Alright, adventurers, gather ’round! Let’s talk about pathfinder combat maneuver defense, the unsung hero of not getting shoved around the battlefield. You know, that moment when a burly orc decides to give you a friendly hug… or maybe just wants to knock you flat on your face? Well, CMD is your trusty shield (or at least a good excuse to yell “Not today, barbarian!”).
We’re diving deep into the world of grappling, tripping, and all sorts of other shenanigans that can ruin your day (unless you’re prepared!).
So, what exactly
-is* CMD? Think of it as your “get-out-of-being-pushed-around-free” card. It’s how well you resist those sneaky attempts to be shoved, tripped, or otherwise messed with. Unlike Armor Class (AC), which is all about avoiding hits, and saving throws, which are about surviving nasty spells, CMD is all about staying upright and in control. We’ll be breaking down how to calculate it, what affects it, and how to become a master of dodging those clumsy combat maneuvers.
Prepare to learn how to turn those “oops, I’m on the ground” moments into “try again, pal!” victories!
Introduction to Pathfinder Combat Maneuver Defense
Combat Maneuver Defense (CMD) is a crucial defensive statistic in Pathfinder, representing a character’s ability to resist specific combat maneuvers. It’s essentially a measure of how well a character can avoid being tripped, grappled, disarmed, or subjected to other physically-based combat actions. Understanding CMD is vital for both players and Game Masters to accurately adjudicate combat and ensure fair play.
Defining Combat Maneuver Defense
CMD, in essence, is a calculated value representing a character’s resistance to combat maneuvers. It is not a single value that encompasses all forms of defense, but a specific measure focused on these particular combat actions.The formula for calculating CMD is as follows:
10 + Base Attack Bonus + Strength modifier + Dexterity modifier + Size modifier.
* Base Attack Bonus (BAB): Reflects a character’s overall combat proficiency, derived from their class levels.
Strength Modifier
In the ethereal realm of Pathfinder, combat maneuver defense is a dance of calculated resistance. It mirrors the strategic complexity found in real-world aerial combat, where understanding basic combat maneuvers is paramount to survival. Just as a fighter pilot anticipates an enemy’s actions, a Pathfinder character must anticipate and thwart attempts to be tripped, grappled, or bull rushed, a testament to tactical awareness.
Contributes to CMD because it reflects a character’s physical strength, making them harder to manipulate physically.
Dexterity Modifier
Contributes because it reflects agility and the ability to avoid being grabbed or tripped.
Size Modifier
Larger creatures are generally harder to maneuver, so they receive a bonus, while smaller creatures receive a penalty.
Comparing CMD to Armor Class and Saving Throws
CMD, Armor Class (AC), and Saving Throws are all critical defensive statistics, but they protect against different types of attacks and effects. Understanding the distinctions between them is essential for effective character building and tactical decision-making.* Armor Class (AC): Represents a character’s ability to avoid being hit by physical attacks, such as swords, arrows, and claws. AC is calculated as 10 + Armor Bonus + Shield Bonus + Dexterity Modifier + other modifiers.
In the ethereal realm of Pathfinder, combat maneuver defense is a dance of wits and reflexes. Imagine fighter pilots locked in a deadly ballet, mirroring the swift parries and dodges, the aerial acrobatics that define aircraft combat maneuvers. Just as a pilot anticipates an enemy’s attack, a seasoned Pathfinder character must predict and deflect, protecting themselves from a foe’s grapple or trip.
AC focuses on defending against direct physical attacks.
Saving Throws
Determine a character’s ability to resist various harmful effects, such as spells, poisons, and diseases. There are three types of saving throws: Fortitude (resistance to poison and disease), Reflex (resistance to explosions and traps), and Will (resistance to mind-affecting effects). Saving Throws focus on resisting a wide variety of effects.
Combat Maneuver Defense (CMD)
As explained above, CMD is specifically designed to resist combat maneuvers, such as being tripped, grappled, or disarmed. CMD is a defensive measure against specific combat actions.Here’s a table summarizing the key differences:
| Defense | Protects Against | Primary Calculation |
|---|---|---|
| Armor Class (AC) | Physical Attacks | 10 + Armor Bonus + Shield Bonus + Dexterity Modifier + other modifiers |
| Saving Throws | Spells, Poisons, Diseases, and other effects | Varies depending on the saving throw type and relevant ability modifier |
| Combat Maneuver Defense (CMD) | Combat Maneuvers (Trip, Grapple, Disarm, etc.) | 10 + Base Attack Bonus + Strength Modifier + Dexterity Modifier + Size Modifier |
Calculating CMD

Calculating Combat Maneuver Defense (CMD) is crucial for determining how resistant a character is to being bull rushed, tripped, disarmed, etc. Understanding this calculation is essential for both players and GMs in Pathfinder.
The CMD Formula
The formula for calculating CMD is straightforward, but it’s important to understand each component. The formula is as follows:
10 + Base Attack Bonus + Strength modifier + Dexterity modifier + Size modifier + miscellaneous modifiers
Here’s a breakdown of each component:
- 10: This is a static value, a base number added to every character’s CMD.
