Pathfinder combat maneuvers – sounds intimidating, right? But trust me, once you grasp the basics, you’ll be dictating the flow of battle. These maneuvers, from tripping foes to wrestling them into submission, are the secret weapon for any savvy Pathfinder player. We’re talking about a system that’s evolved over time, becoming more nuanced and strategic. Forget just swinging your sword; think about how you can control the battlefield and dominate your opponents using these powerful techniques.
We’ll dive into the core mechanics of Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), unraveling how they work and what boosts them. You’ll learn the key maneuvers, their uses, and how to combine them for devastating effects. We’ll explore the feats and abilities that supercharge your maneuvers, turning your character into a grappling, tripping, and disarming master. Get ready to transform from a button-mashing novice into a tactical battlefield commander.
Introduction to Pathfinder Combat Maneuvers
Ayo, kito mulai ngomongin soal combat maneuvers di Pathfinder! Maneuver ini penting nian di Pathfinder, cak jurus-jurus khusus yang biso dipake pas lagi tempur. Bayanginnyo cak inilah, kito lagi maen bola, nah maneuver ini cak skill-skill khusus yang biso kito pake buat nge-golke, nge-tekel, atau ngelak musuh. Jadi, siap-siap belajarlah, biar jagoan Pathfinder kito makin kuat!
Fundamental Concepts of Combat Maneuvers
Combat maneuvers adalah tindakan khusus yang pemain atau musuh biso lakukan pas lagi tempur. Ini bukan cuma mukul atau nembak, tapi lebih ke tindakan yang fokus buat ngatur posisi, ngendalike musuh, atau ngasih keuntungan di pertempuran. Kito biso nganggapnyo cak inilah, ini skill-skill yang lebih spesifik dari sekadar nyerang biasa.
History of Combat Maneuvers in Pathfinder
Combat maneuvers di Pathfinder bukan cuma muncul gitu bae. Dulu, di edisi-edisi sebelumnya dari game RPG ini, sistemnyo agak beda. Tapi, pas Pathfinder muncul, sistem maneuver ini dirombak abis-abisan, dibikin lebih jelas, lebih terstruktur, dan lebih banyak pilihan. Perubahan utamanyo adalah penekanan ke Combat Maneuver Bonus (CMB) dan Combat Maneuver Defense (CMD), yang jadi inti dari sistem ini.
Core Mechanics: CMB, CMD, and Interaction
Nah, sekarang kito masuk ke inti dari combat maneuvers, yaitu CMB dan CMD. Kito bahas satu-satu yo!
CMB (Combat Maneuver Bonus):CMB ini ibarat kekuatan kito buat ngelakuin maneuver. Rumusnyo cak ini:
CMB = Base Attack Bonus (BAB) + Strength Modifier + Special Bonuses
Okay, so Pathfinder combat maneuvers can be super clutch in a fight, right? But what about not getting totally wrecked when someone tries to pull one on you? That’s where knowing about pathfinder combat maneuver defense comes in handy. Seriously, learning how to defend yourself is key to surviving those intense Pathfinder combat situations. Gotta be prepared!
- Base Attack Bonus (BAB): Ini angka yang nunjukin seberapa jago kito mukul. Makin tinggi BAB, makin bagus.
- Strength Modifier: Kalo kito kuat, berarti kito biso lebih gampang ngedorong, narik, atau nge-trip musuh.
- Special Bonuses: Ada banyak bonus khusus yang biso nambah CMB, contohnyo dari item, skill, atau class tertentu.
CMD (Combat Maneuver Defense):CMD ini pertahanan kito dari maneuver musuh. Rumusnyo:
CMD = 10 + Base Attack Bonus (BAB) + Strength Modifier + Dexterity Modifier + Other Bonuses
- Base Attack Bonus (BAB): Sama cak di CMB, makin tinggi BAB, makin susah kito di-maneuver.
- Strength Modifier: Kalo kito kuat, kito lebih susah di-dorong atau di-tarik.
- Dexterity Modifier: Kalo kito lincah, kito lebih gampang ngelak dari maneuver musuh.
