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Combat Maneuvers are abilities that can be used in fights to weaken or move enemies and they also may allow for Attacks of Opportunity.

Combat Maneuvers are obtained by choosing them as Feats. All Combat Maneuver Feats require either the Power Attack Feat and a minimum Strength of 13 or the Combat Expertise Feat and a minimum Intelligence of 13.

Use[ | ]

A combat maneuver is successful when a d20 plus the attacker's Combat Maneuver Bonus meets or exceeds the targets Combat Maneuver Defense.

Combat Maneuver Bonus[ | ]

The chance of a successful Combat Maneuver is based on the attacker's Combat Maneuver Bonus or CMB.

CMB = Base Attack Bonus + Strength Modifier + special size modifier + other modifiers

The Feat Agile Maneuvers allows use of the Dexterity Modifier instead of Strength, though creatures that are size Tiny or smaller do not need the feat.

Combat Maneuver Defense[ | ]

Defense against Combat Maneuvers, or CMD, depends mainly on Strength and Dexterity.

CMD = 10 + Base Attack Bonus + Strength Modifier + Dexterity Modifier + special size modifier + other modifiers

Size Modifier[ | ]

The special size modifier for both defense and attack are as follows:

  • Colossal +8
  • Gargantuan +4
  • Huge +2
  • Large +1
  • Medium +0
  • Small -1
  • Tiny -2
  • Diminutive -4
  • Fine -8

Feats That Influence Combat Maneuvers[ | ]

Defensive Feats:

Offensive Feats:

List of Combat Maneuvers[ | ]

Combat Maneuver Prere- quisites Effect Improved version Prere-
quisites
Effect
Bull Rush Power Attack, STR 13 A bull rush attempts to push an opponent straight back without doing any harm. If your combat maneuver is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent's CMD you can push the target back an additional 5 feet. An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle. Greater Bull Rush Bull Rush, BAB 6 Whenever you bull rush an opponent, his movement provokes attacks of opportunity from you and all of your allies.
Dirty Trick Combat Expertise, INT 13 You can attempt to hinder a foe in melee as a standard action. If your attack is successful, the target takes a penalty. The penalty is limited to one of the following conditions: blinded, entangled, or sickened. This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent's CMD, the penalty lasts 1 additional round. Greater Dirty Trick Dirty Trick, BAB 6 Whenever you successfully perform a dirty trick, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds the target's CMD.
Disarm Combat Expertise, INT 13 You can attempt to disarm a foe in melee as a standard action. If your combat maneuver is successful, the target cannot use his weapons for 1 round. For every 5 by which your attack exceeds your opponent's CMD, the disarmed condition lasts 1 additional round. Greater Disarm Disarm, BAB 6 Whenever you successfully perform a disarm, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds the target's CMD.
Sunder Armor Power Attack, Str 13 You can attempt to dislodge a piece of armor worn by your opponent. If your combat maneuver is successful, the target loses its bonuses from armor for 1 round. For every 5 by which your attack exceeds your opponent's CMD, the penalty lasts 1 additional round. Greater Sunder Armor Sunder Armor, BAB 6 Whenever you successfully perform a sunder, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds the target's CMD.
Trip Combat Expertise, INT 13 You can attempt to trip your opponent in place of a melee attack. If your combat maneuver is successful, the target is knocked prone. Greater Trip Trip, BAB 6 Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.
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