CMB Descriptions

Combat Maneuvers
The following use all the standard rules for combat maneuvers found in the Pathfinder Roleplaying Game; however, two of them (Armlock and Throw Opponent), are additional options when grappling an opponent.

Armlock
Rather than attempting to pin an opponent that you are grappling you can attempt a single or double joint lock that hyperextends, hyperflexes or hyperrotates the elbow joint and/or shoulder joint of your opponent. A successful grapple check allows you to continue grappling the foe, and applies to damage the joint as part of the standard action spent to maintain the grapple. You deal your normal damage from grappling and inflict the Sickened condition on the target who can take no actions that requires two hands to perform until the damage dealt by this attack is healed. If your combat maneuver check exceeds the CMD of the target by 10, or more, your opponent must succeed at a Fortitude save (DC 10 + ½ your character level plus your Strength modifier) or also suffer from the Nauseated condition for one round. If your combat maneuver check fails by 10 or more, your opponent escapes your grapple and you fall prone in your current square.

Blind Opponent
You can attempt to temporarily blind an opponent (poke him in the eyes, throw sand in his face, etcetera) in place of a melee attack. If you do not have the Improved Blind Opponent, or a similar ability, attempting to Blind Opponent provokes an attack of opportunity from the target of your maneuver. If your combat maneuver check is successful, your target gains the blinded condition for one round and is inflicted with the dazzled condition for an additional round after that. If the combat maneuver check exceeds the CMD of the target by 10 or more, your target gains the blinded condition for 1d3+1 rounds. If your combat maneuver check fails by 10 or more, you maneuver backfires and you are blinded for 1 round instead (you accidentally poke your own eyes, the sand is blown back in your face, etcetera).

Bull Rush
You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You can only bull rush an opponent who is no more than on size category larger than you. 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, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent’s CMD 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 your attack fails, 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. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your bull rush, you must immediately make a combat maneuver check to bull rush that creature. You take a
–4 penalty on this check for each creature being pushed beyond the first. If you are successful, you can continue to push the creatures a distance equal to the lesser result.

For example, if a fighter bull rushes a goblin for a total of 15 feet, but there is another goblin 5 feet behind the first, he must make another combat maneuver check against the second goblin after having pushed the first 5 feet. If his check reveals that he can push the second goblin a total of 20 feet, he can continue to push both goblins another 10 feet (since the first goblin will have moved a total of 15 feet).

Bypass Armor
You can attempt to bypass your opponent’s armor, or natural armor, with your next attack in place of a standard attack. If you do not have the Improved Bypass Armor feat, or a similar ability, attempting to bypass armor provokes an attack of opportunity from the target of your maneuver. If your combat maneuver check is successful, your target losses either its armor or natural armor bonus to AC vs. your next attack. If your combat maneuver check exceeds the CMD of the target by 10 or more, the target looses both its armor and natural armor bonus. If your combat maneuver check fails by 10 or more, you leave yourself open to a counterattack from the target of your maneuver granting the target a +5 circumstance bonus to its attacks against you for 1 round.

Called Shots
The Pathfinder Roleplaying Game deals with hits and damage in a rather abstract way, treating almost all hits the same except for the amount and type of damage dealt. With these optional called shot rules, PCs, monsters, and villains alike can aim their attacks more precisely, potentially to devastating effect. These rules are an optional addition to any campaign, and should be approached with care by the Game Master.

Making Called Shots
A called shot is an attack aimed at a particular part of the body, in the hope of gaining some extra effect from the attack. The smaller or better guarded the area, the more difficult the called shot. A called shot is a single attack made as a fullround action, and thus can’t be combined with a charge, feats like Vital Shot, or multiple attacks with a full-attack action. Called shots are divided into three basic difficulty groups: easy, tricky, and challenging. Easy called shots represent large areas of the body, and are made at a –2 penalty. They have relatively minor effects unless a critical hit is scored or massive damage is dealt. Tricky called shots represent either smaller areas, like a hand, or areas a creature protects well, like its head. Tricky shots receive a –5 penalty, and inf lict more serious consequences.

Challenging called shots represent very small areas like eyes, fingers, or creatures’ necks. They receive a –10 penalty, and successful hits cause significant shortterm impairment. Beyond these challenging ratings lie almost impossible called shots that receive a –20 penalty. For called shots against non-humanoid creatures, use common sense and the categories above as guidelines. For example, a f lying creature’s wings are treated as arms.

Range and Reach: Called shots work best at close range. Melee called shots are at a –2 penalty if the target isn’t adjacent to its attacker. For called shots made at range, all range penalties due to range increment are doubled, with a minimum penalty of –2 for any called shot against a target that’s not within 30 feet.

Critical Hits and Critical Threats: A called shot has the normal chance for a critical hit, and inf licts an extra effect if one is confirmed. The exact effects of a successful critical hit depend on where the target was hit, and are described under Called Shot Effects.

Additional Rules
Automatic Hits: Some effects in the game, like true strike or the f lash of insight ability of cyclopes, provide automatic or nearly automatic hits. Using such an ability on a called shot turns it into a normal attack, with none of the benefits or penalties associated with called shots. From a story perspective, this is because the effect cannot distinguish between a hit in general and a hit in a particular area, but it’s also necessary to keep the power of such abilities in line with their original intended effects. Some Game Masters may prefer a more theatrical or dangerous game in which magic can make a shot through the eye nearly certain, in which case this rule can be ignored.

Cover: Cover other than soft cover interferes with a called shot even more than with a normal shot. Double any AC bonuses provided by cover that isn’t soft cover. In addition, cover may make certain called shots impossible.

Concealment: The miss chance for a called shot against a creature with concealment increases to 50%. It’s not possible to make a called shot against a creature with total concealment. For effects that function like concealment, such as blink and displacement, a miss chance of 50% or more prevents called shots, a miss chance of 20% increases to 50%, and miss chances of other values are doubled.

Damage Reduction: If damage reduction completely negates the damage from a called shot, the called shot has no effect. If hit point damage does get through, the called shot has normal effects. Damage reduction does not reduce any ability damage, ability drain, penalties, or bleed damage caused by the called shot.

