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Combat Maneuvers are abilities that can be used in fights to weaken or move enemies and they also may allow for Attacks of Opportunity.
Combat Maneuvers are obtained by choosing them as Feats. All Combat Maneuver Feats require either the Power Attack Feat and a minimum Strength of 13 or the Combat Expertise Feat and a minimum Intelligence of 13.
Pathfinder Kingmaker Combat Maneuver Feats
Combat Maneuver | Prere- quisites | Effect | Improved version | Prere- quisites |
CollapseEffect |
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Bull Rush | Power Attack, STR 13 | A bull rush attempts to push an opponent straight back without doing any harm. If your combat maneuver is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent’s CMD you can push the target back an additional 5 feet. An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle. | Greater Bull Rush | Bull Rush, BAB 6 | Whenever you bull rush an opponent, his movement provokes attacks of opportunity from you and all of your allies. |
Dirty Trick | Combat Expertise, INT 13 | You can attempt to hinder a foe in melee as a standard action. If your attack is successful, the target takes a penalty. The penalty is limited to one of the following conditions: blinded, entangled, or sickened. This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the penalty lasts 1 additional round. | Greater Dirty Trick | Dirty Trick, BAB 6 | Whenever you successfully perform a dirty trick, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds the target’s CMD. |
Disarm | Combat Expertise, INT 13 | You can attempt to disarm a foe in melee as a standard action. If your combat maneuver is successful, the target cannot use his weapons for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the disarmed condition lasts 1 additional round. | Greater Disarm | Disarm, BAB 6 | Whenever you successfully perform a disarm, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds the target’s CMD. |
Sunder Armor | Power Attack, Str 13 | You can attempt to dislodge a piece of armor worn by your opponent. If your combat maneuver is successful, the target loses its bonuses from armor for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the penalty lasts 1 additional round. | Greater Sunder Armor | Sunder Armor, BAB 6 | Whenever you successfully perform a sunder, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds the target’s CMD. |
Trip | Combat Expertise, INT 13 | You can attempt to trip your opponent in place of a melee attack. If your combat maneuver is successful, the target is knocked prone. | Greater Trip | Trip, BAB 6 | Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity. |
Use
A combat maneuver is successful when a d20 plus the attacker’s Combat Maneuver Bonus meets or exceeds the targets Combat Maneuver Defense.
Combat Maneuver Bonus
The chance of a successfull Combat Maneuver is based on the attacker’s Combat Maneuver Bonus or CMB.
CMB = Base Attack Bonus + Strength Modifier + special size modifier + other modifiers
The Feat Agile Maneuvers allows use of the Dexterity Modifier instead of Strength, though creatures that are size Tiny or smaller do not need the feat.
Combat Maneuver Defense
Defense against Combat Maneuvers, or CMD, depends mainly on Strength and Dexterity.
CMD = 10 + Base Attack Bonus + Strength Modifier + Dexterity Modifier + special size modifier + other modifiers
Size Modifier
The special size modifier for both defense and attack are as follows:
- Colossal +8
- Gargantuan +4
- Huge +2
- Large +1
- Medium +0
- Small -1
- Tiny -2
- Diminutive -4
- Fine -8
Feats That Influence Combat Maneuvers
Defensive Feats
- Coordinated Defense
- Defensive Combat Training
Offensive Feats:
- Coordinated Maneuvers
- Tandem Trip (only Trip)
- Fury’s Fall (only Trip)
- Agile Maneuvers (if your Dexterity Modifier is higher than your Strength Modifier)
- Pummeling Bully (only Trip and only obtainable by Monks)
- Power Attack
- Great Cleave
- Cleaving Finish
It’s end. I hope “Pathfinder Kingmaker: Combat Maneuver Feats List” helps you. Feel free to contribute the topic. If you have also comments or suggestions, comment us.