Quick Combat Maneuvers (Feat): Difference between revisions

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| Benefit= You may now perform one [[Combat Maneuver]] per round as a [[swift action]]. Note that you may only perform one Combat Maneuver per round, so if you use this feat, you may not make a second Combat Maneuver roll as part of your attacks.  This feat does '''''not''''' apply to the [[Charge]], [[Grapple]], [[Overrun]], [[Tumble]], or [[Withdraw]] combat maneuvers.
| Benefit= You may now perform one [[Combat Maneuver]] per round as a [[swift action]]. This feat does '''''not''''' apply to the [[Charge]], [[Grapple]], [[Overrun]], [[Tumble]], or [[Withdraw]] combat maneuvers.


Note that you can never perform more than one Combat Maneuver per round, even if you have sufficient actions to do so.  The '''''only''''' exception to this is spending an action point, where that action point grants you an action sufficient to perform another maneuver, in which case a second maneuver in the same round is permitted.
Note that you can never perform more than one Combat Maneuver per round, even if you have sufficient actions to do so.  The '''''only''''' exception to this is spending an action point, where that action point grants you an action sufficient to perform another maneuver, in which case a second maneuver in the same round is permitted.


'''Special''': When you succeed at a Combat Maneuver, the damage you do to your foe increases by an amount equal to your weapon's original base weapon damage at level 1.  This damage is in addition to the base weapon damage a combat maneuver normally deals, and also stacks with the bonus damage provided by the Improved Combat Maneuvers and Mass Combat Maneuvers feats. This damage type is the same as that inflicted by the base Combat Maneuver.
'''Special''': When you succeed at a Combat Maneuver, the damage you do to your foe increases by an amount equal to your weapon's original base weapon damage at level 1.  This damage is in addition to the damage a combat maneuver normally deals, including the additional damage provided by the [[Improved Combat Maneuvers (Feat)|Improved Combat Maneuvers]] and [[Mass Combat Maneuvers (Feat)|Mass Combat Maneuvers]] feats, if you have them. This damage type is the same as that inflicted by the base Combat Maneuver. This additional damage '''''does not apply''''' to the [[Tumble]] or [[Withdraw]] maneuvers (since they never inflict any damage).


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Latest revision as of 12:04, 15 June 2020


You can slip Combat Maneuvers into your full normal attack routine.

Prerequisites: Level 11, Improved Combat Maneuvers (Feat)

Related: Mass Combat Maneuvers (Feat)

Benefit: You may now perform one Combat Maneuver per round as a swift action. This feat does not apply to the Charge, Grapple, Overrun, Tumble, or Withdraw combat maneuvers.

Note that you can never perform more than one Combat Maneuver per round, even if you have sufficient actions to do so. The only exception to this is spending an action point, where that action point grants you an action sufficient to perform another maneuver, in which case a second maneuver in the same round is permitted.

Special: When you succeed at a Combat Maneuver, the damage you do to your foe increases by an amount equal to your weapon's original base weapon damage at level 1. This damage is in addition to the damage a combat maneuver normally deals, including the additional damage provided by the Improved Combat Maneuvers and Mass Combat Maneuvers feats, if you have them. This damage type is the same as that inflicted by the base Combat Maneuver. This additional damage does not apply to the Tumble or Withdraw maneuvers (since they never inflict any damage).