Immunity: Immunity to critical hits protects against the extra effects of called shots. Partial protection, such as that provided by the fortification special ability of some magical armors, protects the creature as though the called shot were a critical hit.

Regeneration: Regeneration provides no special protection against called shots, but it might negate or undo some of the effects, such as bleeding or limb loss.

Saving Throws: If a saving throw is allowed on a called shot, the DC is equal to the Armor Class hit by the attack. In the case of an attack roll of a natural 20, the DC is the AC the attack would have hit if 20s did not automatically hit.

Stacking: Unless otherwise stated, penalties for multiple called shots do not stack, even if they are to different areas of the body. Ability damage and drain caused by called shots always stacks.

Touch Attacks: Touch attacks and ranged touch attacks made as called shots must target AC rather than touch AC. This represents the care it takes to target such strikes.

Called Shot Effects
The consequences of a successful called shot vary depending on whether the hit is a normal hit, a critical hit, or a debilitating blow (a hit for 50 points of damage or more). When more than one limb or organ can be affected by a called shot, the attacker can choose the target if desired; otherwise, it should be determined randomly.

Called Shot: An attack aimed at a body part that deals fewer than 50 points of damage results in a normal called shot. Called shots inf lict either minor penalties or temporary inconveniences.

Critical Called Shot: When a called shot is confirmed as a critical hit but deals fewer than half the creature’s hit points of damage (minimum 50), a critical called shot results. Critical called shots can cause ability damage, bleeding, and other serious effects.

Debilitating Blow: A called shot that deals half the creature’s hit points of damage (minimum 50) or more (whether a critical hit or not) results in a debilitating blow that has extra effects. A debilitating blow inf licts major consequences and potentially permanent consequences.

Concentration Checks: Concentration checks forced by called shots to parts of the body involved in spellcasting (generally the head for spells with verbal components, and the casting arm and hand for spells with somatic components) are made at a –5 penalty.

Healing Called Shot Effects: Some called shot effects render a given location useless until healed. Remedying this condition requires the victim be healed (naturally ormagically, and by one or more sources of healing) for as many hit points of damage as the called shot caused. If the victim is suffering from multiple wounds of this sort, divide healing equally between them. The regenerate spell repairs any and all effects of called shots except for ability damage and ability drain.

Arm
Arms are the manipulating limbs of a creature, including tentacles. Wings are also considered to be arms forpurposes of a called shot. Called shots to the arm are easy(–2 penalty).

Called Shot: A called shot to an arm deals no additional damage, but for 1d4 rounds, any attack rolls, ability checks, or skill checks made using the wounded arm take a –2 penalty. A f lying creature shot in the wing must make a Fly check to avoid descending involuntarily (Core Rulebook 96).

Critical Called Shot: A critical hit to the arm deals 1d4 points of Dexterity damage and 1d4 points of Strength damage. A successful Fortitude saving throw halves the ability damage (minimum 1 point to each attribute). The target also suffers the effects of a called shot to the arm for 1d4 minutes.

Debilitating Blow: A debilitating blow deals 1d6 points of Dexterity damage and 1d6 points of Strength damage. The blow renders the arm useless until healed unless the target succeeds at a Fortitude saving throw. If the saving throw fails by 5 or more, the arm is severed or otherwise mangled such that only regeneration or similar effects canrepair it. The target also suffers the effects of a called shot to the arm (if the arm remains usable) for 2d6 minutes.

Chest
Called shots to the chest are aimed at the well-protected center of mass of a creature. Called shots to the chest are easy (–2 penalty).

Called Shot: A called shot to the chest deals no additional damage, but any skill checks caused by the hit (such as an Acrobatics check while balancing or a Climb check while climbing) take a –2 penalty.

Critical Called Shot: A critical hit to the chest deals 1d4 points of Constitution damage and fatigues the target. A successful Fortitude saving throw (made after the Constitution damage is applied) negates the fatigue. The creature also suffers the effects of a called shot to the chest.

Debilitating Blow: A debilitating blow to the chest deals 2d4 points of Constitution damage and exhausts the target. A successful Fortitude saving throw (made after the Constitution damage is applied) reduces the exhaustion to fatigue. If the saving throw fails by 5 or more, the creature’s internal injuries deal 1 point of Constitution damage in any round the creature takes a standard action. The internal injuries can be healed by either a DC 25 Heal check or by healing as many hit points as the debilitating blow dealt, whether by magical or natural means. The creature also suffers the effects of a called shot to the chest.

Ear
Ears are the organs used to hear. Creatures without visible ears generally aren’t susceptible to called shots to that location. Called shots to the ear are challenging (–10 penalty).

Called Shot: A called shot to the ear deafens that ear for 1 round, and imposes a –2 penalty on Perception checks. A creature that loses hearing in all ears is deafened until hearing is returned by way of the remove blindness/deafness spell or a similar effect.

Critical Called Shot: A critical hit to the ear deafens that ear for 2d6 minutes and leaves the target staggered for 1 round. The target also suffers the effects of a called shot to the ear for that duration.

Debilitating Blow: A debilitating blow to the ear destroys that ear and stuns the target for 1 round, then leaves it staggered for 1d4 rounds, and deafened until removed with the remove blindness/deafness spell or a similar effect. A successful Fortitude saving throw deafens the creature until it is restored by the remove blindness/deafness spell or a similar effect.

Eye
Eyes include whatever organs a creature uses to see. At the Game Master’s discretion, a called shot to the eye can also target sensory organs such as antennae, potentially negating abilities like blindsense. Generally, a creature can’t be blinded until it has lost all vision in all of its eyes. Creatures with five or more eyes take no penalties from called shots to their eyes until they’re blinded in enough eyes to bring them down a single functional eye, but can still be blinded in that eye by a critical hit or debilitating blow. Called shots to the eye are challenging (–10 penalty).

Called Shot: A called shot to the eye gives all of the target’s foes concealment against its attacks for 1 round and gives it a –2 penalty on Perception checks. If the creature only has one functional eye prior to the called shot, it is blinded for 1 round instead.

Critical Called Shot: A critical hit to the eye costs the target sight in that eye for 1d4 minutes. The target also suffers the effects of a called shot to the eye for that duration.