- Base Attack Bonus (BAB): This value reflects a character’s overall combat proficiency. It increases as a character gains levels, and is derived from their class and level.
- Strength Modifier: This modifier is applied to CMD because Strength is directly related to a character’s ability to resist physical force. A higher Strength score translates to a higher modifier, and thus, a higher CMD.
- Dexterity Modifier: Dexterity contributes to CMD because it affects a character’s ability to react and avoid attacks. A higher Dexterity score results in a higher modifier and CMD.
- Size Modifier: Size modifiers apply depending on the character’s size category. For example, a Small creature would have a +1 bonus to CMD, while a Large creature would have a -1 penalty.
- Miscellaneous Modifiers: These can include bonuses from feats, spells, or other effects. Examples include the
-Defensive Combat Training* feat, which provides a bonus to CMD, or the
-Shield* spell, which grants an armor bonus that applies to CMD.
Example CMD Calculation
Let’s calculate the CMD for a level 5 human fighter named “Borin” with the following stats: Strength 16 (+3), Dexterity 14 (+2), and size Medium. Borin has a BAB of +5. He also has theIron Will* feat, which doesn’t affect CMD.
1. 10
Base value.
2. BAB
+5 (Fighter level 5)
3. Strength Modifier
+3 (Strength 16)
4. Dexterity Modifier
+2 (Dexterity 14)
5. Size Modifier
+0 (Medium size)
6. Miscellaneous Modifiers
+0 (No other modifiers)Therefore, Borin’s CMD is 10 + 5 + 3 + 2 + 0 = 20.
Example CMD Calculations for a Level 1 Fighter
The following table illustrates how varying Strength and Dexterity scores affect a level 1 fighter’s CMD. The fighter’s BAB is +1, and the size modifier is +0 (Medium).
| Strength | Dexterity | Strength Modifier | Dexterity Modifier | CMD |
|---|---|---|---|---|
| 10 | 10 | +0 | +0 | 11 |
| 12 | 12 | +1 | +1 | 13 |
| 14 | 10 | +2 | +0 | 13 |
| 10 | 14 | +0 | +2 | 13 |
| 16 | 14 | +3 | +2 | 16 |
Factors Affecting CMD

Understanding the factors that influence Combat Maneuver Defense (CMD) is crucial for any Pathfinder player looking to survive in combat. A character’s CMD isn’t a static number; it’s a dynamic value affected by various elements, from the character’s physical attributes and skills to special abilities gained through feats, traits, and other class features. Knowing how these factors interact allows players to optimize their characters’ defenses against combat maneuvers and minimize the risk of being tripped, grappled, or otherwise hampered in battle.
Ability Scores and CMD
The primary ability scores that contribute to CMD are Strength and Dexterity. Strength influences CMD because it reflects a character’s physical power and ability to resist being moved or controlled. Dexterity contributes because it signifies agility and the ability to avoid attacks. The specific modifiers used in calculating CMD are based on these scores.
CMD = 10 + Base Attack Bonus + Strength modifier + Dexterity modifier + Size modifier + other modifiers
Size and CMD
Size plays a significant role in determining CMD. Larger creatures are generally more difficult to maneuver due to their increased mass and stability, while smaller creatures are easier to manipulate. The size modifier is added directly to the CMD, with the following values:* Fine: -8
Diminutive
-4
Tiny
-2
Small
-1
Medium
+0
Large
+1
Huge
+2
Gargantuan
+4
Colossal
+8A creature’s size can be altered through spells like
- enlarge person* (increasing size) or
- reduce person* (decreasing size). This directly impacts CMD, potentially shifting the tide of combat significantly. A Large creature, for instance, gains a +1 bonus to its CMD, making it harder to be affected by combat maneuvers. Conversely, a Small creature suffers a -1 penalty.
Feats and Abilities Influencing CMD
Numerous feats and abilities can enhance a character’s CMD. These features often provide direct bonuses to CMD or offer ways to mitigate the effects of combat maneuvers. Certain classes, such as the Brawler or Monk, also have class features that improve CMD or provide special defensive abilities.Below is a list of five common feats that boost CMD:* Combat Reflexes: This feat allows a character to make additional attacks of opportunity per round, effectively deterring enemies from attempting combat maneuvers.
While not a direct bonus to CMD, it provides a powerful deterrent against maneuvers.* Defensive Combat Training: This feat grants a +2 bonus to CMD.* Improved Bull Rush: This feat allows the character to make a bull rush combat maneuver and also grants a +2 bonus to CMD against bull rush attempts.* Improved Grapple: This feat allows the character to make a grapple combat maneuver and also grants a +2 bonus to CMD against grapple attempts.* Ironhide: This feat grants a +1 bonus to Armor Class (AC) and a +1 bonus to CMD.
