Pathfinder 1e Combat Maneuvers Mastering the Battlefield with Skill.

Pathfinder 1e combat maneuvers are the heart of dynamic battles, transforming simple swings into strategic engagements. From the initial clash of weapons to the final, decisive blow, these maneuvers allow players to control the battlefield, outmaneuver opponents, and dictate the flow of combat. They offer a depth beyond basic attacks, turning every encounter into a puzzle of positioning and tactical thinking.

Understanding these mechanics is crucial for any player looking to maximize their character’s potential and enjoy the rich tactical experience Pathfinder offers.

This guide delves into the core mechanics of these maneuvers, including the Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), along with the actions needed to execute them. We’ll explore each maneuver type—Bull Rush, Dirty Trick, Disarm, Grapple, and Trip—providing step-by-step examples and insights into their effects. We’ll examine feats, abilities, and strategies that can be used to optimize your character and overcome the challenges of different combat scenarios.

Whether you’re a seasoned player or a newcomer, this exploration of combat maneuvers will equip you with the knowledge to conquer any challenge.

Introduction to Combat Maneuvers

Oii, dunsanak! Let’s talk about something that’s the spice of any good Pathfinder 1st Edition fight: combat maneuvers. These aren’t just your run-of-the-mill attacks; they’re the fancy footwork, the clever dodges, the strategic pushes and trips that make a battle feel alive. They add depth and tactical options beyond just swinging your sword.Combat maneuvers have a long history, evolving alongside tabletop RPGs.

From simple attack rolls to more complex systems, they’ve always aimed to represent the varied ways characters can interact in combat, beyond just hitting each other. Think of it as adding a layer of tactical complexity to your character’s arsenal, allowing for more strategic options.

Core Mechanics: CMB, CMD, and Actions

Now, let’s break down the nitty-gritty. Combat maneuvers in Pathfinder 1st Edition revolve around a few key elements: Combat Maneuver Bonus (CMB), Combat Maneuver Defense (CMD), and the actions you take to perform them. Understanding these is key to mastering the battlefield.First, let’s look at Combat Maneuver Bonus (CMB).

CMB = Base Attack Bonus + Strength Modifier + Special Modifiers (Size, Feats, etc.)

This is your character’s ability toinitiate* a combat maneuver. It’s calculated using your Base Attack Bonus (BAB), your Strength modifier (for most maneuvers), and any special modifiers you might have, such as those granted by feats or your character’s size. A larger creature, for example, might have a bonus to certain maneuvers.Next, we have Combat Maneuver Defense (CMD).

CMD = 10 + Base Attack Bonus + Strength Modifier + Dexterity Modifier + Special Modifiers (Size, Feats, etc.)

CMD represents your character’s ability toresist* a combat maneuver. It’s calculated as 10 plus your BAB, Strength modifier, Dexterity modifier, and any other relevant modifiers, like size or feats. A character with high Strength and Dexterity will be difficult to maneuver against.Finally, there are the actions. Performing a combat maneuver generally requires a standard action, just like making a melee attack.

However, some feats or special abilities may allow you to perform maneuvers as a swift or even a free action, giving you a tactical edge.Here are the main combat maneuvers available in Pathfinder 1st Edition:

  • Bull Rush: Attempting to push your opponent away from you. This can be used to control positioning or to knock enemies into hazards.
  • Disarm: Trying to knock a weapon or other item out of your opponent’s grasp. This can disarm a foe and take away their primary means of attack.
  • Grapple: Attempting to grab and hold your opponent, preventing movement and potentially dealing damage. This is a very effective way to control a single target.
  • Sunder: Attempting to break an opponent’s weapon or armor. This can be used to reduce an enemy’s defenses.
  • Trip: Attempting to knock your opponent prone. This can give you an advantage in combat by making them easier to hit and preventing them from moving freely.

Each of these maneuvers involves a CMB check against the target’s CMD. If your CMB meets or exceeds the target’s CMD, you succeed, and the maneuver takes effect. The specifics of each maneuver vary, with different consequences for success or failure. For instance, a successful trip leaves your opponent prone, while a successful grapple means you’ve got them in your grasp.

Core Combat Maneuver Types

Ayo, kawan-kawan! After learning the ropes of combat maneuvers in Pathfinder 1st Edition, let’s dive into the main types of maneuvers you can use in the heat of battle. These are the bread and butter of controlling the fight, and knowing them well is crucial for any adventurer. We’ll explore each maneuver, how it works, and what it does to your opponent.Here’s a breakdown of the standard combat maneuvers you’ll encounter.

Each has its own rules and effects, so pay close attention.

Bull Rush

The Bull Rush maneuver is all about brute force and pushing your opponent around. It’s perfect for shoving enemies off cliffs, into traps, or simply creating some space for yourself.To initiate a Bull Rush, you need to make a combat maneuver check (CMB) against the target’s combat maneuver defense (CMD). If you succeed, you can push the target.Here’s how it works, step-by-step:

  1. Initiation: You declare you’re performing a Bull Rush.
  2. CMB Check: You make a CMB check.
  3. CMD Check: Your target makes a CMD check.
  4. Resolution: If your CMB result is higher than the target’s CMD, you successfully Bull Rush the target. You can push them a number of feet equal to your base speed (before modifications) or up to double your base speed if you spend a move action to do so.
  5. Effect: The target is moved the specified distance in the direction you chose. If the target is pushed into a hazardous area (e.g., a pit, fire), they take appropriate damage.

