As-salamu alaykum, my friends. Let us begin our exploration, a pathfinding through the intricate dance of battle, with the essence of Combat Maneuvers Pathfinder. Imagine, if you will, the clash of steel, the grit of the earth beneath your feet, and the cunning required to outwit your foe. This is not merely a fight; it is a carefully orchestrated ballet of strength, skill, and strategy.
We’ll delve deep, uncovering the secrets of these maneuvers, from the simple Trip to the complex Grapple, guiding you to master the battlefield with wisdom and grace.
We’ll examine the very heart of these maneuvers: the Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD). These are the pillars upon which success is built, and we’ll learn how to calculate them, how to enhance them, and how to use them to both deliver and withstand the most devastating blows. We’ll also explore the tools of the trade: feats, abilities, and even the environment itself, and how they can be used to your advantage.
Prepare yourselves, for we are about to begin a journey to becoming true masters of combat.
Types of Combat Maneuvers

The battlefield, a swirling vortex of steel and spell, demands mastery beyond mere brute force. To truly dominate, a warrior must command the very flow of combat, dictating the dance of death. This requires not just wielding a blade, but understanding the subtle arts of combat maneuvers – the techniques by which one can control, cripple, and ultimately crush their foes.
Standard Combat Maneuvers
These are the cornerstones of battlefield control, the tools with which a cunning combatant shapes the fight to their advantage. They are the bread and butter of tactical superiority.
- Trip: A swift kick or a well-placed shove aimed at unbalancing an opponent. Success leaves the foe prone, vulnerable to follow-up attacks. A prone enemy suffers a penalty to attack rolls and provides combat advantage to melee attackers.
- Disarm: A desperate lunge, attempting to wrest a weapon from the enemy’s grasp. Success can render an opponent weaponless, significantly reducing their offensive capabilities. This maneuver is particularly effective against heavily armed opponents.
- Grapple: A close-quarters struggle, locking an opponent in a deadly embrace. This restricts the target’s movement and actions, allowing the grappler to inflict further damage or control their position. This is a very effective maneuver to restrict the mobility of the target.
- Bull Rush: A charge of pure force, shoving an opponent backward. This can knock an enemy out of position, potentially into hazards or away from allies.
- Sunder: A targeted attack aimed at destroying an opponent’s weapon or armor. Success can cripple an opponent’s defenses or render them defenseless.
Action Economy and Combat Maneuvers
The ebb and flow of combat is dictated by the actions a character can take in a round. Mastering this action economy is crucial to success. Knowing when to strike, when to reposition, and when to control the battlefield with maneuvers can make the difference between victory and defeat.
- Standard Action: Most combat maneuvers, such as Trip, Disarm, Grapple, Bull Rush, and Sunder, require a standard action. This means the maneuver is the primary action a character can take on their turn.
- Swift Action: Some abilities or feats allow for swift action combat maneuvers, granting the character more flexibility. These are typically less powerful, or used to enhance a standard action maneuver.
- Free Action: Certain maneuvers, or aspects of maneuvers, may be considered free actions, allowing them to be performed without consuming a significant portion of a character’s action economy.
Comparing and Contrasting Combat Maneuvers
Each combat maneuver possesses unique strengths and weaknesses, making them suitable for different situations and against different foes. A wise warrior chooses their maneuvers carefully, tailoring their approach to the specific challenges they face.
- Trip vs. Disarm: Trip offers immediate advantage, making the enemy vulnerable to attacks. Disarm, however, can completely remove the opponent’s offensive capabilities, but it depends on the opponent’s weapon.
- Grapple vs. Bull Rush: Grapple provides superior control, restricting movement and actions. Bull Rush excels at pushing opponents into dangerous situations or out of position, but is less effective at restraining them.
- Sunder vs. Others: Sunder directly targets equipment, potentially crippling a foe’s defenses, but is dependent on the opponent using equipment. The others offer broader tactical advantages.
The success of a combat maneuver is determined by the following formula: Combat Maneuver Bonus (CMB) = Base Attack Bonus (BAB) + Strength modifier + Special size modifiers + other modifiers. The target’s defense is determined by Combat Maneuver Defense (CMD) = 10 + Base Attack Bonus (BAB) + Strength modifier + Dexterity modifier + other modifiers.
Skills and Abilities Influencing Combat Maneuvers
The battlefield is a dance of steel and cunning, where raw power meets precise technique. Success in combat maneuvers hinges not only on brute strength but also on the skillful application of a character’s training and inherent abilities. Mastering these maneuvers requires a deep understanding of how various skills and attributes combine to determine a warrior’s prowess in the heat of battle.
This section delves into the intricate interplay of these elements, revealing how a character’s stats translate into tactical dominance.
Combat Maneuver Bonus (CMB) Calculation
The Combat Maneuver Bonus (CMB) is the cornerstone of a character’s ability to execute combat maneuvers. It quantifies a character’s effectiveness in initiating these actions, representing their skill in grappling, tripping, disarming, and other tactical engagements. The CMB is a critical value, constantly referenced during combat maneuver checks to determine the outcome of these actions.The CMB is calculated using the following formula:
Base Attack Bonus (BAB) + Strength Modifier (or Dexterity Modifier for certain maneuvers) + Special Size Modifier + Other Modifiers
The Base Attack Bonus (BAB) reflects a character’s overall combat proficiency, improving as they gain levels. The Strength modifier, representing physical power, is a key component for most maneuvers. However, certain maneuvers, such as feinting, may use Dexterity instead. The Special Size Modifier offers a bonus based on the character’s size, with larger creatures gaining a significant advantage. Other modifiers can include bonuses from feats, class features, or magical effects.
Skills and Abilities Contributing to CMB and CMD
The skills and abilities that contribute to a character’s CMB and Combat Maneuver Defense (CMD) are pivotal in determining their success in combat maneuvers. These values directly influence whether a character can successfully initiate a maneuver against an opponent (CMB) or resist being subjected to one (CMD). The following breakdown details the key components.The following skills and abilities directly influence a character’s combat maneuver capabilities.
- Base Attack Bonus (BAB): A fundamental aspect of combat proficiency, BAB is a universal modifier reflecting a character’s training and experience in engaging in combat. BAB contributes to both CMB and CMD.
- Strength Modifier: The primary modifier for most combat maneuvers, Strength determines the character’s raw physical power and ability to grapple, trip, or bull rush opponents.
- Dexterity Modifier: While often used for defensive purposes, Dexterity can be used in certain situations to calculate CMB.
- Size Modifier: Larger creatures gain a significant advantage in combat maneuvers, as their size grants them greater leverage and stability. This is applied to both CMB and CMD.
