Monday, January 17, 2011

Advanced Combat Maneuvers - Hold



The unified Combat Maneuvers mechanic is probably one of the best innovations of Pathfinder (if you haven’t seen it yet, here it is). This post was inspired by the new maneuvers from the Advanced Player’s Guide and has 2 basic goals: give more options to the fighter class, without changing its mechanics (I have an alternate fighter class, but let’s leave that for another day…); and strength the fighter’s niche.

These rules are constructed around a new type of combat feat that opens a new and exclusive combat maneuver (you can think of them as “Exotic Maneuvers”). Only characters with the specific feat can choose to use these specific maneuvers. These feats are exclusive to the fighter class.


Advanced Combat Maneuver [Hold] (Combat)
Prerequisites: Combat Reflexes, Combat Expertise, fighter level 4th.
Benefit: You acquire the hold combat maneuver.

Improved Hold (Combat)
Prerequisites: Combat Expertise, advanced combat maneuver [hold].
Benefit: You receive a +2 bonus on checks made to attempt a hold. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to hold you.

Greater Hold (Combat)
Prerequisites: Improved hold, fighter level 8th.
Benefit: Whenever you successfully establish a hold, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds the target’s CMD. In addition, you receive a +2 bonus to your Combat Maneuver Defense when an opponent tries end from your hold.


Hold
You draw an adjacent foe to a closer-fighting style, disturbing his attempts to move or attack other adversaries. This maneuver requires a standard action that does not provoke an attack of opportunity.

If your attack is successful, the target is hold by your fighting stance and provokes an attack of opportunity if he attack any target other than you or if he moves, even if it is just a 5-feet step. This hold remains in effect for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the penalty lasts 1 additional round.

The target can end a hold with a standard action and successful CMB roll. If you possess the Greater Hold feat, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds your opponent’s CMD. In addition, you receive a +2 bonus to your CMD against any attempt to end the hold.