tackling an Enemy


Rules Questions


I tried a quick search but I couldn't find if this has been asked before. I know Pathfinder has the CMB/CMD system for combat manoeuvres like tripping someone, breaking their weapon (sunder), disarming an enemy, etc., but I don't see any rule for *tackling* someone.

Tackling in this case meaning running at them, grabbing them, and pulling them down (prone), with the tackler going down (prone) with the tackled.

I'm thinking this would be a CMB check against the opponent's CMD but maybe with a bonus because, unlike trip, sunder, disarm, etc., the tackler is "all-in", that is to say even if the tackle attempt succeeds, the tackler is down on the ground as well.

I see this being useful when ganging up on someone who is trying to run; whoever manages to catch up to the target tackles them and hopefully that is enough to slow them down (since getting up is a move action) so that the rest of the pursuers can catch up.

What sort of "extra tackle bonus" would be reasonable here? +2? +4?

For example, a lvl5 fighter (BAB+5, STR+4 = CMB +9) tackling a lvl5 wizard (unbuffed, BAB+2,STR+0,DEX+3 = CMD 15) would normally need to roll a 7 or greater to perform a combat manoeuvre on the wizard. With a +2 for tackling they would only need to roll a 5. With a +4 they would only need to roll a 3.

And what about if the target is running vs. standing still? Maybe a reduced bonus or none at all if the target is fleeing directly away from the tackler?

The other question is how long does a tackle take? It seems like it couldn't possibly be useful on a fleeing target if it were a standard action, because there would be no way you can catch up. I wonder if this is closer to a charge attack, a full-round action where you move 2x your speed and then tackle.

Any thoughts?

Grand Lodge

Well, Tackling could be made at the end of a charge, giving the +2 bonus naturally.


You just need to equal the CMD, not exceed it - so that fighter with a +9 CMB would only need to roll a 6 to hit CMD 15. From there, it basically looks like this entire thing is a trip maneuver with a circumstance bonus added in for the attacker also ending up prone after the action is resolved (successful or not). As a DM I'd say sure to a +2 modifier on the check, along with another +2 if you're charging... You can already make a trip attempt as the attack at the end of a charge with a +2 by default. Physically, the only advantage a 'tackle' type attack has over a standard 'trip' (momentum of the charge aside) is that your reach is a bit extended. Tactically, ending up sprawled on your face after attempting an attack is a Very Bad Idea, unless you're a Drunken Master or something, heh.

If you were grappling the opponent, I'd allow the 'move' action of a successful grapple check to be used to drop you both prone and still grappling. That's a bit more involved in the action economy, however.


You're describing what I'd call an overrun. It causes the enemy to be prone at the end of the maneuver. If you wanted to get down prone with them it's a free action. but your not holding them...

OR you could call it a grapple since you want to be holding them at the end? But you wouldn't be prone until you took a free action to fall prone. As GM I'd give the bad guy an escape attempt if you did that tho..

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