- Feats and Class Features: Many feats and class features grant bonuses to specific combat maneuvers, enhancing a character’s specialization in these actions.
Combat Maneuver Defense (CMD) is the measure of a character’s ability to resist combat maneuvers. The CMD is calculated using the following formula:
+ Base Attack Bonus (BAB) + Strength Modifier (or Dexterity Modifier for certain maneuvers) + Dexterity Modifier + Special Size Modifier + Other Modifiers
The following table illustrates the relationship between relevant skills and the corresponding maneuvers they affect:
| Skill/Ability | CMB Impact | CMD Impact | Maneuvers Affected |
|---|---|---|---|
| Base Attack Bonus (BAB) | Added to CMB | Added to CMD | All |
| Strength Modifier | Added to CMB | Added to CMD | Grapple, Bull Rush, Trip, Sunder |
| Dexterity Modifier | Added to CMB (Feint) | Added to CMD | Feint |
| Size Modifier | Added to CMB | Added to CMD | All |
| Feats (e.g., Improved Grapple) | Adds specific bonuses to CMB | N/A (unless a defensive feat) | Specific maneuver(s) |
Combat Maneuver Defense (CMD) and Its Calculation

The clash of steel, the grapple for dominance – combat maneuvers are a brutal dance of force and will. But against every attempt to trip, disarm, or reposition, a creature stands its ground, defending against these attacks. This resilience is quantified by Combat Maneuver Defense, or CMD, a crucial statistic in determining the success or failure of any combat maneuver.
Calculating Combat Maneuver Defense
The calculation of CMD is a straightforward process, built upon the foundations of a creature’s defenses. It is a reflection of a character’s ability to resist being pushed, pulled, tripped, or otherwise manipulated in combat.The core formula for calculating CMD is as follows:
CMD = 10 + Base Attack Bonus + Strength Modifier + Dexterity Modifier + Size Modifier + Other Modifiers
To understand the components, consider these key elements:
- 10: This is the baseline, the foundation upon which all other defenses are built. It represents a creature’s inherent ability to maintain its balance and resist being easily manipulated.
- Base Attack Bonus (BAB): The BAB reflects a creature’s proficiency in attacking, and it also contributes to their defensive capabilities. A higher BAB indicates greater combat experience and a better ability to withstand the forces of a combat maneuver.
- Strength Modifier: Strength is the measure of physical power. A higher Strength modifier provides a bonus to CMD, representing a creature’s ability to resist being moved or controlled due to their raw physical strength. For example, a character with a Strength score of 18 (+4 modifier) would add +4 to their CMD.
- Dexterity Modifier: Dexterity reflects a creature’s agility and reflexes. A higher Dexterity modifier grants a bonus to CMD, reflecting the creature’s ability to avoid being caught off guard or unbalanced. A nimble rogue with a high Dexterity score would be more difficult to trip or grapple.
- Size Modifier: Size plays a significant role in CMD. Larger creatures are inherently more difficult to maneuver. A creature’s size modifier to CMD is based on the following scale: Fine (+8), Diminutive (+4), Tiny (+2), Small (+1), Medium (+0), Large (-1), Huge (-2), Gargantuan (-4), Colossal (-8).
- Other Modifiers: Various other factors can influence CMD. These may include specific feats, class abilities, and magical effects that enhance a creature’s ability to resist combat maneuvers. For example, the feat “Improved Trip” provides a +4 bonus to CMD against trip attempts.
Factors Influencing CMD
Numerous factors contribute to a creature’s CMD, influencing their ability to withstand combat maneuvers. These include inherent defenses, size, and external bonuses.
- Armor: While armor does not directly contribute to CMD, it indirectly affects it. By increasing a creature’s Armor Class (AC), armor makes it more difficult for opponents to successfully land an attack that could then be followed up with a combat maneuver. A heavily armored knight, for instance, is harder to hit, which gives them a better chance of resisting a subsequent grapple.
- Size Modifiers: As previously mentioned, size plays a critical role. Larger creatures have a significant advantage in CMD, reflecting their increased mass and stability. A colossal dragon, for example, is nearly impossible to trip or push due to its sheer size.
- Feats: Certain feats provide direct bonuses to CMD, enhancing a creature’s ability to resist specific combat maneuvers. The aforementioned “Improved Trip” is a prime example, providing a bonus specifically against trip attempts. Other feats may grant bonuses against grappling, disarming, or other maneuvers.
- Class Abilities: Some classes possess abilities that directly improve their CMD. A monk, for instance, might have abilities that grant bonuses to their AC and CMD, reflecting their exceptional training and balance.
- Magical Effects: Spells and magical items can also influence CMD. Spells that enhance Strength or Dexterity will directly improve a creature’s CMD. Furthermore, some magical items may grant specific bonuses to CMD, providing an additional layer of protection against combat maneuvers.
Determining a Creature’s CMD, Combat maneuvers pathfinder
Determining a creature’s CMD involves a simple calculation, but the outcome can significantly impact the course of a battle. The factors that influence it determine how well a creature can withstand an attempt to manipulate their position or state in combat.Here’s an example:Consider a Medium-sized fighter with the following stats:
- Base Attack Bonus: +5
- Strength: 16 (+3 modifier)
- Dexterity: 14 (+2 modifier)
Without any other modifiers, the fighter’s CMD would be calculated as follows:
CMD = 10 + 5 (BAB) + 3 (Str) + 2 (Dex) + 0 (Size) = 20
This fighter has a CMD of 20. If an opponent attempts to trip the fighter, the opponent must make a combat maneuver check (using their CMB) against the fighter’s CMD of 20.If the fighter had the feat “Improved Trip”, their CMD against trip attempts would be 24 (20 + 4). This increase significantly improves their chances of resisting a trip attempt.
Maneuver Feats and Specializations
The battlefield is a dance of steel and cunning, where raw strength alone rarely triumphs. Victory often hinges on the mastery of combat maneuvers, and the astute warrior understands the power of specialization. Feats are the tools by which a character refines these maneuvers, transforming them from simple actions into devastating techniques. These feats grant bonuses, add new options, and even alter the fundamental rules of engagement, turning a skilled combatant into a true force of nature.These feats fundamentally modify the mechanics of combat maneuvers by adding specific benefits, such as increasing the maneuver bonus, granting additional actions, or imposing penalties on the defender.
Some feats allow a character to use a maneuver in ways previously impossible, opening new tactical possibilities. Others focus on specific defenses, providing advantages against particular types of maneuvers. The careful selection of these feats is crucial to building a character optimized for a particular combat style.
Feats Enhancing Combat Maneuvers
The following list organizes significant feats, detailing their effects and the combat maneuvers they enhance. Understanding these options is essential for building a character who excels in specific forms of combat.