Dirty Trick

Dirty Trick is all about getting under your opponent’s skin, literally and figuratively. This maneuver aims to hinder their effectiveness, making them easier to defeat.To perform a Dirty Trick, you make a CMB check against your target’s CMD. If successful, you can inflict one of several conditions.Here’s the process:

  1. Initiation: You declare you’re performing a Dirty Trick and choose the effect. Common effects include blinding, making the target entangled, or making the target flat-footed.
  2. CMB Check: You make a CMB check.
  3. CMD Check: Your target makes a CMD check.
  4. Resolution: If your CMB result is higher than the target’s CMD, your chosen effect takes place. The duration of the effect is often measured in rounds.
  5. Effect: The target suffers the chosen condition. For example, a blinded target can’t see, an entangled target has their movement restricted, and a flat-footed target loses their Dexterity bonus to Armor Class and can’t make attacks of opportunity.

Disarm

Disarm is a classic maneuver, stripping your opponent of their weapon. This can be a huge advantage, especially against enemies who rely on their weaponry.The Disarm maneuver follows this sequence:

  1. Initiation: You declare you’re performing a Disarm.
  2. CMB Check: You make a CMB check.
  3. CMD Check: Your target makes a CMD check.
  4. Resolution: If your CMB result is higher than the target’s CMD, you successfully disarm the target.
  5. Effect: The target drops the weapon you targeted. You can choose to pick it up or leave it.

Grapple

Grapple is about wrestling your opponent, restraining them and potentially inflicting damage. It’s a close-quarters tactic that can shut down spellcasters and agile fighters alike.Grappling involves several steps and can be a bit complex. Here’s a simplified version:

  1. Initiation: You declare you’re performing a Grapple.
  2. CMB Check: You make a CMB check.
  3. CMD Check: Your target makes a CMD check.
  4. Resolution: If your CMB result is higher than the target’s CMD, you successfully initiate the grapple. You and the target are now considered grappled.
  5. Effect: Both you and the target are considered grappled, which imposes several penalties: you both have a speed of 0, you can’t take actions that require two hands (unless you have the appropriate feats), and you take a -4 penalty to attack rolls and Armor Class.

Trip

The Trip maneuver is designed to knock your opponent off their feet, making them vulnerable. A prone enemy is easier to hit and has their movement severely limited.Here’s how to execute a Trip:

  1. Initiation: You declare you’re performing a Trip.
  2. CMB Check: You make a CMB check.
  3. CMD Check: Your target makes a CMD check.
  4. Resolution: If your CMB result is higher than the target’s CMD, you successfully trip the target.
  5. Effect: The target is knocked prone. They lose their Dexterity bonus to Armor Class and take a -4 penalty to attack rolls. They must spend a move action to stand up.

Now, let’s see these maneuvers in a handy table:

Maneuver NameCMB ModifierCMD TargetEffect
Bull RushStrength + Base Attack Bonus + Other Modifiers10 + Strength Modifier + Dexterity Modifier + Size Modifier + Other ModifiersPushes the target a distance.
Dirty TrickStrength + Base Attack Bonus + Other Modifiers10 + Strength Modifier + Dexterity Modifier + Size Modifier + Other ModifiersInflicts a condition (blinded, entangled, flat-footed, etc.).
DisarmStrength + Base Attack Bonus + Other Modifiers10 + Strength Modifier + Dexterity Modifier + Size Modifier + Other ModifiersCauses the target to drop a held item (typically a weapon).
GrappleStrength + Base Attack Bonus + Other Modifiers10 + Strength Modifier + Dexterity Modifier + Size Modifier + Other ModifiersRestrains the target, imposing penalties on both combatants.
TripStrength + Base Attack Bonus + Other Modifiers10 + Strength Modifier + Dexterity Modifier + Size Modifier + Other ModifiersKnocks the target prone, making them vulnerable.

Grapple

Ooo, grapple! It’s like a tight hug gone wrong, or maybevery* right if you’re the grappler. This maneuver is all about getting up close and personal, restricting your opponent’s movement, and generally making their day a bit miserable. Grappling can be a powerful tactic, but it also leaves you vulnerable. So, let’s delve into the nitty-gritty of this close-quarters combat dance.

Grapple: Initial and Subsequent Rounds

Grappling involves a series of steps and actions, starting with the initial attempt and continuing through each subsequent round. Success depends on a combination of attack rolls, combat maneuver checks, and strategic decisions.For the initial attempt, the grappler makes a combat maneuver check (typically a CMB check) against the target’s Combat Maneuver Defense (CMD).* If the grappler succeeds: They have successfully grappled the target.

The target is nowgrappled* (a specific condition).

If the grappler fails

The grapple attempt fails, and the grappler might take an attack of opportunity from the target.

The following actions are available to a grappler each round:* Maintain the Grapple: The grappler makes another combat maneuver check (CMB) against the target’s CMD. If successful, the grapple continues.

Move with the Grapple

The grappler can move with the target, provided they can move their speed.

Deal Damage

The grappler can make a melee attack (typically with a natural weapon or a weapon they are holding) against the grappled target. The target is denied its Dexterity bonus to Armor Class (AC) against these attacks.

Pin the Target

The grappler can attempt to

  • pin* the target. This requires another combat maneuver check (CMB) against the target’s CMD. If successful, the target is now
  • pinned*. A pinned creature is also considered grappled, but with even more restrictions (can’t move, can’t cast spells with somatic components, etc.).
  • Use Other Actions

    The grappler can attempt other actions, but many are restricted by the grappled condition (e.g., casting spells with somatic components, making ranged attacks).

