Class Combat Maneuvers


Homebrew and House Rules

Silver Crusade

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Imagine if classes were specialized to specific combat maneuvers just like they are now with Class Skills. It can come in the form of not triggering AOO, or giving the improved feat or a flat +3 like class skills.

So e.g., Rogues get a +3 to Steal and Dirty Trick checks. Barbarians get +3 to Bull Rush, Sunder, Drag and Overrun. Monks could get all Combat Maneuvers as class maneuvers. Swashbucklers get +3 to Disarm and Trip. Etc.

Whereas the casting classes wouldn't have much if any class maneuvers.

This would buff martials a bit and give more incentive to use combat maneuvers outside of specifically building into it.

Silver Crusade

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Alchemist - Dirty Trick, Reposition, Feint, Aid Another, Fight Defensively, Total Defence
(I see Alchemists as playing dirty and moving themselves to get any advantage they can)

AntiPaladin - Bull Rush, Dirty Trick, Disarm, Overrun, Steal, Sunder, Trip, Charge, Coup De Grace
(This one was hard to not give everything to, antipaladins seem the sort to do anything)

Arcanist - none
(I don't think 1/2 BAB 9th level casters are the sort to do combat maneuvers outside of magical means or niche builds)

Barbarian - Bull Rush, Dirty Trick, Drag, Grapple, Overrun, Sunder, Charge
(Charging at people, playing dirty, manhandling and breaking things are the non-lawful barbarian way)

Bard - Dirty Trick, Disarm, Reposition, Steal, Trip, Feint, Aid Another,
(This one was tough as bards can vary from bard to bard in terms of playstyle, but I envision most bards are the playful sort)

Bloodrager - Bull Rush, Drag, Grapple, Overrun, Sunder
(Almost the same as barbarians, except since they can be lawful I removed dirty trick)

Brawler - All, Charge, Fight Defensively, Total Defence
(This one was a tough call, but since brawlers have a class feature that lets them specialize into any combat maneuver, they should have access to all)

Cavalier - Bull Rush, Disarm, Based off Order, Charge
(Since cavaliers were taught by their order, I'd say what maneuvers he'd be good at come from his order. Though rushing into your enemy and disarming him are universal)

Cleric - Deities could give different class maneuvers, Aid Another, Fight Defensively, Total Defence
(Tough call, clerics don't scream combat maneuver, I'd say it depends on the deity.)

Druid - Bull Rush, Drag, Grapple, Overrun, Charge
(Imbued with animalistic powers, they maneuvers are similar to what animals can do)

Fighter - All, Feint, Charge, Fight Defensively, Total Defence, Coup De Grace
(Similar to the brawler, except he doesn't get to specialize as heavily as brawlers since that's their class feature)

Gunslinger - Bull Rush, Disarm, Trip, Fight Defensively, Total Defence
(Pushing away your enemy, shooting off their weapons, and making them disadvantaged are traits of a gunslinger)

Hunter - Bull Rush, Drag, Grapple, Overrun
(Same as druid)

Inquisitor - Disarm, Drag, Grapple, Reposition, Sunder, Trip, Feint, Coup De Grace
(Inquisitors strike me as an unstoppable scary force coming after you)

Kineticist - Based off elements.
(Earth would give bull rush, drag, sunder. Water giving grapple, reposition, trip. Air giving disarm, steal, trip. Etc.)

Magus - Disarm, Reposition, Sunder, Trip. Fight Defensively, Total Defence
(Some basic fighting maneuvers for magi to show that they've learnt how to fight. Disarming/Sundering your enemy's weapon. Getting the more advantageous location)

Medium - Depends on spirits?
(It doesn't make sense that the magical oriented spirits are as talented as the martial oriented spirits)

Mesmerist - Dirty Trick, Steal, Trip, Feint
(I'm biased, I haven't met one mesmerist that wasn't up to any good)

Monk - All, Feint, Charge, Fight Defensively, Total Defence
(Monks were the original maneuver experts, they've trained their bodies to do virtually anything)

Ninja - Dirty Trick, Disarm, Reposition, Steal, Trip, Feint, Coup De Grace
(Look at Rogue)
Occultist - Steal, Sunder, depends on implement, Fight Defensively, Total Defence
(Anything involving items would go to occultists)

Oracle - Depends on mystery
(Same problem as cleric)

Paladin - Bull Rush, Drag, Grapple, Overrun, Reposition, Sunder. Aid Another, Charge, Fight Defensively, Total Defence
(Paladins strike me as a powerful boulder. What it wants, it gets. Moving people wherever they need them to be to save others. Swords and armor can't stop them)

Psychic - none
(No, 1/2 BAB 9th level casters get nothing)

Ranger - Bull Rush, Dirty Trick, Grapple, Overrun, Steal, Sunder, Trip. Charge, Coup De Grace
(Living off the land teaches you to play dirty to get any advantage. Wrestling, breaking stuff, tripping people up)

Rogue - Dirty Trick, Disarm, Reposition, Steal, Trip, Feint, Coup De Grace
(All the naughty combat maneuvers)

Samurai - Bull Rush, Disarm, Based off Order. Charge
(Look at cavalier)

Shaman - Fight Defensively, Total Defence
(I have no idea)

Skald - Bull Rush, Drag, Overrun, Reposition, Sunder, Charge
(Nothing can stop their song.)

Slayer - Disarm, Grapple, Sunder, Trip, Feint, Charge, Coup De Grace
(Whatever makes their job easier at killing their studied target)

Sorcerer - none
(Look at Psychic and Arcanist)

Spiritualist - Depends on the phantom. Aid Another, Fight Defensively, Total Defence
(I'm not too familair with spiritualists to determine what maneuvers for him)

Summoner - Aid Another, Fight Defensively, Total Defence
(Most of the summoner's focus is on his eidolon)

Swashbuckler - Dirty Trick, Disarm, Reposition, Steal, Trip
(The flamboyant class is good at all kinds of flashy maneuvers, suddenly your weapons are gone and you're on the floor)

Vampire Hunter - Disarm, Grapple, Overrun, Sunder, Trip
(Vampire Hunters have their own special combat maneuver. They'd probably learn all the maneuvers to disable their vampiric foe)

Vigilante - Depends on specialization.
(Avengers get the more brutish maneuvers like Bull Rush, Drag, Grapple, Overrun, Sunder. Stalkers get Disarm, Dirty Trick, Steal, Trip)

Warpriest - Grapple, Overrun, Sunder
(They rely mostly on their weapons and faith rather than maneuvers I'd imagine)

Witch - none
(Narh)

Wizard - none
(No)


Honestly not a terrible idea. I kind of like it.

Silver Crusade

Pathfinder Adventure Path Subscriber

This idea is rad.

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