Same as with most spells that allow a DC save - they simply will fail half the time, even if you specialize in them. Some feats and abilities grant a bonus to your CMB when performing specific maneuvers. Most characters will rarely perform swift actions, though occasionally using a special ability or class feature is a swift action. If you have both, it's a +2 KAC instead of +8, which is worth one less armed opponent (particularly if you have a free hand and a move action to pick it up before their turn). An initiative check is a d20 roll to which a character adds her Dexteritymodifier plus any other modifiers from feats, spells, and other effects. For thrown weapons, the maximum range is 5 range increments. Charging carries tight restrictions on how you can move. The DC of this maneuver is your target's Combat Maneuver Defense. Bull Rush; Dirty Trick; Disarm; Drag; Grapple; Overrun; Reposition; Steal; Sunder; Trip + An entry marked with this has additional sections within it. As a standard action, you can attempt to grapple a foe, hindering his combat options. If you hit, you deal no damage, but the next ally to attack that foe gains a +2 circumstance bonus to her next attack roll, as long as that attack occurs before your next turn. The most common move action is to move up to your speed (see Speed). Doing so immediately ends the grapple. You can crawl 5 feet as a move action. If your attack is successful, your target is pushed back 5 feet. With the feat (at least it only takes the one per combat maneuver) you merely need a 14. If you do so, you take a –4 penalty to all attacks in that round (in addition to the normal penalties for making a full attack) to gain a +2 bonus to your AC until the start of your next turn. Takes part in any phase, but can only act once per round. You can move the target 5 additional feet for every 5 by which the result of your attack roll exceeds the target’s KAC + 8, but all movement must remain within your reach. Making an attack of opportunity does not affect your ability to make attacks normally when it is your turn. Combat is cyclical; everybody acts in turn in a regular cycle of rounds. Redirecting requires a move action unless the technology or spell states otherwise. An attack of opportunity is one of the most common reactions, and is the only reaction any character can use regardless of class. As a standard action, taken during your move or as part of a charge, you can attempt to overrun your target, moving through its square. If you do not have the Improved Bull Rush feat, or a similar ability, initiating a bull rush provokes an attack of opportunity from the target of your maneuver. A standard action is usually the main action you take each round, other than movement. If the total result of your attack roll meets or exceeds the target’s EAC or KAC (as appropriate for your attack), you’ve also scored a critical hit. Starfinder - What are : Combat Maneuvers. If the readied action is not a purely defensive action, such as shooting a foe if he shoots at you, it takes place immediately after the triggering event. Making a single attack is a standard action. Benefit: Choose one combat maneuver (bull rush, dirty trick, disarm, grapple, reposition, sunder, or trip). 321 You can attempt to hinder a foe in melee as a standard action. You hold the target in place. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some spells require continued concentration to keep them going. If your attack fails by 10 or more, you drop the weapon that you were using to attempt the disarm. In most cases, a use-activated special ability cannot be activated as a swift action. If you used a reaction on your previous turn and then chose to ready an action, you still regain your reaction at the beginning of your original turn, not when you take your readied action. 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