- Improved Bull Rush: This feat provides a +2 bonus on combat maneuver checks to bull rush. If the bull rush succeeds, the character can move with the target. This feat is particularly useful for controlling battlefield positioning and separating enemies from their allies.
- Greater Bull Rush: Building upon Improved Bull Rush, this feat allows the character to move the target up to twice their speed when bull rushing successfully. This feat further enhances the character’s ability to control enemy positioning.
- Shield Slam: This feat allows a character wielding a shield to make a shield bash as a swift action after successfully making a successful attack. The shield bash can then be followed by a combat maneuver, making this feat very useful for a character who enjoys using combat maneuvers.
- Improved Dirty Trick: This feat grants a +2 bonus on combat maneuver checks to perform a dirty trick. Additionally, the character can choose a different condition to impose on the target (blinded, dazed, entangled, or shaken). This feat allows for greater versatility in disabling opponents.
- Greater Dirty Trick: This feat increases the duration of the conditions imposed by the dirty trick maneuver by 2 rounds. It also grants a +2 bonus on attack rolls against a target that is affected by the dirty trick. This feat is extremely effective at controlling and hindering opponents.
- Improved Disarm: This feat provides a +2 bonus on combat maneuver checks to disarm an opponent. It also allows the character to attempt a disarm as a swift action. This feat is invaluable for neutralizing enemy weapons and disrupting their attacks.
- Greater Disarm: This feat grants a +2 bonus on combat maneuver checks to disarm, and if successful, the target also drops the weapon. This can be devastating in combat.
- Improved Grapple: This feat grants a +2 bonus on combat maneuver checks to grapple. When grappling, the character can make a grapple check as a free action to maintain the grapple. This feat makes grappling more effective.
- Greater Grapple: This feat provides a +2 bonus on combat maneuver checks to grapple. The character can also make two grapple checks per round, allowing for more tactical options in a grapple.
- Pinning Grapple: This feat allows a character who is grappling to pin their opponent. If the grapple check succeeds, the target is pinned.
- Improved Trip: This feat grants a +2 bonus on combat maneuver checks to trip an opponent. Additionally, if the trip attempt succeeds, the character can make an immediate melee attack against the tripped target. This feat makes tripping more offensive.
- Greater Trip: This feat grants a +2 bonus on combat maneuver checks to trip. If the trip attempt succeeds, the character can make an immediate melee attack against the tripped target. The tripped target also provokes an attack of opportunity from the character.
- Weapon Focus (Combat Maneuver): This feat grants a +1 bonus on attack rolls with a specific weapon. It also grants a +1 bonus on combat maneuver checks with the chosen weapon.
Specific Maneuver Breakdown: Trip
The battlefield is a dance of blades and bodies, a chaotic ballet where the ground beneath your feet can be as treacherous as any foe. Among the many maneuvers available to a warrior, the Trip maneuver stands out as a particularly devastating technique. To successfully trip an opponent is to rob them of their footing, leaving them vulnerable to a flurry of attacks or an advantageous repositioning.
The “combat maneuvers pathfinder” concept, initially designed for ground-based tactics, finds a fascinating parallel in the aerial domain. Understanding the complexities of aircraft combat maneuvers, such as those described in detail at aircraft combat maneuvers , illuminates the strategic thinking required in the pathfinder’s application. Ultimately, both contexts emphasize adaptability and rapid decision-making in high-pressure situations, mirroring each other.
Mechanics of the Trip Maneuver
The Trip maneuver is a direct challenge to an opponent’s balance. It demands a keen eye for opportunity and a decisive application of force. The process is a test of strength and agility, and its success hinges on the following mechanics:The primary check for a Trip maneuver is a combat maneuver check. This is calculated as follows:
Combat Maneuver Check = Base Attack Bonus + Strength Modifier + Special bonuses
This check is then opposed by the target’s Combat Maneuver Defense (CMD), which is calculated as follows:
CMD = 10 + Base Attack Bonus + Strength Modifier + Dexterity Modifier + Size Modifier + Other bonuses
If the attacker’s combat maneuver check equals or exceeds the target’s CMD, the trip is successful. However, there are nuances.* Trigger: The Trip maneuver can be initiated during your turn. It often follows a successful attack, or can be performed as a standard action.
Target
The target must be within your reach and of a size that you can affect. Creatures too large, or incorporeal, are immune.
Consequences of Failure
If the attacker’s check fails, the maneuver has no effect, and the attacker may be left vulnerable, depending on the circumstances.
Consequences of Success
The target is knocked prone, suffering a penalty to their Armor Class and attacks, while the attacker gains an advantage.
Advantages of a Successful Trip
The rewards for a successful Trip maneuver are substantial, shifting the tide of battle in your favor. Successfully knocking an opponent prone offers several strategic benefits:* Vulnerability: A prone creature suffers a -4 penalty to Armor Class against melee attacks and cannot use ranged attacks. They are effectively easier to hit.
Movement Restriction
A prone creature must spend half their movement to stand up, offering a moment of vulnerability. This can disrupt their attack plan and give the attacker the opportunity to capitalize.
Opportunity for Attack
A prone creature provokes attacks of opportunity from adjacent creatures, including the one who tripped them. This provides an immediate follow-up attack.
Tactical Advantage
Tripping a creature can be used to control the battlefield. It can be used to isolate an enemy, or force them to maneuver in a direction of the attacker’s choosing.
Visual Representation of a Successful Trip Maneuver
Imagine a battlefield, a clash of steel and sinew. A seasoned warrior, let’s call him Borin, faces a hulking Orc, Grug, a brute of muscle and malice. Borin, quick of foot and keen of mind, has been trading blows with Grug. He sees his opening.The illustration unfolds:* The Setup: Borin feints, drawing Grug’s attention. He ducks low, using the momentum from his previous strike.
The Execution
With a burst of speed, Borin sweeps his leg low, aiming for Grug’s ankles. His foot connects with a satisfying thud against Grug’s shins.
The Result
Grug, caught off guard, stumbles. His balance is shattered. His massive frame begins to fall. His arms flail wildly as he tries to regain his footing. He crashes to the ground, the impact shaking the very earth.
Borin stands over him, sword poised for the next strike. Grug is now prone, vulnerable.
The Aftermath
Borin’s advantage is clear. He has successfully disrupted Grug’s attack and placed him at a significant disadvantage. He can choose to press his attack, move to a better position, or even attempt another maneuver. The battle has shifted.
Specific Maneuver Breakdown: Disarm
The battlefield is a dance of steel and cunning, where victory often hinges not just on inflicting wounds, but on depriving an opponent of their means of doing so. The Disarm maneuver offers a path to dominance, stripping foes of their weapons and turning the tide of combat in your favor. This section delves into the intricacies of this tactical option.
