Combat Maneuvers

Combat Maneuvers
 'I win,' - Lady Rosaline Rose

 'That wasn't playing fair,' - Lord Brandon Rose

 'No, but I still won,' - Lady Rosaline Rose

-Excerpt from 'The Rise and Fall of House Rose'

'Note: All feats pertaining to Disarm and Dirty Trick no longer exist. Only abilities given by classes may train you in the art of these abilities.'

Note 2: If a maneuver has not been listed here, just assume that we are still following the original pathfinder's rules for the abilities.

Disarm
(Standard Action)

Disarming an opponent will, if successful, take a weapon of choice from the target. The weapon you are disarming must be called out before the roll takes place.

Disarming without training is a very strenuous affair, taking a -6 to your CMB roll and allowing an attack of opportunity from the target of your disarming maneuver.

Charge
(Full Round Action)

To charge an opponent, you must be at least 10 ft away from them. During the charge, you may travel up to 10 ft more than your speed. If your charge is successful, you will knock the target back 5 ft.

There will then be an attribute check. Your strength against his constitution. If the charger wins, the target will be knocked prone. You gain a +2 to your roll as the charger, but if you fail they may attempt the same roll without the +2 bonus to in turn knock you back 5 ft. (Not prone)

Overrun/Pass Through
(Standard Action)

Depending on your personality or strengths, there are two ways to perform this ability. In practice, this ability allows you to move directly through a square that a creature occupies.

With Overrun, you must roll a normal CMB roll to overpower them, knocking them to the floor and allowing you to pass. This will not incur an attack of opportunity if you continue moving.

With Pass Through, you roll a CMB, although removing the usual Strength bonus and instead using the Dexterity attribute. This will not incur an attack of opportunity if you continue moving.