Special Attacks
Special Attack | Description | Send To |
---|---|---|
Aid Another |
Grant an ally a +2 (or more) bonus on attack or skill check. |
keep |
Bull Rush |
Push an opponent back 1 or more squares. |
Unarmed (push) |
Charge |
Move up to twice your speed and attack with a +2 bonus. |
keep |
Disarm |
Knock a weapon from your opponent's hand or grab a worn item. |
melee weapons |
Feint |
Negate your opponent’s Dex bonus to AC. | Persuasion |
Infighting |
Close quarters combat. | Unarmed |
~Grab |
Wrestle an opponent to immobilization. | Unarmed |
~~Pin |
Prevent a grabbed opponent from doing anything but oppose the grab. | Unarmed |
~Push |
Push an opponent back 1 or more squares. | Unarmed |
~Trip |
Trip an opponent. | Unarmed |
Mounted Combat |
Fight while riding your steed. | Ride |
Overrun |
Plow past or over an opponent as you move. | Unarmed |
Sunder |
Strike an opponent’s weapon or shield. | Melee Weapons |
Throw splash weapon |
Throw container of dangerous liquid at target. |
keep |
Turn (rebuke) undead |
Channel positive (or negative) energy to turn away (or awe) undead. |
delete |
Two-weapon fighting |
Fight with a weapon in each hand. |
Describe somewhere else |
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.
Infighting
See Unarmed.
Grab
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 Infighting Check; on success, he is merely Grabbed.
Push
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.
Sunder
You attempt to strike an opponent's weapon so as to damage it or cause the foe to drop it.
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.