Debilitating Blow: A debilitating blow to the eye destroys that eye, causes blindness until the condition is removed with a remove blindness/deafness spell or similar effect, and deals 1d6 points of bleed damage. A successful Reflex saving throw reduces this to 1d4 hours of loss of sight in that eye and eliminates the bleeding. The target also suffers the effects of a called shot to the eye for 2d6 minutes.

Hand
Hands include most extremities used for fine manipulation. Called shots to the hand are tricky (–5 penalty).

Called Shot: For 1d4 rounds, any attack rolls, damage rolls, ability checks, or skill checks made using the wounded hand take a –2 penalty, including attack and damage rollswith two-handed weapons. In addition, the target takes a –4 penalty to its CMD to resist disarm attempts, and drops its weapon (if any) on an attack roll result of a natural 1.

Critical Called Shot: A critical hit to the hand deals 1d4 points of Dexterity damage. In addition, the target drops anything it is holding in that hand unless it succeeds at a Reflex saving throw. Items held in two hands aren’t dropped, but the target still loses its grip with the injuredhand. The target also suffers the effects of a called shot to the hand for 1d4 minutes.

Debilitating Blow: A debilitating blow deals 1d6 points of Dexterity damage. The blow renders the hand useless until healed unless the target succeeds at a Reflex saving throw. If the saving throw fails by 5 or more, the hand is severed or otherwise mangled such that only regeneration or similar effects can repair it. Regardless of the result of the saving throw, anything held in the wounded hand is automatically dropped, even items held in two or more hands. The target also suffers the effects of a called shot tothe hand (if the hand remains usable) for 2d6 minutes.

Head
Called shots to the head are tricky (–5 penalty), as most creatures show some skill at dodging attacks aimed at their faces. Some creatures, such as otyughs and purple worms, lack a proper head altogether. Creatures with multiple heads must be hit by called shots to all their heads in a single round to suffer ill effects, and even then, only suffer the least effect that is inf licted on any single head (so for example, an ettin would need to take critical hits to both heads to receive the effects of a critical called shot to the head).

Called Shot: A called shot to the head leaves the target sickened for 1d4 rounds.

Critical Called Shot: A critical hit to the head deals 1d6 points of Intelligence, Wisdom, or Charisma damage (randomly determine which) and staggers the target for 1d4 rounds. A successful Fortitude saving throw prevents the target from being staggered. The target also suffers the effects of a called shot to the head for 1d4 minutes.

Debilitating Blow: A debilitating blow to the head deals 1d6 points of Intelligence, Wisdom, and Charisma damage (roll separately for each), and knocks the target unconscious for 1d10 rounds. A successful Fortitude saving throw prevents the target from being knocked unconscious, but leaves it staggered for 1d10 rounds instead. If the saving throw fails by 5 or more, the target is rendered senseless by severe brain trauma (as the feeblemind spell) until it receives a heal, greater restoration, or similar effect. The target also suffers the effects of a called shot to the head for 2d6 minutes.

Heart
A called shot to the heart represents an attempt at a killing blow. If the hit isn’t either a critical hit or a debilitating blow, the attempt fails and is just a normal hit. A called shot to the heart can be used for any small, likely fatal location on a creature, such as the only weakness on an unimaginably ancient red dragon. Called shots to the heart are challenging (–10 penalty).

Called Shot: A called shot to the heart is just a normal hit with no extra effect.

Critical Called Shot: A critical hit to the heart pierces the organ, causing exhaustion and 1d4 points of Constitution bleed damage. A successful Fortitude save reduces this to fatigue and 1 point of Constitution bleed damage. In either case, stopping the bleeding requires either regeneration (spell or special ability), magic healing that heals as many points of damage (from one or more sources) as the original blow dealt, or a successful DC 20 heal check that takes 1d4 rounds to complete. A critical hit to the heart against a vampire made with a piercing weapon composed entirely of wood leaves the vampire impaled through the heart by the weapon if it fails its Fortitude save, with effects as described in the Pathfinder RPG Bestiary.

Debilitating Blow: A debilitating blow to the heart destroys it, instantly killing any creature that relies on its heart to survive. Creatures that succeed at a Fortitude save suffer exhaustion and take 1d6 points of Constitution damage and 1d4 points of Constitution bleed damage, as do creatures that can survive without a heart. A debilitating blow to the heart against a vampire made with a piercing weapon made entirely of wood affects the vampire as a critical hit to the heart; for example, it still receives a Fortitude save to avoid the consequences.

Leg
Legs are the ambulatory limbs of a creature, including feet. Called shots to the leg have no special effect on creatures with five or more legs. Called shots to the leg are easy (–2 penalty).

Called Shot: A called shot to a leg lowers the target creature’s speed by 10 feet for 1d4 rounds if it has two or fewer legs, and by 5 feet if it has three or four legs. In either case, the creature’s speed cannot be reduced below 5 feet per round. Called shots to the leg have no effect on creatures with five or more legs. Hitting the same leg more than once has no extra effect, but the speed penalty for hits on different legs stack. Additionally, any skill or ability checks involving movement (such as Acrobatics or Swim checks) take a –2 penalty for 1d4 rounds.

Critical Called Shot: A critical hit to the leg deals 1d4 points of Dexterity damage and knocks the target prone. A successful Fortitude save keeps the creature from falling prone. The creature also suffers the effects of a called shot to the leg for 1d4 minutes.

Debilitating Blow: A debilitating blow to the leg knocks the creature prone. The blow renders the leg entirely useless until healed unless the target succeeds at a Fortitude saving throw. If the saving throw fails by 5 or more, the leg is severed or otherwise mangled such that only regeneration or similar effects can repair it. If the save succeeds, the target is instead lamed and moves at half speed until the leg is healed, or until it receives a successful DC 20 Heal check. A creature with a useless or severed leg moves at half speed if it still has more than half of its legs usable; otherwise, it cannot stand up and must crawl to move. The target also suffers the effects of a called shot to the leg (if the leg remains usable) for 2d6 minutes.

