Standard Actions

Attack

You attack, using your weapons (wielded, natural, or unarmed strikes). If you are dual wielding, or are higher than 5th level, you have more than one attack per attack action. During this action, you must use all available attacks; you cannot insert any other kind of action between your multiple attacks. Each attack may target any valid target.

With each attack, you may use either a normal weapon attack, or a special attack from the following list:

Grab

Infighting attack, subject is immobilized. To end the effect, subject must win an Infighting Check.

You cannot move while maintaining a grab. You cannot grab more than one target. Any effect that causes you to stop threatening an area automatically ends your grab.

While a creature is grabbing, or being grabbed, it is considered "grappling". While grappling, both defender and attacker are flat-footed.

When used against a foe you are grabbing, Infighting maneuvers never require a roll to hit.

As a special case, you may use unarmed attacks against a foe you are grabbing without provoking attacks of opportunity. In this case, there is no need to roll to hit.

Pin

Usable only against a foe you have already Grabbed. Subject is immobilized and unable to take physical actions, except for grappling. To end the effect, subject must win a Grapple Check; on success, he is merely Grabbed.

Push

Infighting attack (none necessary if already grabbing subject), push 1.

If you move with the subject, you can extend the push 1 square per square you move, by following through with the pushing action, to maximum of 1 square per point by which you won the Infighting check, or half your movement, whichever is lower.

You may not use more than one push action per round.

Trip

Infighting attack, subject is tripped.

On failure, you provoke a counter-trip.

Charge

You move up to twice your movement speed in a straight line. You must arrive in the nearest possible square from which you may attack your desired target. You may then take a normal attack action (as listed above). Only one attack (if you have multiple) is required to target your charge target; other attacks may target other valid targets.

The attack at the end of a Charge inflicts +50% damage.

You may not move 1 or more squares prior to a charge action in a given round. If you charge, you may not move 1 or more squares later in the round.

Sunder

You attempt to strike an opponent's weapon so as to damage it or cause the foe to drop it.

At-will, std, melee attack; you strike opponent's weapon, provoking an Integrity check to avoid damage. The DC is 11 + your Strength + weapon's size bonus. Alternatively, subject may drop the weapon to avoid damage. A successful Parry means the weapon takes no damage.

If your weapon has lower Integrity than the target, your own weapon must pass an Integrity Check on hit, prior to the target's check. If your weapon fails, the target's is unaffected.

Move Actions

As a move action, you can move a number of squares from 1 to your allowed maximum.

You may also expend a move action to take any of the following actions:

Stand Up

If you are prone, you can stand up as a move action. This does not provoke an attack of opportunity.

Readying Actions

You may choose to ready one action per round, of type: standard, swift, or move. You still must specify the type of action (attack, cast a spell, etc), and the exact circumstance for which you are readying.

Readying an action no longer modifies your initiative. You must take all non-readied actions during your normal initiative, or lose them.

You cannot ready and delay in the same turn.

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