- Other Bonuses: Sama cak di CMB, banyak bonus yang biso nambah CMD.
Cara Kerjanyo:Pas kito ngelakuin maneuver, kito nge-roll d20 (dadu 20 sisi) dan nambahke CMB kito. Kalo hasilnya lebih tinggi dari CMD musuh, maneuver kito berhasil. Kalo dak, gagal deh!
Types of Combat Maneuvers: Pathfinder Combat Maneuver

Oi, cak! Now that we’ve got the basics down, let’s dive into the juicy stuff: the different types of combat maneuvers you can pull off in Pathfinder! These aren’t just fancy words; they’re the bread and butter of controlling the battlefield and getting the upper hand in a scrap. Get ready to learn how to make your enemies eat dirt, lose their weapons, and generally have a bad day.
It’s time to become a true fighter, Palembang style!
Standard Combat Maneuvers Defined
The Pathfinder ruleset Artikels several standard combat maneuvers that a character can attempt. These maneuvers involve using your attack bonus and Strength or Dexterity to overcome your opponent’s defenses. Success means you can alter the battlefield, disrupt enemy actions, and create opportunities for your allies. Each maneuver has specific conditions for initiation, making them versatile tools in a fight.
- Trip: This maneuver aims to knock an opponent prone, which means they’re lying face down on the ground. A prone opponent is easier to hit but can stand up as a move action.
- Grapple: Grappling involves grabbing and holding onto an opponent, restricting their movement and actions. A successful grapple can lead to pinning the target, rendering them almost helpless.
- Disarm: This maneuver is used to knock a weapon or held item out of an opponent’s grasp. This leaves the opponent vulnerable and reduces their offensive capabilities.
- Sunder: Sunder is all about breaking or destroying an opponent’s weapon, shield, or other held items. It’s a great way to cripple an enemy’s equipment.
- Bull Rush: This maneuver involves charging into an opponent, pushing them back. This can move an opponent out of position, or even off a cliff.
Conditions for Initiating Combat Maneuvers
Initiating a combat maneuver requires meeting specific conditions. Most maneuvers require an attack roll against the target’s Combat Maneuver Defense (CMD). The attack roll uses the character’s base attack bonus plus Strength or Dexterity modifier, plus any special bonuses. The target’s CMD is calculated as 10 + their base attack bonus + their Strength modifier + their Dexterity modifier, and any other relevant modifiers.
- Trip: The attacker must have a free hand and be able to reach the target.
- Grapple: The attacker must have at least one free hand and be able to reach the target.
- Disarm: The attacker must have a free hand and be able to reach the target. Some weapons grant bonuses to Disarm attempts.
- Sunder: The attacker must have a weapon or tool capable of damaging the item being sundered, and be able to reach the target.
- Bull Rush: The attacker must have a clear path to the target, and be able to move into the target’s space.
Effects of Combat Maneuvers
The impact of each maneuver varies. Some maneuvers provide immediate effects, while others set up longer-term advantages. The duration and secondary effects are crucial considerations when deciding which maneuver to attempt.
| Maneuver | Effect on Target | Duration | Secondary Effects |
|---|---|---|---|
| Trip | Target is knocked prone. | Until the target spends a move action to stand. | Prone targets grant combat advantage to melee attackers. |
| Grapple | Target is grappled. | Until the grappler releases the target or is incapacitated. | Grappled targets cannot move, attack (except with natural weapons or light weapons), or cast spells with somatic components. |
| Disarm | Target drops the item. | Immediate. | Target can pick up the item as a move action. |
| Sunder | Target’s item is damaged or destroyed. | Permanent (unless repaired). | Can potentially remove a target’s ability to attack or defend effectively. |
| Bull Rush | Target is pushed back a certain distance. | Immediate. | Target may be knocked into difficult terrain or off a ledge. |
Character Class Utilization of Maneuvers
Different character classes utilize combat maneuvers in various ways, reflecting their strengths and preferred combat styles.
- Fighters: Fighters often excel at all maneuvers. A fighter might use Trip to knock enemies prone, making them easier targets for the fighter and their allies. They could also use Disarm to neutralize an opponent’s weapon or Sunder to destroy an enemy’s shield.