Neck
The neck makes for a difficult but rewarding target. Injuries to the neck keep a creature from speaking easily, and if blood vessels or the windpipe are damaged, such injuries rapidly lead to death. Creatures that lack vulnerable heads generally can’t be attacked in the neck either. Called shots to the neck are challenging (–10 penalty).

Called Shot: A called shot to the neck makes speaking above a hoarse whisper impossible for 1 round. Spells with verbal components have a 20% chance of failing outright, as do attempts to activate command-word items (although for magic items, the use of the item is not wasted).

Critical Called Shot: A critical hit to the neck deals 1d6 points of bleed damage. In addition, the target must succeed at a Fortitude saving throw or suffer a crushed windpipe and be unable to breathe or speak, possibly suffocating (Core Rulebook 445). A crushed windpipe can be repaired by magical healing (from one or more sources) that heals as many hit points of damage as the original hit dealt, or by a DC 25 Heal check to open up a hole into the windpipe. The latter check deals 2d6 hit points of damage, and leaves the creature still unable to speak. If target makes its saving throw, it still suffers the effects of a called shot to the neck for 1d4 minutes.

Debilitating Blow: A debilitating blow to the neck leaves the target unable to speak or breathe and deals 1d4 points of Constitution bleed damage. A successful Fortitude saving throw reduces this to 2d6 points of regular (hit point) bleed damage, and the target is only unable to speak and breathe for 1d4 minutes. The Constitution bleed damage caused by a debilitating blow to the neck can only be stopped by regeneration (spell or special ability), magical healing (from one or more sources) that heals as many points of damage as the original blow dealt, or a DC 20 Heal check that takes 1d4 rounds to complete.

Vitals
The vitals correspond to the abdomen on a humanoid: critical organs not well-protected by bone. Attacks on the vitals can also include dastardly “low blows.” Vitals for non-humanoid creatures can include nearly any location that is relatively hard to hit, poorly protected, and debilitating if struck. Called shots to the vitals are tricky (–5 penalty).

Called Shot: A called shot to the vitals leaves the target sickened for 1d4 rounds. A successful Fortitude save reduces this duration to 1 round. While sickened from the blow, the target cannot run or charge.

Critical Called Shot: A critical hit deals 1d4 points of Constitution damage. In addition, the target is nauseated for 1d4 rounds and sickened for 1d6 minutes. A successful Fortitude saving throw negates the nauseated condition. While the target is sickened from the blow, it cannot run or charge.

Debilitating Blow: A debilitating blow to the vitals deals 1d6 points of Constitution drain, nauseates the target for 1d4 rounds, and sickens it for 2d6 minutes. A successful Fortitude save reduces the drain to damage and the nausea to 1 round. If the save fails by 5 or more, the target is disemboweled or otherwise horrifically wounded, and takes 1 point of Constitution bleed damage. The Constitution bleed damage caused by a debilitating blow to the vitals can only be stopped by regeneration (spell or special ability), magical healing that heals as many points of damage (from one or more sources) as the original blow dealt, or a DC 20 Heal check that takes 1d4 rounds to complete.

Confuse Opponent
Once per round you can attempt to confuse your opponent with a shocking strike to its sensory system in place of a melee attack. If you do not have Improved Confuse Opponent, or a similar ability, attempting to Confusing Opponent provokes an attack of opportunity from the target of your maneuver. If your combat maneuver check is successful, your target takes half damage from the attack and must make a successful Will saving throw (10 + half your character level + your Strength or Dexterity modifier) or be inflicted with the Confused condition for 1 round. If your combat maneuver check exceeds the CMD of the target by 10 or more, the subject is inflicted with the Confused Condition for 1d3+1 rounds. If your combat maneuver check fails by 10 or more, you maneuver is countered and you are inflicted with the confused condition for 1 round instead (your attack is blocked and rebounds shocking your sensory system instead).

Corps A Corps
You lock weapons with your foe in an attempt to try and gain a position for an attack by jockeying around so that the ‘strong’ side (the half closer to the hilt) of your weapon is pressing against the opponent’s ‘weak’ (the other half), you can do this in place of a melee attack or a parry attack. If your combat maneuver check is successful, you gain a +2 circumstance bonus to your next attack roll or combat maneuver check made against the target and you do not provoke an attack of opportunity when performing that combat maneuver. If your combat maneuver check exceeds the CMD of the target by 10 or more, the circumstance bonus increases to +4. If your combat maneuver check fails by 5 or more, your maneuver is countered and your opponent gains a +2 circumstance to her next attack roll or combat maneuver check made against you and she does not provoke an attack of opportunity when performing that combat maneuver.

Create Opening
You can attempt to create an opening in place of a melee attack. If you do not have the Improved Create Opening feat, or a similar ability, attempting to create an opening provokes an attack of opportunity from the target of your maneuver. If your combat maneuver check is successful, your target suffers a -5 circumstance penalty to AC against your next melee attack. If your combat maneuver check exceeds the CMD of the target by 10 or more, the target suffers the penalty to AC for 1 round. If your combat maneuver check fails by 10 or more, you leave yourself open to a counterattack from the target of your maneuver granting the target a +5 circumstance bonus to its attacks against you for 1 round.

Cut Clothing
You attempt to embarrass your opponent by swiftly cutting their clothing to pieces without cutting their skin in place of a melee attack. If you do not have the Improved Cut Clothing, or a similar ability, attempting to Cut Clothing provokes an attack of opportunity from the target of your maneuver (this is why it is often done to disarmed or helpless opponents). If your combat maneuver check is successful, you can deal full damage to any of your targets clothing or objects, even living a design if you so wish so long as the damage exceeds the objects hardness, you cannot deal damage to armor though you can mark it.

Dirty Trick
You can attempt to hinder a foe in melee as a standard action. 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 5 by which your attack exceeds your opponent’s CMD, 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 5 by which your attack exceeds your opponent’s CMD. In addition,removing the condition requires the target to spend a standard action.

Disarm
You can attempt to disarm your opponent in place of a melee 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. Attempting to disarm a foe while unarmed imposes a –4 penalty on the attack.

