Special Attacks

Type of Feat: General
Prerequisites: Base attack bonus +1. All characters with basic martial training (+3/4 base attack bonus) can use Special Attacks.
Specifics: Special Attacks are tactical combat maneuvers that control the battlefield instead of dealing direct damage. These abilities reposition enemies, break equipment, or create openings for follow-up attacks.

Most Special Attacks replace a normal attack and require an attack roll or opposed check. Many provoke attacks of opportunity unless you have the appropriate Improved feat.

Available Special Attacks
- Bull Rush: Push an opponent backward.
- Charge: Rush an enemy to deliver a powerful attack.
- Disarm: Knock a weapon from an opponent's grasp.
- Feint: Mislead an opponent, denying their Dexterity bonus to AC.
- Overrun: Force your way past an enemy blocking movement.
- Sunder: Damage an opponent's weapon or shield.
- Topple: Knock an opponent prone.

Use: Select from the sub-radial menu.


Bull Rush
Push an opponent backward instead of damaging them.

Check: Opposed Strength check.
Modifiers
- Size: +4 per category larger, -4 per category smaller
- Charging: +2
- Stability (4+ legs): +4

Success: Push target 5 ft + 5 ft per 5 points you win the check.

Failure: You are pushed back 5 ft.

AoO: Moving into the defender's space provokes an attack of opportunity.

Limit: Target must be no more than one size category larger.


Charge
Rush an enemy and deliver a powerful attack. Move up to double movement in a straight line toward the target.

Attack: One melee attack at +2.

Penalty: -2 Dodge AC until the next round.

Special: Changing targets cancels the charge unless the new target is along your path.


Disarm
Knock a weapon from an opponent's grasp.

Check: Opposed attack rolls.
Modifiers
- Two-handed weapon: +4
- Light weapon: -4
- Size: +4 per category larger, -4 per category smaller
- Target not a melee weapon: defender -4

Success: Target drops the weapon.
- Unarmed attempt: you catch the weapon.
- Armed attempt: weapon falls to the ground.

Failure: Defender automatically counters with a disarm attempt (no AoO).

AoO: Disarm provokes an attack of opportunity unless you have Improved Disarm.

Note: Unarmed strikes count as light weapons.

PvP: Weapon returns to inventory instead of dropping.


Feint
Deceive an opponent to create an opening.

Check: Influence vs Sense Motive + Base Attack Bonus.
Modifiers
- Non-humanoid: -4
- Animal intelligence: -8
- Mindless creatures: impossible

Success: Target loses Dexterity bonus to AC against your next melee attack.

Failure: Target gains a cumulative +4 bonus to future Feint checks.


Overrun
Force your way through an enemy's space.

Check: Opposed Strength check.
Modifiers
- Size: +4 per category larger, -4 per category smaller

Success: Move through the target's space.

Failure: Movement stops in front of the target.

Special: Critical failure knocks the defender prone.


Sunder

Break an opponent's weapon or shield.

Check: Opposed attack rolls.
Modifiers
- Two-handed weapon: +4
- Light weapon: -4
- Size: +4 per category larger, -4 per category smaller

Success: Roll damage against the target's shield (or weapon if no shield).

Failure: No damage.

AoO: Attempting to sunder provokes an attack of opportunity.


Topple

Knock an opponent prone.

Check:
- Melee touch attack
- Opposed Strength vs Strength or Dexterity
Modifiers
- Size: +4 per category larger, -4 per category smaller
- Stability (4+ legs): +4

Success: Target falls prone.
Prone:
- Cannot attack
- Melee attacks vs prone: +4
- Ranged attacks vs prone: -4

Failure: Defender automatically counters with a Topple attempt (no AoO).

AoO: Unarmed attempts provoke attacks of opportunity unless you have Improved Unarmed Strike or Improved Topple.

Weapon: Some weapons perform Topple without provoking AoO.

Limit: Target must be no more than one size category larger.