Special Combat Actions

Table 1: Special Attacks
Special Attack Brief Description
Aid another Grant an ally a +2 bonus on attacks or AC
Bull rush Push an opponent back 5 feet or more
Charge Move up to twice speed and attack with +2 bonus
Demoralize Intimidate an opponent
Disarm Knock a weapon from an opponent's hands
Feint Negate opponent's Dex bonus to AC
Grapple Wrestle with an opponent
mounted Mounted Combat Fight from the back of a mount
Taunt Provoke an opponent into reckless action
Throw splash weapon Throw container of dangerous liquid at target
Trip Trip an opponent
Turn (rebuke) undead Channel positive (or negative) energy to turn away (or awe) undead
Two-weapon fighting Fight with a weapon in each hand


Aid Another

In melee combat, a character can help a friend attack or defend by distracting or interfering with an opponent. If the character is in position to make a melee attack on an opponent that is engaging a friend in melee combat, he can attempt to aid his friend as a standard action. To do this, he makes an attack roll against AC 10; if it succeeds, his friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack (player's choice), as long as that attack comes before the beginning of the aiding character's next turn. Multiple characters can aid the same friend, and similar bonuses stack.

A character can also use this standard action to help a friend in other ways, such as when he is affected by a spell, or to assist another character's skill check.

Bull Rush

A character or creature can make a bull rush as a swift action, even in the middle of a movement or charge. A bull rush enables the attacker to push an opponent back or push past it, moving through its space without provoking an attack of opportunity. If the attacker makes a bull rush attempt as part of a charge, or if he has the defender held (see Grapple, below), he gains a +2 bonus. The Improved Offense feat grants an additional +2 bonus.

In order to make a bull rush, the attacker must make an attack roll (1d20 + BAB + Str modifier + size modifier vs. DC 10 + defender's BAB + defender's Str modifier + defender's size modifier). The defender gets a +4 bonus on its check if it has more than two legs or is otherwise more stable than a normal humanoid (such as a dwarf).

If the attacker wishes to push the target back and the check succeeds, the defender is pushed back 5 feet. For every 5 points by which the attack exceeds the DC, the attacker can push the defender back an additional 5 feet, up to his maximum movement.

If the attacker simply wishes to push past the target and the check succeeds, he moves through the target's space without provoking an attack of opportunity. He must have enough movement available to get completely through the target's space, however, or he cannot perform this maneuver.

A failure on any check by 5 or less means the attacker stops and is knocked back 5 feet; a failure by 6 or more means the attacker is knocked back 5 feet and falls prone.


Charge

Charging is a special full-round action that allows a character or creature to move up to twice its speed and attack during the action. However, there are tight restrictions on how it can move.

Movement During a Charge: The character must move before his attack, not after. He must move at least 10 feet and can move up to double his base movement rate directly toward the designated opponent.

He must have a clear path toward the opponent, and nothing can hinder his movement (such as difficult terrain or obstacles). Here's what it means to have a clear path: First, he must move to the closest space from which he can attack the opponent. (If this space is occupied or otherwise blocked, he can't charge.) Second, any hazards that block or slow movement also prevent a charge. Third, the character's path cannot take it directly through or over any other creatures (even allies) unless they are helpless or three or more sizes smaller. A character can't take a combat stride in the same round as a charge.

If a character can only take a standard action or a move action on his turn, he can still charge, but he can only move up to his speed (instead of up to double his speed). He can't use this option unless he is restricted to taking only a standard action or move action on his turn (i.e., he can't take a standard action to charge and then use a move action to do something else, or vice versa).

Attacking on a Charge: After moving, the character can make a single melee attack with a +2 bonus on the attack roll. He takes a –2 penalty to his AC until the start of his next turn.

A charging character gets a +2 bonus on the Strength check made to bull rush an opponent (see Bull Rush, above). Even if he has extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, he can make only one attack during a charge. The Dire Charge feat lets someone make a full attack after a charge, however.

Lances and Charge Attacks: A lance deals double damage if employed by a mounted character in a charge.

