1. Aid Another
  2. Aim
  3. Bull Rush
  4. Bull's Charge
  5. Cat's Parry
  6. Charge
  7. Dance Aside
  8. Decapitating Slash
  9. Delay
  10. Desperate Stab
  11. Devastating Sweep
  12. Disarm
  13. Distracting Arrow
  14. Feint
  15. Flying Aside
  16. Force Back
  17. Hooking Parry
  18. Human Shield
  19. Improvised Attack
  20. Kip Up
  21. Leaping Charge
  22. Leave Them for Dead
  23. Lock Weapons
  24. Masterful Disarm
  25. Overrun
  26. Pantherish Twist
  27. Ranged Disarm
  28. Ready
  29. Riposte
  30. Roll
  31. Shield Bash
  32. Shield Slam
  33. Sunder
  34. Sundering Parry
  35. Throw Splash Weapon
  36. To the Hilt
  37. Trip
  38. Use The Battlefield










1. Aid Another

You help a friend attack or defend by distracting or interfering with their opponent.

Action: Standard

Circumstance: A character is in position to make a melee attack on an opponent that is engaging a friend in melee combat.

Effect: The character can attempt to aid his friend as a standard action by making an attack roll against a Defense of 10. If he succeeds, his friend gains either a +2 bonus on his next attack roll against that opponent, or a +2 bonus to Defense against that opponent’s next attack (character’s choice), as long as that attack comes before the beginning of the character’s next turn.

Multiple characters can aid the same friend and similar bonuses stack. A character can also use this maneuver to help a friend in other ways, such as when he is affected by a spell or to assist another character’s skill check.

2. Aim

You prepare to loose an especially accurate arrow.

Action: Full-round

Prerequisite: Base attack bonus +1

Circumstance: The character uses a bow or crossbow.

Effect: The character gains a +2 circumstance bonus to his next ranged attack. This ranged attack must be taken as his first action in the round following the one in which he takes the Aim action

3. Bull Rush

You charge into a foe, knocking him back.

Action: Standard

Effect: A character can make a bull rush as a standard action (an attack) or as part of a charge (see Charge, below). When he makes a bull rush, he attempts to push an opponent straight back instead of damaging him. A character can only bull rush an opponent who is one size category larger than himself, the same size or smaller.

First, move into the defender’s space. Doing this provokes an attack of opportunity from each opponent that threatens the rushing character, including the defender. If he has the Improved Bull Rush feat, he does not provoke an attack of opportunity from the defender.

Next, the rusher and the defender make opposed Strength checks. Each adds a +4 bonus for each size category he is larger than Medium or a –4 penalty for each size category he is smaller than Medium. The rusher get a +2 bonus if he is charging. The defender gets a +4 bonus if he has more than two legs or is otherwise exceptionally stable.

If the rusher beats the defender’s Strength check result, the defender is pushed him back five feet. If the rusher wishes to move with the defender, he can push the defender back an additional five feet for each five points by which his check result is greater than the defender’s check result. He cannot, however, exceed his normal movement limit.

The defender provokes attacks of opportunity if he is moved. So does the attacker, if he moves with him. The two of you do not provoke attacks of opportunity from each other, however. Any attack of opportunity made by anyone other than the defender during this stage of a bull rush has a 25% chance of accidentally targeting the defender instead. Similarly, any attack of opportunity by anyone other than the rusher against the defender has a 25% chance of accidentally targeting the rusher.

When someone makes an attack of opportunity, make the attack roll and then roll to see whether the attack goes astray. If you fail to beat the defender’s Strength check result, you move 5 feet straight back to where you were before you moved into his space. If that space is occupied, you fall prone in that space.

4. Bull's Charge

A low charge can allow a character to get under his enemy’s guard to stab deep into hisbelly. However, doing so renders the charging character very vulnerable to a counter attack.

Action: Full-round

Prerequisite: Str 13, Power Attack

Circumstance: A character must be wielding a slashing or piercing weapon and charging.

Effect: The character gains a +2 bonus on his damage roll when charging but provokes anattack of opportunity from his target before he can make his attack roll.

5. Cat's Parry

You parry your opponent’s wrist rather than his blade.

Action: Immediate

Prerequisite: Base parry bonus +3

Circumstance: Must be parrying.

Effect: The attacker gains a +4 circumstance bonus to his attack roll but if he misses the defender may immediately make an attack of opportunity against him.

6. Charge

You hurl yourself into the fray!

Action: Full-round

Circumstance: The character has line of sight to a foe and moves at least 10 feet towards him as part of the charge.

Effect: Charging is a special full-round action that allows a character to move up to twice his speed and attack during the action. However, it carries tight restrictions on how you can move. The character must move before his attack, not after. He must move at least 10 feet (two squares) and may move up to double his speed directly toward his designated opponent.

He must have a clear path toward the opponent and nothing can hinder the charging character’s movement, such as difficult terrain or obstacles. A clear path is defined as follows.

First, the character must move to the closest space from which he can attack his opponent. If this space is occupied or otherwise blocked, the character cannot charge.

Second, if any line from his starting space to the ending space passes through a square that blocks movement, slows movement or contains a creature (even an ally), the character cannot charge. Helpless creatures do not stop a charge.

If a player does not have line of sight to the opponent at the start of his turn, he cannot charge that opponent. He cannot take a five-foot step in the same round as a charge. If he is able to take only a standard action or a move action on his turn, he can still charge but is only allowed to move up to his speed instead of up to double speed. A player cannot use this option unless he is restricted to taking only a standard action or move action on his turn.

