Combat Manoeuvres

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D&D Home > Combat > Combat Manoeuvres

During a round there are a number of combat manoeuvres available to characters to heighten their effectiveness on the battle field. Some are standard actions, some are move actions and some take a full round to complete. See the section on Combat Actions for explanations on these different action types.

The character's ability to employ a certain manoeuvre can be enhanced by the selection of certain feats. These are noted in the text below. This list represents a number of choices, it should not be considered a limiting factor as to what is possible in combat. It is a role-playing game - your character can attempt anything. These are the most common combat manoeuvres.

As with the section on Combat Actions, the full text of these manoeuvres is described. The amount of choice can seem rather daunting, but it isn't that complicated. Really.

Aid Another

A standard action. You can help defend an ally in combat by interfering with her attacker. Make an attack roll against AC 10. If successful you give your ally either +2 to hit her opponent or +2 to her AC. You may also use this standard action to help your allies in other ways - such as waking them up from a sleep spell and the like.

Bull Rush

A standard action. This is attempt to push a foe backwards. The combat manoeuvre follows these steps:

  • You can only bull rush opponents that are one size category larger than you or smaller. Any attempt to bull rush a larger foe automatically fails.
  • The attacker closes with the defender. This provokes an attack of opportunity unless the attacker has the Improved Bull Rush feat.
  • If closing with the defender provokes an attack of opportunity from any other foe, then that foe has a 25% chance of hitting the defender instead of the attacker.
  • Attacker and defender make opposed Strength checks. Gain a +4 bonus for each Size category above medium, and -4 penalty for each Size category below medium.
  • Extremely stable defenders (such as a dwarf, or a target with more than two legs) gets an additional +4 bonus to its Strength check.
  • If the attacker wins the contested roll the defender is pushed back 5 feet, plus 1 additional foot for each point the attacker won the contested roll by.
  • If the defender wins then he doesn't move, but the attacker is not affected.

You may make a bull rush as part of a charge, gaining the charge bonus. But if you do so, the bull rush becomes a full-round action. The modifiers gained by charging in this instance are a +2 bonus on your Strength check, and a -2 penalty to AC.

Disarm

You use a single mêlée attack which might be your one attack gained from a standard action, or one of your attacks from a full-round action, to try to disarm a foe. A disarm attempt plays through as follows:

  • Making a disarm attempt provokes an attack of opportunity, unless the attacker has the Improved Disarm feat. If the attack of opportunity hits and deals damage then the disarm attempt automatically fails.
  • Attacker and defender make opposed attack rolls. Wielders of two-handed weapons receive a +4 bonus to their roll; wielders of light weapons (including all unarmed attacks) take a -4 penalty.
  • If an unarmed attacker wins the roll he is now holding the defender's weapon. If an armed attacker wins the roll then the defender's weapon is on the ground at the defender's feet.
  • If the defender wins, he may automatically attempt to disarm the attacker as a free action. An attacker with the Improved Disarm feat avoids this fate. Obviously unarmed foes cannot be disarmed.

You can use a Disarm attempt to try and grab something the target is wearing (like a magic hat). You must make the disarm attempt unarmed. You gain a +4 to the roll if the item is not well secured. If it is well secured you will have to grapple and pin your opponent to take the item (see below). Unlike a normal disarm attempt, a failed attempt to grab something does not allow the defender to try and disarm you.

Feint

As a standard action you can mislead your opponent, giving you an advantage on your next attack roll against them. This is extremely useful for characters with the ability to sneak attack their opponents, but are fighting alone:

  • The attacker and defender make an opposed Bluff versus Sense Motive + Base Attack Bonus check.
  • If the attacker wins then the defender is denied his Dexterity bonus to armour class against the attacker's next mêlée attack.
  • Attackers with the Improved Feint feat can make a feint attempt as a move action instead of a standard action allowing them to feint and attack in the same round.
  • If you win then the target cannot use his Dexterity bonus to armour class to defend against your next mêlée attack. This means that you would be able to apply your sneak attack damage to a damage roll if you had the ability and successfully attacked. You take a -4 to your roll if feinting nonhumanoids, and a -8 penalty to feint creatures of animal intelligence.

Humanoid attackers (which includes all common PC races) take a -4 penalty to their roll if feinting nonhumanoids, and a -8 penalty to feint creatures of animal intelligence.