Weapons Readied Against a Charge: Spears, tridents, and certain other piercing weapons deal double damage when readied (set) and used against a charging character.

Demoralize

As a move action, a character can attempt to demoralize an opponent with whom he is in melee combat and who can see him. To do so, he must make a modified level check - 1d20 + his base attack bonus + size modifier + Cha modifier vs. DC 10 + opponent's base attack bonus + size modifier + Wis modifier; the opponent adds any bonuses to saves vs. fear effects. If the check succeeds, the opponent is shaken for 1 round per 5 points by which the check result exceeds the DC. This can be used only once per opponent per combat.

Demoralize is a mind-affecting effect.

The Improved Combat Manipulation feat grants a +2 bonus to demoralize checks.

Disarm

A character or creature can attempt to disarm his opponent as part of an attack action in place of a melee attack. If the attacker does not have the Improved Finesse feat or a similar ability, attempting to disarm a foe incurs a -2 penalty to the roll.

In order to make a disarm attempt, the attacker must make an disarm check (1d20 + BAB + size modifier + Dex modifier) vs. DC 10 + defender's BAB + defender's size modifier + defender's Dex modifier. Attempting to disarm a foe while unarmed imposes a -4 penalty on the attack (this stacks with the penalty for the standard -2 penalty noted above).

If the attack is successful, the defender drops an item it is carrying (attacker's choice), which lands at its feet. If the attack roll exceeds the DC by 5 or more, the item is flung 10 feet away in a random direction (roll 1d8); if it exceeds the DC by 10 or more, the attacker can control the item's direction, or he can catch it himself, if he has a free hand. If the attacker disarms the defender without using a weapon, he automatically grabs the item. If the check fails by 5 or more, the attacker is disarmed, and the weapon falls at his feet.

The Improved Finesse feat negates the penalty for attempting a disarm maneuver, and reduces the penalty for attempting to disarm someone while unarmed to -2.

Grabbing Items: A character can use a disarm action to snatch an item worn by the target. If he wants to have the item in his hand, the disarm must be made as an unarmed attack (though the Improved Unarmed Combat feat grants a +2 bonus to this check; this stacks with the bonus granted by Improved Finesse).

If the item is poorly secured or otherwise easy to snatch or cut away, the attacker gets a +4 bonus. Unlike on a normal disarm attempt, failing the attempt doesn't allow the defender to attempt to disarm the attacker. This otherwise functions identically to a disarm attempt, as noted above.

A character can't snatch an item that is well secured unless he has pinned the wearer (see Grapple, below). Even then, the defender gains a +4 bonus on his roll to resist the attempt.

Feint

Feinting is a move action. To feint, a character makes a feint check (1d20 + base attack bonus + Cha modifier) vs. DC 10 + opponent's base attack bonus + opponent's Wis modifier. If the check succeeds, the target is considered to be flat-footed (-4 penalty to AC) against the character's next attack.

Feinting in this way against a nonhumanoid incurs a -4 penalty. Against a creature of animal Intelligence (1 or 2), the penalty increases to -8. Against a nonintelligent creature, it's impossible.

Feinting in combat does not provoke attacks of opportunity.

The Improved Combat Manipulation feat grants a +2 bonus to feint checks.

Grapple

A character or creature can attempt to grapple a foe as an attack action, hindering its combat options. If the attacker does not have Improved Unarmed Combat feat, improved grab, or a similar ability, making a grapple attempt against an armed foe incurs a -4 penalty.

In order to make a grapple attempt, the attacker must make a touch attack against the target. If it hits, he can make a grapple check as a free action (1d20 + size modifier + Str modifier) vs. DC 10 + defender's size modifier + defender's Str modifier. Attempting to grapple without at least one free hand imposes a -2 penalty on the check; the Improved Unarmed Combat feat grants a +2 bonus.