Mechanics of the Disarm Maneuver
To attempt a Disarm, a combatant must dedicate an action to the endeavor. This action involves a specific series of checks and potential consequences. The success or failure of the attempt dictates the outcome.The mechanics of the Disarm maneuver can be broken down as follows:
- The Attack Roll: The initiator makes a combat maneuver check (which is a CMB check) as a standard action. This check is made as an attack roll, using the character’s base attack bonus plus any applicable Strength modifier and special bonuses, such as those from feats.
- The Defender’s Response: The target of the disarm attempts to resist the maneuver. The defender uses their Combat Maneuver Defense (CMD) to resist the attempt.
- Determining Success: If the attacker’s combat maneuver check equals or exceeds the defender’s CMD, the disarm is successful. If the check fails, the disarm attempt fails, and the attacker may have wasted their action.
- Consequences of Success: Upon a successful disarm, the defender’s weapon is dropped. The weapon lands in a square adjacent to the defender, at the attacker’s discretion (unless the defender is a creature that has an extraordinary grasp). The attacker does not automatically pick up the weapon, though they could take a move action to do so.
- Consequences of Failure: If the attacker’s combat maneuver check fails, the disarm attempt fails. The attacker might be left vulnerable to a counterattack, depending on the circumstances.
- Holding a Weapon: If the defender is wielding the weapon with two hands, the attacker can choose to only attempt to disarm one hand, which could still make the target drop the weapon.
The formula for a Combat Maneuver Check is: Base Attack Bonus + Strength Modifier + Special Bonuses. The target’s CMD is calculated as: 10 + Base Attack Bonus + Strength Modifier + Dexterity Modifier + Size Modifier + Other Bonuses.
Advantages of a Successful Disarm
Disarming an opponent offers significant tactical advantages, shifting the balance of power in a fight. It’s not just about taking away a weapon; it’s about controlling the flow of combat.The benefits of successfully disarming an opponent are:
- Loss of Offense: The most immediate advantage is the opponent’s loss of their primary means of attack. A disarmed foe can no longer effectively strike with their weapon, forcing them to rely on unarmed strikes, which are generally less damaging.
- Control of the Battlefield: By controlling the location of the disarmed weapon, the attacker can influence the opponent’s movement. They can force the opponent to move to retrieve the weapon, potentially drawing them into a less advantageous position.
- Psychological Impact: Being disarmed can be demoralizing. It can shake an opponent’s confidence and make them more likely to make mistakes. This is particularly true for characters who rely heavily on their weapons.
- Opportunity for Exploitation: A disarmed opponent is vulnerable. They may be forced to spend an action retrieving their weapon, allowing the attacker to reposition, attack, or even attempt another maneuver.
- Versus Specific Weapon Types: Disarming can be especially effective against enemies wielding reach weapons, preventing them from utilizing their range advantage, or against foes wielding weapons with special properties that can be nullified by the disarm.
Character Disarming an Opponent with Different Weapon Types
The dramatic effect of a disarm varies depending on the weapons involved. Here are a few examples, depicting a character successfully disarming an opponent:
- Longsword vs. Short Sword: A heavily armored knight, wielding a gleaming longsword, clashes with a nimble rogue armed with a short sword. The knight, anticipating the rogue’s agility, times his maneuver perfectly. He sweeps his longsword, angling it to hook around the rogue’s wrist. With a swift twist, he forces the rogue’s short sword from his grasp. The rogue, caught off balance, stumbles back, his eyes widening in surprise.
The longsword remains firmly in the knight’s grasp, while the short sword clatters on the cobblestones.
- Great Axe vs. Spear: A barbarian, muscles bulging, charges at a hobgoblin wielding a spear. The barbarian, ignoring the hobgoblin’s jabs, focuses on closing the distance. At the last moment, he throws his mighty great axe, aiming to knock the spear from the hobgoblin’s grasp. The axe strikes true, the hobgoblin’s grip is broken, and the spear clatters to the ground. The hobgoblin, momentarily stunned, stares at his empty hands as the barbarian closes in, ready to unleash a devastating blow.
- Dagger vs. Scimitar: A cunning assassin, concealed in the shadows, confronts a pirate captain brandishing a curved scimitar. The assassin, using a swift feint, steps into the captain’s reach, and, with a precise movement, slashes at the captain’s wrist. The dagger catches the captain’s blade, and the captain’s grip is broken, the scimitar falls to the ground. The captain, surprised, momentarily freezes, giving the assassin the opportunity to strike.
Specific Maneuver Breakdown: Grapple
The grapple maneuver, a brutal dance of locked limbs and desperate struggles, is a cornerstone of close-quarters combat in Pathfinder. It’s a test of raw strength, cunning, and the will to dominate. Mastering the grapple can turn the tide of battle, allowing a character to control an opponent, inflict debilitating conditions, and ultimately, crush their foes. Failure, however, can leave a character vulnerable and at the mercy of their adversary.
Grapple Mechanics
The grapple maneuver initiates with a combat maneuver check. This check, like all combat maneuvers, involves adding a character’s base attack bonus (BAB) plus relevant ability modifiers (typically Strength) and any applicable bonuses, such as those from feats or spells. The result of this check is compared against the target’s Combat Maneuver Defense (CMD). If the grappler succeeds, the grapple is initiated.
If the grappler fails, the grapple fails, and the grappler might become vulnerable, depending on the circumstances.Once a grapple is successful, the grappler and the grappled creature are considered to be grappling. The grappled creature suffers several penalties: it cannot move, it takes a –4 penalty to Dexterity, and it cannot cast spells with somatic components. The grappler also has options.
They can maintain the grapple (requiring another combat maneuver check each round), attempt to damage the grappled creature, or attempt to move the grappled creature. Maintaining the grapple allows the grappler to maintain control, preventing the grappled creature from escaping.The grappled creature, in turn, can attempt to escape the grapple. This also requires a combat maneuver check, using either Strength or Dexterity, against the grappler’s CMD.
If the grappled creature succeeds, it breaks free. If it fails, the grapple continues.
Combat Maneuver Check (Grapple) = BAB + Strength Modifier + Other Bonuses
Grapple vs. CMD
Advantages and Disadvantages of Grappling
Grappling presents a complex strategic calculus. While it can be highly effective, it also carries significant risks.The advantages of grappling are numerous:
- Control: A grappled opponent is severely limited in its actions. It cannot move, and its options are severely restricted. This control is invaluable in preventing the opponent from attacking allies, reaching key positions, or fleeing.
- Vulnerability: A grappled opponent is often vulnerable to further attacks, especially from allies. The inability to move and the penalty to Dexterity make it easier to hit the grappled creature.