Grapple

Although counted as a standard action, you can make as many grapple attempts in a round as you have attacks. Therefore if you are taking multiple attacks as part of a full-round action then you can make a grapple attempt for each attack you have (see below). The procedure for grappling an opponent is as follows:

  • Note that any attempt to grapple an opponent two or more size categories larger than you automatically fails. The GM should point this out to a PC before an attempt is made. If a grapple attempt is made anyway follow the procedure below, but the attacker is always unsuccessful.
  • Making a grapple attempt provokes an attack of opportunity unless the attacker has the Improved Grapple feat or equivalent ability (e.g Improved Grab). If the attack of opportunity succeeds and deals damage then the grapple attempt automatically fails.
  • The attacker grabs the defender by making a mêlée touch attack against him. If this attack misses then the grapple attempt fails.
  • If the attack is successful attacker and defender must make an opposed grapple check. This is effectively a free action for both parties. Your grapple check is your base attack bonus + strength modifier + double your size modifier.
  • If the attacker wins then he has successfully started a grapple. The attacker may choose to deal damage to the character as if with an unarmed strike at this point.
  • If the defender wins the grapple attempt has failed and the attacker is thrown off.
  • In the event of a tie the opponent with higher grapple check wins. If the grapple checks are equal then roll the opposed check again.
  • In order to maintain the grapple the attacker must move within five feet of the defender. Such movement is a free action that does not count against your movement for the round. However, if such movement may put you at risk from attacks of opportunity from any foe that is not the defender.
  • If something stops you closing with the defender at this stage, then the grapple attempt is over.

All of the above is the consequence of one single attack, made either as a standard action or as one of the multiple attacks made with full attack action. Many of the options open to the attacker and defender (such as trying to pin your foe) also take only one attack. Therefore, characters using the full-attack action to make multiple attacks may be able to grapple and pin an opponent in the same round.

Consequences of Grappling

While two opponents are grappling their ability to react to a combat that is going on around them is limited. Therefore, the following consequences apply:

  • The attacker and defender cannot make attacks of opportunity while engaged in a grapple.
  • Both attacker and defender are denied their Dexterity bonus to their armour class against all opponents except those engaged in the grapple.
  • It is impossible to move normally while grappling, but it is possible to force some movement out of your opponent by making an opposed grapple check (see below).

Options while Grappling

Although the attacker started the grapple and has the upper hand to begin with, once a grapple has begun both the attacker and the defender and the attacker have an equal number of options open to them. As noted above, some of these options can take the place of a single attack if you are using the full-attack action to make multiple attacks in a round.

Activate a magic item: as long as the item does not have a spell completion trigger (like a scroll). You do not need to make an opposed grapple check to activate an item. Activating an item remains a standard action.

Attack your opponent: You can physically attack your opponent with an unarmed strike, natural weapon or light weapon. All such attacks take a -4 penalty. It is not possible to attack with two weapons while grappled. Such an attack is a single attack for the purposes of a character with multiple attacks in a round.

  • Cast a spell: You may try to cast a spell while grappled or pinned. The spell must have a casting time of one standard action. It must have no somantic component, and you must already be holding any material components or foci that you need. A complete list of spells without somantic components can be found here. In order to cast the spell you must succeed at a Concentration check (DC 20 + spell level) or lose the spell. You do not have to make successful grapple check to cast a spell. Spell-casting remains a standard action.
  • Damage your opponent: Think of grappling as wrestling. You can attempt to damage you opponent with a successful opposed grapple check. You deal damage equal to your normal unarmed damage. This will be nonlethal damage unless you take a -4 penalty on the roll or have the Improved Unarmed Strike feat. An attempt to damage your opponent is a single attack for the purposes of a character with multiple attacks in a round.
  • Draw a light weapon: If you succeed in an opposed grapple check you may draw a light weapon as a move action. See Move Actions below.
  • Escape from a Grapple: You can escape a grapple by making a successful opposed grapple check. This check must beat the check of every opponent that is currently grappling you. Note that if you are pinned you require two grapple checks to escape. One to escape the pin, and one to escape the grapple. This action is replaces a a single attack for a character with multiple attacks in a round.
  • Move: If you succeed in an opposed grapple check you can move yourself and your opponent up to half your speed in feet. You must beat the checks of everyone grappling you. If your opponent is pinned then you get +4 to this check. Trying to move your opponent is a standard action.
  • Retrieve a spell component: You can retrieve a spell-component while grappled, but doing so is a full round action. You do not need to make an opposed grapple check to do this, but you canot attempt it if pinned.
  • Pin your opponent: If you win an opposed grapple check you can pin your opponent - hold them completely immobile for one round. An attempt to pin an opponent replaces a single attack for characters with multiple attacks in a round, so multiple pins can be attempted. Once your foe is pinned, more options open up for the attacker (see below). Pinned characters must break out of the pin before they can attempt any other actions.
  • Break another's pin: If you are grappling a foe who has pinned another character you can make an opposed grapple check to release that other character from the pin (although the character remains grappled).
  • Use opponent's weapon: If the opponent is holding a light weapon, you can use it to attack him if you succeed at an opposed grapple check. Winning the check allows you to make an attack roll with the weapon at a -4 penalty. Multiple attacks with an opponents weapon can be made if you have multiple attacks in a round. Successfully performing this action does not give you possession of the opponent's weapon.

