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Thread: [3.5] Revised Combat Manuevers (PEACH)

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    Default [3.5] Revised Combat Manuevers (PEACH)

    This is an attempt to revise the various combat tactics on a basic-rules levels. I'll still take feedback of course, but since the thread is so old I'm mostly just using it for reference and you might be better off just PMing me.

    All of these are written with the intent of working with my other homebrew, though they should still be usable in standard games with minimal GM clarification.


    BASIC RULES
    Any combat maneuver that is performed as a Standard Action may also be performed as part of a Full-Round Attack, replacing your first (full BAB) attack that would deal damage. Unless specially stated, you cannot use more than 1 different combat maneuver per round.


    Aid Another
    In combat you can help your allies by distracting your enemies in place of making attacks of opportunity. Each attempt to Aid Another consumes one of your AoO- you can Aid Another more than once per round only if you would normally get more than one AoO. You cannot make an AoO against a target at the same time as you attempt to Aid Another. For example, if someone provokes an AoO with an attack you cannot use your AoO to deal damage, then use Aid Another help an ally defend against their attack.

    If an ally attacks or attempts to deal damage to a target you threaten you can use Aid Another to boost your ally's attack roll; you must declare your intent before the Attack Roll is made. You make an attack roll at your highest BAB against their AC, and if you succeed your ally gains your Combat Maneuver Proficiency Bonus (CMPB) to all attacks against that target until the end of their turn.

    If an enemy you threaten attacks or attempts to deal damage to an ally, you can use Aid Another to boost your ally's AC; you must declare your intent before the Attack Roll is made. You make an attack roll at your highest BAB against their AC, and if you succeed your ally gains your Combat Maneuver Proficiency Bonus (CMPB) against all attacks from that target until the end of their turn.


    Bullrush
    A Bullrush is a special attack made to push your opponent backwards. You can make a Bullrush as either a Move action or a Full-round action.

    You must announce if you are making a Bullrush before beggining any movement during your turn; your movement while Bullrushing is subject to the same limitations as when charging.
    Medium and Small characters must move at least 10 ft. to attempt a Bullrush; Large or bigger characters must move at least 15 ft.

    You cannot take a 5 ft. step in the same round you attempt a Bullrush.

    Bullrush as a Move Action
    You may move up to your normal movement speed and initiate your Bullrush attempt by moving into the space of any creature in your line of movement; this provokes an attack of opportunity from the creature as well as any other enemies who threaten you, as normal.

    Your Bullrush bonus is equal to your BAB+Str modifier+special size modifier against your target's Bullrush AC (equal to Touch AC+special size modifier+Str). If you succeed, your target is pushed backwards 5 ft.
    If you succeed by more than 5, you target is pushed backwards 10 ft. instead.

    If you fail, you must succeed on a Balance check (DC 20) or fall prone.

    Bullrush as a Full-Round
    You may move up to twice your normal movement speed and initiate your Bullrush attempt by moving into the space of any creature in your line of movement; this provokes an attack of opportunity from the creature as well as any other enemies who threaten you, as normal.

    Your Bullrush bonus is equal to your BAB+Str modifier+special size modifier against your target's Bullrush AC (equal to Touch AC+special size modifier+Str).
    If you fail, you must succeed on a Balance check (DC 20) or fall prone.

    If you succeed, your target is pushed backwards 5 ft., and you may choose to again enter their square and make an opposed strength check to push them back further. If you succeed by than 5, you can push your target back 10 ft. instead, but you must move 5 ft. forward to follow him. (so your target ends up two squares behind where he was standing when you bullrushed him, and you are standing 1 square past where he was)
    This movement does not provoke attacks of opportunity from your target, though you may provoke AoO from other creatures. You may continue to push an opponent backwards until you have moved a total of twice your normal movement speed that round, or until you lose an opposed Strength check.

    Spoiler
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    The WotC size limits where "one category bigger and down", while mine are "one category smaller and up". It seems like the mechanics of Bullrushing a house-cat would make it into a different kind of attempt (Overrun or Knockback), but who am I to say you can't try to Bullrush a dragon, if that's what you want to do.