- Damage Potential: Grappling allows for the delivery of specific attacks, such as dealing damage or inflicting other conditions.
- Tactical Flexibility: Grappling can be used to reposition an opponent, dragging them into traps, away from allies, or towards a more advantageous position.
However, grappling has several disadvantages:
- Vulnerability: A grappler is often vulnerable while grappling. They are essentially locked in place, making them easier targets for ranged attacks or spells.
- Action Economy: Grappling requires actions each round to maintain the grapple, potentially limiting the grappler’s offensive options.
- Risk of Counter-Grapple: A grappled creature can attempt to escape or counter-grapple, potentially turning the tables and putting the grappler in a disadvantageous position.
- Requirement of Close Proximity: Grappling is only effective at close range. Characters with ranged attacks or spells can easily avoid a grappler.
Grapple States and Effects
The grapple maneuver can result in various states, each with specific effects on the grappler and the grappled creature. The following table summarizes these states:
| State | Effects on Grappler | Effects on Grappled Creature |
|---|---|---|
| Initiating Grapple | Must make a combat maneuver check against the target’s CMD. | Must make a combat maneuver check (or escape) to avoid the grapple. |
| Grappled | Can only take actions related to the grapple (maintain, damage, move, etc.) and may be subject to attacks. | Cannot move, takes a -4 penalty to Dexterity, cannot cast spells with somatic components. |
| Pinned | Cannot move, takes a -4 penalty to Dexterity, cannot cast spells with somatic components, is helpless. | Cannot move, takes a -4 penalty to Dexterity, cannot cast spells with somatic components, is helpless. |
| Escaping Grapple | Opponent’s CMD is used for the escape check. | Can make a combat maneuver check (Strength or Dexterity) or a successful Escape Artist check to escape. |
| Maintaining Grapple | Must make a combat maneuver check each round against the opponent’s CMD. | Remains grappled. |
| Moving a Grappled Creature | Can move the creature up to half their speed. | Moves with the grappler. |
| Dealing Damage While Grappling | Can make a combat maneuver check to damage the grappled creature. | Takes damage. |
Countering Combat Maneuvers
The battlefield is a dance of aggression and defense, a constant struggle for dominance. To survive the brutal symphony of combat, one must not only master the art of attack but also the cunning of defense. This section delves into the intricate techniques and strategies employed to thwart the enemy’s attempts to control the battlefield through combat maneuvers. It is the shield against the storm, the bulwark against the tide of aggression.
Resisting or Avoiding Combat Maneuvers
The art of resisting combat maneuvers is multifaceted, a combination of skill, awareness, and strategic positioning. Understanding how to avoid or minimize the effects of these maneuvers is critical to survival.
- Awareness is Paramount: Knowing your opponent’s capabilities and anticipating their tactics is the first line of defense. Observe their movements, study their past actions, and be prepared for the inevitable.
- Maintain Distance: Distance is your ally. Staying out of reach of an opponent’s reach can prevent many maneuvers from being initiated. If a trip attempt is likely, maintain a strategic distance.
- Strategic Positioning: Utilize the environment to your advantage. Cover, difficult terrain, and advantageous positioning can hinder an opponent’s attempts to maneuver you. For example, fighting near a wall makes grappling much more difficult.
- Swift Actions: Reacting quickly to an incoming maneuver is essential. The quicker you can respond, the more likely you are to succeed in resisting the attack.
- Preemptive Actions: Before the maneuver is attempted, consider taking actions that will make the attempt more difficult. For example, before an opponent tries to disarm you, dropping your weapon is a valid option.
Using Combat Maneuver Defense (CMD) to Defend
Your Combat Maneuver Defense (CMD) is your primary defense against enemy attempts to manipulate your position and control the battlefield. Understanding its components and how to leverage it is crucial.
CMD = 10 + Base Attack Bonus + Strength modifier + Dexterity modifier + bonuses from special feats and armor.
This formula is the cornerstone of your defense. The higher your CMD, the more difficult it is for an opponent to successfully execute a maneuver against you.
- Base Attack Bonus (BAB): The BAB reflects your proficiency in combat. The higher your BAB, the better your chances of defending against maneuvers.
- Strength Modifier: Strength contributes to your physical presence and ability to resist being moved or controlled.
- Dexterity Modifier: Dexterity influences your agility and ability to avoid being tripped or grappled.
- Feats and Abilities: Specific feats, such as Improved CMD, and abilities that grant bonuses to CMD further enhance your defense. For example, a barbarian’s rage adds a bonus to CMD.
- Armor and Equipment: Certain types of armor and equipment can add to your CMD. For example, a breastplate grants an armor bonus to CMD.
Using Abilities or Items to Counter Specific Combat Maneuvers
The battlefield provides many tools and abilities to counter specific maneuvers. Utilizing these assets can drastically improve your chances of success.
- Trip:
- Abilities: The Stability universal monster ability grants a +4 bonus on CMD against trip attempts. Dwarves receive a racial bonus to CMD against trip attempts.
- Items: Boots of Stability provide a +2 bonus on CMD against trip attempts.
- Disarm:
- Abilities: The Bladebound archetype for the Magus class can use their bonded blade to prevent disarm attempts.
- Items: A weapon cord can prevent a weapon from being disarmed.
- Grapple:
- Abilities: Freedom of Movement spells and abilities, or the use of a Monk’s ability to automatically break free from grapples at a certain level, negate the effects of grapple.
- Items: A Ring of Freedom of Movement grants the wearer the ability to ignore all effects that impede movement, including grapples.
- Sunder:
- Abilities: Some class abilities provide protection against sunder attempts, or make the attacker suffer penalties.
- Items: Certain items, such as adamantine weapons, are more resistant to being sundered.
Environmental Effects on Combat Maneuvers

The battlefield is not a sterile arena; it is a living, breathing entity that can shift the tide of battle with a single gust of wind, a treacherous patch of ice, or the oppressive shroud of darkness. The astute adventurer understands that the environment is not merely a backdrop, but a dynamic force that can either hinder or aid in the execution of combat maneuvers.
Ignoring these environmental factors is a path to certain defeat.
Difficult Terrain’s Impact
Difficult terrain, such as rubble-strewn floors, muddy bogs, or dense undergrowth, drastically alters the effectiveness of combat maneuvers. Movement becomes restricted, balance is challenged, and the very ground beneath your feet can become an enemy.Difficult terrain imposes a penalty on all combat maneuvers that involve movement, such as Trip, Bull Rush, and Sunder. The exact penalty depends on the severity of the terrain, but it generally involves a reduction to the maneuver’s attack roll.