Here’s an example:* Scenario: A warrior, using a combat maneuver check (CMB), attempts to grapple a goblin.

Round 1

Initial Grapple Attempt: The warrior rolls a CMB of 20 against the goblin’s CMD of 15. Success! The goblin is now grappled.

Round 2

Maintaining the Grapple: The warrior makes a CMB check of 18 against the goblin’s CMD of 15. Success! The grapple continues. The warrior also deals damage to the goblin with a successful melee attack.

Round 3

Pinning the Target: The warrior makes a CMB check to pin the goblin, rolling a 22 against the goblin’s CMD of 15. Success! The goblin is now pinned.

Escaping a Grapple

Escaping a grapple requires specific actions and checks, designed to break free from the grappler’s hold. The target can attempt to escape the grapple in their turn, or if they are no longer able to maintain it.The target has a few options to escape a grapple:* Escape the Grapple: The target can attempt to escape the grapple by making a combat maneuver check (CMB) against the grappler’s CMB.

If the target succeeds

They break free of the grapple and are no longer grappled.

If the target fails

The grapple continues.

Break Free with a Strength Check

The target can make a Strength check (instead of a CMB check) against the grappler’s CMB. This option may be preferred by characters with high Strength.

Use a Spell or Ability

Certain spells and abilities can aid in escaping a grapple, such as

  • freedom of movement* or the barbarian’s
  • rage*.

Here is a breakdown of the escape procedure:* Action: Standard action (typically).

Check

Pathfinder 1e offers a robust system for combat maneuvers, allowing for tactical depth in every encounter. Understanding these maneuvers is key, much like grasping basic combat maneuvers in other contexts, such as aerial combat. Mastering these fundamentals enhances your ability to control the battlefield. Ultimately, successful use of these maneuvers is vital for any Pathfinder 1e adventurer hoping to survive.

Combat Maneuver Check (CMB) or Strength Check.

Target

The grappler’s CMB.

Success

The target is no longer grappled.

Failure

The target remains grappled.Here’s an example:* Scenario: The goblin is grappled by the warrior.

Action

On the goblin’s turn, it attempts to escape the grapple.

Check

The goblin makes a CMB check of 10 against the warrior’s CMB of 18.

Result

The goblin fails. The goblin remains grappled.

Grappling Sequence Flowchart

This flowchart illustrates the steps involved in a grapple, from the initial attempt to the potential outcomes.“`+———————————+| || Grapple Attempt (Round 1) || |+———————————+ | V+———————————+| CMB Check vs.

CMD || |+———————————+ | Yes (Success) | |———————->| V |+———————————+ +———————————+| Target is Grappled | | Grapple Fails |+———————————+ +———————————+ | | V V+———————————+ +———————————+| Subsequent Rounds | | Attacks of Opportunity |+———————————+ +———————————+ | V+———————————+| Grappler’s Action Options || (Maintain, Move, Attack, Pin) |+———————————+ | V+———————————+| Maintain Grapple?

(CMB Check) |+———————————+ | Yes (Success) | |———————->| V |+———————————+| Grapple Continues |+———————————+ | No (Failure) | |———————->| V |+———————————+| Grapple Ends |+———————————+ | V+———————————+| Target’s Escape Attempt || (CMB/Strength Check vs CMB) |+———————————+ | Yes (Success) | |———————->| V |+———————————+| Target Escapes Grapple |+———————————+ | No (Failure) | |———————->| V |+———————————+| Grapple Continues |+———————————+“`The flowchart demonstrates the cyclical nature of grappling, with the grappler attempting to maintain the grapple each round, and the target trying to escape.

The options available to each side create a dynamic and tactical situation.

Trip

Ooo, kawan-kawan, mari kito caliak maneuver nan ciek ko, Trip! Maneuver iko, walau sederhana, bisa mambuek lawan tajarungkang, mambari kito kaunggulan strategis dalam pataruangan. Dalam pembahasan kali ko, kito akan manjalehan labiah dukuang tantang Trip, kauntuangan, karugiannyo, sarato caro mamanfaaikannyo sacaro efektif.

Advantages and Disadvantages of the Trip Maneuver

Pado dasarnyo, Trip mamiliki kauntuangan jo karugian nan paralu kito pahami. Pahami rancak-rancak, supayo kito bisa mamanfaaikannyo sacaro optimal.

  • Kauntuangan:
    • Mambuek Lawan Terjatuh: Iko kauntuangan utamo. Lawan nan tajatuah akan mandapek status Prone, nan mambuek inyo labiah rentan tahadok serangan jarak dakek, karano inyo mandapek -4 panalti tahadok AC-nyo. Inyo juo akan mangalami panalti -4 tahadok serangan jarak jauah.
    • Mambatasi Mobilitas: Lawan nan tajatuah harus manghabisan banyak gerakan untuak tagak baliak, mambari kito kasampatan untuak manyarang atau mangatur posisi.
    • Mambuek Lawan Rawan: Lawan nan tajatuah juo akan manjadi target nan labiah mudah bagi serangan jarak dakek dari kawan-kawan.
  • Karugian:
    • Membutuhkan Uji Coba: Maneuver Trip mamerlukan uji coba Combat Maneuver. Jikok gagal, kito indak dapek mangarajoan Trip.
    • Resiko Serangan Balasan: Lawan bisa malakukan serangan balasan jikok kito gagal malakukan Trip, tarutamo jikok inyo mamiliki kamampuan atau feats tatantu.
    • Keterbatasan Terhadap Lawan Tatantu: Babarapo lawan, sarupo nan mamiliki ukuran gadang atau kamampuan tatantu, bisa labiah sulik untuak di-Trip.

