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SpawnOfMorbo
2014-05-20, 04:06 PM
I really like the idea of the CMB/CMD system that Pathfinder uses. However the math is pretty sad with it. Also it adds a system where one that is already in place could have been used.

So I'm replacing the CMD/CMB system and putting in the saving throw system that should have been placed there in the first place.

Combat Maneuvers

During combat, you can attempt to perform a number of maneuvers that can hinder or even cripple your foe, including bull rush, disarm, grapple, overrun, sunder, and trip. Although these maneuvers have vastly different results, they all use a similar mechanic to determine success.

Combat Maneuver Difficulty Class (CM DC)

Each character and creature has a Combat Maneuver Difficulty Class (or CM DC) that represents its skill at performing combat maneuvers. A creature's CM DC is determined using the following formula:

CM DC = 10 + 1/2 Level + Strength modifier or Dexterity modifier + Misc.

Special Size Modifier

Size does not effect a creature's ability to perform a combat maneuver better or worse, the creature's strength and dexterity modifier is already modified by size and factoring it in twice makes no sense.

Some feats and abilities grant a bonus to your CM DC when performing specific maneuvers. Essentially these feats will mirror Spell Focus and Greater Spell Focus.

Performing a Combat Maneuver

When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action.

Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and take a -5 the CM DC. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds. If your target is stunned, you receive a +4 bonus to your CM DC.

When you attempt to perform a combat maneuver, your target makes a fortitude or reflex save versus your CM DC. Add any bonuses you currently have from feats or spells. If the target has concealment they gain a +1 for every 10% miss chance granted by the concealment.

Combat Maneuver Save

Each character and creature has a Combat Maneuver Save (or CMS) that represents its ability to resist combat maneuvers. A creature's CMS is determined by which maneuver is attempted against them:

Special Size Modifier

Size does not effect a creature's ability to perform a combat maneuver better or worse, the creature's strength and dexterity modifier is already modified by size and factoring it in twice makes no sense.

Some feats and abilities grant a bonus to your CMS when resisting specific maneuvers.

Miscellaneous Modifiers

A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMS. Any penalties to a creature's Saves also apply to its CMS. A flat-footed creature takes a penalty to its CMS equal to -4.

Determine Success

If your target's fortitude or reflex save is less than your CMDC, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your target fails their save.

Rolling a Natural 1 or Natural 20 is not an automatic fail or success on a CMS.

Bull Rush (CMS Fortitude)

You can make a bull rush in place of any melee or ranged weapon attack. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have the Improved Bull Rush feat, or a similar ability, initiating a bull rush provokes an attack of opportunity from the target of your maneuver.

If your attack is successful (target fails their CMS), your target is pushed back 5 feet. For every 3 by which your target fails their CMS, you can push the target back an additional 5 feet. You can move with the target if you wish but you must have the available movement to do so. If the target passes their CMS, your movement ends in front of the target.

An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush feat. If you bull rush a creature into a square that is occupied by a solid object or obstacle (including another creature) the target takes 1d8 + Strength Modifier damage (half damage to both creatures). You may take a –4 penalty to your CMDC for each creature you want to push beyond the first with one bullrush attempt. If you are successful, you can push multiple creatures a distance equal to what you would push one creature.

Dirty Trick (CMS Variable)

You can attempt to hinder a foe in place of a melee or ranged weapon attack. This maneuver covers any sort of situational attack that imposes a penalty on a foe for a short period of time. Examples include kicking sand into an opponent’s face to blind him for 1 round, pulling down an enemy’s pants to halve his speed, or hitting a foe in a sensitive spot to make him sickened for a round. The GM is the arbiter of what can be accomplished with this maneuver, but it cannot be used to impose a permanent penalty, and the results can be undone if the target spends a move action. If you do not have the Improved Dirty Trick feat or a similar ability, attempting a dirty trick provokes an attack of opportunity from the target of your maneuver.

If your attack is successful, the target takes a penalty. The penalty is limited to one of the following conditions:

blinded, dazzled, deafened, entangled, shaken, or sickened.

