Maneuvers

From Epic Paths
< Feats
Revision as of 17:47, 10 July 2021 by Admin (talk | contribs) (→‎Feat Descriptions)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
Main > Feats > Maneuvers

Battered Feats

Feats which enable you to make Combat Maneuvers without attacks of opportunity, not limited to those that actually allows you to render opponents Battered.

Name Categories Prerequisites Benefit
Battering Defense Combat Shield Fighter Dealing damage batters an opponent that missed an attack.
Berserker Combat Gain temporary hit points each turn, and gain a special attack that inflicts battered.
Brute Fighter Combat Unarmed Combatant Becomes an unarmed combatant and learn to shove the enemy.
Duelist Combat Add bleed damage to your attacks.
Scoundrel Combat Become adept at using the Dirty Trick and Steal combat maneuvers.
Wrestling Combat Unarmed Combatant Becomes an unarmed combatant and snag opponents as a swift action.


New Maneuver Feats

Feats which grant you new Combat or Morale Maneuvers

Name Categories Prerequisites Benefit
Influence Combat Int 13, Deception 6 ranks, Compelling Maneuvers Influence an opponent’s actions.


Combat Maneuvers

Bull Rush Feats

Name Categories Prerequisites Benefit
Brute Robbery Combat Manhandle Brute Fighter Disarm or steal from a foe you've moved with a combat maneuver.
Brute Takedown Combat Manhandle Brute Fighter Grapple a foe you've moved with a combat maneuver.
Brute Throw Combat Manhandle Brute Fighter Throw a foe prone that you've moved with a combat maneuver.
Disorienting Push Combat Manhandle Brute Fighter Slow a foe you've moved with a combat maneuver.
Dizzy Spin Combat Manhandle Brute Fighter Dazzle a foe you've moved with a combat maneuver.
Dominoes Combat Brute Fighter Foes that you've moved with a combat maneuver provokes an attack of opportunity from your allies.
Drop Foe Combat Manhandle Brute Fighter Trip a foe that you've moved with a combat maneuver.
Follow-Through Combat Brute Fighter Make a bull rush or reposition maneuver after each successful attack.
Forced Rebound Combat Deflect Shield Fighter When an enemy misses, make a bull rush.
Greater Bull Rush Combat Str 13, BAB +6, Powerful Maneuvers Enemies you bull rush provoke attacks of opportunity.
Hammer Combat Brute Fighter Creatures take damage when forced to move into wall or other creatures.
Hostile Movement Combat Brute Fighter May move creatures into dangerous spaces with combat maneuvers.
Perpetual Motion Combat Manhandle Brute Fighter Further move a foe you've moved with a combat maneuver.
Powerful Maneuvers Combat Str 13 You do not provoke attacks of opportunity on bull rush, drag, overrun, reposition and sunder combat maneuvers.
Push Shot Combat Snipe Sniper Bull rush with a ranged attack, in addition to normal damage.
Quick Force Combat Brute Fighter Make Bull Rush, Drag and Reposition as move or swift action.
Shift Weight Combat Brute Fighter Make Bull Rush, Drag and Reposition as reactions or when enemy fails attack.
Smash Combat Brute Fighter Gain bonuses of light weapons or unarmed strike when doing bull rush, drag, overrun and reposition.
Stampede Combat Brute Fighter Count as trained when make Bull Rush or Overrun as part of a charge.

Advanced Bull Rush Feats

Name Categories Prerequisites Benefit
Giantslayer Combat Con 13, BAB +5 Gain bonus to CMB and CMD against opponents larger than yourself.
Thunderous Clap Combat +5 BAB, Brute Fighter Deal sonic damage in a close-range burst or medium-sized cone.


Dirty Trick Feats

Name Categories Prerequisites Benefit
Deft Maneuvers Combat Dex 13 You do not provoke attacks of opportunity on dirty trick, disarm, steal and trip attempts.
Greater Dirty Trick Combat Dex 13, BAB +6 or Thievery 6 ranks, Deft Maneuvers Dirty trick penalty lasts 1d4 rounds.
Scoundrel Combat Become adept at using the Dirty Trick and Steal combat maneuvers.