Comparison of Trip with Other Control Options

Dalam pataruangan, banyak caro untuak mangontrol lawan. Trip hanyo ciek dari banyak pilihan. Mari kito caliak perbandingan Trip jo pilihan kontrol lainnyo.

  • Trip vs. Grapple:
    • Trip: Labiah saderhana untuak dilakukan, tapi indak mambatasi lawan sapanuahnyo. Lawan masih bisa bagarak jo gerakan nan tabaateh.
    • Grapple: Labiah efektif untuak mangontrol lawan, mambatasi gerakannyo sacaro total. Tapi, labiah sulik untuak dilakukan jo mamerlukan labiah banyak sumber daya.
  • Trip vs. Stun:
    • Trip: Mambuek lawan tajatuah, mambari kauntuangan dalam serangan, tapi indak mambatasi tindakan lawan sacaro total.
    • Stun: Mambuek lawan indak bisa bagarak atau batindak sapanuahnyo salamo babarapo putaran. Labiah efektif dalam mangontrol, tapi labiah sulik untuak dilakukan.
  • Trip vs. Difficult Terrain:
    • Trip: Mambuek lawan tajatuah, mambari kauntuangan dalam serangan.
    • Difficult Terrain: Mambatasi gerak lawan. Iko bisa dilakuan jo sihir atau kamampuan lain.

Strategies for Maximizing the Effectiveness of the Trip Maneuver

Untuak manggunoan Trip sacaro efektif, paralu strategi nan baiak. Iko babarapo caro untuak mamanfaaikannyo sacaro maksimal.

  • Pilihlah Wakatu nan Tepat: Gunokan Trip katiko lawan dalam posisi nan kurang menguntungkan, sarupo katiko lawan sadang manyarang atau katiko balari.
  • Gunoan Feats dan Kamampuan:
    • Improved Trip: Mambari bonus untuak uji coba Trip jo mambuek lawan juo mandapek serangan Opportunity katiko kito barasil Trip.
    • Greater Trip: Jikok berhasil, lawan juo akan mandapek status Staggered salain Prone.
    • Combat Reflexes: Manambah jumlah serangan Opportunity, mambari kasampatan untuak manyarang lawan katiko inyo bagarak.
  • Karajo Samo: Karajo samo jo kawan-kawan untuak mamanfaaikannyo. Sabuah karakter nan bisa Trip, dibantu dek karakter lain nan bisa manyarang lawan nan tajatuah, akan manjadi kombinasi nan mematikan.
  • Pahami Lawan: Caliak kamampuan lawan. Lawan nan gadang atau mamiliki kamampuan khusus akan labiah sulik untuak di-Trip.

Examples of How Different Character Builds Might Approach the Trip Maneuver

Gaya baparan nan babeda akan mamanfaaikkan Trip jo caro nan babeda pulo. Iko babarapo contoh.

  • Fighter:
    • Fighter, tarutamo nan mamiliki fokus pado serangan jarak dakek, akan mamanfaaikkan feats sarupo Improved Trip jo Greater Trip. Merek bisa manguasai Trip untuak mambuek lawan tajatuah, lalu manyarang jo serangan nan manguntuangkan.
  • Barbarian:
    • Barbarian nan mamiliki fokus pado kakuatan jo kacepatan, dapek manggunoan Trip untuak mambatasi mobilitas lawan, samantaro mamanfaaikkan kakuatan fisiknyo untuak manyarang.
  • Rogue:
    • Rogue dapek manggunoan Trip untuak mambuek lawan rentan tahadok serangan Sneak Attack. Manarukoan status Prone lawan akan mambari kauntuangan gadang untuak serangan Rogue.

Bull Rush: Forceful Entry

Pathfinder 1e Combat Maneuvers Mastering the Battlefield with Skill.

Aduh, dunsanak! Now, let’s talk about thebull rush*. It’s about using sheer strength and momentum to shove your opponent around the battlefield. Think of it as a way to clear a path, push someone into a trap, or simply gain a tactical advantage. This maneuver is all about brute force and positioning, very important in a crowded battlefield.

Understanding the Bull Rush Maneuver

The bull rush maneuver is a combat action used to forcibly move a target from their current position. It’s a Strength-based check, meaning your character’s raw physical power determines your success. You are essentially using your body as a battering ram, aiming to push your foe backward.

Mechanics of Moving a Target

The bull rush uses a combat maneuver check against the target’s combat maneuver defense (CMD). If you succeed, you move the target.* Determining Movement: You choose how far you want to push the target, up to the maximum distance you can move in a round (your speed). The target also moves that same distance.

Opponent’s Choice

The target can choose to be moved along with you, or they can choose to be moved to the side (if space allows), which can potentially avoid hazardous terrain.

Attacks of Opportunity

Both you and the target provoke attacks of opportunity from adjacent creatures when you move them.

Obstacles

If the target is pushed into an obstacle, like a wall, they take damage. The amount of damage depends on the size of the obstacle and the force of the bull rush.

Scenarios Where Bull Rushing Excels

Bull rushing is most effective in specific situations, like when you want to change the battlefield’s dynamics.* Pushing into Hazards: Imagine pushing a foe into a pit, a burning fire, or a cloud of poisonous gas. This can inflict significant damage or debilitating effects.

Creating Space

You can bull rush an opponent to create space between you and them, allowing you to reposition or ready a ranged attack.

Removing Blockades

Bull rushing can be used to clear a path through a tightly packed group of enemies, or to force a creature away from a doorway or chokepoint.