If the grapple check succeeds, the attacker has grabbed its opponent. It can choose each round to either deal damage as normal or perform a maneuver listed below as a standard action. The target's movement is restricted as noted below under Hold, but it otherwise has use of all of its limbs. It cannot cast spells or use spell-like abilities without succeeding on a DC 15 Concentration check.

The defender can attempt to break the grapple as a standard action by making an opposed grapple check or Acrobatics check vs. the attacker's grapple check for that round. If the defender's check succeeds, he breaks the grapple and can act normally.

Hold: The attacker can grab its target with both hands, restricting its movement. Held creatures may suffer a penalty to AC, Reflex saves, Dex-related checks, and have more or less mobility depending on their size relative to the attacker's:


Size Ratio Penalty Move
Three or more sizes smaller -6 0 ft.
Two sizes smaller -4 0 ft.
One size smaller -2 Combat stride
Same/one size larger -1 Half move
Two sizes larger +0 Full move (no run)
Three or more sizes larger +0 Unrestricted

These values are reversed for the attacker. For example, a human (Medium) holding a cat (Tiny) would suffer no penalty and could make a full move, but he can't run; the cat, on the other hand, suffers a -4 penalty and can't move at all.

The defender can only take actions that require one free hand. For example, it could make an attack with a light weapon or cast a spell, but could not attack with a two-handed weapon. The defender cannot cast spells or use spell-like abilities without succeeding on a DC 20 Concentration check.

Push/Pull: The attacker can attempt to move the target in a direction of his choosing, as if he were making a bull rush attempt. This requires an opposed grapple check; if the target is held, the attacker gains an additional +2 bonus. If the attacker succeeds, he moves the target a distance equal to his combat stride in a direction of his choosing; he can move with the target, or let it go. Any ability that grants a bonus to avoid being bull rushed also applies here.

Snatch: The attacker can attempt to lift the target off the ground, preventing it from moving. In order to do so, the target must be Held (see above), and cannot weigh more than the attacker can lift. The attacker must make a Strength check (DC 15 + opponent's size modifier); if it succeeds, he has lifted his opponent off the ground - it cannot move, but is otherwise considered to be Held. The attacker can then Throw it, if he is able (see below), or move with it in his grasp. If the defender weighs more than the attacker can lift, the check always fails, regardless of the result.

Trip: The attacker can make a trip attack (see Trip, below). The attacker has a +2 bonus (which stacks with the bonus granted by Improved Finesse) if the target is held. If it succeeds, the target is knocked prone, and the attacker can make an immediate follow-up attack.

An attacker with the Legendary Wrestler feat can perform any of the above actions, or one of the following:

Pin: In order to attempt a pin, the target must be prone. On a successful grapple check, the attacker has pinned the target; the defender can take no actions except attempting to break the grapple (if suffers a -4 penalty), or actions that require only speech or thought (such as casting a spell with only verbal components). The defender cannot cast spells or use spell-like abilities without succeeding on a DC 30 Concentration check. The attacker automatically deals normal damage each round. An attacker cannot pin a creature that is larger than he is, though two or more attackers can pin a larger creature (see Multiple Grapplers, below).

As with Hold, an attacker that is pinning someone may have more or less restricted movement. Use the table above to determine this.

Throw: In order to attempt a throw, the target must be held and cannot be prone. An attacker cannot throw a target that is larger than he is. On a successful grapple check, the attacker has thrown the target; it moves up to 5 feet per two size categories of difference in a direction of the attacker's choosing. If the target remains in the attacker's space, the attacker can retain a hold on it. The target takes 1d6 points of damage (unless it falls a greater distance) and is prone. Any ability that grants a bonus to avoid being bull rushed also applies here. A target that is thrown away (i.e., not in the attacker's space) can make a DC 20 Acrobatics check to avoid taking damage and use the momentum of the throw to roll to its feet; this does not apply if the target is thrown into/against an obstacle like a wall, however.

For example, a human throwing a cat (two sizes smaller) can toss it up to 5 feet away in any direction, or throw it to the ground in his own space. If he throws it against a wall 10 feet away, it takes 1d6 points of damage and falls to the ground, prone.

Joining a Grapple: If a character or creature is already involved in a grapple, another attacker can make a grapple check as above, except that he doesn't suffer a penalty for the target being armed, and his grab check automatically succeeds. He must still make a successful grapple check to perform any further maneuvers.

If there are multiple opponents involved in the grapple, the defender must pick one against whom to make the grapple check.

Multiple Grapplers: Several combatants can be in a single grapple. Each two creatures of a given size equal one creature of one size larger.

For example, two kobolds (Small) are equivalent to one human (Medium). Thus, a human held by two kobolds has his movement restricted to a half move. If he were being grappled by four kobolds, they would be treated as a Large creature, restricting his movement to a single combat stride and imposing a -2 penalty to his checks.

When grappling with multiple opponents, a defender must designate one attacker as its target; all grapple checks are made against that target. All attackers who are on the same side (that is, attempting to grapple the same target) use one roll for their grapple check – they use the highest BAB and Strength bonus for any member of the group, but each member adds its size bonus. For Medium creatures (or their equivalent), add +1 for each creature past the first.

For example: Four kobold War 1 (BAB +1, Str 9) and a kobold Ftr 2 (BAB +2, Str 10) are grappling a human Ftr 4 with 16 Strength. Since the kobolds are Small, four of them equal two Medium creatures; they use the Ftr 2's BAB and Strength bonus, since those are the highest in the group. Thus, their check is 1d20 + 2 + 0 + 1 vs. DC 10 + 4 + 3, or 1d20 + 3 vs. DC 17.

Mounted Combat

Horses in Combat: Warhorses and warponies can serve readily as combat steeds. Light horses, ponies, and heavy horses, however, are frightened by combat. A rider must make a DC 20 Ride check each round as a move action to control such a horse. If the check succeeds, he can perform a standard action after the move action. If it fails, the move action becomes a full round action and he can't do anything else until his next turn.
The mount acts on its rider's initiative count as he directs it. The rider moves at its speed, but the mount uses its action to move.

A horse (not a pony) is a Large creature and thus takes up a space 10 feet across. For simplicity, assume that a rider shares his mount's space during combat.

Combat while Mounted: With a DC 5 Ride check, a rider can guide his mount with his knees so as to use both hands to attack or defend himself. This is a free action.

When a rider attacks a creature smaller than his mount that is on foot, he gets the +1 bonus on melee attacks for being on higher ground. If his mount moves more than 5 feet, he can only make a single melee attack. Essentially, he has to wait until the mount gets to his enemy before attacking, so he can't make a full attack. Even at his mount's full speed, he doesn't take any penalty on melee attacks while mounted.

If his mount charges, he also takes the AC penalty associated with a charge. If he makes an attack at the end of the charge, he receives the bonus gained from the charge. When charging on horseback, a rider deals double damage with a lance (see Charge).

A rider can use ranged weapons while his mount is moving, but he suffers a penalty as noted below:


Mount
Speed
Attack
Penalty
x2 -4
Run x3 -6
Dash (x4) -8
Sprint (x5) -10

In any case, the attack roll is made when the mount has completed half its movement. A rider can make a full attack with a ranged weapon while his mount is moving. Likewise, he can take move actions normally.

Casting Spells While Mounted: A rider can cast a spell normally if his mount moves up to a normal move (its speed) either before or after he casts. If he has his mount move both before and after he casts a spell, then he's casting the spell while the mount is moving and he must make a Concentration check due to the vigorous motion (DC 15 + spell level) or lose the spell. If the mount is running (quadruple speed), he can cast a spell when his mount has moved up to twice its speed, but his Concentration check is more difficult due to the violent motion (DC 20 + spell level). Quickened spells do not suffer this penalty.

If A Mount Falls in Battle: If a rider's mount falls, he must succeed on a DC 15 Ride check to make a soft fall and take no damage. If the check fails, he takes 1d6 points of damage.

If the Rider is Dropped: If a rider is knocked unconscious, he has a 50% chance to stay in the saddle (or 75% if in a military saddle). Otherwise he falls and take 1d6 points of damage. Without a rider to guide it, a mount avoids combat.

Taunt

As a move action, a character can attempt to taunt his opponent into reckless action. To do so, he must make a check - 1d20 + his base attack bonus + his Cha modifier vs. DC 10 + opponent's base attack bonus + its Wis modifier. If the check succeeds, the opponent is enraged and will direct all of its energy toward engaging the character in melee combat if possible; it gains a +2 bonus to attack rolls, but a -4 penalty to AC. The enemy will charge to close with the character if applicable. This effect lasts for 1 round per 5 points the check result exceeds the DC, until the character is dead or flees, or until the opponent is knocked unconscious or slain, or receives a calm emotions or similar spell.

A character can taunt an opponent who can either not see or not hear him (but not both), but he suffers a -4 penalty. Taunting a creature of animal intelligence (1 or 2) incurs a -8 penalty (these penalties stack). Taunting a mindless creature is impossible.

The Improved Combat Manipulation feat grants a +2 bonus to taunt checks.

Throw Splash Weapon

A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its target and nearby creatures or objects. To attack with a splash weapon, a character makes a ranged touch attack against the target. Thrown weapons require no weapon proficiency, so they don't incur a –4 nonproficiency penalty. A hit deals direct hit damage to the target, and splash damage to all creatures within 5 feet of it.

A character can instead target a specific spot on the ground or another hard surface (wall, ceiling, etc.). Treat this as a ranged attack against AC 5. In this case, all creatures within 5 feet of the point of impact are dealth splash damage, but no one takes direct hit damage.

If the attack misses the target (whether aiming at a creature or a specific point), roll 1d8. This determines the misdirection of the throw, with 1 being straight back at the thrower and 2 through 8 counting clockwise around the compass. Then, count a number of squares in the indicated direction equal to the range increment of the throw. After the DM determines where the weapon landed, it deals splash damage to all creatures around it as normal.

Trip

A character or creature can attempt to trip an opponent as a swift action, either unarmed or with a melee weapon. A character making an unarmed trip attempt against an armed foe suffers a -4 penalty; if he does not have the Improved Finesse feat or a similar ability, he is susceptible to being tripped himself.

Making a trip attack requires an attack roll (1d20 + BAB + size modifier + Dex modifier) vs. DC 10 + defender's BAB + defender's size modifier + defender's Dex modifier. The attacker gets a +2 bonus if he has the Improved Finesse feat, and can use his Strength modifier in place of his Dex modifier if he has the Improved Offense feat. The defender gets a +4 bonus on its check if it has more than two legs or is otherwise more stable than a normal humanoid (like a dwarf). Some creatures, such as oozes, creatures without legs, and flying creatures, cannot be tripped.

If the attack is successful, the target is knocked prone and can rise on its next turn. If the attack fails by 5 or more, the attacker is knocked prone instead.


Turn or Rebuke Undead

See Turning and Rebuking Undead.


Two-Weapon Fighting

A character who wields a second weapon in his off hand can get one extra attack per round with that weapon. He suffers a –6 penalty with his regular attack(s) with the primary hand and the off hand when fighting this way. He can reduce these penalties in two ways:

  • If the off-hand weapon is light, the penalties are reduced by 2 each. (An unarmed strike is always considered light.)
  • The Two-Weapon Fighting feat lessens the penalties for both hands by 2.

Each time the character gains a new attack with his primary hand (at BAB +6, +11, and +16), he also gains a new attack with the off hand, provided his Dex score is high enough - 17 for the second and 19 for the third. A character cannot have more than three attacks with his offhand weapon.

Double Weapons: A character can use a double weapon to make an extra attack with the off-hand end of the weapon as if he were fighting with two weapons. The penalties apply as if the off-hand end of the weapon were a light weapon.

Thrown Weapons: The same rules apply when throwing a weapon from each hand. Treat a dart or shuriken as a light weapon when used in this manner, and treat a bola, javelin, net, or sling as a one-handed weapon.

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