Combat Maneuver Checks and CMD
Alright, let’s dive into how combat maneuver checks interact with Combat Maneuver Defense (CMD) in Pathfinder. We’ve already covered calculating CMD and the factors that influence it. Now, we’ll see how it’s actuallyused* in combat. Essentially, CMD is the target’s defense against your attempts to perform specific actions like grappling, tripping, or disarming them. It’s the key to understanding whether your combat maneuver succeeds or fails.
The Relationship Between Combat Maneuver Checks and CMD
The core mechanic here is a simple comparison. When you attempt a combat maneuver, you make a Combat Maneuver Check (CMC). This check is directly compared to your target’s CMD. If your check meets or exceeds their CMD, you succeed. If your check falls short, you fail.
It’s that straightforward.
How CMD Determines Combat Maneuver Success
The process of determining success or failure in a combat maneuver is a straightforward comparison.The formula is:
Combat Maneuver Check (CMC) = Base Attack Bonus (BAB) + Strength Modifier (or Dexterity for some maneuvers) + Special bonuses + other modifiers.
This check is then compared to the target’s CMD. If your CMC is equal to or greater than the target’s CMD, you successfully perform the maneuver. If your CMC is less than the target’s CMD, you fail.
Examples of Combat Maneuvers and CMD Usage
Let’s look at some common combat maneuvers and how CMD plays a role.* Grapple: When grappling, you make a CMC (BAB + Strength Modifier + other bonuses) and compare it to the target’s CMD. If your check meets or exceeds their CMD, you successfully grapple them.* Trip: Similar to grappling, you make a CMC (BAB + Strength Modifier + other bonuses) and compare it to the target’s CMD.
If your check meets or exceeds their CMD, the target is tripped.* Disarm: You make a CMC (BAB + Strength Modifier + other bonuses) and compare it to the target’s CMD. If your check meets or exceeds their CMD, you successfully disarm them.* Sunder: You make a CMC (BAB + Strength Modifier + other bonuses) and compare it to the target’s CMD.
If your check meets or exceeds their CMD, you successfully sunder their armor or weapon.Here’s a table illustrating the outcome of a grapple attempt against a target with a CMD of 20, assuming a character’s grapple bonus is their BAB + Strength modifier + other bonuses:
| Grapple Check | Outcome | Explanation |
|---|---|---|
| 19 or lower | Failure | The character’s grapple check is less than the target’s CMD of 20. The grapple fails. |
| 20 | Success | The character’s grapple check is equal to the target’s CMD of 20. The grapple succeeds. |
| 21 or higher | Success | The character’s grapple check exceeds the target’s CMD of 20. The grapple succeeds. |
Common Combat Maneuvers and CMD Interactions
Combat maneuvers are a core part of Pathfinder combat, allowing characters to perform actions beyond simple attacks. These maneuvers involve a combat maneuver check made by the attacker against the defender’s Combat Maneuver Defense (CMD). Understanding how each maneuver interacts with CMD, along with the modifiers and feats that influence the outcome, is crucial for both offense and defense.
Bull Rush and CMD
Bull Rushing allows a character to shove an opponent backward. The attacker makes a combat maneuver check against the defender’s CMD. If successful, the defender is pushed back a certain distance.
- The attacker’s Strength modifier adds to their combat maneuver check.
- The defender’s Strength modifier, size modifier, and any bonuses to CMD (such as from armor or feats) contribute to their CMD.
- The feat Improved Bull Rush allows the attacker to move with the target if the bull rush succeeds, and the target takes an additional penalty to their CMD.
Example: A Large creature attempting to bull rush a Medium creature will receive a size bonus on their CMB check. The Medium creature will receive a size bonus to their CMD. If the Medium creature is wearing heavy armor, they also receive an armor bonus to CMD.
Dirty Trick and CMD
The Dirty Trick maneuver aims to blind, daze, or otherwise hinder an opponent. The attacker makes a combat maneuver check against the defender’s CMD. If successful, the target suffers the chosen condition.
- The attacker’s combat maneuver check uses their CMB.
- The defender’s CMD is the target of the check.
- Feats like Dirty Fighting can improve the chances of success.
- If the Dirty Trick succeeds, the defender suffers the effect chosen by the attacker.
Example: A rogue attempts to throw sand in a foe’s eyes (blindness). The rogue rolls a combat maneuver check against the target’s CMD. If the check succeeds, the target is blinded for a duration.
Disarm and CMD
Disarming attempts to force a target to drop an item they are holding, usually a weapon. The attacker makes a combat maneuver check against the defender’s CMD. If successful, the target drops the item.
- The attacker’s CMB is used for the check.
- The defender’s CMD is used for the defense.
- Feats like Improved Disarm grant bonuses to the combat maneuver check.
- If the disarm succeeds, the target drops the item.
Example: A fighter attempts to disarm an opponent wielding a sword. The fighter makes a combat maneuver check against the opponent’s CMD. If successful, the sword is dropped.
Grapple and CMD
Grappling involves seizing and holding an opponent. This requires a successful combat maneuver check against the target’s CMD. If successful, the grappler and the grappled target are considered to be grappling.
- The attacker makes a combat maneuver check against the defender’s CMD.