    Charge
    WIP- no changes yet


    Disarm
    You may attempt to disarm any opponent who is in a square you threaten as a standard action.
    Disarming does not provoke attacks of opportunity.

    When you attempt to disarm some one, you and your target make opposing attack rolls. If your attack roll is greater, your opponent's weapon lands at his feat. If you fail, you must make a Reflex save or drop your own weapon (DC 20). A tie means no one is disarmed.

    You may attempt to disarm your opponent's shield as well as his weapon; when doing so you do you take a -5 penalty to your roll.

    Special: If you win a Disarm attempt with an opponent while fighting unarmed, you can choose to end up with the weapon in your hands instead of at your opponent's feet.


    Feint
    Option A2- Simple Version (newest)
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    You make a Feint as a swift action against any one opponent that you threaten. You make a Sleight-of-Hand check against your target's Sense Motive check. If your check is higher, you gain a bonus to your attack rolls against that target equal to your Combat Maneuver Proficiency Bonus (CMPB) until the end of your turn. If you fail, you take a -1 penalty to all attacks against any target until the end of your turn.

    Each time a target defeats your Feint attempt (rolls a higher check) they gain a +2 Circumstance bonus against further Feint attempts from you for 5 minutes (the bonus can stack).


    Option A1- Simple Version
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    You may make a feinting attack in place of any attack you make as part of standard action or full round action. You must announce you are attempting to Feint before you make your attack roll.

    When feinting, you make your attack roll as normal, except you replace your normal bonus to attack rolls from BAB and Str, Dex, or any other primary ability score with your ranks and bonus in Sleight-of-Hand checks. Your opponent replaces his AC from the base-value, Dex, Con, or any other primary ability score with his ranks and bonus in Sense Motive checks.


    Option B- Complex Version
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    A feint is a series of movements and/or distractions designed to confuse your opponent, preventing them being able to dodge your attacks.

    Feinting as a Move-equivalent action
    To make a feint, you make a modified Bluff check against any target whom you threaten, opposed by your target's modified Sense Motive roll. You add your Sleight of Hand bonus to your roll, and your target adds their BAB.

    If you succeed, your target is denied their Dexterity bonus to AC against your attacks until the end of your turn. This also allows you to make sneak-attacks or other similarly modified attacks that rely on your target being flatfooted

    Feinting as a Full-round action
    You may feint while making a full round attack. You must feint before you make any attack rolls, and whether or not the feint attempt is successful, you make one less attack than normal. Otherwise, it proceeds as the feint described above.

    When using this option, the attack you sacrifice is your attack with the lowest BAB.

    Pick either option A or B for your games, I would not recommend allowing both in the same game.
    Option C is, of course, to just use the RAW rules if you don't like either of my attempts.


    Fighting Defensively
    You can begin or end fighting defensively as a free action at the beginning or end of a round in which you are not flat-footed. You can remain in a defensive fighting stance as long as you wish, until the end of combat or the encounter.
    While fighting defensively, you gain a +2 circumstance bonus to AC, and suffer a -4 penalty to all attack rolls. You also cannot use other combat manuevers while fighting defensively.
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    Ok, not much has changed here; except that defensive fighting is not really used as a standard or Full-round action any more. Basically, you can turn it on or off once per turn, so the effects are felt for at least one full round.
    If anyone can think of ways the player can shenanigan there way around the limitations, so that they can eliminate the penalty when attacking and still gain the bonus when they are defending or something like that, let me know.



    Fighting Aggressively
    You can begin or end fighting aggressively as a free action at the beginning or end of a round in which you are not flat-footed. You can remain in an aggressive fighting stance as long as you wish, until the end of combat or the encounter.
    While fighting aggressively, you gain a +2 Circumstance bonus to attack rolls, and suffer a -4 penalty to your AC. You also cannot use other combat maneuvers while fighting aggressively.
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    Since there was a defensive fighting form, it only seemed fair to have an offensive equivalent. The same general rules apply, and I hope it goes without saying that you can't fight both defensively and aggressively at the same time.



    Flanking
    Replaced with Overwhemed (see below)


    Grapple
    You may attempt to grapple any opponent who is in an adjacent square.
    Unlike other actions, most of which are taken once and then end, grappling can be an ongoing process, which is why the rules are a little more complex.