Tactical Repositioning

Sometimes, pushing an opponent a few feet can be enough to set them up for a flanking attack by your allies.

Feats and Abilities that Enhance Bull Rushing

There are several feats and abilities that can significantly improve your bull rushing capabilities. These enhancements make it easier to succeed and increase the maneuver’s effectiveness.* Improved Bull Rush: This feat removes the attack of opportunity you provoke when bull rushing.

Greater Bull Rush

This feat lets you make a free attack against the target after a successful bull rush.

Power Attack

Adding Power Attack can increase the damage you deal in a successful bull rush.

Siegebreaker (feat)

The Siegebreaker feat allows you to move a target through difficult terrain without penalty during a bull rush.

Juggernaut (feat)

The Juggernaut feat allows you to ignore the first 5 feet of difficult terrain when bull rushing.

Disarm and Dirty Trick: Subversive Tactics

Ooo, kawan-kawan! After our talk about forceful entry and the like, now we’re gonna delve into some sneaky maneuvers, the kind that’ll make your opponent think twice before they eventhink* about swinging their weapon or casting a spell. We’re talking about Disarm and Dirty Trick, the art of disrupting and discombobulating your foes, making them look like a confused ayam in a flooded rice field! These maneuvers are all about control and creating opportunities, so pay close attention, yo!

Maneuver Overview

Disarm and Dirty Trick are all about making your opponent’s life difficult. They’re less about direct damage and more about controlling the battlefield, shifting the odds in your favor, and potentially setting up a big swing of your own. These are the tricks of the trade, the stuff that makes you a cunning strategist, not just a brute.

Detailed Comparison

Now, let’s break down these two sneaky maneuvers. Each has its own strengths and weaknesses, so understanding them is key to using them effectively.

Maneuver NameTargetEffectSpecial Considerations
DisarmOpponent holding a weapon or item.You attempt to knock the weapon or item out of the opponent’s grasp. If successful, the item falls to the ground.Requires a free hand. Can be used against a creature wielding a weapon in two hands, but it’s more difficult. The opponent can choose to drop the weapon instead of being disarmed.
Dirty TrickOpponentYou attempt to inflict a condition on your opponent. This can be blinding, entangled, sickened, or other conditions depending on your chosen trick.Requires a free hand. The condition inflicted depends on the trick chosen. The opponent gets a saving throw to negate the effect. Some tricks have ongoing effects.

Disrupting Opponent’s Strategy

These maneuvers are not just about a single action; they’re about creating an advantage. Let’s see how they can throw a wrench in your opponent’s plans.

  • Disarm: Imagine facing a heavily armored knight with a mighty greatsword. A successful disarm takes away their primary weapon, turning them into a much less threatening foe. Suddenly, they’re scrambling to pick up their weapon while you have the initiative.
  • Dirty Trick (Blinding): If you’re up against a spellcaster, blinding them can be devastating. They’ll have trouble targeting you with spells, and their touch attacks become much less effective.
  • Dirty Trick (Entangling): Entangling an opponent can stop them from moving, giving you an easier time maneuvering around them and getting into a better position for attacks or even a swift retreat.
  • Dirty Trick (Sickening): This one is less flashy, but it can still be effective. Reducing your opponent’s attack rolls and saving throws can tip the balance of combat in your favor.

Remember, kawan-kawan, these maneuvers are not always about winning outright, but about controlling the battlefield, and making it harder for your opponent to succeed!

Feats and Abilities that Enhance Combat Maneuvers

Pathfinder 1e combat maneuvers

Ayo, salam sejahtera! Now that we’ve covered the basics of combat maneuvers, let’s talk about how to make your character a true master of these techniques. This involves understanding the feats and abilities that can significantly boost your effectiveness in combat. Think of it like this: you’ve got the recipe for rendang, but you need the right spices and techniques to make it legendary.

These feats and abilities are your secret ingredients.

Feats that Improve Combat Maneuver Checks or Defenses

There are several feats that directly enhance your ability to perform combat maneuvers or defend against them. Choosing the right feats can transform a decent combatant into a formidable force on the battlefield.

  • Combat Expertise: This feat provides a +1 bonus to your Armor Class (AC) and a +1 bonus on combat maneuver checks. It’s a foundational feat for any character looking to engage in combat maneuvers, especially when combined with other feats. It has a prerequisite of Int 13.
  • Improved [Maneuver]: This is the cornerstone feat for each combat maneuver. Improved Grapple, Improved Trip, Improved Bull Rush, Improved Disarm, and Improved Dirty Trick all grant a +2 bonus on checks made to perform that specific maneuver. They also allow you to perform the maneuver as a swift action (if applicable), which is incredibly useful for action economy.
  • Greater [Maneuver]: Building on Improved [Maneuver], Greater [Maneuver] provides another +2 bonus on checks and, in some cases, further benefits. For example, Greater Grapple allows you to make multiple grapple checks as a swift action.
  • Pin Down: This feat, specifically for grapple, grants a +2 bonus on grapple checks made to maintain a grapple. It also allows you to make an attack against a grappled foe as a swift action.
  • Bodyguard: Bodyguard provides a +2 bonus to AC to an adjacent ally when you are not using a shield. This feat can indirectly improve your ability to defend against maneuvers, as it makes your allies harder to hit and trip, preventing them from being easy targets for maneuvers.

Class Abilities that Provide Bonuses to Combat Maneuvers

Many classes offer abilities that provide significant bonuses to combat maneuvers. These abilities often synergize with specific maneuvers, making them particularly effective.

