Damage on a Combat Manuever


Advice


Is there any way to do damage with a combat maneuver? Specifically reposition or trip?


Not specifically with the maneuver. But there are feats that allow you to make the maneuver trigger off of a crit, for example.

But there's also things like Greater Trip (Gives you an AoO when you trip someone) and Vicious Stomp (AoO when an enemy goes prone). They can be stacked together, too, giving you two AoOs for one trip. So you could Flurry four attacks, trip on one, and turn those four attacks into five attacks and a maneuver. Need Combat Reflexes, though.

The Exchange

Is there a cliff or a pit full of fire or acid nearby?


We have a area control fighter with reposition and trip feats. He can pretty much control anyone who ever gets within his reach but is wanting some more damage if possible.


The sunder maneuver is the only one I know of that allows damage to go through. By use of greater sunder.

The Exchange

Almost all of my damage as a trip fighter comes from AoO's triggered by tripping things, as mentioned above he should invest in greater trip and vicious stomp if he hasn't already and is looking to up his damage output.

He should move, power attack, trip, and hit(and stomp if he has it) or if he is already in place he should be tripping and taking his AoO's until he runs out of attacks.

Our home group is trying to figure out a fair way to houserule less damage output from this technique as three of our melees all have greater trip (the synergy is wicked), it makes for some blendering of npc's.

Warning: this route can frustrate gm's pretty quickly, have him proceed with care.

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The Aldori Swordlord Fighter gets to do some damage on a disarm.


There's a barbarian rage power, Overbearing Advance, that allows you to do damage = your strength modifier on overrun attempts.


Rovagug feats allow you to do damage with Bull Rush I think.


Mortalis wrote:
There's a barbarian rage power, Overbearing Advance, that allows you to do damage = your strength modifier on overrun attempts.

Knockback and Knockdown too. Rage powers for bullrush and trip.


He is playing a phalanx soldier using a tower shield and fauchard. We are lvl 7 playing the carrion crown path

Spoiler:
(just started the werewolf part) and he would like to remain a fighter. So looking for feats or magic that will give him a slight boost. He would love if there was some sort of elemental enhancement (flaming, frost, etc.) that would work on a combat maneuver with his weapon, specifically reposition and trip.

NOG: Vicoius stomp only works with unarmed so the damage output for him would be pretty minimal. He will be taking greater trip next lvl.

The Exchange

That is correct, you don't stomp with your weapon, you use your foot. It is only an extra 1d3, at a cost of two feats, which is why I don't use it myself... just throwing it out there as additional dpr. At level 7 though there are more important feats to take for sure, starting with greater trip!

If he has a good dex, Fury's Fall is a good one to throw out there eventually to further remove the chance of missing on a power attack, I rarely ever strike without power attack, this synergizes well with the increased chance to hit a prone target after a successful trip. As an aside, FF increases the value he will get out of taking a 2/2 or 4/4 str/dex belt.


Not helpful to your fighter friend, but for other stumbling accross this thread, there is also enhanced Ki Throw.

"When using the Ki Throw feat, you can expend 1 ki point to amplify the force of your attack. If your ki throw succeeds, when the target hits the ground, it takes damage as if you had hit it with an unarmed strike."

Note: Ki throw lets you move a foe when you trip them.


i was thinking on simpler ways to gain damage AND maneuvers.

1) felling smash - hit 1 time with vital strike >> swift with felling to trip >> AOO when opponent falls
2)dazing assault - best one EVER - hit + effect.

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