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.

3 comments:

  1. Its a nice idea have Exotic Combat Manouvers that only a few can use.
    The HOLD manouver is a clever one, and fits perfectly in the actual system.

    However, in terms of game design, I don't think that the "extra 'holding' rounds" is a good idea.

    In my humble opinion, I think that so many future rounds should not be affected by the results of a previous rounds. No other combat manouver behaves like that.

    My sugestion is:
    HOLD can only be used for "holding" the target for one round only. (The higher results already count as a increase to the opposed roll).

    If you want to hold the target for more rounds, the atacker must make more checks.

    *
    Also, I think the Monk should be able to select those feats, as they excel in performing Combat Manouvers.

    :D

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  2. Oi Tiago ;)

    Thanks for the commentaries! The extra duration was based on the new combat maneuvers (like Dirty Trick) of the Advanced Player's Guide. I still think they're possible, maybe 1 extra round for every 5.

    And I liked the idea about the Monk. I'll try to create some Advanced Maneuvers for him (I still feel that Hold is more 'fighter-like').

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  3. Oh, sorry about that. I hadn't checked those combat manouvers yet.


    It would also be a nice idea to give the Rogue some special CM too!

    See ya!

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