Combat Maneuvers

Rules Index

A combat maneuver is a special action that moves, restrains, disarms, or otherwise affects an opponent in a way a normal attack cannot. All maneuvers use a single unified resolution mechanic: the attacker makes a Combat Maneuver Bonus (CMB) check against the defender's Combat Maneuver Defense (CMD).

Combat Maneuver Bonus (CMB)

BAB + STR modifier + special size modifier

Used as the attack roll when attempting a maneuver. Roll d20 + CMB and compare to the target's CMD. Most maneuvers use STR; Steal and Disarm may substitute DEX if using Weapon Finesse.

Combat Maneuver Defense (CMD)

10 + BAB + STR mod + DEX mod + special size mod + misc

The DC to successfully perform a maneuver against this creature. Incorporeal creatures, oozes, and creatures without an anatomy are often immune to specific maneuvers — check each maneuver's description.

Special Size Modifiers

Applied to both CMB and CMD. Medium creatures have a +0 modifier.

Size Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
Modifier –8 –4 –2 –1 +0 +1 +2 +4 +8

General Rules

  • Provoking AoOs. By default, performing a combat maneuver provokes an attack of opportunity from the target (and from any other creature that threatens you). The Improved [Maneuver] feat removes this provocation and grants +2 CMB for that maneuver.
  • Action type. Most maneuvers are a standard action. Some can replace a melee attack in a full-attack sequence (such as Trip and Disarm) at the cost of the –2 penalty from fighting defensively or at a stated penalty.
  • Size restriction. Several maneuvers cannot be attempted against a creature more than one or two size categories larger than the attacker. Check each maneuver for its specific size limit.
  • Automatic failure and success. A natural 1 on the CMB check is always a failure; a natural 20 is always a success regardless of the opponent's CMD.
  • CMD minimum. A creature's CMD is never less than 1, even after penalties.

CMB / CMD Calculator


CMB (roll d20 +)

+0

0 (BAB) + 0 (STR) + 0 (size)

CMD

10

10 + 0 (BAB) + 0 (STR) + 0 (DEX) + 0 (size)

Maneuvers

Bull Rush

CRB

Shove a target directly away from you. On success, push the target 5 ft. back — plus 5 ft. per 5 by which your CMB exceeds the CMD.

Full Rules

Disarm

CRB

Knock an item from a target's hand. A two-handed weapon gives +4 CMB; unarmed attacks impose –4. Beat CMD by 10 to take the item yourself.

Full Rules

Grapple

CRB

Seize and restrain a target. Both creatures gain the grappled condition. Each round, the controlling grappler can move, damage, pin, or release.

Full Rules

Overrun

CRB

Charge through an opponent's space. The target can avoid (letting you pass) or stand firm and risk being knocked prone.

Full Rules

Sunder

CRB

Smash an item the target is wearing or carrying. On success, deal weapon damage directly to the item, reducing its HP toward the broken condition.

Full Rules

Trip

CRB

Knock the target prone. Fail by 10 or more and you are tripped instead. Weapons with the trip property add reach and reduce personal risk.

Full Rules

Drag

APG

Pull the target toward you in a straight line. Move it 5 ft. per 5 by which your CMB exceeds the CMD, up to your own movement speed.

Full Rules

Reposition

APG

Shove a target to any adjacent square, or further along a straight line on a strong success. The target cannot be moved into an impassable or dangerous space.

Full Rules

Dirty Trick

UC

Impose a debilitating condition (blinded, dazzled, deafened, entangled, shaken, or sickened) for 1 round + 1 per 5 CMB over CMD. Target removes it as a move action.

Full Rules

Steal

UC

Snatch an item the target is carrying or wearing (but not armor). The stolen item lands in your hand or an adjacent square of your choice.

Full Rules

See Also

Attacks of Opportunity Most maneuvers provoke — understand when and how.
AoOs

See Also

Conditions Grappled, pinned, prone, and other states maneuvers apply.
Conditions