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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