Advanced Dirty Trick Feats

Name Categories Prerequisites Benefit
Giantslayer Combat Con 13, BAB +5 Gain bonus to CMB and CMD against opponents larger than yourself.


Disarm Feats

Name Categories Prerequisites Benefit
Brute Robbery Combat Manhandle Brute Fighter Disarm or steal from a foe you've moved with a combat maneuver.
Deft Maneuvers Combat Dex 13 You do not provoke attacks of opportunity on dirty trick, disarm, steal and trip attempts.
Greater Disarm Combat Dex 13, BAB +6, Deft Maneuvers Disarmed weapons are knocked away from your enemy.
Jarring Block Combat Deflect Shield Fighter When an enemy misses, make a disarm attempt.
Weapon Shot Combat Snipe Sniper Disarm a target with a ranged attack, in addition to your normal damage.

Advanced Disarm Feats

Name Categories Prerequisites Benefit
Giantslayer Combat Con 13, BAB +5 Gain bonus to CMB and CMD against opponents larger than yourself.


Drag Feats

Name Categories Prerequisites Benefit
Brute Robbery Combat Manhandle Brute Fighter Disarm or steal from a foe you've moved with a combat maneuver.
Brute Takedown Combat Manhandle Brute Fighter Grapple a foe you've moved with a combat maneuver.
Brute Throw Combat Manhandle Brute Fighter Throw a foe prone that you've moved with a combat maneuver.
Disorienting Push Combat Manhandle Brute Fighter Slow a foe you've moved with a combat maneuver.
Dizzy Spin Combat Manhandle Brute Fighter Dazzle a foe you've moved with a combat maneuver.
Dominoes Combat Brute Fighter Foes that you've moved with a combat maneuver provokes an attack of opportunity from your allies.
Drop Foe Combat Manhandle Brute Fighter Trip a foe that you've moved with a combat maneuver.
Greater Drag Combat Str 13, BAB +6, Powerful Maneuvers Enemies you drag provoke attacks of opportunity.
Hammer Combat Brute Fighter Creatures take damage when forced to move into wall or other creatures.
Hostile Movement Combat Brute Fighter May move creatures into dangerous spaces with combat maneuvers.
Perpetual Motion Combat Manhandle Brute Fighter Further move a foe you've moved with a combat maneuver.
Powerful Maneuvers Combat Str 13 You do not provoke attacks of opportunity on bull rush, drag, overrun, reposition and sunder combat maneuvers.
Quick Force Combat Brute Fighter Make Bull Rush, Drag and Reposition as move or swift action.
Shift Weight Combat Brute Fighter Make Bull Rush, Drag and Reposition as reactions or when enemy fails attack.
Smash Combat Brute Fighter Gain bonuses of light weapons or unarmed strike when doing bull rush, drag, overrun and reposition.

Advanced Drag Feats

Name Categories Prerequisites Benefit
Giantslayer Combat Con 13, BAB +5 Gain bonus to CMB and CMD against opponents larger than yourself.


Grapple Feats

Name Categories Prerequisites Benefit
Boxing Combat Unarmed Combatant Becomes an unarmed combatant and learn the counterpunch.
Brute Fighter Combat Unarmed Combatant Becomes an unarmed combatant and learn to shove the enemy.
Brute Takedown Combat Manhandle Brute Fighter Grapple a foe you've moved with a combat maneuver.
Greater Grapple Combat Unarmed Combatant BAB +6, one Unarmed Combatant feat Gain the ability to pin opponents in a grapple.
Open Hand Combat Unarmed Combatant Becomes an unarmed combatant and trip opponents as a move action.
Wrestling Combat Unarmed Combatant Becomes an unarmed combatant and snag opponents as a swift action.

Advanced Grapple Feats

Name Categories Prerequisites Benefit
Giantslayer Combat Con 13, BAB +5 Gain bonus to CMB and CMD against opponents larger than yourself.


Overrun Feats

Name Categories Prerequisites Benefit
Brace And Overrun Combat Brute Fighter Boost your overrun CMB with shield or weapon bonuses.
Brute Robbery Combat Manhandle Brute Fighter Disarm or steal from a foe you've moved with a combat maneuver.
Brute Takedown Combat Manhandle Brute Fighter Grapple a foe you've moved with a combat maneuver.
Disorienting Push Combat Manhandle Brute Fighter Slow a foe you've moved with a combat maneuver.
Dizzy Spin Combat Manhandle Brute Fighter Dazzle a foe you've moved with a combat maneuver.
Drop Foe Combat Manhandle Brute Fighter Trip a foe that you've moved with a combat maneuver.
Greater Overrun Combat Str 13, BAB +6, Powerful Maneuvers Enemies you overrun provoke attacks of opportunity.
Perpetual Motion Combat Manhandle Brute Fighter Further move a foe you've moved with a combat maneuver.
Powerful Maneuvers Combat Str 13 You do not provoke attacks of opportunity on bull rush, drag, overrun, reposition and sunder combat maneuvers.
Shield Skate Combat Shield Fighter Use shield to gain a 10 ft. speed bonus, and make Overrun attempts against creatures in your path.
Stampede Combat Brute Fighter Count as trained when make Bull Rush or Overrun as part of a charge.
Unstoppable Combat During a charge bypass creatures and burst through obstacles

Advanced Overrun Feats

Name Categories Prerequisites Benefit
Charge Through Combat Str 13, Powerful Maneuvers Make overrun as free action while charging.
Giantslayer Combat Con 13, BAB +5 Gain bonus to CMB and CMD against opponents larger than yourself.


Reposition Feats

Name Categories Prerequisites Benefit
Brute Robbery Combat Manhandle Brute Fighter Disarm or steal from a foe you've moved with a combat maneuver.
Brute Takedown Combat Manhandle Brute Fighter Grapple a foe you've moved with a combat maneuver.
Brute Throw Combat Manhandle Brute Fighter Throw a foe prone that you've moved with a combat maneuver.
Disorienting Push Combat Manhandle Brute Fighter Slow a foe you've moved with a combat maneuver.
Dizzy Spin Combat Manhandle Brute Fighter Dazzle a foe you've moved with a combat maneuver.
Dominoes Combat Brute Fighter Foes that you've moved with a combat maneuver provokes an attack of opportunity from your allies.
Drop Foe Combat Manhandle Brute Fighter Trip a foe that you've moved with a combat maneuver.
Follow-Through Combat Brute Fighter Make a bull rush or reposition maneuver after each successful attack.
Greater Reposition Combat Str 13, BAB +6, Powerful Maneuvers Enemies you reposition provoke attacks of opportunity.
Hammer Combat Brute Fighter Creatures take damage when forced to move into wall or other creatures.
Hostile Movement Combat Brute Fighter May move creatures into dangerous spaces with combat maneuvers.
Perpetual Motion Combat Manhandle Brute Fighter Further move a foe you've moved with a combat maneuver.
Powerful Maneuvers Combat Str 13 You do not provoke attacks of opportunity on bull rush, drag, overrun, reposition and sunder combat maneuvers.
Quick Force Combat Brute Fighter Make Bull Rush, Drag and Reposition as move or swift action.
Shift Weight Combat Brute Fighter Make Bull Rush, Drag and Reposition as reactions or when enemy fails attack.
Smash Combat Brute Fighter Gain bonuses of light weapons or unarmed strike when doing bull rush, drag, overrun and reposition.

Advanced Reposition Feats

Name Categories Prerequisites Benefit
Giantslayer Combat Con 13, BAB +5 Gain bonus to CMB and CMD against opponents larger than yourself.


Steal Feats

Name Categories Prerequisites Benefit
Brute Robbery Combat Manhandle Brute Fighter Disarm or steal from a foe you've moved with a combat maneuver.
Deft Maneuvers Combat Dex 13 You do not provoke attacks of opportunity on dirty trick, disarm, steal and trip attempts.
Greater Steal Combat Dex 13, BAB +6 or Thievery, Deft Maneuvers Enemies don’t notice theft until after combat.
Scoundrel Combat Become adept at using the Dirty Trick and Steal combat maneuvers.

Advanced Steal Feats

Name Categories Prerequisites Benefit
Giantslayer Combat Con 13, BAB +5 Gain bonus to CMB and CMD against opponents larger than yourself.


Sunder Feats

Name Categories Prerequisites Benefit
Greater Sunder Combat Str 13, BAB +6, Powerful Maneuvers Enemies you reposition provoke attacks of opportunity.
Powerful Maneuvers Combat Str 13 You do not provoke attacks of opportunity on bull rush, drag, overrun, reposition and sunder combat maneuvers.
Shattering Shot Combat Snipe Sniper Sunder with a ranged attack.

Advanced Sunder Feats

Name Categories Prerequisites Benefit
Giantslayer Combat Con 13, BAB +5 Gain bonus to CMB and CMD against opponents larger than yourself.


Trip Feats

Name Categories Prerequisites Benefit
Aerial Trip Combat BAB +5, Deft Maneuvers You can trip flying creatures causing them to fall.
Deft Maneuvers Combat Dex 13 You do not provoke attacks of opportunity on dirty trick, disarm, steal and trip attempts.
Dominoes Combat Brute Fighter Foes that you've moved with a combat maneuver provokes an attack of opportunity from your allies.
Drop Foe Combat Manhandle Brute Fighter Trip a foe that you've moved with a combat maneuver.
Earthquake Stomp Combat Brute Fighter Trip all foes around you with a single stomp.
Greater Trip Combat Dex 13, BAB +6 or Thievery, Deft Maneuvers Enemies you trip provoke attacks of opportunity.
Open Hand Combat Unarmed Combatant Becomes an unarmed combatant and trip opponents as a move action.
Trip Shot Combat Snipe Sniper Trip a target with a ranged attack, in addition to your normal damage.

Advanced Trip Feats

Name Categories Prerequisites Benefit
Giantslayer Combat Con 13, BAB +5 Gain bonus to CMB and CMD against opponents larger than yourself.


Crush Feats

No results


Scale Feats

No results


Morale Maneuvers

Antagonize Feats

Name Categories Prerequisites Benefit
Compelling Maneuvers Combat Int 13 You can perform antagonize, demoralize, distract and feint attempts as a move action.
Lasting Morale Maneuvers Combat Int 13, BAB +6, Compelling Maneuvers Antagonize and demoralize effects last for 1d4 rounds.


Demoralize Feats

Name Categories Prerequisites Benefit
Compelling Maneuvers Combat Int 13 You can perform antagonize, demoralize, distract and feint attempts as a move action.
Gladiator Combat Learn to employ boast abilities, and demoralize multiple enemies at once.
Greater Demoralize Combat Int 13, BAB +4, Compelling Maneuvers Give a shaken opponent in the cowering condition.
Lasting Morale Maneuvers Combat Int 13, BAB +6, Compelling Maneuvers Antagonize and demoralize effects last for 1d4 rounds.


Distract Feats

Name Categories Prerequisites Benefit
Compelling Maneuvers Combat Int 13 You can perform antagonize, demoralize, distract and feint attempts as a move action.
Greater Feint Combat Int 13, BAB +6, Compelling Maneuvers Enemies you feint or distract lose suffer the effect for 1 round.


Feint Feats

Name Categories Prerequisites Benefit
Compelling Maneuvers Combat Int 13 You can perform antagonize, demoralize, distract and feint attempts as a move action.
Greater Feint Combat Int 13, BAB +6, Compelling Maneuvers Enemies you feint or distract lose suffer the effect for 1 round.


Feat Descriptions

Aerial Trip[edit]

(Combat)

Prerequisites: BAB +5, Deft Maneuvers

Benefit: You can Combat Maneuvers flying opponents. If you would successfully trip a flying opponent, it falls at a rate of 10 ft per round for every point of base attack bonus you possess (assuming it is conscious and attempting to remain airborne; otherwise, it falls at a rate of 500 ft per round) until it hits the ground. The creature falls immediately after being tripped, then again each round thereafter at the end of your turn.

Upon impact, the creature falls prone and takes normal falling damage (maximum: 1d6 per 10 ft. in its falling speed). A falling creature is considered immobilized until it hits the ground, but it can attempt a Acrobatics check as a free action at the start of its turn to stop falling before it hits the ground (DC = 15 + your base attack bonus); otherwise, it is unable to move (other than falling) but can act normally. You can choose to descend with the opponent, although this movement cannot exceed two times your normal flight speed.