- The defender’s CMD is used to defend.
- Feats like Improved Grapple offer bonuses and special options.
- A grappled creature is typically unable to move and suffers other penalties.
Example: A barbarian attempts to grapple a goblin. The barbarian makes a combat maneuver check against the goblin’s CMD. If the check succeeds, the barbarian and the goblin are grappling.
Steal and CMD
The Steal maneuver allows a character to attempt to take an item from an opponent. The attacker makes a combat maneuver check against the defender’s CMD. If successful, the attacker gains possession of the item.
- The attacker’s CMB is used for the check.
- The defender’s CMD is used for the defense.
- Feats like Sleight of Hand can enhance the chances of success.
- If the steal succeeds, the attacker gains the item.
Example: A thief attempts to steal a pouch of coins from a merchant. The thief makes a combat maneuver check against the merchant’s CMD. If successful, the thief takes the coins.
Trip and CMD
Tripping attempts to knock an opponent prone. The attacker makes a combat maneuver check against the defender’s CMD. If successful, the target is knocked prone.
Defending Against a Trip:
The defender uses their CMD to defend against the trip attempt. This includes their base CMD, any size modifiers, Strength modifier, and any other relevant bonuses, such as from feats or magic items. The defender does not get an attack of opportunity against the attacker for attempting to trip them.
What Happens if the Defense Fails:
If the attacker’s combat maneuver check exceeds the defender’s CMD, the defender is knocked prone. Being prone imposes a -4 penalty to attack rolls and Armor Class, and the target must spend movement to stand up.
Example: A rogue attempts to trip a knight. The rogue makes a combat maneuver check against the knight’s CMD. If successful, the knight is knocked prone. The knight will then need to spend movement to stand up, potentially giving the rogue an advantage in subsequent attacks.
Feats and Abilities that Enhance CMD

Understanding how to boost your Combat Maneuver Defense is crucial for surviving in Pathfinder. Fortunately, a variety of feats and class abilities can significantly improve your ability to resist enemy maneuvers, turning you into a tougher target. Let’s delve into some of the most effective options available.
Feats that Directly Improve CMD
Several feats are specifically designed to bolster your CMD. These feats often provide a direct bonus, making it harder for opponents to successfully execute combat maneuvers against you. They are a good investment for characters who want to be more resilient in melee combat.* Defensive Combat Training: This feat grants a +1 bonus to CMD. This bonus increases by +1 for every four class levels the character possesses.
Nimble Moves
This feat provides a +2 bonus to CMD against trip, grapple, and overrun attempts.
Stand Still
This feat allows you to make an attack of opportunity against any creature that attempts to move through a threatened square. This can be used to prevent an opponent from maneuvering past you.
Class Abilities that Provide Bonuses to CMD
Many classes offer abilities that directly enhance a character’s CMD, often reflecting their specialization in combat or their mastery of certain fighting styles. These abilities are often a core part of a class’s identity and can dramatically improve their survivability in combat.Here are some class abilities that provide bonuses to CMD:* Monk’s Still Mind: At 2nd level, a monk gains a bonus equal to their Wisdom modifier on Will saves to resist spells and effects.
While this does not directly affect CMD, it does help against mind-affecting effects that could leave a character vulnerable to combat maneuvers.
Brawler’s Close Combat
Starting at 1st level, a brawler adds her Strength modifier to her CMD.
Swashbuckler’s Precise Strike
At 1st level, the swashbuckler can add her Charisma modifier to damage rolls when making a melee attack. This ability does not directly affect CMD, but it can enhance the swashbuckler’s ability to quickly eliminate opponents, making it less likely they will need to defend against combat maneuvers.
Combining Feats and Abilities for Maximum Effect
The true power of these feats and abilities lies in their synergy. By combining them strategically, you can create a character that is exceptionally difficult to maneuver against.For example, consider a character who is a Brawler with the Defensive Combat Training feat. The Brawler already adds their Strength modifier to CMD. The feat adds a flat bonus. This character could become incredibly difficult to trip, grapple, or overrun.
Another example could be a character with high Dexterity, taking the Nimble Moves feat and the Acrobatics skill, thus improving their ability to resist and avoid combat maneuvers.Another example would be a character who is a Fighter with the Stand Still feat, combined with a high Strength score. This character is not only difficult to move past due to their Stand Still feat, but they also have a higher chance of successfully making an attack of opportunity, which may prevent the maneuver from occurring in the first place.
Tactics for Improving CMD
Optimizing your Combat Maneuver Defense (CMD) is crucial for survival in Pathfinder. A high CMD makes you significantly harder to manipulate in combat, preventing grapples, trips, disarms, and other debilitating maneuvers. This section will cover strategic approaches to build a character that excels in defending against combat maneuvers.
General Strategies for Optimizing a Character’s CMD
Building a character with a high CMD requires a proactive approach. It’s not simply a matter of reacting to threats; you need to anticipate them and plan accordingly.* Prioritize Constitution and Dexterity: Constitution directly contributes to your hit points, increasing your survivability. Dexterity adds to your Reflex saves, which are often targeted by maneuvers like trip, and also contributes to your Armor Class, making you harder to hit in general.