  • Brawler: The Brawler class is a prime example. The Brawler’s Martial Flexibility ability allows them to gain any combat feat they meet the prerequisites for as a swift action for a number of rounds equal to their level. This allows them to quickly adapt to any combat situation, including using maneuvers. Their Brawler’s Cunning ability also grants them a bonus to combat maneuver checks equal to their Intelligence modifier.

  • Monk: Monks are well-suited for combat maneuvers. Their flurry of blows ability allows them to make multiple attacks, including combat maneuver checks, in a single round. Their Stunning Fist feat and Ki abilities can also be used to enhance combat maneuvers.
  • Barbarian: Barbarians can use their rage to gain bonuses to Strength, Constitution, and Will saves, all of which indirectly help with combat maneuvers. Strength boosts your CMB, Constitution improves your hit points, and Will saves helps you avoid being tripped or disarmed.
  • Fighter: Fighters have access to a large number of combat feats, making them highly customizable for combat maneuvers. They can also take advantage of feats like Weapon Focus (Combat Maneuver) to gain additional bonuses.

Optimizing a Character Build to Excel at Specific Combat Maneuvers

To truly master combat maneuvers, you need to carefully plan your character build. This involves choosing the right class, feats, and equipment to maximize your effectiveness. It’s like preparing a gulai ayam: you need the best chicken, the right spices, and the perfect cooking method.Here’s a breakdown of the process:

  1. Choose a Primary Maneuver: Decide which maneuver you want to specialize in (e.g., Grapple, Trip, Disarm).
  2. Select a Class: Choose a class that provides bonuses to your chosen maneuver or offers access to useful feats. Brawlers, Monks, and Fighters are excellent choices.
  3. Prioritize Stats: Maximize the ability score that affects your maneuver check (Strength for most, Dexterity for Disarm, etc.).
  4. Select Feats: Choose feats that directly improve your maneuver checks, defense, or utility.
  5. Equip for Success: Use items that boost your ability scores, CMB, or provide other advantages. For example, a belt of giant strength for Strength, or a ring of protection.
  6. Consider Spells and Abilities: Take advantage of spells and abilities that can help you with your chosen maneuver.

For example, a character focused on grappling might choose the Brawler class, prioritize Strength, and take feats like Improved Grapple, Greater Grapple, and Pin Down. They would then equip items that boost their Strength and consider spells like Enlarge Person to further enhance their grappling ability.

Pathfinder 1e combat maneuvers, like trip or grapple, offer tactical depth to tabletop battles. Thinking about aerial combat, the principles behind maneuvering a fighter jet, as detailed in air to air combat maneuvers , surprisingly echo the strategic choices in Pathfinder. Mastering these maneuvers is key to victory in both aerial dogfights and the close-quarters combat of Pathfinder 1e.

Essential Feats for a Character Specializing in Combat Maneuvers

These are some of the most important feats to consider when building a character focused on combat maneuvers:

  • Improved [Maneuver]: As mentioned before, a must-have for the chosen maneuver.
  • Greater [Maneuver]: Further improves your chosen maneuver and offers additional benefits.
  • Combat Expertise: Provides bonuses to both attack and defense.
  • Power Attack: Useful for characters who want to deal more damage after successfully performing a maneuver.
  • Weapon Focus (Combat Maneuver): Provides a +1 bonus to your combat maneuver checks with a specific weapon or unarmed strike.
  • Pin Down (for Grapple): Improves your ability to maintain a grapple and provides additional attack opportunities.
  • Dirty Fighting (for all Maneuvers): +2 bonus to CMB when flanking or when the target is denied their Dex bonus to AC.

Combat Maneuvers in Different Combat Scenarios

Ah, so now we’re talkin’ about where the fight happens! Not every brawl takes place on flat, open ground, you know. Sometimes, the world itself is your opponent. We’ll explore how combat maneuvers change depending on where you are, from the depths of the ocean to a cramped cave.

Environmental Effects on Combat Maneuvers

The environment plays a big part in how well your maneuvers work. Water, tight spaces, and even the air itself can change things. You need to adapt your tactics or you’ll find yourself at the bottom of the pile.

  • Underwater Combat: Water creates significant challenges. Movement is slower, visibility is reduced, and you need to breathe (or not, if you’re lucky!). The
    -swim* skill becomes crucial.
  • Tight Spaces: Think of a narrow corridor or a crowded room. Maneuvers that involve movement, like Bull Rush or Trip, become difficult or even impossible. Grappling can become even more dangerous as you’re confined.
  • Uneven Terrain: Fighting on a slope, in difficult terrain (like thick mud or rubble), or while climbing adds penalties to attack rolls and often to your combat maneuver checks.
  • Darkness and Visibility: If you can’t see your opponent, or they can’t see you, it affects your ability to target them with maneuvers. The
    -blinded* and
    -concealed* conditions come into play.

Size and Reach in Combat Maneuvers

Size and reach are important considerations in combat, especially when using maneuvers. A larger creature has an advantage in many situations.

  • Size Matters: Larger creatures often have an easier time with maneuvers. They have more space to work with and more raw power. A Large creature can usually Bull Rush a Medium creature with relative ease.
  • Reach: Reach can be a huge advantage. A creature with a long reach can threaten more squares, making it harder for opponents to get close. They can also use maneuvers like Trip from further away.
  • Example: Imagine a Giant (Huge size, 20-foot reach) trying to Bull Rush a Medium-sized character. The Giant’s size and reach make the maneuver much more effective. It can push the Medium character back further and potentially into dangerous terrain.

