Martial Skills 

Abilities such as tripping, sundering, and grappling are all martial skills and can be increased using skill proficiency increases from level up. Listed below are the sets of maneuvers.

Bull Rush

You can make a bull rush as using the Marital Skill Bull Rush. 

Initiating a Bull Rush

First, you move into the defender’s space. Doing this provokes an attack of opportunity from each opponent that threatens you, including the defender. If you are at the Skilled Proficiency level with Bull Rush, you do not provoke as the initiator.

 

If the PC is the initiator they roll a Bull Rush Martial Skill check against their target’s Maneuver Defense. If the PC is the defender they roll their Maneuver Defense and add their proficiency bonus with Bull Rush bonus against their attackers Bull Rush Martial Skill check.

 

Creatures gain a special bonus to Martial skills based on their size index. Creatures of size 2 or larger gain their (size index -1) *2 as a bonus to both their Maneuver Defense and Martial Skill rolls. Creatures of size ¾ and lower subtract the total of (1/Size index)*2 rounded down. Creatures with a size index of ⅛ or less use their dexterity instead of their strength when determining their martial skill bonus.

Bull Rush Results

If you beat the targets Maneuver Defense, you push him back 5 feet. If you wish to move with the defender, you can push him back an additional 5 feet for each 4 points by which your check result exceeds the target’s maneuver defense. You can’t, however, exceed your normal movement limit. The defender provokes attacks of opportunity as do you if you choose to move with him.

 

If you fail to beat the defender’s Strength check result, you move 5 feet straight back to where you were before you moved into his space. If that space is occupied, you fall prone in that space.

Disarm/Steal

As a melee strike, you may attempt to disarm or steal an item from your opponent. If you do so with a weapon, you knock the opponent’s weapon out of his hands and to the ground. If you attempt the disarm while unarmed, you end up with the weapon in your hand if you so choose. Disarm’s count as attacks for purposes of multiple attack penalties.

 

Initiating a Disarm

If the PC is the initiator they roll a Disarm Martial Skill check against their target’s Maneuver Defense. If the PC is the defender they roll their Maneuver Defense and add their proficiency bonus with Disarm bonus against their attackers Disarm Martial Skill check. If you are at the Skilled Proficiency level with Disarm, you do not provoke as the initiator.

 

If you succeed on your check the item you are attempting to disarm is knocked 5 ft away from your opponent for every 4 points your check exceed their Defense roll by. If you are performing this maneuver unarmed you may steal one handed or light items with no penalty but attempting to steal a two handed or unwieldy weapon incurs a -4 penalty. Items that are fastened to a character such as a gauntlet incur a -8 penalty instead. Worn articles of clothing or other attachments may not be stolen with is maneuver. Items that are poorly secured or otherwise easy to grab provide a +4 bonus to this check.

Feint

Feinting is a combat action that allows you to trick your opponent into a misstep, granting you and your opponents the chance to capitalize on their mistake. To feint, make a Deception check against your targets Insight DC (11+ Insight skill modifier). If you succeed this allows the next attack you make against that opponent gain advantage. This attack must be made on or before your next turn. Feinting against opponents or creatures with -3 Intelligence or lower incurs a -4 penalty, and against a mindless opponent it is impossible. Feinting in combat does not provoke attacks of opportunity.

Grapple

Grabbing onto an opponent and forcing them to the ground, or tossing a mage around to prevent them from casting are all examples of grappling. Grappling requires two hands, but the check may be made at a -4 if using only one hand. Initiating a Grapple counts as an attack for the purposes of multiple attack penalties.

 

Initiating a Grapple

If the PC is the initiator they roll a Grapple Martial Skill check against their target’s Maneuver Defense. If the PC is the defender they roll their Maneuver Defense and add their proficiency bonus with their Grapple bonus against their attackers Disarm Martial Skill check. If you are at the Skilled Proficiency level with Grapple, you do not provoke as the initiator. 

 

If you succeed, you and your opponent gain the grappled condition and you in control of the grapple. If you fail, you do not initiate a grapple. If a creature with a natural reach of more than 5 ft initiates a grapple and succeeds it’s target is pulled to an adjacent available square. This movement does not provoke attacks of opportunity.

 

Maintaining a Grapple

If you are in control of a grapple you may choose to maintain it or release it as a free action. If you choose to maintain you need to make another grapple check at a +4 to stay in control. If you fail this check the grapple immediately ends.

 

Breaking a Grapple

You may break a grapple using the same method as initiating a grapple. If you succeed on the check you are now in control of the grapple and may choose to break it as a free action.

 

The Grappled Condition

You don’t threaten any squares while grappling with the weapon or appendage you are grappling with. (Creatures with the Grab ability take no penalty for using one appendage for grappling).

 

You lose your Dexterity bonus to Defense (if you have one) against opponents you aren’t grappling. 

 

You can’t move normally while grappling. You may, however, make another grapple check to move while grappling. The DC of this check is the same as initiating a grapple, and you move at half speed. If you are attempting to move the character into a dangerous area the DC is increased by 4.

If You’re Grappling/Grappled

You don’t threaten any squares while grappling with the weapon or appendage you are grappling with. (Creatures with the Grab ability take no penalty for using one appendage for grappling).

 

You lose your Dexterity bonus to Defense (if you have one) against opponents you aren’t grappling. 


 

While you are grappling you can perform any of the following actions.

Activate a Magic Item

You can activate a magic item, You don’t need to make a grapple check to activate the item.

Attack Your Opponent

You can make an attack with an unarmed strike, natural weapon, or light weapon against another character you are grappling. You can’t attack with two weapons while grappling, even if both are light weapons.

Cast a Spell

You can attempt to cast a spell while grappling if it has no somatic component, and you have in hand any material components or focuses you might need. Any spell that requires precise and careful action or multiple actions is impossible to cast while being grappled or pinned. If the spell is one that you can cast while grappling, you must make a Concentration check (DC Opposing Grapplers Maneuver bonus +20) or lose the spell. You don’t have to make a successful grapple check to cast the spell.

Damage Your Opponent

While grappling, you can deal damage to your opponent equivalent to an unarmed strike. Make an opposed grapple check in place of an attack. If you win, you deal nonlethal damage as normal for your unarmed strike. If you want to deal lethal damage, you take a -4 penalty on your grapple check.

 

Draw a Light Weapon

You can draw a light weapon as an action with a successful Grapple Skill check.

Escape from Grapple

You can escape a grapple by either with a successful Grapple Skill check, or Athletics check. If more than one opponent is grappling you, your grapple check result has to beat all their individual Grapple Skill DC’s to be successful. If you escape, you finish the action by moving into any space adjacent to your opponent(s).

Move

You may a grapple check to move while grappling. The DC of this check is the same as initiating a grapple, and you move at half speed. If you are attempting to move the character into a dangerous area the DC is increased by 4. If your target is Pinned you gain a +4 bonus on this check.

 

Pin Your Opponent

You can hold your opponent immobile for 1 round by winning an opposed grapple check. Once you have an opponent pinned, you have a few options available to you.

Break Another’s Pin

If you are grappling an opponent who has another character pinned, you can make an opposed grapple . If you succeed, you break the hold that the opponent has over the other character. The character is still grappling, but is no longer pinned.

 

If You’re Pinning an Opponent

You can prevent a pinned opponent from speaking. You can use a disarm action to remove or grab away a well secured object worn by a pinned opponent, but he gets a +4 bonus on his roll to resist your attempt.

You may voluntarily release a pinned character as a free action; if you do so, you are no longer considered to be grappling that character.

 

If You’re Pinned by an Opponent

When an opponent has pinned you, you are held immobile but not helpless for 1 round. While you’re pinned, you take a -4 penalty to your AC against opponents other than the one pinning you. On your turn, you can try to escape the pin by making an opposed grapple check. You can make an Athletics in place of a Grapple check. If you win, you escape the pin but are still grappled.

Joining a Grapple

If your target is already grappling someone else, you can use an action to start a grapple, You apply the same rules as initiating a grapple but you do not provoke an attack of opportunity from your opponent even if you are less than Skilled Proficiency. If you succeed you join in the grapple, and if you beat any allies who are also grappling you can choose to become the lead grappler.

 

If you are not the ‘lead’ grappler, you grant the lead grappler advantage when they roll for grapple checks. If there are multiple ‘support’ grappliers, for each one past the first they grant an additional +2 bonus to the lead grappler when checks are made.

Multiple Grapplers

If you attempt to escape multiple grapplers you must make a Grapple Skill check or an Athletics check to leave the grapple. You must succeed against the highest opponents Grapple DC in order to disengage.

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