Choose a Race with a Bonus to Constitution or Dexterity
Races that provide inherent bonuses to these key stats offer a solid foundation for a high CMD.
Select a Class that Provides High Hit Points and Good Saving Throws
Classes like Barbarian, Fighter, and Paladin offer both. They typically have a d10 hit die (or higher), and proficiency in Fortitude saves, making them naturally more resilient.
Invest in relevant Feats
Feats like Iron Will, Great Fortitude, and Lightning Reflexes improve saving throws, which indirectly benefit CMD by reducing the chance of being affected by maneuvers that target saves.
Equip yourself with the Right Gear
Armor that enhances your Armor Class, as well as items that boost your saves, directly contribute to your overall defenses.
Consider Spells and Abilities
Some spells and class abilities can provide bonuses to CMD or negate the effects of combat maneuvers.
Choosing Races, Classes, and Feats to Maximize CMD
The choices you make during character creation have a profound impact on your CMD. Strategic selection of race, class, and feats can significantly boost your ability to resist combat maneuvers.* Races:
Dwarves
Dwarves receive a +2 bonus to Constitution, providing a significant boost to their CMD and hit points. They also have a racial bonus to saves against spells and spell-like abilities, which can indirectly help.
Halflings
Halflings gain a +2 bonus to Dexterity, contributing to their AC and Reflex saves.
Humans
Humans are versatile, gaining an extra feat at level 1, allowing them to take a feat early on that enhances their CMD.
Classes
Barbarian
The Barbarian’s high hit die, proficiency in Fortitude saves, and Rage ability (which grants a bonus to Constitution) make them naturally resilient.
Fighter
The Fighter’s high hit die, proficiency in all saves, and access to combat-oriented feats make them excellent at resisting combat maneuvers.
Paladin
The Paladin’s high hit die, proficiency in Fortitude and Will saves, and ability to add their Charisma bonus to all saves make them exceptionally durable.
Feats
Toughness
While not directly impacting CMD, Toughness provides extra hit points, which increases survivability.
Iron Will, Great Fortitude, and Lightning Reflexes
These feats improve Will, Fortitude, and Reflex saves respectively, making it harder for opponents to affect the character with combat maneuvers.
Improved Initiative
Going earlier in the initiative order allows you to react to threats more quickly, potentially allowing you to reposition or use defensive abilities before an opponent can attempt a maneuver.
Preparing for Encounters Where Combat Maneuvers Are Likely
Forewarned is forearmed. Anticipating encounters where combat maneuvers are likely allows you to take proactive steps to mitigate their effects.* Identify Likely Opponents: Certain creatures and character builds are known for utilizing combat maneuvers. Examples include:
Creatures with high Strength scores
Giants, trolls, and other physically imposing monsters often rely on grappling and tripping.
Characters specializing in combat maneuvers
Builds focused on grappling, tripping, or disarming are common in player character and NPC builds.
Buff Yourself
Utilize spells and abilities that enhance your defenses before entering combat. This includes:
Shield*
Increases your Armor Class.
Haste*
Grants a bonus to Armor Class and Reflex saves.
Bless*
Provides a bonus on attack rolls and saving throws.
Positioning
Maintain good positioning to avoid being isolated or surrounded. Staying close to allies can provide support and prevent being flanked.
Prepare Countermeasures
Have spells, abilities, or items ready to counter combat maneuvers:
Freedom of Movement*
Negates the effects of grappling and other movement-restricting effects.
Break Enchantment*
Can remove effects like
- Hold Person* that might leave you vulnerable.
Items that boost saving throws
Amulets of Natural Armor, Cloaks of Resistance, and other items that boost AC and saving throws are always helpful.
Detailed Description of a Character Sheet Showing a High CMD, and How the Build Achieves It
Let’s consider a level 10 Dwarf Fighter, focusing on maximizing CMD.* Race: Dwarf. The Dwarf’s +2 bonus to Constitution is the foundation.
Class
Fighter. The Fighter’s high hit die, proficiency in all saving throws, and access to combat-oriented feats are ideal.
Stats (with level-ups and racial bonuses)
Strength
16 (base) + 1 (level 4) + 1 (level 8) = 18 (+4 modifier)
Dexterity
14 (+2 modifier)
Constitution
18 (base) + 2 (racial) + 1 (level 10) = 21 (+5 modifier)
Intelligence
10 (+0 modifier)
Wisdom
12 (+1 modifier)
Charisma
8 (-1 modifier)
Feats
Level 1
Power Attack (for damage)
Level 1 (bonus)
Improved Initiative (to act earlier in combat)
Level 3
Iron Will (to boost Will saves)
Level 5
Great Fortitude (to boost Fortitude saves)
Level 7
Lightning Reflexes (to boost Reflex saves)
Level 9
Toughness (for extra hit points)
Gear
Full Plate Armor
+8 Armor bonus, +3 Armor Check Penalty, 0% Armor Failure
Amulet of Natural Armor +2
+2 to natural armor bonus.