Charge Through[edit]

(Combat)

Prerequisites: Str 13, Powerful Maneuvers

Benefit: When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you can complete the charge. If the overrun is unsuccessful, the charge ends in the space directly in front of that creature.

Normal: You must have a clear path toward the target of your charge.

Compelling Maneuvers[edit]

(Combat)

Prerequisites: Int 13

Benefit: You can antagonize, demoralize, distract and feint a foe as a move action.

You also receive a +2 bonus to your Morale Maneuver Defense.

Normal: Performing the antagonize, demoralize, distract and feint maneuvers requires a standard action.

Deft Maneuvers[edit]

(Combat)

Prerequisites: Dex 13

Benefit: You are trained in the Dirty Trick, Disarm, Steal, and Trip combat maneuvers. In addition, you receive a +2 bonus on checks with dirty trick, disarm, steal, or trip combat maneuvers.

And when performing the dirty trick, disarm, steal, or trip maneuvers, you may use you Dexterity bonus instead of your Strength bonus to determine your Combat Maneuver Bonus.

You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to perform a dirty trick, disarm, steal, or trip combat trick on you.

Normal: You are untrained in the dirty trick, disarm, steal, and trip combat maneuvers, and thus become compromised when performing them.

Giantslayer[edit]

(Combat)

Prerequisites: Con 13, BAB +5

Benefit: When performing or resisting a combat maneuver against a foe who is at least 1 size category larger than yourself, you gain a bonus to your CMB and CMD equal to +1 per size category larger than yourself the opponent is (for example, a Small character would gain a +4 bonus to resist or perform combat maneuvers against a Gargantuan opponent).

In addition, you can use combat maneuvers against targets 1 size larger than would normally be allowed (e.g., although normally a creature cannot drag a target more than 1 size category larger than itself, a character with this feat could drag targets up to two size categories larger than itself).

Greater Bull Rush[edit]

(Combat)

Prerequisites: Str 13, BAB +6, Powerful Maneuvers

Benefit: You receive a +2 bonus on checks made to Bull Rush a foe. This bonus stacks with the bonus granted by Powerful Maneuvers.

Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).

Normal: Creatures moved by bull rush do not provoke attacks of opportunity.

Greater Demoralize[edit]

(Combat)

Prerequisites: Int 13, BAB +4, Compelling Maneuvers

Benefit: You can attempt to Demoralize an opponent with the fearful condition. If you succeed, the fearful rating is increased by 5 until the start of your next turn.

A creature can only be demoralized in this manner once per hour, regardless of whether or not the attempt was a success.

Greater Dirty Trick[edit]

(Combat)

Prerequisites: Dex 13, BAB +6 or Thievery 6 ranks, Deft Maneuvers

Benefit: You receive a +2 bonus on checks made to attempt a Dirty Trick. This bonus stacks with the bonus granted by Deft Maneuvers.

Whenever you successfully perform a dirty trick, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds the target’s CMD. In addition, removing the condition requires the target to spend a standard action.

Normal: The condition imposed by a dirty trick lasts for 1 round plus 1 round for every 5 by which your attack exceeds the target’s CMD. Removing the condition requires the target to spend a move action.

Greater Disarm[edit]

(Combat)

Prerequisites: Dex 13, BAB +6, Deft Maneuvers

Benefit: You receive a +2 bonus on combat maneuver checks made to Disarm a foe. This bonus stacks with the bonus granted by Deft Maneuvers.

Whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random direction.

Normal: Disarmed weapons and gear land at the feet of the disarmed creature.

Greater Drag[edit]

(Combat)

Prerequisites: Str 13, BAB +6, Powerful Maneuvers

Benefit: You receive a +2 bonus on checks made to Drag a foe. This bonus stacks with the bonus granted by Powerful Maneuvers.

Whenever you drag a foe, his movement provokes attacks of opportunity from all of your allies (but not you).

Normal: Creatures moved by drag do not provoke attacks of opportunity.