If your attack is successful, your target drops one item it is carrying of your choice (even if the item is wielded with two hands). 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). If your attack fails by 10 or more, you drop the weapon that you were using to attempt the disarm. If you successfully disarm your opponent without using a weapon, you may automatically pick up the item dropped.

Disorient Opponent
You attempt to bewilder and unbalance your opponent in place of a melee attack (for example you spin your target around, damage their senses, or overloads them with stimuli). If you do not have Improved Disorient Opponent, or a similar ability, attempting to Disorient Opponent provokes an attack of opportunity from the target of your maneuver. If your combat maneuver check is successful, your target takes half damage (full damage if the damage is nonlethal) from the attack, and the target must make a Will save (DC 10+½ your character level + your Strength or Dexterity modifier), or the creature suffers a -2 circumstance penalty to initiative checks, attack rolls, Acrobatics, Fly, Jump, Perception, and Swim checks for 1d3+1 rounds. If your combat maneuver check exceeds the CMD of the target by 10 or more, the circumstance penalty increases by two with a duration of 1 hour. Also whenever the creature moves, it must roll 1d8 to randomly determine (as a grenade-like weapon) the actual direction traveled. If your combat maneuver check fails by 10 or more, you leave yourself open to a counterattack from the target of your maneuver granting the target a +5 circumstance bonus to its attacks against you for 1 round.

Drag
You can attempt to drag a foe as a standard action. You can only drag an opponent who is no more than one size category larger than you. 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 attack is successful, 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 5 by which your attack exceeds your opponent’s CMD, 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: Some characters or types of creatures prove particularly sure-footed, making them more diff icult to overthrow and move around the battlef ield. Any racial ability that grants a bonus to CMD versus bull rush attempts grants the same bonus against drag combat maneuvers.

Entangle Opponent
You can attempt to entangle your opponent’s with rope-like object or by using your environment (cutting down small saplings, collapsing scaffolding, spilling a table, or cabinet in your opponent’s path) in place of a melee attack. If you do not have the Improved Entangle Opponent feat, or a similar ability, attempting to Entangle Opponent provokes an attack of opportunity from the target of your maneuver. If your combat maneuver check is successful, your target gains the entangled condition for one round. If your combat maneuver check exceeds the CMD of the target by 10 or more, your target gains the entangled condition 1d3+1 rounds and is knocked prone. If your combat maneuver check fails by 10 or more, you maneuver backfires and you are entangled for 1 round instead (you opponent manipulates the rope to her advantage, or uses one of the fallen chairs to entangle your legs, etcetera).

Enemy Cover
You move inside the arc an opponent’s attacks and move as they move so that neither they nor their allies can get a direct bead on you; this is a special move action used as part of Combat Expertise, Fighting Defensively, or Total Defense. If your combat maneuver check is successful move into that creature’s square and you gain the benefit of cover against all attacks so long as they are at least your size category or larger. You can now choose to move with your opponent when they do, so long as you have movement remaining though all your other actions occur during the normal initiative order. You must make a successful combat maneuver check each round to maintain enemy cover. The creature can dislodge you by performing a successful combat maneuver or Escape Artist check (DC equal to your CMD) as a standard action. If your combat maneuver check exceeds the CMD of the target by 10 or more, attacks that miss you have a 50% chance of striking the target of this maneuver for 1 round. If your combat maneuver check fails by 10 or more, you provoke an attack of opportunity and leave yourself open to a counterattack from the target of your maneuver granting the target a +5 circumstance bonus to its attacks against you for 1 round.

Feint
Feinting is a standard action. To feint, make a Bluff skill check. The DC of this check is equal to 10 + your opponent’s base attack bonus + your opponent’s Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent’s Sense Motive bonus, if higher. If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn. When feinting against a nonhumanoid you take a –4 penalty. Against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a creature lacking an Intelligence score, it’s impossible. Feinting in combat does not provoke attacks of opportunity.

Feinting as a Move Action: With the Improved Feint feat, you can attempt a feint as a move action.

Force Movement
You can attempt to force a creature to move in place of a melee attack. If you do not have the Improved Create Opening feat, or a similar ability, attempting to Force Movement provokes an attack of opportunity from the target of your maneuver. You can, with a successful combat maneuver, cause your opponent to move 5 feet in any direction. This 5-foot move does not provoke attacks of opportunity and does not influence the opponent’s movement on their following turn. You cannot force your opponent into an occupied area. . If your combat maneuver check exceeds the CMD of the target by 10 or more, the target moves in the direction you choose. If your combat maneuver check fails by 10 or more, you are forced to move 5’ in a direction chosen by the target of
your maneuver.

Garrote Opponent
You can attempt to strangle an opponent as a standard action with some cord-like weapon (you grab a woman’s scarf, a rope, an actually strangling cord, or a professional assassin’s razor wire) or a choke hold as part of a grapple. If you do not have Improved Garrote Opponent, or a similar ability, attempting to Garrote Opponent provokes an attack of opportunity from the target of your maneuver and your opponent is also able to hold her breath (which is why most garrotte attacks are preformed against unaware and flat-footed opponents). Opponents add +4 to their CMD if wearing Full Plate or a Leather Collar –or– +10 if wearing a Gorget. If your combat maneuver check is successful, you move into the target’s square and begin doing Garrote damage (1d8 for a Medium-sized creature, plus your Strength Modifier). In addition, a target that was not able to hold their breath must make a DC 10 Constitution check. The check must be repeated each round, with the DC increasing by +1 for each previous check. If the target fails one of these Constitution checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to –1 hit points and is dying. In the third round, she suffocates and dies.

Moving into the target’s square generates Attacks of Opportunities from other foes, but not the target. You both receive all the standard penalties of the Grappled condition. If your combat maneuver check exceeds the CMD of the target by 10 or more, add a +2 circumstance bonus to the DC of the Constitution Check. If your combat maneuver check fails by 10 or more, you leave yourself open to a counterattack from the target of your maneuver granting the target a +5 circumstance bonus to its attacks against you for 1 round.

If You Are Garroted: If you are garroted, you can attempt to break free as a standard action by making a combat maneuver check (DC equal to your opponent’s CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent’s CMD). In addition, you could attempt to sunder the strangling cord. If you succeed, you break free and can act normally.