    Initiating a Grapple
    You initiate a grapple attempt as a standard action by moving into your opponent's square, provoking an attack of opportunity from your target, as well as any other enemies who threaten you (as normal).
    You make an opposed grapple checks (roll a d20) against your target; the bonus on the attacker's check is equal to your BAB+Str modifier+ special size modifier. The bonus on the defender's check is the same, except that he may choose to use his Dex modifier in place of his Str modifier.

    If your target succesfully defends himself (wins the grapple check) he can choose whether he is grappling you (controlling the grapple), or he can push you back into your starting square (this movement does not provoke attacks of opportunity). If you are repulsed, you must succeed on a Balance check (DC 20) or fall prone.

    Any creature involved in a grapple may make a crush attack immediately following any succesful grapple check it initiates (including the check to start a grapple). This changes a standard-action grapple into a full round action; and the crush attack cannot be made if the creature has already taken a move action that turn.

    In the event of a tie, roll again to determine who wins.

    Holding a weapon, shield or other item in your hand gives a -3 penalty on grapple checks; each hand or other limb gripping an item increases the penalty by an additional -3 (for example, a humanoid holding a sword and shield or a greataxe would take a -6 penalty). You can drop a weapon or object as a free action before rolling your grapple check; a shield is strapped to your arm and must be dropped as a swift action during your turn.

    Controlling a Grapple
    While grappling a creature, you lose any dodge bonus to your AC. You may make attacks of opportunity, however you take a -4 penalty to your attack rolls, as well as a -4 penalty to any grapple checks made before the start of your next turn. If you are in control of a grapple at the start of your turn, you may take one of several actions:
    • You can choose to do nothing except continue to hold on to your opponent.
    • You may release your hold on your opponent as a move action, and move up to your normal movement speed. Moving out of the square occupied by your opponent does not provoke attacks of opportunity, any other movement provokes AoO as normal.
    • You can make a grapple check; if you lose you are now grappled. If you win, you may make a Crush attack as described above.
    • You may make a grapple check to pin your opponent; if you lose you are now grappled. If you win, your opponent is pinned (see below).
    • You may make an attack against the creature you are grappling as part of either a standard or full attack action as normal. You may attack with either light or one-handed weapons; you may not attack with either a shield or a two-handed weapon.
    • You may move up to half your maximum movement as a move action while dragging your opponent along with you. You may move up to your normal movement as a full-round action.
    • You may throw your opponent as a standard action. If you choose to throw your opponent, you must suceed on a grapple check; failing means you are now grappled. If you succeed, compare his weight to your carrying capacity. If they would be the equivalent of a heavy load, you can throw them 5 ft in any direction; if they are a medium load 15 ft, and if a light load 25 ft. If they weigh more than a heavy load, you cannot throw them. If the creature you throw collides with any solid object(s) they take 1d10+Str damage. If the square you throw them at is occupied by another creature, that creature may make a Reflex save (DC 15) to avoid them. If they fail, both creatures crash to the ground, and are now prone.
    • You may take any other actions (including free, swift, move, standard, and full-round actions) that do not require you to release your oppoent from the grapple (speaking, drawing an item or weapon, dropping a held object, activating a spell like-ability, etc).

    Being Grappled
    If you are being grappled you lose any dodge or dexterity bonus to your AC and cannot make attacks of opportunity. During your turn, you may take one of several actions:
    • You may make a grapple check in an attempt to win control of the grapple; both characters make opposed strength-based grapple checks. If you win, you may immediately make a crush attack as described above.
    • You may make an Escape Artist Check as a full-round action; the DC for the check is 10+your opponent's BAB+Str modifier. If you succeed the Escape Artist Check you end up in any adjacent sqaure (if at least one square is empty, you must move to that square instead of an occupied square); this movement does not provoke Attacks of Opportunity.
    • You may cast a spell while grappled (this does not provoke an AoO from the creature grappling you, though it may provoke attacks from other creatures that threaten you). When casting, you must suceed on a Concentration check (DC equal to 10+your opponent's BAB+Str modifier) or there is a 50% chance the spell will automatically fail.
    • You may make attack against the creature grappling you as part of either a standard or full attack action as normal. You take a -2 penalty when making an attack roll with a light weapon and a -4 penalty on any attack made with a one-handed weapon. You may not attack with either a shield or a two-handed weapon.
    • You may take any other actions (including free, swift, move, standard, and full-round actions) that do not require you to free yourself from the grapple (speaking, drawing an item or weapon, dropping a held object, activating a spell like-ability, etc).

