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

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 Infighting 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.

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.

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