Furthermore, creatures in difficult terrain often find it more challenging to resist maneuvers.Here are specific considerations:
- Reduced Speed: Difficult terrain halves a creature’s speed. This directly impacts maneuvers requiring movement, reducing the distance a creature can cover to initiate a Bull Rush or to flank an opponent for a Trip attempt.
- Maneuver Attack Roll Penalty: A creature attempting a combat maneuver in difficult terrain takes a –2 penalty on its combat maneuver check. This penalty can be compounded by other factors, such as spells or abilities that further hinder movement.
- Trip Difficulty: Tripping a creature in difficult terrain is more challenging. The penalty to the attacker’s maneuver check and the defender’s increased difficulty in maintaining balance significantly reduce the chances of success.
- Grapple Complications: Grappling in difficult terrain is treacherous. The penalty to maneuver checks, combined with the difficulty of maintaining balance while locked in combat, makes it easier for either combatant to be knocked prone or otherwise disadvantaged.
- Examples: Imagine a barbarian attempting a Bull Rush through a dense swamp. The difficult terrain severely limits his speed and maneuverability, making the maneuver far less effective. Conversely, a nimble rogue might find the uneven terrain advantageous for a Trip attempt, using it to their advantage to throw an opponent off balance.
Darkness and Visibility
The absence of light is a potent weapon, capable of turning a skilled warrior into a stumbling fool. Darkness obscures vision, making it difficult to target opponents and assess their movements. This greatly influences the effectiveness of many combat maneuvers.Here’s how darkness impacts combat maneuvers:
- Concealment: Darkness provides concealment, meaning that creatures are harder to target. This applies a penalty to attack rolls and combat maneuver checks made against targets in darkness.
- Blinded Condition: Creatures in complete darkness are effectively blinded. Blinded creatures suffer a severe penalty to attack rolls and combat maneuver checks, and they are vulnerable to being tripped or otherwise manipulated.
- Targeting Challenges: Even with some level of illumination, such as dim light, targeting a specific limb or weapon for a Sunder attempt becomes more difficult.
- Example: A shadow demon, able to see perfectly in darkness, might use its advantage to grapple a warrior in a dimly lit cavern, knowing that the warrior will suffer significant penalties to resist the maneuver. Conversely, a spellcaster might use a
-Darkness* spell to provide concealment and allow them to execute a surprise Trip on an unsuspecting foe.
Weather Conditions’ Effects
The weather, from the gentle whisper of a breeze to the howling fury of a blizzard, introduces another layer of complexity to combat. Wind, rain, and extreme temperatures can all impact the outcome of combat maneuvers.Here’s how weather can affect combat maneuvers:
- Wind: Strong winds can affect ranged attacks and the ability to maintain balance. This can make it more difficult to successfully Bull Rush or Trip an opponent.
- Rain and Ice: Slippery surfaces from rain or ice make it difficult to maintain footing. This can impose penalties on all combat maneuvers that involve movement or balance, such as Trip, Bull Rush, and Disarm.
- Extreme Temperatures: Extreme heat or cold can cause exhaustion, which imposes penalties on Strength and Dexterity checks, indirectly impacting combat maneuvers.
- Example: A raging blizzard might make it impossible to Bull Rush an opponent due to the strong winds and icy conditions. Conversely, a sudden downpour could make the ground slippery, hindering a creature’s ability to maintain balance and making them vulnerable to a Trip.
Other Environmental Hazards
The battlefield is filled with other potential hazards that can influence combat maneuvers, from treacherous slopes to magical effects.
- Slopes: Fighting on a slope can make it more difficult to maintain balance, increasing the difficulty of resisting maneuvers like Trip or Bull Rush.
- Magical Effects: Spells like
-Grease* can create slippery surfaces, imposing penalties on movement and making creatures more vulnerable to Trip and other maneuvers. Spells like
-Entangle* can restrain movement and make it difficult to initiate maneuvers. - Obstacles: Walls, tables, and other obstacles can impede movement and provide cover, affecting the ability to successfully execute certain maneuvers.
- Example: A rogue might use a
-Grease* spell to make the floor slippery, then attempt a Trip on a pursuing enemy. Or, an opponent might use the cover of a thick stone wall to avoid being targeted by a Bull Rush.
Advanced Tactics and Combinations
The battlefield is a dance of death, a swirling vortex of steel and spell. To merely execute a single maneuver is to be a novice. Mastery lies in weaving these actions together, a symphony of violence that leaves foes reeling. Advanced tactics transform a warrior from a brute into a strategist, a conductor of chaos. This section delves into the intricate art of combining combat maneuvers with spells and other abilities, turning individual actions into devastating combinations.
Combining Maneuvers with Spells
The arcane arts and martial prowess are not separate entities, but rather complementary forces. Spells can augment combat maneuvers, creating opportunities and amplifying their effects. Consider the following:
- Grease and Trip: The
-grease* spell, cast upon the ground, drastically reduces a target’s ability to maintain balance. Following up with a trip attempt becomes significantly easier, as the target is already at a disadvantage. - Enlarge Person and Grapple: The
-enlarge person* spell increases the size and strength of a creature. This directly translates to a higher Strength score, granting a significant bonus to grapple checks, making it easier to subdue larger opponents. - Web and Disarm: The
-web* spell can restrain a target, creating an ideal setup for a disarm attempt. The target is both entangled and likely distracted, making them vulnerable to losing their weapon. - Hold Person and Maneuver: The
-hold person* spell paralyzes a target. This removes the target’s ability to act, making them an easy target for any combat maneuver, whether it’s a grapple, trip, or disarm.
Synergistic Abilities and Maneuver Combinations
Beyond spells, other abilities can be combined with combat maneuvers to create deadly sequences. Consider these examples:
- Improved Trip and Combat Reflexes: A character with Improved Trip and Combat Reflexes can potentially make multiple trip attempts in a single round. If a foe provokes an attack of opportunity by moving near them, the character can trip them. If the trip is successful, they then have a chance to trip them again when they attempt to stand.
- Weapon Focus (Trip) and Trip: Weapon Focus (Trip) grants a +1 bonus on trip attempts. This seemingly small bonus, combined with a high Strength and the right circumstances, can be enough to tip the scales in favor of success.
- Rogue’s Sneak Attack and Grapple: While grappling, a rogue can still apply sneak attack damage to attacks against the grappled opponent, provided the conditions are met (e.g., the opponent is denied their Dexterity bonus to AC).
Tactical Combination Examples
Here are some tactical combinations, detailing the steps involved and the potential advantages they offer:
- The “Tumble and Trip” Combo:
- The character begins by using the Tumble skill to move through a threatened area, potentially avoiding attacks of opportunity.
- Once within reach of the target, the character attempts a trip maneuver.