- Barbarians: Barbarians are excellent grapplers due to their high Strength scores. They might use Grapple to pin an opponent, keeping them in place while the barbarian’s allies deliver attacks. They might also use Bull Rush to shove enemies into dangerous positions.
- Rogues: Rogues may use Trip to set up sneak attacks, or Disarm to weaken an enemy. A Rogue might also use a quick Disarm followed by a swift attack to capitalize on the moment.
- Monks: Monks are adept at grappling and tripping, often using these maneuvers in conjunction with their flurry of blows.
The Combat Maneuver Bonus (CMB)
Ayo, kito lanjut belaja tentang Pathfinder! Now, we’re diving into the heart of combat maneuvers: the Combat Maneuver Bonus (CMB). This is your secret weapon, your key to success in grappling, tripping, and all those other nifty battlefield tricks. Understanding CMB is crucial because it determines whether your maneuver succeeds or fails. So, let’s break it down, Palembang style!
Calculating the CMB
Your CMB is a number that represents how good you are at combat maneuvers. It’s calculated using a combination of your base attack bonus, your Strength modifier (for most maneuvers), your size modifier, and any other special bonuses you might have. Think of it like a recipe: you gotta mix the right ingredients to get the best result.Here’s the breakdown of what goes into that “recipe”:* Base Attack Bonus (BAB): This reflects your overall combat training and experience.
The higher your level, the higher your BAB, and the better your CMB will be.* Strength Modifier (for most maneuvers): Strength is your muscle power, the foundation of your grappling, tripping, and bull rushing abilities. A higher Strength score means a higher modifier, and thus, a better CMB.* Dexterity Modifier (for some maneuvers): For the purposes of combat maneuvers such as disarming and sunder, your dexterity modifier is applied instead of your strength modifier.* Size Modifier: Bigger creatures are generally harder to maneuver.
Smaller creatures are generally easier to maneuver. This modifier reflects that difference.* Other Modifiers: Various feats, class features, and other abilities can provide bonuses to your CMB. We’ll get into those later.Here’s the formula:
CMB = Base Attack Bonus + Strength Modifier + Size Modifier + Other Modifiers
Okay, so Pathfinder’s combat maneuvers are all about positioning and control, right? Think of it like a tabletop version of dogfighting. It’s kinda similar to how pilots use crazy moves in air to air combat maneuvers to outsmart their opponents. Ultimately, mastering these Pathfinder combat maneuvers gives you a huge advantage in any encounter, making you a total boss.
Let’s illustrate with an example. Suppose a level 5 Fighter has a Base Attack Bonus of +5. They have a Strength score of 16 (+3 modifier) and are a Medium creature (no size modifier). They have no other modifiers. Their CMB would be +5 (BAB) + 3 (Str) + 0 (Size) = +8.
That’s a decent CMB, meaning they’re pretty good at their maneuvers.
Feats, Class Features, and Abilities That Modify the CMB
Now, let’s talk about the secret spices that can boost your CMB even further! Several feats, class features, and other abilities can give you a significant edge in combat maneuvers. These modifiers can be the difference between a successful grapple and a humiliating failure.Here’s a look at some of the key contributors:
- Feats:
- Improved Combat Maneuver Feats: There are Improved feats for all the standard maneuvers (Improved Grapple, Improved Trip, Improved Bull Rush, etc.). These feats give you a +2 bonus on checks for that specific maneuver.
- Greater Combat Maneuver Feats: These are advanced versions of the Improved feats, granting an additional +2 bonus, stacking with the Improved feats.
- Combat Expertise: This feat provides a bonus to your CMB in exchange for a penalty to your attack rolls. It’s a strategic trade-off, useful if you need to focus on maneuvers rather than raw damage.
- Class Features:
- Certain Classes and Archetypes: Some classes, such as the Brawler or the Monk, get class features that grant bonuses to their CMB, particularly when performing certain maneuvers. These features are often central to their combat style.