When Pinning an opponent

If you make a successful grapple check while grappling you can choose to start a pin. You are holding your opponent immobile for one round. You have the following options against a pinned foe:

  • You may still attempt to damage your opponent, use his weapon against him, or move the grapple as discussed above.
  • While pinning an opponent you cannot draw or use a weapon, escape another's grapple, retrieve a spell component, pin another character or break another's pin.
  • You can stop the opponent from speaking.
  • You can use the disarm action to remove a well-secured article worn by a pinned opponent. The defender gets +4 on his roll to resist the attempt.
  • You can release a pinned character as a free action, but if you do so, you are no longer considered to be grappling them at all.

If you are pinned

Although pinned characters are held immobile for one round, they are not helpless. You take a -4 penalty to your AC against attack from opponents other than one pinning you. You can escape the pin with an opposed grapple check. This attempt replaces a single attack for the benefit of those with multiple attacks in a round. You may make an Escape Artist check instead of the grapple check, but to do so is a standard action. If you escape the pin you are still grappling.

Joining a grapple

You can attempt to grapple someone already involved in a grapple. You do not suffer an attack of opportunity, and your grab attempt (mêlée touch attack) automatically succeeds. However, you must make a successful opposed grapple check in order to join the grapple. If muliple opponents are involved in a grapple you pick one opponent to make the opposed grapple check against.

Multiple Grapplers

Pile on! Nothing is more effective then lots of opponents trying to grapple the same person right? Up to four opponents of the same size can attempt to grapple the same target. Creatures that are one or more size categories smaller than you count for half, creatures that are one size category larger than you count double, and creatures two or more size categories larger count quadruple. When making opposed grapple checks you choose which attacker you wish to grapple. If you are trying to escape a grapple, you must make one opposed grapple that must beat the (separately rolled) check of all the other grapplers. Note this is a change to the version 3.0 grappling rules. It is a change I think makes sense, so I will let it stand.

Over-run

If an opponent blocks your way you can attempt to run past him in order to get to an objective on the other side. This attempt is the over-run attempt. Over-run is an odd manoeuvre. Although it is considered a standard action, it actually happens automatically during your move. Therefore you can move up to your speed in feet, make an over-run attempt and still have another standard action to use in the round. As an option, you could use this standard action to move your speed in feet again.

You must move more than five feet to initiate an over-run (although you don't have to be charging). If you try to initiate an over-run attempt without moving it turns into a Bull Rush attempt. You can charge and over-run but if you do so the attempt becomes a full round action. The benefits of a charge in this instance are a +2 to your Strength check, but suffer a -2 penalty to armour class.

Once you have over-run your opponent you must keep moving toward your objective. You don't stop and attack the person you have just knocked over - that would be a Trip manoeuvre. The whole point of this manoeuvre is to try and get past your foe, not to battle them.

The over-run combat manoeuvre follows this procedure:

You can only attempt to over-run foes that are one size category larger than you or smaller. Any attempt to over-run a larger foe automatically fails.

  • Over-run provokes an attack of opportunity unless the attacker has the Improved Over-run feat.
  • The opponent can choose to get out of the way if that is physically possible. If the opponent tries to block you then you can try to push him over and continue moving past. If the attacker has the Improved Over-run feat the defender cannot get out of the way unless the attacker allows it.
  • Make an opposed roll: attacker's Strength vrs defender's Dexterity. A combatant gets a +4 bonus on the check for every size category he is larger than Medium or a -4 penalty for every size category he is smaller than Medium.
  • If the attacker wins the defender is knocked prone, and the attacker continues his movement as normal.
  • If the defender wins then he immediately gets a chance to make an over-run roll (his Strength vrs the failed attacker's Dexterity) to knock his attacker prone. If that succeeds then it is the attacker that falls prone.

You can attempt to over-run an opponent while mounted. If this is the case then the mount makes the Strength check (using its size modifier). If you have the Trample feat your opponent cannot get out of the way of a mounted over-run. If you have the Cavalry Charger fear you can attempt to trample multiple opponents. See the section on Mounted Combat for more information.

 
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