- If successful, the target is prone, leaving them vulnerable to attacks.
- Advantages: Allows for strategic positioning while setting up a prone opponent, maximizing damage potential for allies.
- The “Enlarge, Grapple, and Squeeze” Combo:
- The character casts
enlarge person* to increase their size and strength.
- They then attempt a grapple maneuver on the target.
- If successful, they use the Squeeze action to move the grappled target into a confined space (e.g., a narrow passage or a wall).
- Advantages: The increased size provides a significant bonus to grapple checks. Squeezing the target into a tight space can severely restrict their movement and ability to attack.
- The character casts
- The “Web, Disarm, and Attack” Combo:
- The character casts the
web* spell, attempting to entangle the target.
- If the target is entangled, the character attempts a disarm maneuver.
- If successful, the target loses their weapon.
- The character then attacks the now weaponless target.
- Advantages: Controls the battlefield, removes the target’s primary weapon, and sets them up for a series of attacks.
- The character casts the
Note: These combinations can be adapted and modified based on the specific abilities of the character, the spells available, and the circumstances of the battle. Success relies on careful planning, knowledge of the game’s rules, and a willingness to adapt to the ever-changing tides of combat.
Combat Maneuvers for Different Character Classes
The battlefield is a canvas, and combat maneuvers are the strokes of a master artist, shaping the very flow of conflict. Not all classes are born equal in this art. Some are naturally gifted, their very essence intertwined with the brutal dance of grapple, trip, and disarm. Others must work harder, honing their skills to compete. The effectiveness of combat maneuvers varies greatly depending on the class, its inherent abilities, and the feats it chooses.
Classes Best Suited for Combat Maneuver Specialization
Certain classes possess a natural affinity for combat maneuvers, making them formidable combatants in the art of controlling the battlefield. These classes often feature abilities and skills that directly enhance their maneuverability and effectiveness.* Fighters: The quintessential masters of combat, fighters excel in combat maneuvers due to their access to numerous combat feats and their high base attack bonus (BAB).
They can specialize in a variety of maneuvers, adapting to any situation.* Brawlers: These classes are inherently built around the idea of close-quarters combat and grappling. Their class features often directly enhance their ability to grapple, trip, and otherwise control opponents.* Barbarians: While often known for raw power, barbarians can also become incredibly effective maneuver specialists.
Their rage grants them bonuses to Strength and Constitution, bolstering their combat maneuver checks and defenses.* Monks: Agile and disciplined, monks can utilize combat maneuvers with surprising effectiveness. Their flurry of blows allows them to attempt multiple maneuvers in a single round, and their Wisdom often contributes to their CMD.* Rangers: With their skills in tracking and wilderness survival, rangers can be proficient in combat maneuvers, particularly those that involve mobility and terrain manipulation.
Examples of Effective Maneuver Utilization by Different Classes
Each class can employ combat maneuvers in unique and devastating ways.* Fighter: A fighter might specialize in tripping opponents, then using a reach weapon to keep them prone and unable to retaliate effectively. They can also use feats to improve their maneuver defense, making them difficult to be maneuvered themselves.* Brawler: A brawler might use their grappling expertise to immobilize a foe, then pummel them with devastating unarmed strikes.
Their ability to adapt and learn new maneuvers quickly makes them versatile.* Barbarian: A raging barbarian could use their immense strength to grapple a foe, holding them in place while their allies unleash attacks. They can also use their mobility to disrupt enemy formations, using maneuvers to create advantageous battlefield positions.* Monk: A monk might use their speed and agility to disarm an opponent, then follow up with a flurry of blows to deliver a series of strikes.
Their ability to move quickly allows them to control the flow of combat.* Ranger: A ranger might use trip to knock an enemy off balance, then use their knowledge of the terrain to gain a tactical advantage. They could also employ disarm to remove a weapon from an enemy, leaving them vulnerable.
Class-Specific Recommendations for Combat Maneuver Builds:
Fighter
Prioritize feats that increase your CMB and CMD, such as Improved Maneuver, Greater Maneuver, and Combat Reflexes. Consider specializing in a particular maneuver, such as Trip or Disarm. Choose a weapon that synergizes with your chosen maneuver, such as a reach weapon for tripping or a weapon with disarm properties.
Brawler
Focus on feats that enhance your grappling ability, such as Improved Grapple, Greater Grapple, and Chokehold. Maximize your Strength and Constitution scores. Consider taking the Snap Shot feat to threaten adjacent squares and prevent enemies from moving.
Barbarian
Invest in feats that boost your CMB and CMD while raging, such as Improved Maneuver and Power Attack. Choose a rage power that complements your chosen maneuver style, such as Intimidating Glare for demoralizing enemies.
Monk
Focus on feats that allow you to make multiple maneuver attempts in a round, such as Flurry of Blows and Improved Maneuver. Prioritize Wisdom and Dexterity scores. Consider the Combat Reflexes feat for additional attacks of opportunity.
Ranger
Choose feats that enhance your chosen maneuver style, such as Improved Trip or Disarm. Focus on skills that complement your maneuver style, such as Acrobatics and Stealth. Consider using a favored enemy bonus to improve your CMB against specific enemy types.
Monsters and Combat Maneuvers
The battlefield is a tapestry woven with the threads of strategy and the raw power of the monstrous. Understanding how to exploit the weaknesses of these creatures, utilizing combat maneuvers to disrupt their attacks and control the flow of battle, is crucial for survival. Against a foe, a well-placed trip can shatter their charge, a successful disarm can render their claws or weapons useless, and a relentless grapple can immobilize them, allowing the heroes to unleash their full fury.
Using Combat Maneuvers Against Different Types of Monsters
The effectiveness of a combat maneuver varies greatly depending on the monster’s size, abilities, and vulnerabilities. This section details how to approach different monster types, focusing on the most effective maneuvers and tactics.For example, a creature with high Strength but low Dexterity is a prime target for a trip. A creature reliant on a specific weapon is vulnerable to disarm.
Against a spellcaster, a grapple could prevent them from casting spells with somatic components.* Against Large or Huge Creatures: Creatures like giants, trolls, and dragons present unique challenges. Tripping these behemoths can be extremely difficult due to their size and reach, often requiring specific feats or advantages. However, success can be devastating, throwing them off balance and opening them up to attacks.
Grappling can be extremely risky, but it can be used to control their movement, especially in confined spaces.
Disarming is generally less effective unless they wield weapons, but it can cripple a weapon-dependent foe.
Against Agile and Nimble Creatures
Creatures such as blink dogs, giant spiders, and other agile foes present different challenges.
Tripping is often less effective due to their high Reflex saves and ability to react quickly.
