Dirty Trick

Nature: Maneuver
Type: Standard action.

This maneuver covers any sort of situational attack that imposes a penalty on a foe for a short period of time.

Examples: Kicking sand into an opponent’s face to blind him for 1 round, pulling down an enemy’s pants to halve his speed, or hitting a foe in a sensitive spot to make him sickened for a round.

●Initiating a dirty trick provokes an Attack of Opportunity (AoO) from the target of your maneuver.
●If your Maneuver attack roll succeeds, you inflict 1 of the following penalizing conditions on the target:
Blinded: Can't see. –2AC, no Dex to AC, –4 to most Str/Dex skills & opposed Percptn.
All foes at full concealment (50% miss), DC 10 Acrobatics to move > (1/2 Speed) and not fall.
Dazzled: Overwhelmed eyes, can't see well. Get –1 on attacks & sight-based Perception.
Deafened: Can't hear. –4 on Initiative & opposed Perceptn. Verbal spellcasting at 20% fail chance. Communication limited.
Entangled: Impeded movement, but not entirely prevented unless bonds anchored to immobile object or tethered by opposing force. Moves at 1/2 spd, can't run or charge, –2 on attacks, –4 to Dex. Spellcasting takes a concentration check (DC 15 + spell lvl) to not lose the spell.
Shaken: Scared. –2 to attacks, saves, skill checks & ability checks (next step up is Frightened).
Sickened: Feel unwell. –2 on attack & weapon damage rolls, saving throws, skill checks & ability checks (next step up is Nauseated).

●This condition lasts for 1 round.
●For every 5 by which the roll exceeds Maneuver Defense, the penalty lasts +1 additional round.

●The results can (usually) be undone if the target spends a Move action on doing so.
●The GM is the arbiter of what can be accomplished with this maneuver
●A Dirty Trick can't be used to impose a permanent penalty.

●Those with the "Improved Dirty Trick" Feat don't provoke an AoO from tricking an opponent
(and also get +2 on doing a dirty trick, and defending against being tricked).

●If you have the "Greater Dirty Trick" Feat, the penalty lasts 1d4 rounds +1 round per 5 over Maneuver Defense, and removing the condition requires the target to spend a Standard action.

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