Newb20

Martial Maneuvers

General Maneuver Rules

Unless a maneuver or feature states otherwise, attempting a martial maneuver provokes an Attack of Opportunity from its target. This Attack of Opportunity is a Reaction and counts against the target’s available Reactions. If the target has a Reaction available, it may make the attack before the maneuver check. If the attack hits the maneuvering character, the maneuver attempt fails; if it misses, or the target cannot or chooses not to take the Reaction, resolve the maneuver normally.

An Improved feat for a maneuver prevents that maneuver from provoking an Attack of Opportunity and grants a +2 MAB bonus to checks for that maneuver. These benefits apply only to the maneuver named by the feat. Specific features may provide other exceptions.

For Bull Rush and Overrun, the initiator first moves toward the target. Resolve the target’s Attack of Opportunity after this approach movement and before the maneuver check.

Trip

Action: Standard Action.

After resolving any Attack of Opportunity, the initiator rolls d20 + MAB against the target’s MAD. On a success, the target becomes Prone. On a failure, the Trip attempt has no effect.

Defensive Modifier: A target with more than two legs gains +2 MAD for each leg beyond two against Trip attempts.

See Improved Trip.

Bull Rush

Action: Standard Action.

The initiator moves up to their base speed toward the first target, stopping in an adjacent square. After resolving any Attack of Opportunity, roll d20 + MAB against the target’s MAD.

On a success, push the target directly away at least 5 feet, plus another 5 feet for every full 5 points by which the check exceeds the target’s MAD. The target stops at the last unoccupied square if terrain or another creature blocks further movement. The initiator may follow the target up to the distance it moves. On a failed check, the target does not move and the initiator remains in the square reached before the check.

If the target’s Attack of Opportunity hits the initiator, the Bull Rush attempt fails and the initiator remains in the square reached before the check.

Defensive Modifier: A target with more than two legs gains +2 MAD for each leg beyond two against Bull Rush attempts.

See Improved Bull Rush.

Overrun

Action: Standard Action.

The initiator moves up to their base speed toward the first target, stopping in an adjacent square. After resolving any Attack of Opportunity, roll d20 + MAB against the target’s MAD.

On a success, the target becomes Prone and the initiator continues moving through the target’s square, up to the remaining distance allowed by this action. On a failed check, the target remains standing and the initiator’s movement ends in the square reached before the check.

If the target’s Attack of Opportunity hits the initiator, the Overrun attempt fails and the initiator remains in the square reached before the check.

Defensive Modifier: A target with more than two legs gains +2 MAD for each leg beyond two against Overrun attempts.

Overrun is distinct from the Trample feat, which has its own multi-target movement rules.

See Improved Overrun.

Drag

Action: Move Action. Drag can be used to move a Grappled target when the size rules otherwise prevent the initiator from moving with them. If the size rules already allow the initiator to move while holding the target, use those normal movement rules instead.

After resolving any Attack of Opportunity, roll d20 + MAB against the target’s MAD. On a success, the initiator and target move together up to half the initiator’s base speed, maintaining the grapple. On a failed check, neither moves. If the target’s Attack of Opportunity hits the initiator, the Drag attempt fails and neither moves.

Defensive Modifier: A target with more than two legs gains +2 MAD for each leg beyond two against attempts to Drag it.

Because the target must be Grappled, it cannot make an Attack of Opportunity to interrupt this maneuver.

See Improved Drag.

Reposition

Action: Standard Action.

After resolving any Attack of Opportunity, roll d20 + MAB against the target’s MAD. On a success, move the target into an unoccupied square adjacent to the initiator. This movement does not make the target Prone. On a failed check, the target does not move.

Defensive Modifier: A target with more than two legs gains +2 MAD for each leg beyond two against Reposition attempts.

See Improved Reposition.

Pin

Action: Standard Action.

The target must already be Grappled. Roll d20 + MAB against the target’s MAD. On a success, the target becomes Pinned. On a failed check, the target remains Grappled. A target already Restrained cannot be targeted by Pin.

Defensive Modifier: A target with more than two legs gains +2 MAD for each leg beyond two against attempts to Pin it.

Because a Grappled target cannot make Attacks of Opportunity, it cannot use one to interrupt a Pin attempt.

See Improved Pin.