Disarming might be effective against those who rely on weapons.
Grappling can be tricky, as they may have abilities to escape or avoid the grapple altogether. Consider other tactics like using reach weapons or area-effect spells to control their movement.
Against Creatures with Special Abilities
Certain creatures possess abilities that alter how combat maneuvers function.
Against a creature with a high CMD, combat maneuvers become more challenging. Feats and bonuses that increase the combat maneuver check are essential.
Creatures with reach can make attacks of opportunity during combat maneuvers.
Creatures with natural attacks (claws, bites, etc.) may be able to continue attacking even while grappled.
Against Swarms
Combat maneuvers against swarms are generally ineffective. Instead, focus on area-effect attacks to eliminate them.
Against Undead and Constructs
These creatures often have immunities or resistances to certain conditions, such as being tripped or grappled. Always check their specific traits.
Monster Abilities That Interact with Combat Maneuvers
Many monsters possess abilities that directly influence combat maneuvers, either by granting them advantages or imposing penalties on those attempting to use them.* Improved Combat Maneuver Defense (ICMD): Many monsters, especially those with powerful builds, possess the Improved Combat Maneuver Defense feat, making them harder to trip, disarm, or grapple. This feat adds a bonus to the creature’s CMD, making it harder for adventurers to succeed with combat maneuvers.
Reach
Creatures with reach, such as dragons and some monstrous humanoids, can make attacks of opportunity when a character attempts a combat maneuver within their reach.
This makes it risky to approach them for maneuvers.
Grab
Some creatures, such as giant spiders, possess the Grab special ability. This allows them to automatically attempt a grapple as part of a successful attack. If the attack hits, the creature can immediately attempt to grapple the target as a free action, without provoking an attack of opportunity.
Powerful Build
Creatures with the Powerful Build ability, such as giants, treat their size as one category larger when determining their carrying capacity and when making combat maneuvers.
This gives them an advantage when grappling or performing other maneuvers that are size-dependent.
Immunities
Some creatures are immune to specific conditions, such as being tripped or grappled.
Undead and constructs often have these immunities.
Webs/Sticky Substances
Some creatures, such as spiders, can create webs or other sticky substances that can hinder movement and make it easier to trip or grapple opponents.
Regeneration
Creatures with regeneration can quickly heal from damage, making it difficult to maintain a grapple or inflict lasting harm.
A Detailed Combat Encounter Involving Multiple Creatures and Combat Maneuvers
The heroes find themselves facing a fearsome trio: a hulking ogre, a nimble goblin, and a dire wolf. The encounter unfolds in a narrow passage.* Initiative: The goblin, being the quickest, goes first, attempting to dart past the heroes. The ogre and dire wolf follow.
The Goblin’s Deception
The goblin attempts to move past the party, trying to create an opening for the other creatures. The goblin is agile, so a trip is less effective.
The Ogre’s Charge
Pathfinder’s intricate combat maneuvers, demanding precise planning, find a parallel in the streamlined approach of Dungeons & Dragons 5th Edition. While Pathfinder offers a plethora of options, the simplicity of combat maneuvers 5e provides a different kind of tactical depth. Ultimately, understanding the nuances of these maneuvers, whether in 5e or Pathfinder, enriches the overall gameplay experience, offering strategic choices that define each encounter.
The ogre, a brute force, charges at the most heavily armored character, attempting to smash through the party’s defense.
A character uses the “Ready” action to attempt a trip as the ogre charges. This is a gamble. If the trip succeeds, the ogre is knocked prone. The ogre, with its high Strength, has a good CMD, making the trip a challenging check.
The Dire Wolf’s Attack
The dire wolf, focusing on a vulnerable party member, attempts to flank and attack.
A character uses the “Ready” action to attempt a disarm as the dire wolf attempts to bite.
If the disarm succeeds, the dire wolf loses its bite attack, reducing its offensive capabilities.
Combat Maneuver Success and Consequences
If the trip succeeds against the ogre, the ogre falls prone, negating its charge and opening it up to attacks of opportunity. The party capitalizes on the advantage.
If the disarm succeeds against the dire wolf, the wolf is deprived of its bite, and the party’s ranged attackers can focus on it without fear of a bite.
If the trip fails, the ogre continues its charge, potentially reaching the party and dealing significant damage.
If the disarm fails, the dire wolf bites, inflicting damage and potentially provoking a counter-attack.
Grappling as a Tactic
A character, perhaps a barbarian, could attempt to grapple the ogre to further control its movement and limit its attacks. This is risky, as the ogre can counter-grapple. Grappling the goblin is less useful because the goblin is small, so the character will be spending their action for little effect.
The Aftermath
The success of these maneuvers shifts the battle’s momentum. A successful trip and disarm can cripple the ogre and dire wolf.
The battle’s outcome depends on the success of these maneuvers and the party’s ability to capitalize on the advantages gained.
The narrow passage limits the ogre’s maneuverability, making a grapple more effective.
The goblin attempts to flank, so area-effect spells can be useful.
The combat requires tactical decisions, focusing on controlling the battlefield and exploiting the creatures’ weaknesses.
Ultimate Conclusion: Combat Maneuvers Pathfinder

And so, my friends, our pathfinding concludes. We’ve traversed the landscape of Combat Maneuvers Pathfinder, from the basics of tripping an opponent to the advanced tactics of combining maneuvers with spells. Remember the wisdom we have shared: the battlefield is a place of constant learning, a place where knowledge and adaptability are your greatest weapons. Embrace the challenge, practice your techniques, and always remember the importance of strategy and foresight.
May your maneuvers be swift, your defenses strong, and your victories plentiful. May Allah bless you all.
Question Bank
What is the difference between CMB and CMD?
CMB (Combat Maneuver Bonus) is the modifier you use to
-attempt* a combat maneuver against an opponent. CMD (Combat Maneuver Defense) is the modifier an opponent uses to
-defend* against your combat maneuver. Think of CMB as your attack roll and CMD as your Armor Class against combat maneuvers.
Can I use combat maneuvers while mounted?
Yes, but some maneuvers are easier than others. The rules for mounted combat maneuvers are detailed in the Pathfinder Core Rulebook. Generally, you can use maneuvers, but it may depend on your mount’s abilities and your chosen feats.
Are combat maneuvers affected by concealment?
Yes, concealment can affect combat maneuvers. If your target has concealment (like from fog or invisibility), you must succeed on a miss chance roll to perform the maneuver successfully. This is similar to how attacks are handled.
What happens if I fail a combat maneuver?
Generally, if you fail a combat maneuver, nothing happens beyond the loss of your action. However, some feats or special abilities might have additional consequences for failure. Always review the specific maneuver and any related feats or abilities.

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