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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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