Grapple
As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition (see the Appendices). If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).

Move: You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.

Damage: You can inf lict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.

Pin: You can give your opponent the pinned condition (see Appendix 2). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC.

Tie Up: If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target’s CMB, the target cannot escape from the bonds, even with a natural 20 on the check.

If You Are Grappled: If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent’s CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent’s CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that requires only one hand to perform, such as cast a spell or make an attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Appendix 2 for additional details.

Multiple Creatures: Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). 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.

Hinder Natural Attack
You can attempt to disable one of your opponent’s natural attacks in place of a melee attack. If you do not have Improved Hinder Natural Attack, Improved Sunder, or a similar ability, attempting to Hinder Natural Attack provokes an attack of opportunity from the target of your maneuver. If your combat maneuver check is successful, your target takes half damage and cannot use the chosen natural attack for 1 round or until that damage is healed whichever happens first. If your combat maneuver check exceeds the CMD of the target by 10 or more, the chosen natural attack cannot be used for 1d3+1 rounds. If your combat maneuver check fails by 10 or more, you provoke an additional attack of opportunity from the target of your maneuver, even if the target has no attacks of opportunity available.

Hinder Special Ability
You can attempt to disable one of your opponent’s special abilities in place of a melee attack. If you do not have Improved Hinder Special Ability, or a similar ability, attempting to Hinder Special Ability provokes an attack of opportunity from the target of your maneuver. You can make a combat maneuver against the part of your opponent’s anatomy (CMD 4) that is obviously the source of, or provides the power behind, a supernatural or extraordinary ability, such as a creature’s mouth (for a breath weapon) or its eyes (for a gaze attack). You cannot target a spell-like ability unless the GM judges that the creature generates it using a specific organ or body part. If your combat maneuver check is successful, your target suffers half damage from your melee attack and cannot use the chosen special ability for 1 round, or until that damage is healed, whichever happens first. If your combat
maneuver check exceeds the CMD of the target by 10 or more, the chosen special ability cannot be used for 1d3
1 rounds. If your combat maneuver check fails by 10 or more, you are automatically subject to an attack by that special ability, this does not require an action on the part of your target opponent.

Impede Movement
You attempt to hinder your opponent’s wings, feet, knees, or some other body part inhibiting your foe’s ability to move. If you do not have Improved Impede Movement, or a similar ability, attempting to Impede Movement provokes an attack of opportunity from the target of your maneuver. You must pick a movement mode used by your target (climbing, flying, swimming, or walking). With a successful combat maneuver, you deal half damage and reduce your target’s speed by 5 feet (to a minimum of 5 feet). A flying creature drops one maneuverability category for every 10 feet of speed it loses (to a minimum of clumsy). If it drops below its minimum forward speed while in the air (or to less than half speed, if its maneuverability is average or worse), it immediately falls and takes damage as normal. Note that this effect reduces a target’s base speed as well as its speed after accounting for armor and encumbrance.

The effects of this maneuver do not stack with other effects that reduce speed. They last until the creature makes a successful Strength or Dexterity check (DC 10+ your Strength or Dexterity Modifier if possess Weapon Finesse) as a standard action or until the damage is healed. You cannot negate an opponent’s movement if it moves without the aid of obvious anatomical means, such as wings or legs. Thus, you could not negate the aerial movement of a wizard who is using a fly spell.

Joint Strike
You can attempt to damage one of your opponent’s joints in place of a melee attack (for example you attempt hit an opponent’s knee with a warhammer). If you do not have Improved Joint Strike, or a similar ability, attempting to Joint Strike provokes an attack of opportunity from the target of your maneuver. If your combat maneuver check is successful, your target takes half damage (full damage if the damage is nonlethal) from the attack, and the target must make a Reflex save (DC 10+½ your character level + your Strength or Dexterity modifier) or the target suffers 1 point of Dexterity or Strength Damage (your choice).

If your combat maneuver check exceeds the CMD of the target by 10 or more, the ability damage increase to 2 points of damage or a 1 point to both Strength and Dexterity. If your combat maneuver check fails by 10 or more, you overextend and leave yourself open to a reversal from the target and you suffer a point of dexterity or strength damage upon a failed save (same DC).

Low Blow
Once per round you can attempt to daze your opponent with a wicked strike to their loins in place of a melee attack. If you do not have Improved Low Blow, or a similar ability, attempting to Low Blow provokes an attack of opportunity from the target of your maneuver. If your combat maneuver check is successful, your target takes half damage from the attack and must make a successful Will saving throw (10 + half your character level + your Strength or Dexterity modifier) or be inflicted with the Dazed condition for 1 round. If your combat maneuver check exceeds the CMD of the target by 10 or more, the subject is inflicted with is dazed for 1d3+1 rounds and knocked Prone if it fails its save. If your combat maneuver check fails by 10 or more, you maneuver is countered and you are inflicted with the dazed condition for 1 round instead (your opponent predicted your maneuver and forces it to rebound upon your loins).

Nauseate Opponent
Once per round you can attempt to disrupt an opponent’s vestibular system with a well-placed strike in place of a melee attack (for example, you strike an opponent near his inner ear or strike a creature’s special nerve cluster). If you do not have Improved Nauseate Opponent, or a similar ability, attempting to Nauseate Opponent provokes an attack of opportunity from the target of your maneuver. If your combat maneuver check is successful, your target takes half damage (full damage if the damage is nonlethal) from the attack and must make a successful Fort saving throw (10 + half your character level + your Strength or Dexterity modifier) or be inflicted with the Nauseated condition for 1 round. If your combat maneuver check exceeds the CMD of the target by 10 or more, you inflict the subject with the Nauseated condition for 1d3+1 rounds. If your combat maneuver check fails by 10 or more, you leave yourself open to a counterattack from the target of your maneuver granting the target a +5 circumstance bonus to its attacks against you for 1 round.

Overrun
As a standard action, taken during your move or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. 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. 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.

When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an attack. If your target does not avoid you, make a combat maneuver check as normal. If your maneuver is successful, you move through the target’s space. 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. 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.

