Maneuver Damage

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Maneuver Damage

Combat maneuvers can inflict some damage when performed, in addition to the other effects of the maneuver in question. This damage is optional; the character performing the maneuver may elect not to inflict damage while still inflicting the other effects (assuming the maneuver is successful). Damage from combat maneuvers is less than the damage the character would do with a normal attack, but is still based on the primary weapon the character is wielding. A character's exact Maneuver Damage is determined using the following formula:
(Primary Weapon's Base Damage (Dice Only) x Level Damage Multiplier) + Weapon Quality + Feat Bonus + Class Feature + Racial Trait + Other
  • Primary Weapon's Base Damage (Dice Only): Maneuvers deal original base weapon damage of the weapon you are wielding, not including any adders, such as enhancement bonuses, STR modifiers, feats, spell effects, precision damage, bonus damage, etc. This is just the base weapon damage dice of the weapon.
  • Level Damage Multiplier: Base weapon damage increases at each experience tier above courageous (i.e. at 6th level, 11th level, 16th level, 21st level, 26th level, and at 31st level). As these increases occur, they increase maneuver damage accordingly.
  • Weapon Quality: Some weapons possess qualities which directly improve the damage of one or more combat maneuvers, when that weapon is wielded as your primary weapon. Typically, weapon qualities only apply to a particular maneuver (or set of maneuvers).
  • Class Feature: Some class features grant a bonus to combat maneuver damage, or to damage dealt when performing particular maneuvers.
  • Racial Trait: Some racial traits grant a bonus to combat maneuver damage, or to damage dealt when performing particular maneuvers.
  • Other: Other bonuses may grant increases to damage dealt by combat maneuvers. These could come from magic items, magic weapon properties, or permanent boons from a powerful entity. Oftentimes, such bonuses will only increase the damage to a particular maneuver (or set of maneuvers).
If you have natural or class-based non-weapon attacks (e.g. Brawler or Monk), you may roll just the dice you would normally roll for an attack you are allowed to make during an attack of opportunity at your current class level for that class, not including any adders (such as enhancement bonuses, STR modifiers, feats, spell effects, precision damage, bonus damage, etc).
Example: a 5th level fighter would roll just the dice from their +1 longsword (1d8), while a 5th level Monk would roll just the dice of their Echoing Strike attack (2d8), and a 5th level Brawler would roll just the dice of their Cross attack (also 2d8).
Combat maneuvers can gain the skill critical bonus effect on a roll of a natural 20 (usually +5 to the total result), which can result in a greater effect from the combat maneuver, but maneuvers never inflict additional damage due to a critical hit, and therefore do not require a critical confirmation roll.