Caine Freerover
First Post
I think these manoeuvers are something you attempt only if you're very good at them. For me a 50% chance of success is not enough, unless the payoff is very large.
All of these manoeuvers require a standard action, and cannot normally be combined with another weapon attack. (Natural attacks can be added at the usual -5 penalty, however.) If a character uses a full-round action instead of a standard action, they get a +2 to the opposed roll.
Here are some simpler versions that anyone can use that avoid the AoO construct.
Bull rush, trip, and disarm also carry a size modifier; if the opponent is one size larger than you then you get a -4 to your roll, and if they're one size smaller you get a +4 to your roll. You can't attempt these on someone two or more size categories different from you.
Bull rush:
You and your opponent roll d20+BAB+Str, if you win you push them back 1' per point of difference between the rolls, rounded up to the nearest 5' interval, to the limit of your normal move.
If you fail by more than 5, your opponent gets a free attack on you.
Trip:
You roll d20+BAB+Str, and your opponent rolls d20+BAB+(Str or Dex) (whichever is
more favorable). If you succeed then your opponent falls prone.
If you fail by more than 5 you fall prone. If you are using a weapon with a trip bonus, you may choose to drop the weapon rather than falling prone.
Disarm:
You and your opponent roll d20+BAB+Dex. If you succeed then your opponent drops his weapon. If the defender is using a 2-handed weapon they get a +4 to their roll.
If you fail by more than 5, you must drop your weapon.
Feint:
You roll d20+BAB+Cha, and your oppenent rolls d20+BAB+Wis. If you succeed then
you have lured your opponent into following a pattern of attacks that gives you an advantage; in the following round they are denied their Dex bonus to AC.
If you fail by more than 5, then your next attack automatically misses.
Feats:
Improved Bull Rush, Improved Trip, Improved Disarm, and Improved Feint all simply add +4 to your roll.
All of these manoeuvers require a standard action, and cannot normally be combined with another weapon attack. (Natural attacks can be added at the usual -5 penalty, however.) If a character uses a full-round action instead of a standard action, they get a +2 to the opposed roll.
Here are some simpler versions that anyone can use that avoid the AoO construct.
Bull rush, trip, and disarm also carry a size modifier; if the opponent is one size larger than you then you get a -4 to your roll, and if they're one size smaller you get a +4 to your roll. You can't attempt these on someone two or more size categories different from you.
Bull rush:
You and your opponent roll d20+BAB+Str, if you win you push them back 1' per point of difference between the rolls, rounded up to the nearest 5' interval, to the limit of your normal move.
If you fail by more than 5, your opponent gets a free attack on you.
Trip:
You roll d20+BAB+Str, and your opponent rolls d20+BAB+(Str or Dex) (whichever is
more favorable). If you succeed then your opponent falls prone.
If you fail by more than 5 you fall prone. If you are using a weapon with a trip bonus, you may choose to drop the weapon rather than falling prone.
Disarm:
You and your opponent roll d20+BAB+Dex. If you succeed then your opponent drops his weapon. If the defender is using a 2-handed weapon they get a +4 to their roll.
If you fail by more than 5, you must drop your weapon.
Feint:
You roll d20+BAB+Cha, and your oppenent rolls d20+BAB+Wis. If you succeed then
you have lured your opponent into following a pattern of attacks that gives you an advantage; in the following round they are denied their Dex bonus to AC.
If you fail by more than 5, then your next attack automatically misses.
Feats:
Improved Bull Rush, Improved Trip, Improved Disarm, and Improved Feint all simply add +4 to your roll.