DM_Blake |
"Combat Maneuver" is not the term you're looking for. These are actual game terms for ordinary things people do in combat, like grapple, disarm, trip, etc.
What you want is a very extraordinary thing indeed. Impaling an enemy (an attack, not a maneuver) and then leaving your weapon there to do extra damage.
There is no ordinary rule for anything even remotely like this. There may be some feat or class ability in some remote splat book I don't know about, but this is far enough out of the game's scope that I would be very surprised if it exists.
But, I would think that, if you're high enough level to fight a mystic roc, you probably have lots of attacks with a very high chance to hit, so you're probably better off just whacking it with all your attacks. Unless for some reason you think you'd fall off (which you probably would), in which case you're stuck with grappling it and doing your own unarmed damage each round. Maybe you could heroically tie yourself to it with a rope (using grapple rules) then just whack away with all your attacks again. Save one attack to sunder the rope when you kill it unless you're more than 50 feet high...
Chess Pwn |
this is about as close as you'll get to what rules are needed
And DM_Blake, I'm not surprised you didn't know about this. As the source for this is Ultimate Combat, which as I'm sure you'll agree is a remote splat book you didn't know about. I Highly recommend looking at it, it has lots of awesome stuff in it. ;)
DM_Blake |
And DM_Blake, I'm not surprised you didn't know about this. As the source for this is Ultimate Combat, which as I'm sure you'll agree is a remote splat book you didn't know about. I Highly recommend looking at it, it has lots of awesome stuff in it. ;)
Never heard of it. Is that a Paizo publication?
Well, turns out there is a feat moderately close after all.
It won't do your Strength damage as requested, but you will get the elemental damage you wanted, and as a bonus, weapon damage as well. So that's fairly close.
It won't work with a greatsword, but perhaps a GM could be persuaded to allow it to work, or write a new one that does the same thing for slashing weapons.
And you can't just do it - you need to confirm a critical hit. Bummer if it's your first one on the iterative list, since you won't be able to attack with it anymore if you decided to impale rather than continuing with your attacks
It also won't actually keep you on the back of a roc. If the goal was that the impaling weapon was the tool you use to hang onto the roc in flight, this feat won't even touch that. The roc makes one move action and it's free from your impalement and now you're falling to your death (I hope you have some means of flying on your own or else your plan was suicide from the start. Sure, you do extra damage when it pulls free, but if that doesn't kill it, it just flies away (it probably has a much faster fly speed than yours).
Oh, and you will need to get this feat BEFORE you attack any more rocs. Unlike combat maneuvers, which anyone can decide to do, untrained, on a whim, with no forethought (though they can be risky without the right feats), thinks like Impaling Critical must be decided and planned in advance.
Oh, yeah, and I hope you have at least 4 levels of fighter.
Seems it's not very close after all. Sorry, when I said it's out of the scope of the game, I was including all of the above, fully certain it was no combat maneuver, and quite certain there was no single feat that would let someone:
a) do this on demand (any attack)
b) cling to an opponent so they cannot get away from you (e.g. grapple but with weapons and damage)
c) would allow you to do more damage than once per round
d) wasn't so restrictive that only a tiny percentage of characters can take the feat (yes, I'm looking at you, Mr. BAB 11+ with 4 levels of fighter or a class feature that lets him take fighter feats who specializes in piercing melee weapons AND who doesn't mind standing in one place so forget all the mounted lancers - you're a rare beastie, indead).
Though credit to Chess Pwn for finding something that probably is as close as we can get.