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Combat Maneuver Master Feats

February 27th, 2018

Joshua Zaback

Extraordinary Feats Archive

Combat maneuvers can be a fun and dramatic way to add spice to an otherwise boring day of fighting, and to turn the tide of a difficult battle. However, performing these acts of nontraditional fighting requires training if a character wishes to be successful at it. This week, I’ve decided to create some feats for the real master of combat maneuvers.

 

Master Bull Rush
You have mastered the art of moving others with your body and can push them further than anyone else.
Prerequisites: Greater Bull Rush, base attack bonus +11.
Benefit: You gain a +2 bonus to CMB and CMD for bull rush combat maneuvers. Additionally, whenever you complete a bull rush maneuver against an opponent, you may choose to move that opponent an additional 5 feet and knock him prone.

 

Master Dirty Trick
Your tricks are far dirtier than most, and have a lasting impact on your enemies.
Prerequisites: Greater Dirty Trick, base attack bonus +11.
Benefit: You gain a +2 bonus to CMB and CMD for dirty trick combat maneuvers. Additionally, whenever you impose a penalty on an opponent using a dirty trick combat maneuver, that penalty cannot be removed with a move action. Instead, the target can attempt a dirty trick combat maneuver as a full-round action, which removes the effect if the result of the check exceeds your CMD.

 

Master Disarm
You can quickly disarm a room full of enemies, easily turning the tide of battle in your favor.
Prerequisites: Greater Disarm, base attack bonus +11.
Benefit: You gain a +2 bonus to CMB and CMD for disarm combat maneuvers. Additionally, whenever you successfully disarm an opponent, you may attempt a disarm combat maneuver against a character adjacent to the original target of your disarm combat maneuver as a free action.

 

Master Drag
You can drag people at incredible speeds.
Prerequisites: Greater Drag, base attack bonus +11.
Benefit: You gain a +2 bonus to CMB and CMD for drag combat maneuvers. Additionally, you can use a drag combat maneuver to move an opponent 5 feet as a move action, rather than as a standard action. 

 

Master Grapple
You can crush your foes for even more deadly grapple attempts.
Prerequisites: Greater Grapple, base attack bonus +11.
Benefit: You gain a +2 bonus to CMB and CMD for grapple combat maneuvers. Additionally, whenever you maintain a grapple, the target suffers an additional 3d6 points of damage, even if you do not choose to deal damage. If you do choose to deal damage when you successfully maintain the grapple, you also deal twice as much damage as normal.

 

Master Overrun
You crash through your foes, stampeding over them with ease.
Prerequisites: Greater overrun, base attack bonus +11.
Benefit: You gain a +2 bonus to CMB and CMD for overrun combat maneuvers. Additionally, you can overrun opponents of up to two size categories larger than you, and an opponent cannot move out of the way unless she succeeds on a combat maneuver check or an Escape Artist check, with a DC equal to your CMD.

 

Master Reposition
You can reposition your foes into harm’s way.
Prerequisites: Greater Reposition, base attack bonus +11.
Benefit: You gain a +2 bonus to CMB and CMD for reposition combat maneuvers. Additionally, you can use   a reposition combat maneuver to move a foe into an inherently dangerous location, such as through or into a wall of fire, or over a chasm. If you do, the target gains a +10 bonus to his CMD for purposes of the reposition check.

 

Master Steal
You are twice as effective at stealing as those who have not mastered the art of thievery.
Prerequisites: Greater Steal, base attack bonus +11.
Benefit: You gain a +2 bonus to CMB and CMD for steal combat maneuvers. Additionally, whenever you successfully use a steal combat maneuver against an opponent, you can steal 2 items instead of 1.
 

Master Sunder
You cut through armor and weapons like paper, damaging those underneath as you shred it bit by bit.
Prerequisites: Greater Sunder, base attack bonus +11.
Benefit: You gain a +2 bonus to CMB and CMD for sunder combat maneuvers. Additionally, whenever you damage an item using a sunder combat maneuver, if the item is held or worn, any damage dealt to the item is also dealt to the wielder or wearer. In the case of a destroyed item, any damage in excess of the item’s hit points is still dealt to the wielder, and stacks with this damage.

 

Master Trip
You exploit opportune weaknesses in your foes, making it easy to trip them while they are most vulnerable.
Prerequisites: Greater Trip, base attack bonus +11.
Benefit: You gain a +2 bonus to CMB and CMD for trip combat maneuvers. Additionally, you gain a further +4 bonus on trip attempts made as part of an attack of opportunity.