If you need a 10 to hit you need an 18! Tie Up: If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. Within this framework, however, there are no limits to the characters you can play and stories you can tell. You can take Improved Combat Maneuver multiple times. A reaction is a special action you can take even if it’s not your turn, but only after a defined and concrete trigger. These weapons have the unwieldy special property. You knock the target back 5 feet, plus 5 additional feet for every 5 by which the result of your attack roll exceeds the target’s KAC + 8. Special abilities often carry the parenthetical abbreviations (Ex), (Sp), or (Su) to indicate whether they are extraordinary, spell-like, or supernatural abilities. Whenever a talent or ability would grant a bonus or impose a penalty to a creature’s CMB to perform a maneuver, it instead adds that bonus or penalty to its melee attack roll to perform the designated maneuver. This is a bit of a departure from traditional Pathfinder rules, as you could normally use the Combat Maneuver without a feat, albeit while always provoking an Attack of Opportunity. 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. Unseen enemies still get attacks of opportunity against you, and you can’t withdraw from combat if you’re blinded and have no other precise senses (such as blindsight). You can drop any item or items that you’re holding into your square or into an adjacent square at any time without spending any actions. Making an attack of opportunity does not affect your ability to make attacks normally when it is your turn. As a full action, you can deliver a special attack called a coup de grace to an adjacent helpless opponent. Regardless, reactions always have triggers that specify when you can use them. You can use your standard action to perform either a move action or a swift action, if you wish, and you can also use your move action to perform a swift action. All Combat Maneuver Feats require either the Power Attack Feat and a minimum Strength of 13 or the Combat Expertise Feat and a minimum Intelligence of 13. You can tell by looking at the table that the Soldier is a lot less bare bones than the 3.5 fighter. 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. PF already punished maneuver users by making CMD crazy hard to beat and splitting the benefits of the "Improved" feats into two feats for the most part. If your attack is successful, you deal damage to the item normally. In a normal round, you can perform one standard action, one move action, and one swift action, or you can instead perform one full action. The DC of this maneuver is your target's Combat Maneuver Defense. The prone and off-kilter conditions are further detailed in Conditions. The following actions are important but used less frequently. It also grants a +2 CMB when performing this maneuver, and a +2 CMD when defending against it. You gain the flat-footed condition, and you can’t run if you must cross difficult terrain or can’t see where you’re going. This special form of move action allows you to stand up from a prone position. You can use your reaction to make an attack of opportunity against an opponent in any of these three cases. Some classes, including solarian and soldier, grant abilities that modify attacks made on charges. Attacks of opportunity are always resolved before the action that triggers them. To determine where it lands, roll 1d8. Your help is greatly appreciated! TL;DR - no. The object must be something that could be drawn easily by the target as a move action (see Draw or Sheathe a Weapon). When combat begins, all combatants roll initiative. Moving or manipulating an item is usually a move action. Some melee weapons have the reach special property, as indicated in their descriptions, and some monsters have natural reach. When a combatant enters battle, she rolls an initiative check to determine when she’ll act in each combat round relative to the other characters. The special size modifier for a creature's Combat Maneuver Defense is as follows: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8. Choose one combat maneuver (bull rush, dirty trick, disarm, grapple, reposition, sunder, or trip). Some weapons inflict a special effect on a target of a critical hit, in addition to dealing double damage (see Critical Hit Effects). If you have a hand free, you can automatically grab the item with your hand before it falls. 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