Adapting Combat Maneuver Strategies

To be a good fighter, you must be adaptable. The best fighters change their tactics based on the environment.

  • Underwater: Focus on Grapple. The limited space and reduced mobility make it a good option. Consider using a weapon that’s effective underwater, like a trident.
  • Tight Spaces: Favor Grapple and Dirty Trick. Bull Rush and Trip become less effective.
  • Uneven Terrain: Consider Trip or Dirty Trick to hinder your opponent’s movement. Be prepared to deal with penalties.
  • Darkness: Use Blind-Fight to negate the effects of concealment. Consider maneuvers that don’t rely on sight, like Grapple.

Combat Maneuvers Against Different Creature Types

Different creature types have different strengths and weaknesses. Understanding these differences can improve your strategies.

  • Humanoids: Generally, humanoids are susceptible to all types of maneuvers. Trip and Disarm are often very effective.
  • Large Creatures: Bull Rush becomes a strong option. Grapple is also viable, but be aware of their potential strength.
  • Flying Creatures: Trip is less effective, as they can simply fly away. Consider Disarm to knock away their weapons or Grapple to pull them down.
  • Creatures with High Strength: Grapple can be challenging. Focus on maneuvers that don’t rely on raw strength, like Dirty Trick.
  • Creatures with Special Abilities: Consider how their abilities interact with your maneuvers. For example, a creature with Freedom of Movement will be harder to Grapple.

Countering Combat Maneuvers

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Ah, countering combat maneuvers! It’s like a dance, isn’t it? One person tries to grab, shove, or trip you, and you gotta be ready to dodge, weave, and maybe even turn the tables. This section delves into how to protect yourself from these sneaky tactics and even turn your opponent’s aggression against them. We’ll explore defenses, escapes, and strategies to anticipate and shut down those attempts to control the battlefield.

Defending Against Combat Maneuvers

Defending against combat maneuvers relies on your Combat Maneuver Defense (CMD) score. Think of CMD as your “armor” against these specific attacks. A higher CMD means it’s harder for opponents to successfully grapple, trip, disarm, or otherwise mess with you. Understanding how CMD is calculated and how to improve it is key to staying on your feet and in control.

The CMD calculation is as follows: 10 + Base Attack Bonus + Strength modifier + Dexterity modifier + bonuses from feats, traits, and other abilities. So, training in combat, being strong, and being nimble all contribute to a better defense. Here are some important elements to consider:

  • CMD Calculation: Your CMD is the core of your defense. Ensure you understand all the factors that contribute to it: 10 + Base Attack Bonus + Strength modifier + Dexterity modifier + various bonuses.
  • Feats that Enhance CMD: Several feats boost your CMD, giving you an edge.
    • Improved Iron Will: Grants a +2 bonus to Will saves, which indirectly helps against certain effects that can set you up for a maneuver.
    • Combat Reflexes: Allows you to make attacks of opportunity, potentially interrupting an opponent’s maneuver attempt.
    • Defensive Combat Training: Grants a +2 bonus to CMD.
  • Situational Bonuses: Certain conditions and abilities provide bonuses to CMD. For example, a defensive stance or using a shield can improve your defense.
  • Armor and Equipment: Armor doesn’t directly contribute to CMD, but some items can provide bonuses. A magical amulet or cloak might grant a bonus to saving throws, which can indirectly aid in resisting maneuvers.

Escaping a Grapple or Avoiding a Trip

Sometimes, despite your best efforts, you get caught. Knowing how to escape a grapple or avoid a trip is critical for survival and maintaining your position in combat. Here’s how to get out of a grapple:

  • Escape Artist Skill Check: You can attempt an Escape Artist skill check as a standard action to escape a grapple. The DC is the grappler’s CMD.
  • Combat Maneuver Check: You can attempt a combat maneuver check (usually a Strength check) as a standard action to escape. This is a good option if your Strength is higher than your Escape Artist skill.
  • Freedom of Movement Spell: This spell grants immunity to grappling and other movement-impeding effects. A spellcaster with this spell prepared can instantly break free from a grapple.
  • Breaking the Grapple: If you successfully escape a grapple, you are no longer grappled and can move freely.

Avoiding a trip, or regaining your feet after being tripped, is also crucial:

  • Reflex Save: When someone attempts to trip you, you get a Reflex save to avoid being knocked prone. The DC is the tripper’s combat maneuver check result.
  • Standing Up: If you are knocked prone, you can stand up as a move action. This provokes an attack of opportunity, but it’s often worth it to regain your mobility.
  • Using Your Reaction: Some abilities, like the Acrobatics skill, can allow you to avoid falling prone even when tripped.

Anticipating and Countering Opponent’s Combat Maneuver Attempts

Being proactive is better than reactive. By understanding your opponent’s tactics and looking for telltale signs, you can anticipate and counter their combat maneuver attempts before they even start. Here are some strategic considerations:

  • Observe Your Opponent: Pay attention to their fighting style. Do they favor close combat? Do they carry weapons that are easy to disarm? This can help you predict their actions.
  • Know Their Strengths: Identify the opponent’s strengths. Are they a powerful warrior with high Strength? Are they agile and likely to try to trip you?
  • Maintain Distance: If you suspect your opponent will try a grapple or bull rush, keep your distance. This reduces their opportunities to initiate these maneuvers.
  • Ready an Action: Ready an action to counter their maneuver attempt. For example, you could ready an attack to interrupt their attempt or ready a move to create space.
  • Use Spells and Abilities: Utilize spells or abilities that hinder their movement or actions, such as spells that create difficult terrain or abilities that grant bonuses to CMD.
  • Consider Terrain: Use the environment to your advantage. A narrow passage might make it harder for an opponent to bull rush you, while uneven terrain can make it harder to trip.

