Tome already has
Bullrush
Charge
Coup de Grace
Covering Fire
Delay
Disarm
Expertise
Feint
Grapple (Grab on, Hold Down, Lift)
Overrun
Power Attack
Sunder
Ready
Trip
As part of a move action, you can enter an ally's space, and gain a bonus to starting altitude for any vertical jump checks by an amount equal to their vertical reach. If you have 5 ranks in jump and climb, you can use enemies, though it requires a melee touch attack (provokes AoOs if you don't have unarmed proficiency or a slam attack or something) and you get a boost dependent on the creature's size category (e.g. medium=5, large=10)
(Requires some sort of condition to account for weak characters and heavy characters)
Dirty Trick (Tomeified) by Grek
Con: Sickened, Deafened or (with the feat) Nauseated.
Dex: Entangled, Blinded or (with the feat) On Fire.
Wis: Shaken, Dazzled or (with the feat) Confused.
This condition lasts for 1 round. For every 5 by which your attack exceeds the DC, the penalty lasts 1 additional round. This penalty can usually be removed if the target spends a move action.
Edge Option: If you have the Edge on your target and you successfully play a dirty trick, you may make an attack against that opponent this round as a Swift action.
Has a Scaling Feat that can improve it:
Dirty Rotten Tricks [Combat]
That's just unsportsmanlike.
Benefits: This is a combat feat that scales with your Base Attack Bonus.
- +0: You do not provoke an attack of opportunity when performing a dirty trick.
- +1: You may perform a dirty trick as an immediate action.
- +6: The effects of your dirty tricks last an extra 1d4 rounds.
- +11: Your dirty tricks require a Standard action to remove rather than a Move action.
- +16: Add the following to the list of conditions you can cause with a dirty trick: on fire, nauseated, or confused.
As part of a run (the full round action), you may use a hold down maneuver, but fall prone whether or not it succeeds. If you have 8 ranks in tumble, failure does not make you prone.
Provide Cover by erik
As a move action you can fight while sharing your 5' square with an ally. Your Ally receives a +5 cover bonus, and if the ally is missed by less than 5 then the attack is directed at you instead.
While Providing Cover you may not benefit from cover from your ally.
(I'm thinking this should be applicable to saves as well)
Dive by Ogrebattle/Prak
As a swift action, you may move 5 feet but fall prone as a result. If you haven't used your standard action or move action, you may do so from the position you moved to just before you fall without any penalties for being prone. You may dive an additional 5 feet for every 20 feet by which your per move action speed exceeds 30.
You may use a dive as an immediate action. This gives you a +5 to AC and saves against attacks targeted at your original position (they can still hit you), but makes you prone and dazed for a round. You may use the provide cover maneuver against a single action (e.g. a spell, an attack or a full attack) as part of an immediate action dive.
Ideas generated so far:
Dodge/Intercept Attacks
Tackle
Throwing People
Unwilling Shield
Have more maneuvers been made for Tome in older threads? Any other ideas?