Paralyze Opponent
Once per round you can attempt to paralyze an opponent in place of a melee attack (for example by striking or pinching the correct pressure point). If you do not have Improved Paralyze Opponent, or a similar ability, attempting to Paralyze Opponent provokes an attack of opportunity from the target of your maneuver. If your combat maneuver check is successful, your target takes half damage (full damage if the damage is nonlethal) from the attack and must make a successful Fortitude saving throw (10 + half your character level + your Strength or Dexterity modifier) or be inflicted with the Paralyzed condition for 1 round. If your combat maneuver check exceeds the CMD of the target by 10 or more, the subject is inflicted with the Paralyzed condition for 1d3+1 rounds. If your combat maneuver check fails by 10 or more, you leave yourself open to a counterattack from the target of your maneuver granting the target a +5 circumstance bonus to its attacks against you for 1 round.

Parry Attack
You can attempt to block a single attack with your weapon or shield; this is a special melee attack action used as part of Combat Expertise, Fighting Defensively, or Total Defense. If you are not using a shield, Combat Expertise, Improved Parry, or a similar ability, attempting to Parry Attack provokes an attack of opportunity from the target of your maneuver. Due to the amount of concentration required to block an assault, parry attack counts against the number of Attacks of Opportunity you are allowed in a given round and the number of melee attacks you can make in a given round. If your combat maneuver check is successful, the next melee attack made by your chosen target fails to hit, unless that opponent successfully performed a Feint combat maneuver against you before they attack. If the combat maneuver check exceeds the CMD of the target by 10 or more, you can riposte as a free attack of opportunity, attempt a Corps A Corps, or Disarm combat maneuver after your Parry Attack takes effect.

If your combat maneuver check fails by 10 or more, you leave yourself open to a counterattack from the target of your maneuver granting the target a +5 circumstance bonus to its attacks against you for 1 round.

Reposition
You can attempt to reposition a foe to a different location as a standard action. You can only reposition an opponent that is no more than one size category larger than you. A reposition attempts to force a foe to move to a different position in relation to your location without doing any harm. If you do not have the Improved Reposition feat or a similar ability, attempting to reposition a foe provokes an attack of opportunity from the target of your maneuver. You cannot use this maneuver to move a foe into a space that is intrinsically dangerous, such as a pit or wall of fire.

If your attack is successful, you may move your target 5 feet to a new location. For every 5 by which your attack exceeds your opponent’s CMD, you can move the target an additional 5 feet. The target must remain within your reach at all times during this movement, except for the final 5 feet of movement, which can be to a space adjacent to your reach.

An enemy being moved by a reposition does not provoke an attack of opportunity because of the movement unless you possess the Greater Reposition feat. You cannot move a creature into a square that is occupied by a solid object or obstacle.

Rope-A-Dope
You can attempt to tire out an opponent as part of Total Defense. If you do not have the Improved Rope- A-Dope, or a similar ability, attempting to Rope-A Dope provokes an attack of opportunity from the target of your maneuver. If your combat maneuver check is successful, your target must make a successful Fortitude Save (DC 10 + ½ your character level + your Strength or Dexterity Modifier) or gain the Fatigued condition. If the combat maneuver check exceeds the CMD of the target by 10 or more, your target gains the Exhausted condition upon a failed save. If your combat maneuver check fails by 10 or more, you maneuver backfires and you are fatigued instead upon a failed Fortitude Save (you tire out from the extra effort put forth).

Sacrificial Critical
You attempt to accept a critical hit in an effort to make one of your own in place of a standard action. If you do not have the Improved Sacrificial Critical, or a similar ability, attempting a Sacrificial Critical provokes an additional and separate attack of opportunity from the target of your maneuver that automatically hits and automatically confirms a critical hit. If your combat maneuver check is successful, you leave yourself wide open and helpless, provoking an attack of opportunity that automatically hits and automatically confirms a critical hit. If your opponent takes advantage of this opening, you may make a single attack that automatically threatens a critical hit if successful. You opponent can choose not to take this attack of opportunity. If your combat maneuver check exceeds the CMD of the target by 10 or more, the critical hit against you is not automatically confirmed and instead is only threatens a critical.

Sap
Once per round you can attempt to knock an opponent unconscious in place of a melee attack that deals bludgeoning damage. If you do not have Improved Sap, or a similar ability, attempting to Sap provokes an attack of opportunity from the target of your maneuver. If your combat maneuver check is successful, your target takes half damage (full damage if the damage is nonlethal) from the attack and must make a successful Fort saving throw (10 + half your character level + your Strength or Dexterity modifier) or be inflicted with the Unconscious condition for 1 round. If your combat maneuver check exceeds the CMD of the target by 10 or more, the subject is inflicted with the Unconscious condition for 1d3+1 rounds. If your combat maneuver check fails by 10 or more, you leave yourself open to a counterattack fromthe target of your maneuver granting the target a +5 circumstance bonus to its attacks against you for 1 round.

Scar Opponent
You can attempt to create a vicious scar on your opponent’s body as part of your next attack in place of a melee attack. If you do not have the Improved Scar Opponent, or a similar ability, attempting to Scar Opponent provokes an attack of opportunity from the target of your maneuver. If your combat maneuver check is successful, your target takes one point of damage and is left with a scar that can only be healed by magical healing, fast healing or regeneration. If your combat maneuver check exceeds the CMD of the target by 10 or more, you can if you choose to make the wound so vicious it deals 2d6 points of bleed damage each round.

Seize Massive Attack
As part of a readied action, you attempt to latch on tight when larger creatures use attacks. If you do not have the Improved Seize Massive Attack, or a similar ability, attempting to Seize Massive Attack provokes an attack of opportunity from the target of your maneuver. When your target opponent (who must be a larger size category) successfully hits you with a melee attack, you may grab hold of the attacking appendage or weapon and latch on tight with a successful combat maneuver. While you are latched on, you gain a +4 bonus to hit and damage and lose your dexterity, dodge, and shield bonuses to your armor class. You may also make attacks with only a single hand. The creature can dislodge you by performing a successful combat maneuver or Escape Artist check (DC equal to your CMD) as a standard action.

Steal
You can attempt to take an item from a foe as a standard action. This maneuver can be used in melee to take any item that is neither held nor hidden in a bag or pack. You must have at least one hand free (holding nothing) to attempt this maneuver. You must select the item to be taken before the check is made. Items that are simply tucked into a belt or loosely attached (such as brooches or necklaces) are the easiest to take. Items fastened to a foe (such as cloaks, sheathed weapons, or pouches) are more difficult to take, and give the opponent a +5 bonus (or greater) to his CMD. Items that are closely worn (such as armor, backpacks, boots, clothing, or rings) cannot be taken with this maneuver. Items held in the hands (such as wielded weapons or wands) also cannot be taken with the steal maneuver—you must use the disarm combat maneuver instead. The GM is the final arbiter of what items can be taken. If you do not have the Improved Steal feat or a similar ability, attempting to steal an object provokes an attack of opportunity from the target of your maneuver.

Although this maneuver can only be performed if the target is within your reach, you can use a whip to steal an object from a target within range with a –4 penalty on the attack roll. If your attack is successful, you may take one item from your opponent. You must be able to reach the item to be taken (subject to GM discretion). Your enemy is immediately aware of this theft unless you possess the Greater Steal feat.

Sunder
You can attempt to sunder an item held or worn by your opponent as part of an attack action in place of a melee attack. If you do not have the Improved Sunder feat, or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver. If your attack is successful, you deal damage to the item normally. Damage that exceeds the object’s Hardness is subtracted from its hit points. If an object has equal to or less than half its total hit points remaining, it gains the broken condition (see Appendix 2). If the damage you deal would reduce the object to less than 0 hit points, you can choose to destroy it. If you do not choose to destroy it, the object is left with only 1 hit point and the broken condition.

Taunt Opponent
You attempt to insult and humiliate your opponent, so that they will attack you, in place of a melee attack (for example you slap your opponent with your gauntlet and throw it down in front of them). If you do not have Improved Taunt Opponent, or a similar ability, attempting to Taunt Opponent provokes an attack of opportunity from the target of your maneuver. If your combat maneuver check is successful, your target takes half damage (full damage if the damage is nonlethal) from the attack, and the target must make a Will save (DC 10+½ your character level + your Strength or Dexterity modifier), or attack you for 1 round. If your combat maneuver check exceeds the CMD of the target by 10 or more, the target attacks you for 1d3+1 rounds and suffers a – 2 penalty to AC due to its unguarded wrath. If your combat maneuver check fails by 10 or more, you leave yourself open to a counterattack from the target of your maneuver granting the target a +5 circumstance bonus to its attacks against you for 1 round.

Throw Opponent
You can throw your opponent across the room once you are grappling them; a successful grapple check allows you to continue grappling the foe, and allows you to throw your opponent as part of the standard action spent to maintain the grapple. If your grapple check is successful, your target is thrown 5 feet. For every 5 by which your check exceeds your opponent’s CMD you can throw the target an additional 5 feet. You inflict damage to your target equal to a club of your size (1d6 for medium) plus strength modifier and they are knocked prone, but are no longer grappled. You can however chose to maintain your grapple by falling prone on your opponent though you throw him into square you currently occupy and deal an additional amount of damage equal to a club appropriate to your size (1d6 for medium).

This damage can be either lethal or nonlethal. You can also attempt to throw your opponent into a secondary target requiring a ranged attack roll. If you do not have the Improved Grapple, Improvised Weapon, Grab, or a similar ability, you suffer a -4 non proficiency penalty and provoke an attack of opportunity from both the targets of your maneuver (you still provoke attacks of opportunity from all other foes for using a ranged weapon both targets suffer damage equal to a club appropriate for your size (1d6 for medium) plus your Strength modifier. If your grapple check exceeds the CMD of the target by 10 or more, your opponent must succeed at a Fortitude save (DC 10 + ½ your character level plus your Strength modifier) or suffer from Stunned condition for one round. If your grapple check fails by 10 or more, your opponent escapes, your grapple and you fall prone in your current square.

Torment Opponent
Once per round you can attempt not to kill your opponent but, instead, choose to deal the most amount of pain possible in place of a melee attack (for example by rather than stabbing a man in the heart you take your sword, and cut all the skin from his chest). If you do not have Improved Torment Opponent, or a similar ability, attempting to Torment Opponent provokes an attack of opportunity from the target of your maneuver. If your combat maneuver check is successful, your target takes half damage (full damage if the damage is nonlethal) from the attack and must make a successful Fortitude saving throw (10 + half your character level + your Strength or Dexterity modifier) or suffer a –4 circumstance penalty on attack rolls, skill checks, and ability checks for 1 minute. If your combat maneuver check exceeds the CMD of the target by 10 or more, the subject is inflicted with penalties for 1 hour. If your combat maneuver check fails by 10 or more, you leave yourself open to a counterattack from the target of your maneuver granting the target a +5 circumstance bonus to its attacks against you for 1 round.

Trip
You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more than one size category larger than you. If you do not have the Improved Trip feat, or a similar ability, initiating a trip provokes an attack of opportunity from the target of your maneuver.

If your attack exceeds the target’s CMD, the target is knocked prone. If your attack fails by 10 or more, you are knocked prone instead. 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. Some creatures—such as oozes, creatures without legs, and f lying creatures—cannot be tripped.

Unbalance Opponent
You can attempt to hamper your opponent’s reflexes in place of a melee attack. If you do not have the Improved Unbalance Opponent feat, or a similar ability, attempting to Unbalance Opponent provokes an attack of opportunity from the target of your maneuver. You can, with a successful combat maneuver, deny an opponent his Dexterity bonus to his Reflex save or inflict a –2 circumstance penalty to his Reflex save (whichever inflicts the greatest penalty) for one round. If your combat maneuver check exceeds the CMD of the target by 10 or more, the target’s penalty to reflex saves is increased by 2. If your combat maneuver check fails by 10 or more, you if your combat maneuver check fails by 10 or more, you leave yourself open to a counterattack from the target of your maneuver granting the target a +5 circumstance bonus to its attacks against you for 1 round.

CMB Descriptions

Carrion Crown: Kyle's ktle1985