- Other Abilities:
- Spells and Effects: Various spells and magic items can grant bonuses to your CMB. For example, spells like Enlarge Person can increase your size and thus your size modifier, improving your CMB.
- Racial Traits: Some races have natural abilities that provide bonuses to specific combat maneuvers.
For instance, if our level 5 Fighter from the previous example took the Improved Grapple feat, their CMB for grappling would increase by +2, bringing it up to +10. That’s a significant improvement, and it could mean the difference between a successful grapple and a foe escaping.
The Combat Maneuver Defense (CMD)
Ayo, kito lanjut belajaar tentang Pathfinder! Setelah kito ngomongin soal CMB, sekarang giliran CMD, atau Combat Maneuver Defense. Nah, ini penting nian untuk bertahan dari serangan manuver lawan. Jadi, mari kito bahas lebih detail!
Calculating the CMD
CMD itu ibarat tamengnyo kamu dari serangan manuver. Semakin tinggi CMD kamu, semakin susah lawan nak berhasil ngelakuin manuver ke kamu. CMD dihitung dari beberapa faktor, dan inilah yang perlu kamu tau:* Base Attack Bonus (BAB): BAB kamu dari semua kelas digabungin. Ini nunjukkin seberapa jago kamu nyerang secara fisik.
Strength Modifier
Ini buat ngitung CMD kamu kalo kamu mau nahan serangan yang make kekuatan, contohnyo Bull Rush atau Overrun.
Dexterity Modifier
Kalo kamu make agility, kayak ngelawan Trip atau Disarm, Dexterity modifier kamu kepake.
Size Modifier
Ukuran kamu juga ngaruh. Makin gede kamu, makin susah lawan nak ngelakuin manuver ke kamu.
Other Modifiers
Ada lagi faktor-faktor lain, kayak bonus dari armor atau kemampuan khusus.Jadi, untuk ngitung CMD kamu, inilah rumusnya:
CMD = 10 + BAB + Strength Modifier + Dexterity Modifier + Size Modifier + Other Modifiers
Feats, Class Features, and Other Abilities that Modify CMD
Nah, ado banyak hal yang bisa ningkatin CMD kamu. Kito bahas satu-satu yo!* Feats: Feats kayak “Defensive Combat Training” bisa ngasih bonus buat CMD kamu. Ini membantu kamu lebih susah kena manuver lawan.
Class Features
Beberapa kelas, kayak Fighter, punya kemampuan khusus yang ningkatin CMD. Contohnyo, kemampuan “Armor Training” dari Fighter bisa ngasih bonus CMD selama kamu make armor.
Other Abilities
Ado banyak lagi yang bisa ngasih bonus CMD, contohnyo, kemampuan dari magic item, atau efek dari mantra tertentu. Misalnya, mantra “Shield” bisa ningkatin AC dan juga CMD kamu.Jadi, intinyo, banyak cara untuk ningkatin CMD kamu. Makin tinggi CMD kamu, makin susah lawan nak ngelakuin manuver ke kamu. Kito ambil contoh: Misalnyo, kamu seorang Fighter level 5, BAB kamu +5, Strength modifier kamu +3, Dexterity modifier kamu +1, ukuran kamu Medium (no modifier), dan kamu make armor yang ngasih bonus +2 ke AC.
Dengan Armor Training, CMD kamu bisa jadi tinggi nian!
Feats and Abilities that Enhance Combat Maneuvers

Nah, caknyo kito nak ngomongke soal-soal yang bikin manuver tempur kito makin mantap, ye dak? Soalnyo, bukan cuman modal otot bae yang biso menang, tapi strategi jugo penting. Nah, inilah saatnyo kito bahas feat-feat hebat dan kemampuan khusus yang bikin manuver tempur kito makin mematikan.
Key Feats for Combat Maneuver Enhancement
Feat-feat ini ibaratnyo bumbu rahasia yang bikin manuver tempur kito makin pedes. Dengan milih feat yang pas, kito biso ningkatin peluang berhasil, ngejago diri dari serangan musuh, bahkan ngasih efek tambahan yang bikin musuh tepar. Kito bakal bedah satu-satu, cak mano feat-feat ini bekerja.