Cloak of Resistance +2
+2 bonus on all saving throws.
Ring of Protection +1
+1 deflection bonus to AC and saves.
CMD Calculation
10 (Base) + 4 (Strength Modifier) + 2 (Base Attack Bonus, Fighter Level 2) + 5 (Constitution Modifier) + 2 (Amulet of Natural Armor) + 1 (Ring of Protection) = 24.
* Saving Throws:
Fortitude
+12 (+1 level +5 Con +2 Resistance +4 Base Save)
Reflex
+7 (+2 Dex +2 Resistance +3 Base Save)
Will
+8 (+1 Wis +2 Resistance +3 Base Save +2 Iron Will)
Explanation of High CMD
This character achieves a high CMD through a combination of factors: a high Constitution score (from the Dwarf’s racial bonus and level-ups), a strong Strength score, and appropriate feats. The Fighter class grants a good base attack bonus (used in CMD calculations) and access to combat-oriented feats. The gear, including armor, an Amulet of Natural Armor, and a Ring of Protection, further increases the character’s defenses.
The focus on Constitution and the saving throws also makes the character more resilient against other threats. The high saves also help prevent the character from being affected by spells or abilities that would otherwise lower CMD.
Situational CMD Modifiers
Environmental factors significantly influence a character’s ability to defend against combat maneuvers. These modifiers represent the impact of the surrounding conditions on a character’s stability, visibility, and overall ability to resist being pushed, tripped, or otherwise affected by a combat maneuver. Understanding and accounting for these situational modifiers is crucial for accurately determining a character’s CMD in various combat scenarios.
Environmental Impact on CMD
Terrain, lighting, and other environmental conditions directly affect a character’s CMD. These modifiers represent the influence of the environment on a character’s ability to maintain balance, see incoming attacks, and react effectively to attempts to be maneuvered. A character fighting on uneven ground, for instance, is inherently less stable than one on a smooth surface. Similarly, poor lighting can hinder a character’s ability to anticipate and react to combat maneuvers.
These modifiers are applied to the character’s CMD calculation, reflecting the challenges posed by the environment.
Terrain and Its Effect on Defense
The type of terrain plays a significant role in determining a character’s ability to resist combat maneuvers. Uneven ground, difficult terrain, and hazardous surfaces can all negatively impact CMD.
- Difficult Terrain: Difficult terrain, such as rubble, dense undergrowth, or areas of slippery ice, reduces a character’s speed and makes it harder to maintain balance. This imposes a -2 penalty to CMD. For example, a character attempting to resist a trip maneuver while wading through chest-high water would take a -2 penalty to their CMD.
- Uneven Ground: Fighting on uneven ground, such as a cobblestone street or a slope, also imposes a penalty to CMD, usually -2, because it reduces the character’s stability. Imagine a warrior fighting on a hillside; they would have a harder time staying upright if an opponent tried to trip them.
- Slippery Surfaces: Ice, oil slicks, or other slippery surfaces can make it extremely difficult to maintain footing. Characters on slippery surfaces suffer a -4 penalty to CMD. This represents the increased chance of losing balance and being susceptible to maneuvers like trip or bull rush.
- Flying: While flying, a creature’s CMD can be affected by strong winds or turbulence, resulting in a -2 or -4 penalty to CMD, depending on the severity of the wind. A character attempting to fly through a storm would have difficulty maintaining stability, making them vulnerable to maneuvers.
- Underwater: Fighting underwater imposes a -2 penalty to CMD due to the added resistance of the water. Furthermore, visibility is reduced underwater, making it harder to anticipate and react to maneuvers.
CMD in Action: Combat Examples
Let’s dive into how Combat Maneuver Defense (CMD) plays out in real Pathfinder combat scenarios. We’ll break down several examples, showing how CMD is used, the decisions players make based on it, and the potential outcomes. Remember, a good understanding of CMD can be the difference between a successful maneuver and a humiliating failure.
Grapple Attempt Scenario
Consider a scenario where a player character, a burly barbarian named Grok, attempts to grapple a goblin. Grok has a high Strength score, a decent bonus to his CMB (Combat Maneuver Bonus), and is eager to get into a wrestling match. The goblin, on the other hand, is small, nimble, and probably terrified. This example will show a step-by-step breakdown of the grapple attempt, emphasizing how CMD is used.Here’s a table illustrating the phases of the grapple attempt:
| Phase | Action | Roll | Result |
|---|---|---|---|
| 1. Initial Grapple Attempt | Grok attempts to grapple the goblin. | Grok rolls his CMB (Strength + Base Attack Bonus + other modifiers) against the goblin’s CMD. | If Grok’s roll equals or exceeds the goblin’s CMD, the grapple is successful. If not, the attempt fails. |
| 2. Maintaining the Grapple (If Successful) | Grok chooses to maintain the grapple. | Grok rolls his CMB against the goblin’s CMD. | If Grok’s roll equals or exceeds the goblin’s CMD, the grapple continues. If not, the grapple ends. |
| 3. Moving a Grappled Creature | Grok attempts to move the goblin. | Grok rolls his CMB against the goblin’s CMD. | If Grok’s roll equals or exceeds the goblin’s CMD, Grok moves the goblin. If not, Grok can’t move the goblin. |
| 4. Actions While Grappled | Both Grok and the goblin can take actions. | Each character is limited in the actions they can take. | The goblin can attempt to escape, attack, or cast spells (with certain limitations). Grok can attempt to damage the goblin, move the goblin, or maintain the grapple. |
Let’s assume the following:* Grok’s CMB is +8.
The Goblin’s CMD is 12.
Phase 1: Initial Grapple AttemptGrok rolls a 10 on his d20, adding his CMB of +8. His total is 18. Since 18 exceeds the goblin’s CMD of 12, the grapple is successful. Phase 2: Maintaining the GrappleThe next round, Grok wants to keep the goblin grappled. He rolls a 4 on his d20, adding his CMB of +8.
His total is 12. Since 12 equals the goblin’s CMD of 12, Grok successfully maintains the grapple. Phase 3: Moving a Grappled CreatureGrok decides to drag the goblin away from the other enemies. He rolls a 2 on his d20, adding his CMB of +8. His total is 10.
This is less than the goblin’s CMD of 12. Grok is unable to move the goblin this round. Phase 4: Actions While GrappledBoth Grok and the goblin are now limited in their actions. The goblin might try to escape the grapple or attack Grok. Grok could choose to deal damage to the goblin or continue trying to move him.This example illustrates the importance of CMD in determining the success or failure of a grapple.
Trip Attempt Scenario
Let’s look at another example, this time involving a trip attempt. A rogue, known for their cunning and agility, decides to try and trip a charging minotaur. The minotaur is a powerful opponent, but the rogue hopes to disrupt its charge.* The Rogue’s CMB: +6.
The Minotaur’s CMD
18.The rogue rolls a 10 on their d20, adding their CMB of +6. The result is 16. Unfortunately, this is less than the minotaur’s CMD of 18, so the trip attempt fails. The minotaur continues its charge.This example emphasizes how even a well-executed maneuver can fail against a creature with a high CMD.
Disarm Attempt Scenario
In this scenario, a fighter, armed with a longsword, attempts to disarm a bandit wielding a rusty scimitar. The fighter is well-trained and has a good CMB, while the bandit is a less experienced combatant.* The Fighter’s CMB: +9.
The Bandit’s CMD
14.The fighter rolls a 7 on their d20, adding their CMB of +9. The result is 16. Since 16 is greater than the bandit’s CMD of 14, the disarm attempt succeeds. The bandit’s scimitar is knocked from their grasp.This demonstrates the importance of both a good CMB and the opponent’s CMD in determining the outcome of a combat maneuver.
The fighter’s skill and the bandit’s relative lack of training contribute to the success of the disarm.These examples illustrate how CMD is a critical factor in determining the success or failure of combat maneuvers.
Advanced CMD Considerations: Pathfinder Combat Maneuver Defense
Alright, let’s dive into some more nuanced aspects of Combat Maneuver Defense. We’re going to explore the relationship between Combat Maneuver Bonus (CMB) and CMD, how iterative attacks play a role, and how a high CMD can be strategically leveraged on the battlefield. Finally, we’ll work through a complex combat scenario to see how all these factors come together.
CMB Versus CMD
Understanding the interplay between CMB and CMD is crucial. These two values are intrinsically linked, representing the offensive and defensive sides of combat maneuvers.CMB is the character’sCombat Maneuver Bonus*. It is used to make the
Combat Maneuver Check*, which is the attack roll when attempting a combat maneuver. It is calculated as follows
Base Attack Bonus + Strength modifier (or Dexterity modifier for certain maneuvers) + Special size modifier + other bonuses.
CMD is the character’s
Combat Maneuver Defense*. It represents the character’s resistance to combat maneuvers. It is calculated as follows
10 + Base Attack Bonus + Strength modifier + Dexterity modifier + Size modifier + other bonuses.
The key difference lies in their application. CMB is used to
- initiate* a maneuver, while CMD is used to
- resist* it. A character with a high CMB is good at
- performing* maneuvers, and a character with a high CMD is good at
- avoiding* them. They work in opposition to each other, a constant push and pull in combat.
Iterative Attacks and CMD Defense
Iterative attacks, gained through a high Base Attack Bonus (BAB), significantly influence a character’s ability to attempt multiple combat maneuvers in a single round. However, they don’t directly
- increase* a character’s CMD. The impact comes from the
- number* of times a character might be targeted with combat maneuvers.
A character with multiple attacks, each at a progressively lower attack bonus, can attempt a combat maneuver multiple times. This increases the chance of a successful maneuver against a lower CMD. Conversely, a creature with a high CMD faces a barrage of checks, potentially increasing the odds of failing a CMD check.For example, consider a character with a BAB of +
16. They would typically have three attacks in a full attack action
+16/+11/+6. They could, for example, attempt a Trip maneuver three times in a single round. Each check would be made against the target’s CMD, but the target’s CMD itself doesn’t change based on the attacker’s iterative attacks.
