Your mastery of combat maneuvers sometimes provides spectacular results.
Benefit: If you roll a natural 20 (the die roll shows a ‘20’) on a maneuver check, and your CMB + die roll total is equal to or greater than your target’s CMD, the result is a critical maneuver threat. Make a second CMB check, and if it also exceeds the target’s CMD, you have scored a critical maneuver. The effects of the critical maneuver vary depending on what maneuver you are performing, as outlined in the adjacent table.
|Combat Maneuver||Critical Effect|
|Bull Rush|| |
You can choose to knock the target prone.
|Dirty Trick||Double the duration of the dirty trick’s penalty. The target must take a full-round action to end the maneuver early.|
|Disarm||You can knock the disarmed item 2d4 x5 feet in a direction of your choice.|
|Drag||Double the distance you can drag the target.|
|Grapple||You gain a +5 bonus on grapple checks made against the same target, until that target successfully breaks free of the grapple.|
|Reposition||Double the distance you can reposition the target, and the final 10 feet of repositioning can be beyond your reach.|
|Steal||You can take two items that qualify to be stolen.|
|Sunder||You deal critical hit damage to the item you are attempting to sunder.|
|Trip||The target is flat-footed until it stands. |
|Overrun||If the target does not move to avoid you, you can take an attack ofopportunity against it as you overrun it.|
The Genius Guide To: Feats of Critical Combat. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens