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CMD is for Combat manuevers, like when you get knocked down by wolf it is called Trip
First wolf has to hit you which you defend by AC, then wolf tries to Trip you which you defend by CMD. If you succed you are not knocked down lying on ground.
Other manuevers are
Disarm(usseles againts animals),
Sunder Armor (you lose your Armor AC bonus)
Bull Rush (pushes you away)
Dirty Trick
Note: You can gain all these CM as feats and some Animal Companions gain it as ability.
Damage Reduction
Creatures that are resistant to harm typically have Damage reduction. This amount is subtracted from any Damage dealt to them. Most types of DR can be bypassed by certain types of Weapons. This is denoted by a “/” followed by the type, such as “10/cold iron.” Some types of DR apply to all attacks. Such DR is denoted by the “—” symbol. See Special Abilities for more information.
so it doesn't increase damage in any way against enemy with zero damage reduction then?
any action except attack use combat manuever then? and for that we need CMD to resist it.
good to know. thanks a lot mate
1. How do you increase CMB and target CMD?
2. Is it really worth forgoing regular damage attacks for tricks like trip?
Depend on the situation.
The character trying the maneuver will make a CMB check against your CMD, just like a normal attack would be an attack roll against your AC.
CMB is dependent on BAB, Str, and whatever feats you have for that maneuver.
CMD is 10+BAB+Str+Dex+dodge(usually)+deflection.
Having a character that can trip reliably is great; the bad guy can't get a full attack that round, and they provoke an attack of opportunity when they stand up.
Like other people said, it depends on the situation, but having at least one melee character that has invested some in to a maneuver is really helpful.
Some enemies will have wicked high AC but much lower CMD. Some bad guys you really don't want to eat a full attack from.
Thanks for the comprehensive info!
1. I got the point with the values and the name behind the slash. For example 5/Cold Steel substract 5 points from any incoming weapondamage, but not from cold steel. First question: This is not true for magic at all, does it? What about DR/ Fire and the spell is doing fire damage? For spells there is spell resistance in the game, isn't it?
2. In the EC it is written, that magic weapons (at least with a +1, masterpieces aside) would counter DR. At first i thought: Okay that is meant to the DR without any exception, but that is not the case.
Is it possible that the only exception for +1 Weapons are DR N/ Magic ? But which +X value is doing full damage against DR N / - ?
3. The explained exceptions at the end in the EC are confusing me, too. The +3 against DR N/Cold Steel is fine, but does a +4 / Adamant not full damage against cold steel or silver or does it full damage against DR Cold Steel, DR/ Silver AND DR/Adamant?
2. https://www.d20pfsrd.com/Gamemastering/special-abilities/#TOC-Overcoming-DR
3. Weapons of higher enchantment bonus have the DR bypass of all the previous ones too. Materials mostly come into play if
a) weapon is of lower enchantment bonus
b) for stopping regeneration
There are however difficulty rolls against reflex, fortitude or will to check if the spell will hit for full effect or half or none (depending on the spell). There are also touch attack checks for touch spells to determine if the enemy will dodge it or not.
2. +5 weapons bypass anything, if you want to counter a DR 5/-, you need a +5 weapon. +1 weapons bypass resistances with standard weakness (slash, pierce etc.).
3. it's +3 and up. A +3 will damage cold steel weak creatures, but a +4 and +5 will do it the same way. The same way, an adamant weapon will bypass like a +4 weapon.
There is a sense of hierarchy in damage resistances.
https://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Spell-Resistance
DR/- is not bypassed by anything.