Using High CMD for Battlefield Control, Pathfinder combat maneuver defense
A high CMD is a powerful tool for battlefield control. It allows a character to deny opponents the ability to use certain tactics, essentially dictating the flow of combat. A high CMD can be used to achieve several objectives:
- Preventing Movement: A high CMD makes it difficult for enemies to be tripped, grappled, or bull rushed, preventing them from moving or repositioning.
- Protecting Allies: By standing in key positions and maintaining a high CMD, a character can prevent enemies from reaching vulnerable allies.
- Controlling Chokepoints: Characters with high CMD can effectively hold a narrow passage, making it difficult for enemies to advance.
- Disrupting Tactics: High CMD can be used to negate enemy strategies that rely on combat maneuvers, such as pinning or disarming.
Characters with exceptionally high CMDs can become “tanks” in the truest sense, capable of absorbing attacks and controlling the battlefield. This can be achieved through a combination of high base stats, feats, and special abilities. For example, a heavily armored paladin with high Strength and Dexterity, and the Combat Reflexes feat, would be extremely difficult to maneuver against.
Determining CMD in a Complex Combat Scenario
Let’s analyze a specific combat scenario to demonstrate the process of determining CMD and the impact of various modifiers. Scenario: A level 8 Fighter (Fighter) is facing a Giant Spider (Spider) in a narrow cavern. The Fighter is attempting to resist a Grapple attempt from the Spider. Step 1: Determine the Fighter’s Base Values.* Base Attack Bonus (BAB): +8 (from level 8 Fighter)
Strength Modifier
+4 (Strength score 18)
Dexterity Modifier
+2 (Dexterity score 14)
Size Modifier
+1 (Medium Size) Step 2: Calculate the Fighter’s CMD.* CMD = 10 + BAB + Strength Modifier + Dexterity Modifier + Size Modifier + Other Bonuses – CMD = 10 + 8 + 4 + 2 + 0 = 24 Step 3: Account for situational modifiers.* The fighter is wearing heavy armor, but it doesn’t provide any specific bonus to CMD.
The fighter has the Deflection bonus of +1.
Step 4: Recalculate CMD with situational modifiers.* CMD = 24 + 1 = 25 Step 5: Determine the Spider’s CMB.* The Giant Spider has a CMB of +13 (from the stat block). Step 6: Determine the Outcome.* The Spider rolls to grapple the fighter. The Spider rolls a 15 on the d20 + CMB (+13), for a total of 28.
- The Fighter rolls to resist the grapple. The fighter rolls a 10 on the d20 + CMD (+25), for a total of 35.
- The fighter is successful in resisting the grapple.
Final Outcome: The Fighter successfully resists the Giant Spider’s grapple attempt due to his high CMD. This keeps the fighter mobile and able to continue attacking. The Fighter’s CMD, influenced by his level, Strength, Dexterity, and the Deflection bonus, proved crucial in this encounter.
Final Wrap-Up

And there you have it, folks! We’ve journeyed through the wild world of pathfinder combat maneuver defense, from the basic math to the battlefield tactics. Remember, a strong CMD isn’t just about numbers; it’s about making smart choices, knowing your enemies, and maybe just a little bit of luck. So go forth, adventurers, and make sure you’re always ready to stand your ground! Now go forth and defend yourselves from those grabby goblins and tripping trolls.
May your CMD always be high, and your foes always be foiled!
Answers to Common Questions
What’s the difference between CMD and CMB? Sounds confusing!
Think of it this way: CMB (Combat Maneuver Bonus) is
-your* ability to
-do* a maneuver (like tripping someone). CMD (Combat Maneuver Defense) is
-your* ability to
-resist* someone else’s maneuver (like not getting tripped). One’s offense, the other’s defense. Got it?
Does size really matter for CMD?
Absolutely! Bigger creatures are harder to move around, and smaller creatures are easier. Size grants a bonus or penalty to your CMD, so a giant is naturally harder to trip than a halfling. (Poor halflings…)
Are there any classes that are naturally better at CMD?
Yep! Classes like the Monk, Fighter, and Paladin often have class features that directly boost their CMD or make them harder to manipulate. They’re basically walking fortresses against combat maneuvers.
What if I
-want* to be grappled? (For, you know, reasons…)
Okay, weirdo. But yes, there are times you might want to be grappled (maybe you’re a grappling specialist yourself). You can choose to
-not* resist a grapple attempt, effectively letting the attacker succeed. But be careful what you wish for!
Can I use CMD against spells?
Nope! CMD is specifically for resisting
-combat maneuvers*, which are physical actions like tripping or grappling. Spells use saving throws to determine their effects.

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I am Charles Pham, a passionate individual with a diverse range of interests and experiences. Throughout my life, I have pursued my curiosity and embraced various opportunities that have shaped me into the person I am today.