    Pinned
    Pinned is a more severe form of being grappled. If you are pinned at the start of a turn, you may take one of several actions:
    • You may make a grapple check; if you lose you are still pinned. If you win, you are grappled, but no longer pinned.
    • You may make an Escape Artist Check as a full-round action; the DC for the check is 15+your opponent's BAB+Str modifier. If you succeed on the Escape Artist Check you end up in any adjacent sqaure (preferably an unoccupied square); this movement does not provoke Attacks of Opportunity.
    • You may attempt to cast a spell. When casting, you must suceed on a Concentration check (DC equal to 15+your opponent's BAB+Str modifier) or there is a 50% chance the spell will automatically fail. Any spells with somatic components automatically fail anyway.
    • You may take any other actions (including free, swift, move, standard, and full-round actions) that do not require you to free yourself from being pinned (speaking, triggering a magic item via thought, activating a supernatural or spell-like ability, etc).



    Knockback attacks (Optional)
    When attacking a creature at least 2 size categories smaller than itself, a creature has the option to modify it's attack to attempt to push its target around instead.

    The attacker takes and a -3 penalty to it's attack rolls and if it deals damage to it's target, the targeted creating must succeed on a Strength check (DC=10+Special size modifiers) or be knocked backwards (away from the larger creature) 5 ft. If it fails by more than 5, it is knocked back 10 ft. instead.


    Overrun
    Normally, creatures are prevented from moving through spaces occupied by opposing creatures. However, through sheer size and mass some creatures can overrun smaller creatures.

    You may move through a square occupied by an opposing creature, provided you are at least one size category larger than that creature. You still provoke attacks of opportunity as normal, unless you succeed on a Tumble check to avoid them.

    Any creature who's square you run through must succeed on a Balance check or be knocked prone; the DC for this check is 10 + 1/5 ft. of movement speed of the larger creature. For example, if the larger creature has a movement speed of 30 ft., then the DC is 16, even if the creature does not move the full 30 ft.
    If the larger creature is charging, the DC is increased by 5.


    Overwhelmed
    Attempting to fight to many opponents at once reduces your ability to respond to attack from any one direction. If more than one enemy threatens you, then you are considered to be overwhelmed.
    For each enemy that threatens you beyond the first your AC is reduced by 1.
    You can overwhelm enemies even while you yourself are being overwhelmed.

    For example, if two sets of 3 combatants line up facing one another and positioned shoulder to shoulder, each combatant in the middle will have their AC reduced by 2, and each of the 4 combatants on the ends of the line will have their AC reduced by 1.


    Shield Bash
    If you are wielding a shield you may attempt to bash your enemy with it, provided you are proficient with the use of that shield. A shield bash is an additional attack you can make with your shield at any time you are also attacking as a Standard or Full-Round attack. A shield bash is made at -5 to your full BAB (the same as normal subsequent attacks). See the weapons-chart for damage dealt by shields.
    During any round in which you attempt a shield bash you lose any bonus from your shield to AC until the start of your next turn.

    For the purposes of provoking attacks of opportunity and applying other combat rules, a buckler counts as a light weapon, an infantry shield is a one-handed weapon, and a tower shield is a two-handed weapon.


    Sunder
    A Sunder is an attack aimed at destroying an opponent's weapon, shield, armor, or other item they are wearing. It is made as a Standard Action and does not provoke attacks of opportunity.

    To make a Sunder attack against armor, shield, or a worn object, you make an attack roll against your target's AC, minus any AC bonus provided by the worn armor or shield.
    To make a Sunder against a weapon, you make an attack roll against AC equal to your opponent's BAB+Str or Dex modifier, whichever is higher.