- Improved Grapple: Feat ini nambah +2 di CMB pas nyoba grapple. Plus, kito dak keno penalty pas ngegrapple musuh yang lebih gede dari kito. Kerennyo, kito biso langsung mulai grapple sebagai free action pas berhasil mukul musuh.
- Greater Grapple: Lanjutan dari Improved Grapple, feat ini nambah lagi +2 di CMB pas grapple. Lebih hebatnyo, kito biso mindahke, nge-pin, atau nge-damage musuh pas grapple sebagai free action.
- Improved Trip: Feat ini nambah +2 di CMB pas nyoba trip. Kito jugo dak keno serangan balasan (attack of opportunity) pas nyoba trip.
- Greater Trip: Nambah +2 lagi di CMB pas trip. Musuh jugo keno serangan balasan dari kito pas bangun dari posisi ketrip.
- Improved Bull Rush: Feat ini nambah +2 di CMB pas bull rush. Kito jugo biso maju sejauh 10 kaki pas berhasil bull rush.
- Greater Bull Rush: Nambah +2 lagi di CMB pas bull rush. Kito jugo biso dorong musuh ke arah yang kito tentukan.
- Improved Sunder: Feat ini nambah +2 di CMB pas sunder.
- Improved Overrun: Feat ini nambah +2 di CMB pas overrun. Kito jugo biso ngelalui musuh tanpa nyoba maneuver.
- Stealthy Maneuver: Feat ini bikin kito biso nyoba manuver grapple, trip, atau bull rush pas lagi ngumpet (stealth).
Class Features and Combat Maneuver Enhancement
Selain feat, beberapa kelas jugo punya kemampuan khusus yang ningkatin kemampuan manuver tempur. Contohnyo, Fighter dengan archetype tertentu yang fokus di manuver, atau kelas lainnyo yang punya bonus khusus di CMB. Kemampuan ini bikin kelas-kelas ini lebih unggul dalam manuver tempur.
- Barbarian: Saat Rage, Barbarian dapet bonus Strength yang langsung ningkatin CMB.
- Monk: Monk dapet bonus CMB dari Wisdom, plus banyak jurus yang berkaitan dengan manuver, cak trip dan grapple.
- Fighter: Fighter punya pilihan feat yang banyak dan specialization di manuver, misalnyo Combat Expertise dan feat-feat turunannyo.
- Rogue: Rogue biso make sneak attack pas berhasil melakukan manuver, misalnyo trip atau grapple.
Feats Organized by Maneuver Type, Pathfinder combat maneuver
Berikut ini daftar feat yang disusun berdasarkan jenis manuver, biar gampang milihnyo sesuai kebutuhan kito.
- Grapple:
- Improved Grapple
- Greater Grapple
- Pinning Grapple
- Chokehold
- Trip:
- Improved Trip
- Greater Trip
- Quick Trip
- Bull Rush:
- Improved Bull Rush
- Greater Bull Rush
- Sunder:
- Improved Sunder
- Overrun:
- Improved Overrun
- General Maneuver:
- Combat Expertise (biso dipake buat ningkatin CMD)
- Stealthy Maneuver
Using Combat Maneuvers in Practice
Ayo, kito mulai belajar make combat maneuvers! It’s like a dance of steel and skill, where you try to outwit your opponent. Using these maneuvers correctly can change the whole fight, turning the tide in your favor. Kito akan bahas cara make, contoh-contohnya, and even a flowchart to help you remember the steps.
Initiating and Resolving a Combat Maneuver: Step-by-Step
Nak tau gimana cara make combat maneuver? It’s pretty straightforward, like ordering pempek! Here’s the rundown:
- Choose Your Maneuver: First, you gotta decide which maneuver you want to try. Do you want to Trip them, Disarm them, or something else?
- Declare Your Action: Let the GM (Game Master) know what you’re doing. “I’m trying to Trip the goblin!”
- Determine Your CMB: Calculate your Combat Maneuver Bonus (CMB). Remember, this is your attack bonus + your size modifier + any special bonuses.