Greater Feint[edit]

(Combat)

Prerequisites: Int 13, BAB +6, Compelling Maneuvers

Benefit: Whenever you successfully use feint the target becomes flat-footed against all attackers until the beginning of your next turn, instead of just against your next attack.

Whenever you successfully use distract the target entirely loses the ability to make reactions until the beginning of your next turn, instead of just losing his next reaction against you.

Greater Grapple[edit]

(Combat, Unarmed Combatant)

Prerequisites: BAB +6, one Unarmed Combatant feat

Benefit: You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Unarmed Combatant.

If you are engaged in a grapple, you can also make a Combat Maneuver check against any other creature in the grapple to give it the Pinned condition. If you do this, you lose your Dexterity bonus to AC for as long as the pin is maintained. If you leave the grapple, the creature loses its Pinned condition.

Greater Overrun[edit]

(Combat)

Prerequisites: Str 13, BAB +6, Powerful Maneuvers

Benefit: You receive a +2 bonus on checks made to Overrun a foe. This bonus stacks with the bonus granted by Powerful Maneuvers.

Whenever you overrun opponents, they become momentarily compromised if they are knocked prone by your overrun.

Greater Reposition[edit]

(Combat)

Prerequisites: Str 13, BAB +6, Powerful Maneuvers

Benefit: You receive a +2 bonus on checks made to Reposition a foe. This bonus stacks with the bonus granted by Powerful Maneuvers.

Whenever you reposition a foe, his movement provokes attacks of opportunity from all of your allies (but not you).

Normal: Creatures moved by reposition do not provoke attacks of opportunity.

Greater Steal[edit]

(Combat)

Prerequisites: Dex 13, BAB +6 or Thievery, Deft Maneuvers

Benefit: You receive a +2 bonus on checks made to attempt a Steal. This bonus stacks with the bonus granted by Deft Maneuvers.

If you successfully steal an item from a foe during combat, it does not notice the theft until after combat is over or if it attempts to use the missing item.

Normal: Creatures automatically notice items taken from them through the steal combat maneuver.

Greater Sunder[edit]

(Combat)

Prerequisites: Str 13, BAB +6, Powerful Maneuvers

Benefit: You receive a +2 bonus on checks made to Sunder a foe. This bonus stacks with the bonus granted by Powerful Maneuvers.

Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item's wielder. No damage is transferred if you decide to leave the item with 1 hit point.

Greater Trip[edit]

(Combat)

Prerequisites: Dex 13, BAB +6 or Thievery, Deft Maneuvers

Benefit: You receive a +2 bonus on checks made to attempt a Trip. This bonus stacks with the bonus granted by Deft Maneuvers.

Whenever you successfully trip an opponent, that opponent becomes momentarily compromised.

Normal: Creatures do not provoke attacks of opportunity from being tripped.

Influence[edit]

(Combat)

Prerequisites: Int 13, Deception 6 ranks, Compelling Maneuvers

Benefit: As a morale maneuver you can attempt to manipulate an opponent as a standard action by making a Deception skill check against your target’s MMD. When performing this maneuver, you suggest tactics for your opponent to attempt during his next turn, such as moving to a specific location, attacking with a melee weapon, or casting a spell. If the maneuver succeeds, your target uses the suggested tactic to the best of his ability during his next turn.

Your skill check automatically fails if you ask your target to do something unreasonable or that is obviously harmful to himself or his allies. This ability is considered a verbal, language dependent effect.

Lasting Morale Maneuvers[edit]

(Combat)

Prerequisites: Int 13, BAB +6, Compelling Maneuvers

Benefit: When you successfully antagonize or demoralize an opponent, increase the duration of the antagonized or fearful condition by 1d4 rounds.

Powerful Maneuvers[edit]

(Combat)

Prerequisites: Str 13

Benefit: You are trained in the bull rush, drag, overrun, reposition, and sunder combat maneuvers. In addition, you receive a +2 bonus on checks with these combat maneuvers.

Additionally, targets of your overrun attempt may not chose to avoid you.

Normal: You are untrained in the bull rush, drag, overrun, reposition, and sunder combat maneuvers, and thus become compromised when performing them.