“When facing a combat maneuver specialist, always assume they

  • will* try to use their preferred tactics. Watch for their positioning. If they move close, be ready to counter. If they are known for tripping, always be prepared to make that Reflex save, and consider taking a feat that helps with it. Also, don’t forget that flanking gives you a bonus to your combat maneuvers and CMD. Always keep your allies aware of what the enemy might do, so they can assist you!”
  • *Veteran Pathfinder Player, known only as “The Shadowblade”*

Advanced Combat Maneuver Techniques

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Aduhai, sudah sampai kito pado teknik-teknik canggih dalam manuver tempur! These advanced techniques take your Pathfinder 1e character from a simple brawler to a tactical powerhouse. They involve combining maneuvers, using reach effectively, and stringing them together for devastating effect. Let’s explore these, shall we?

Using Multiple Maneuvers in a Single Round

Many maneuvers allow for more than one action in a single round. Using multiple combat maneuvers in a single round expands your options and can overwhelm your opponent.Here’s how it generally works:

  • Some feats, like Combat Reflexes, allow you to make attacks of opportunity, including combat maneuvers, when a foe provokes them.
  • The Spring Attack feat allows a character to move before and after a single attack, including combat maneuvers.
  • Certain abilities, spells, and items might also grant extra actions.

Combat Maneuvers with Reach Weapons

Reach weapons extend your threat range, making you a danger to enemies further away. This is very advantageous in Pathfinder 1e.Here’s what to keep in mind:

  • You can threaten and perform combat maneuvers against creatures within your reach.
  • Some maneuvers, like Bull Rush, can be more effective with reach, allowing you to move enemies further.
  • Reach weapons can also make it harder for enemies to get close to you.

Chaining Combat Maneuvers for Maximum Effect

Chaining maneuvers is about creating a sequence of actions that set up your opponent for a follow-up. This can be devastating.Here are some examples of maneuver chains:

  • Trip then Grapple: Tripping an enemy prone first gives you a +4 bonus on your grapple check, making it easier to hold them.
  • Bull Rush then Trip: Force an enemy backward with a Bull Rush, then Trip them when they’re off balance.
  • Disarm then Grapple: Disarm an opponent of their weapon, then immediately grapple them to prevent them from picking it up.

A Complex Combat Maneuver Sequence, Pathfinder 1e combat maneuvers

Let’s paint a picture of a skillful warrior using a maneuver chain:Bujang Sutan, a seasoned warrior, faces a hulking ogre. He wields a glaive, a reach weapon. He knows he must act fast!First, Bujang Sutan initiates the sequence with aTrip* maneuver. He swings his glaive, aiming to sweep the ogre’s legs. He rolls his combat maneuver check, adding his Strength modifier and his Combat Expertise feat bonus.

The ogre, surprised, attempts to resist. The dice roll favors Bujang Sutan, and the ogre stumbles, falling prone.Now, with the ogre prone, Bujang Sutan swiftly follows up with aGrapple*. The ogre is now at a disadvantage, and the +4 bonus from the prone condition favors Bujang Sutan. He rolls again, focusing on the grapple. The ogre struggles, but Bujang Sutan’s superior skill and strength win out.

The ogre is now grappled.Finally, while grappling the ogre, Bujang Sutan, uses his free hand to deliver a final blow with a quick strike to the head, ending the fight.This sequence highlights the power of planning and execution in combat. Bujang Sutan used the environment and the ogre’s own actions against it. The ogre’s fall, the grapple, and the final blow – all connected to the first move, resulting in victory.

Summary

In conclusion, pathfinder 1e combat maneuvers are not just extra actions; they are the tools that allow you to shape the narrative of your battles. From the subtle art of the Dirty Trick to the brute force of a Bull Rush, mastering these techniques will empower you to control the battlefield, outsmart your enemies, and ultimately, become a true champion.

Embrace the complexity, experiment with different strategies, and watch as your character evolves into a force to be reckoned with. The battlefield awaits, and with these maneuvers, victory is within your grasp.

User Queries: Pathfinder 1e Combat Maneuvers

What is the difference between CMB and CMD?

CMB (Combat Maneuver Bonus) is the modifier used when attempting a combat maneuver, calculated from your base attack bonus, strength, and other modifiers. CMD (Combat Maneuver Defense) is the target number you must beat with your CMB to succeed, calculated from 10 + your base attack bonus + strength modifier + dexterity modifier + other modifiers.

Can I use combat maneuvers on creatures larger or smaller than me?

Yes, but size modifiers apply. Larger creatures are harder to affect, while smaller creatures are easier. These modifiers are based on the difference in size categories between you and the target.

What happens if I fail a combat maneuver?

Generally, nothing. You simply miss. However, some feats or abilities might have consequences for a failed attempt, so always read the fine print.

Are combat maneuvers affected by concealment or cover?

Yes. Concealment can cause a miss chance, just like a normal attack. Cover provides a bonus to CMD, making it harder to succeed on a maneuver.

How do I prepare for a character specialized in combat maneuvers?

Focus on Strength, Dexterity, and Constitution. Select feats that boost your CMB and provide bonuses to your defenses. Consider class abilities that complement your chosen maneuvers. Also, don’t forget the importance of gear like weapons with reach and items that grant bonuses to strength or combat maneuvers.