The special size modifier for a creature's Combat Maneuver Bonus is as follows: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8. Changing your grip on a weapon, such as going from wielding a two-handed weapon with both hands to holding it in one hand, is a swift action. If, during the process of withdrawing, you move out of a threatened square other than the one you in which started, enemies can make attacks of opportunity as normal. Some melee weapons have the reach special property, as indicated in their descriptions, and some monsters have natural reach. If successful, both you and the target gain the grappled condition (see the Appendices). The GM determines a combat’s initiative order by organizing the characters’ initiative counts in descending order. During combat, you can attempt to perform a number of maneuvers that can hinder or even cripple your foe, including bull rush, disarm, grapple, overrun, sunder, and trip. A reaction is a special action you can perform even if it isn’t your turn. After you’ve determined the misdirection of the throw, roll 1d4. When you successfully feint, you treat your opponent as flat-footed for your next attack against him before the end of your next turn. Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check. 321 You can attempt to hinder a foe in melee as a standard action. Will you join the Starfinder Society in unearthing alien technology, or seek fame and fortune as a corporate mercenary? For each maneuver, choose an opponent within your reach (including your weapon’s reach, if applicable) and then make a melee attack roll against the opponent’s KAC + 8. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple). See Overland Movement for information on long-distance running. For instance, opening a door normally doesn’t require a check, but it does if the door is locked. Typically, a character or monster with reach can attack any foe within their reach (see Reach and Threatened Squares for more details). And so many of the new maneuvers … A dirty trick could be throwing sand in the target’s eyes, jamming a rock into his actuators, or any other improvised action designed to put your opponent at a disadvantage. A target in zero gravity is instead knocked off- kilter. Charging carries tight restrictions on how you can move. perform within the framework of a 6-second combat round. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. Multiple Creatures: Multiple creatures can attempt to grapple one target. Aside from the Iconic characters and the exotic races, what makes Starfinder so special are the options for space-based combat. Combatan… You can only bull rush an opponent who is no more than one size category larger than you. Running provokes attacks of opportunity (see below). If your attack is successful, you deal damage to the item normally. The Starfinder Fanbase for the Starfinder Role Playing Game and the Starfinder Society. When combat begins, all combatants roll initiative. Any penalties to a creature's AC also apply to its CMD. Also, while wearing heavy or powered armor, you gain a +2 bonus to your KAC against combat maneuvers. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, you must instead retrieve it as a stored item before you can use it (see Manipulate an Item below). We are expressly prohibited from charging you to use or access this content. A full action requires your entire turn to complete. You knock the target prone if it is on the ground. If his check reveals that he can push the second goblin a total of 20 feet, he can continue to push both goblins another 10 feet (since the first goblin will have moved a total of 15 feet). These attacks can be made with the same weapon or different weapons, though certain weapons have a firing speed so slow that you can’t shoot them more than once in a round, even with a full attack. Most characters will rarely perform swift actions, though occasionally using a special ability or class feature is a swift action. 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