This condition lasts for 1 round. For every 3 by which your target fails their CMS, the penalty lasts 1 additional round. This penalty can usually be removed if the target spends a move action. If you possess the Greater Dirty Trick feat, the penalty lasts for 1d4 rounds, plus 1 round for every 3 by which the target fails their CMS. In addition, removing the condition requires the target to spend a standard action.

Disarm

You can attempt to disarm your opponent with a melee or ranged attack. If you do not have the Improved Disarm feat, or a similar ability, attempting to disarm a foe provokes an attack of opportunity from the target of your maneuver.

If your opponent fails their CMS your target drops one item it is carrying of your choice (even if the item is wielded with two hands). If you successfully disarm your opponent without using a weapon (or with one hand free), you may automatically grab item dropped.

Drag

You may replace a melee attack in order to drag your target. The aim of this maneuver is to drag a foe in a straight line behind you without doing any harm. If you do not have the Improved Drag feat or a similar ability, initiating a drag provokes an attack of opportunity from the target of your maneuver.

If your target fails their CMS, both you and your target are moved 5 feet back, with your opponent occupying your original space and you in the space behind that in a straight line. For every 3 by which your target fails their CMS, you can drag the target back an additional 5 feet. You must be able to move with the target to perform this maneuver. If you do not have enough movement, the drag goes to the maximum amount of movement available to you and ends.

An enemy being moved by a drag does not provoke an attack of opportunity because of the movement unless you possess the Greater Drag feat. You cannot move a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your movement, the drag ends adjacent to that creature.

Stability Racial Trait: Some characters or types of creatures prove particularly sure-footed, making them more difficult to overthrow and move around the battlefield. These racial triats give a +4 to their CMS to prevent movement.

Grab

You may attempt to grab your target, if the target fails a CMS the target gains the immobilized condition until they break free (CMS check is a move action). You must have at least one hand free to perform a grab.

If you take the greater maneuver (grab) feat then your target is restrained instead of immobilized.

*New updates on status effects in the next posting

SpawnOfMorbo
2014-05-20, 04:07 PM
Feats

Improved Maneuver
Prerequisite: BAB +1
Choose a single maneuver, you gain a +2 to your CMDC and CMS for that maneuver. You do not provoke AoO when using this maneuver.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new maneuver.

Greater Maneuver
Prerequisite: BAB +3, Improved Maneuver
Choose a single maneuver, you gain a +2 to your CMDC and CMS for that maneuver. The target of your maneuver provokes AoO if they fail their Combat Maneuver Save.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new maneuver to which you already have applied the Improved Maneuver feat.

SpawnOfMorbo
2014-05-20, 10:02 PM
New Maneuvers

Extraordinary Exploit

Whenever you use a Strength, Dexterity, or Constitution skill you may, as a immediate action, make a CMS. If the skill used is a Strength or Constitution skill then make a Fortitude CMS, if the skill is dexterity based then make a Reflex CMS.

DC 15: Add +5 to the skill check
DC 20: Add +10 to the skill check
DC 25: Add +15 to the skill check
DC 30: Add +20 to the skill check

This maneuver provokes AoO unless you take the Improved Maneuver (Extraordinary Exploit) feat.

Powerful Attack

Whenever you roll for damage using your strength modifier you may make a Fortitude CMS to push yourself beyond your normal limits to deal more damage.

DC 15: +25% Damage
DC 20: +50% Damage
DC 25: +75% Damage
DC 30: +100% Damage

This maneuver provokes attack of opportunity unless you take the feat Improve Maneuver (Powerful Attack). This can not be used with Piercing Strike.

Piercing Strike

Whenever you roll for damage using your dexterity modifier to attack you may make a Fortitude CMS to push yourself beyond your normal limits to deal more damage.

DC 15: +25% Damage
DC 20: +50% Damage
DC 25: +75% Damage
DC 30: +100% Damage

This maneuver provokes attack of opportunity unless you take the feat Improve Maneuver (Accurate Strike). This can not be combined with Powerful Attack.