Each time you take the feat, it applies to a new combat maneuver. Tie Up: If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. You add your Strength modifier to your ranged attack rolls with a thrown weapon, and to your damage rolls with weapons with the thrown special property. The Combat Round. If your attack exceeds the CMD of the target by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands). You knock the target prone if it is on the ground. Bull Rush; Dirty Trick; Disarm; Drag; Grapple; Overrun; Reposition; Steal; Sunder; Trip + An entry marked with this has additional sections within it. perform within the framework of a 6-second combat round. Make a ranged attack roll against AC 15. Report. You gain a +4 bonus to … If you aren’t sure what to do when it’s your turn, you can delay taking an action until other characters have taken their turns. There are feats that provide a bonus to combat maneuvers and weapons with bonuses to specific maneuvers. With a ranged weapon, you can shoot or otherwise attack a target that is within the weapon’s maximum range and in your line of effect. Exception: If you have a base attack bonus of +1 or higher, you can combine drawing or sheathing a weapon or weapon-like object with moving up to your speed as a single move action. You can use your standard action to perform either a move action or a swift action, if you wish, and you can also use your move action to perform a swift action. A dirty trick could be throwing sand in the target’s eyes, jamming a rock into his actuators, or any other improvised action designed to put your opponent at a disadvantage. Many technological and magic items, such as a cybernetic hand, don’t need to be activated. When using a thrown weapon that has an area effect, such as a grenade, you target a specific grid intersection on a tactical battle map, rather than a specific creature. Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check. A flat-footed creature does not add its Dexterity bonus to its CMD. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. While actually trying to convince someone using a skill takes actions, banter and quips are a hallmark of science fantasy stories, and the game wouldn’t flow naturally if you could only talk in initiative order. If you do not have the Improved Overrun feat, or a similar ability, initiating an overrun provokes an attack of opportunity from the target of your maneuver. Most move actions don’t require a check unless the circumstances are more difficult than normal. Perhaps you’re a Xenowarden fighting to protect the ecology of new planets, a mind-reading mystic detec… Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. You add your Strength modifier to your melee attack rolls and to your melee damage rolls. If your overrun attempt fails, you stop in the space directly in front of the opponent, or the nearest open space in front of the creature if there are other creatures occupying that space. If your attack is successful, you deal damage to the item normally. If your attack exceeds your opponent's CMD by 5 or more, you move through the target's space and the target is knocked prone. Played on a combat maneuver ( bull rush a creature 's CMB is determined using the following actions are by. Run if you are particularly skilled with a –4 penalty to the ’! 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