    If you beat the target AC, you roll as normal for damage, and subtract that amount from the item's HP. If you fail to beat the target AC, you must succeed on a Fortitude save (DC 15) to keep a firm grip on your weapon; failure means your weapon takes 10% of it's HP in damage.
    Also, if the object you are attempting to sunder is made of a harder material than the weapon you are using, you automatically deal 0 damage on a successful Sunder attack.

    A weapon functions as normal until it is completely destroyed (0 HP)

    Optional Damage Rules (for use with partial damage)
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    When an item loses 30% or more of it's HP, it is considered damaged.
    When an item loses 70% or more of it's HP, it is considered broken.
    When an item loses all of it's HP, it is considered shattered or destroyed; it is completely unusable and cannot be repaired by normal means without being reforged or remade entirely.

    Weapons that are damaged receive a -2 penalty on attack rolls and deal 25% less damage than normal. Weapons that are broken receive a -8 penalty on attack rolls and deal 50% less damage than normal; they are also incapable of scoring a critical hit.

    Armor or shields that are damaged increase their ACP by 1, and reduce their AC and DR bonuses by 1. Armor or shields that are broken increase their ACP by 2, and reduce their AC and DR bonus by 3; in addition you can only move at half your maximum speed in broken heavy armor, broken medium armor slows you down as much as heavy armor normally does, and broken light armor slows you down as if it was medium armor.

    Special: You can Sunder some natural weapons such as teeth, claws, and horns. In these cases, your target takes normal sunder damage to their natural weapons, as well as damage to their HP equal to 25% of the damage of your attack.
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    I never saw a lot of sunder attacks in the games I played, so I'm sort of treading blind on this one; any feedback would be appreciated. I think the steps I've laid out for sunder make it simpler.
    I could not find any rules for broken damaging on the SRD, so I made up my own. Feel free to comment on those, too, or link me to where I can see the official versions.


    Trip
    You may make a trip attack against any opponent who is in a square you threaten.
    A Trip is a Standard Action that provokes an Attack of Opportunity from your target. The bonus to a Trip attempt is BAB+Str modifier+special size modifier, against your target's Trip AC (equal to Touch AC +special size modifier+Str). If you succeed, your target is knocked Prone. If you fail, you must succeed on a Balance Check (DC 20)or fall prone.
    You may trip a creature who is flying or floating, provided they are within 5 ft. of the ground. You recieve a -5 penalty on your trip attempt when doing so, however.

    All creatures recieve a bonus to their Trip AC depending on how many limbs (usually equal to their number of legs) they are balancing on. (flying creatures recieve no bonus)
    Number of Limbs Trip AC Bonus
    1 -2
    2 +0
    3-4 +2
    5-6 +5
    7-9 +8
    10+ +12
    *creatures that move on the ground but without legs, such as a gelatinous cube or giant snake, gain the maximum bonus

    Special: If you are tripping with a weapon, you do not provoke attacks of opportunity. Before you make your attempt, your opponent may choose to make an opposing attack roll instead of defending with his Touch AC. You make opposed attack rolls with all relevant modifiers (Str, Dex if applicable, size, etc). If your roll beats your target's, your opponent falls prone, as normal. If you fail the Trip attempt, the weapon is knocked from your hands and falls at your feet. If you fail by more than 5, your weapon is knocked aside, landing 10 ft. away in a random direction.
    Your weapon must have a note in it's description saying it allows tripping attempts in order to use this option.
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    Tripping with and without a weapon now works slightly differently, the idea being that you can avoid some of the risk by tripping with a weapon, but your target gains the opportunity to better defend himself.

    Also, my revised version of the tripping feat will let you use your Dex modifier in place or Str, if you choose. I picture this as tangling up your opponent and causing them to fall, instead of just body-checking them to knock them flat.




    UPDATES: I've tweaked the related feats that go with these. You can find them here.

    Edit 6/28/15: After a long hiatus, I'm working on this again and aiming for further simplification and fat-trimming.
    Edit 8/14/14: Added shield bash for the sake of completeness and clarification, even if it hasn't changed much.
    Last edited by Deepbluediver; 2017-02-12 at 07:27 PM. Reason: updating with new or clarified mechanics
    Quote Originally Posted by Rater202 View Post
    It's not called common because the sense is common, it's called common because it's about common things.
    Homebrew Extended Signature!