- Roll Your CMB: Roll a d20 and add your CMB to the result.
- The Defender’s CMD: The target (the goblin, in our example) calculates their Combat Maneuver Defense (CMD). This is 10 + their base attack bonus + their Strength modifier + their Dexterity modifier + any size modifiers.
- Compare the Results: If your CMB roll (plus the d20 roll) equals or exceeds the target’s CMD, you succeed!
- Effects of Success: If you succeed, the maneuver takes effect. The goblin falls prone if you Tripped them, for example.
- Effects of Failure: If you fail, nothing happens (unless there are special abilities involved). You might even be the one getting tripped!
Important Formula: Success = Your CMB Roll + d20 ≥ Target’s CMD.
Tactical Applications of Different Maneuvers
Combat maneuvers can be used in various ways, from strategic positioning to controlling the battlefield. Here are some common examples:
- Trip: Knocking an enemy prone. This gives your allies an advantage, since they get a bonus to hit the prone enemy. It also makes the enemy easier to hit.
- Disarm: Forcing an enemy to drop their weapon. This weakens their attack capabilities, giving you a chance to win.
- Grapple: Immobilizing an enemy. This prevents them from moving and can be used to keep them in place or to prevent them from attacking your allies.
- Sunder: Attempting to destroy an enemy’s weapon or armor. This can be used to render an enemy’s gear useless.
- Bull Rush: Pushing an enemy back. This can be used to force enemies off cliffs or into traps.
These maneuvers aren’t just for damage. They are used for control and strategy. For example, if a rogue is trying to sneak attack, a Trip maneuver can create an opening for the rogue to hit the enemy with a sneak attack.
Flowchart: The Trip Maneuver Process
To make it easier to understand, here’s a flowchart showing the steps involved in a Trip maneuver:
The Flowchart’s Narrative: The flowchart begins with the attacker declaring a Trip attempt. Next, the attacker calculates their CMB. After that, they roll a d20 and add their CMB. Simultaneously, the target calculates their CMD. Then, the flowchart moves to the core of the process, comparing the attacker’s result (d20 + CMB) with the target’s CMD.
If the attacker’s result is greater than or equal to the target’s CMD, the Trip succeeds, and the target falls prone. If the attacker’s result is less than the target’s CMD, the Trip fails, and nothing happens. This simple chart shows the logical progression of the Trip maneuver, guiding the player through the decision-making process.
Final Review

So, there you have it – the ins and outs of Pathfinder combat maneuvers. Mastering these techniques is more than just learning rules; it’s about crafting a deeper understanding of your character and the battlefield. Remember the formulas, the feats, and the strategic applications we’ve covered. Now, go forth, experiment, and build a character that controls the fight. With a little practice, you’ll be leaving your enemies flat on their faces or begging for mercy.
Questions and Answers
What’s the difference between CMB and CMD?
CMB (Combat Maneuver Bonus) is your attack roll for combat maneuvers, and CMD (Combat Maneuver Defense) is the target’s defense against them. Think of it like Attack vs. Armor Class, but for grappling, tripping, etc.
Can I use combat maneuvers against creatures immune to my weapons?
Yes, combat maneuvers are not weapon attacks, so immunity to weapons often doesn’t protect against them. However, some creatures have specific immunities to certain maneuvers (e.g., creatures that float may be immune to trip).
How do I deal with a creature that has a very high CMD?
Focus on boosting your CMB through feats, class features, and spells. Consider using maneuvers that don’t rely on raw CMB rolls as much, like Dirty Trick. Also, consider teamwork with other characters to provide flanking bonuses or debuffs.
Are there any combat maneuvers that don’t provoke attacks of opportunity?
Yes, some maneuvers, like reposition, can be performed without provoking an attack of opportunity if you have the appropriate feats or abilities. Always check the specific maneuver’s rules.

Whitney Morris is a renowned author with a passion for military history and strategic analysis. Born in Jakarta, Indonesia, Defense developed a deep fascination for warfare and national defense from a young age. His unwavering interest in military strategy, combined with his natural storytelling ability, has earned him a reputation as an engaging and insightful writer in the field.