After moving, a player may make a single melee attack. He gets a +2 bonus on the attack roll and takes a –2 penalty to Defense until the start of his next turn.

Even if he has extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, he only gets to make one attack during a charge.

A charging character gets a +2 bonus on the Strength check made to bull rush or overrun an opponent.

7. Dance Aside

You move while dodging.

Action: Immediate

Prerequisite: Dex 13

Circumstance: An opponent’s attack roll is less than half the dodging character’s Dodge Defense.

Effect: The dodging character may immediately take a five-foot step, as he nimbly dances out of the way of an opponent’s attack.

8. Decapitating Slash

You take advantage of an opponent’s dropped defenses to slice his head clean off. This leaves you open to counter attack and so is usually only done if you are fighting only one opponent.

Action: Immediate

Prerequisite: Base attack bonus +10.

Circumstance: The character’s opponent provokes an attack of opportunity.

Effect: The character attempts a particularly devastating attack of opportunity.

If he scores a critical hit against his opponent, the opponent must make a Fortitude saving throw (DC = 5 + total damage dealt, after taking into account damage reduction) or be instantly killed, his head severed.

The attacking character suffers a –4 circumstance penalty to Defense for the one round immediately following his attack of opportunity.

9. Delay

You wait for the right time to act.

Action: Special

Effect: The character takes no action and then acts normally when he decides to act. When a character delays, he voluntarily reduces his own initiative result for the rest of the combat. When his new, lower initiative count comes up later in the same round, he can act normally.

The player can specify this new initiative result or wait until some time later in the round to act, thus fixing his new initiative count at that point. He does not get back the time spent waiting, nor can he interrupt anyone else’s action. If he wants to interrupt or pre-empt an action, see Ready Action.

If a player comes to his next action and has not yet performed an action, he does not get to take a delayed action, though he can delay again. If he takes a delayed action in the next round, before his regular turn comes up, his initiative count rises to that new point in the order of battle and he does not get his regular action that round.

10. Desperate Stab

You make a stab for your opponent’s heart or throat before combat has otherwise begun, relying on quickness but desperately gambling that the attack will be sufficient to slay them instantly, since it leaves you wide open to a counter attack.

Action: Standard

Prerequisite: Improved Initiative, base attack bonus +15.

Circumstance: It must be the first round of combat, the character’s opponent must be unable to use Dodge Defense or Parry Defense through being flat-footed and the attack must be made with finesse.

Effect: As the first attack of the combat, a character may attempt to slay his enemy outright. The attack is made as normal. If it hits, the opponent must make a Fortitude saving throw (DC = damage dealt by the attack) or die instantly.

If the opponent is still alive, he gains a +2 circumstance bonus to his attack rolls and damage against the attacker for the remainder of the round.

11. Devastating Sweep

A character can swing his weapon around, forcing his foes back to clear sufficient space for him to flee.

Action: Standard

Prerequisite: Whirlwind Attack.

Circumstance: The attacker must be wielding a slashing weapon, either one-handed or two-handed. At least five adjacent squares must be occupied. He must not attack with finesse.

Effect: As a standard action, a character may swing his weapon in a sweeping motion. Any characters within five feet have the option of immediately taking a five-foot step away as a free action, so as to be out of range.

The attacking character gains an attack at his highest base attack bonus against any characters who do not choose to move away.

12. Disarm

You knock a weapon out of your foe’s hand!

Action: Standard

Circumstance: The character is in melee combat with a foe.

Effect: As a melee attack, a character may attempt to disarm his opponent. If he uses a weapon to do so, he knocks the opponent’s weapon out of his hands and to the ground. If the attacking character attempts to disarm an opponent while unarmed, he ends up with the weapon in his hand.

In attempting to disarm a melee weapon, follow the steps outlined here. If the item a character is attempting to disarm is something other than a melee weapon, such as an artifact that a sorcerer is shaking angrily, the defender may still oppose the attempt with an attack roll but takes a –4 penalty and cannot attempt to disarm the attacker in return if the disarm attempt fails.

Step 1: Attack of Opportunity:
The character provokes an attack of opportunity from the target he is trying to disarm. If the attacker has the Improved Disarm feat, he does not incur an attack of opportunity for making a disarm attempt. If the defender’s attack of opportunity deals any damage, the disarm attempt fails.

Step 2: Opposed Rolls:
The attacker and the defender make opposed attack rolls with their respective weapons. The wielder of a two-handed weapon on a disarm attempt gets a +4 bonus on this roll and the wielder of a light weapon takes a –4 penalty. An unarmed strike is considered a light weapon so the attacker always tak ea penalty when trying to disarm an opponent using an unarmed strike. If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. If the targeted item is not a melee weapon, the defender takes a –4 penalty on the roll.

Step Three: Consequences:
If the attacker beats the defender, the defender is disarmed. If the disarm action was attempted unarmed, the attacker gains the weapon. If the attacker was armed, the defender’s weapon is on the ground in the defender’s square. If the disarm attempt failed, the defender may immediately react and attempt to disarm the attacker with the same sort of opposed melee attack roll. His attempt does not provoke an attack of opportunity. If the defender fails his disarm attempt, he does not subsequently get a free disarm attempt against him.

Disarm and Grabbing Weapons

A character can use a disarm action to snatch an item his target is wearing. The disarm must be made as an unarmed attack to take the item in hand. 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, the defender may not attempt to disarm the attacker on a failed attempt. This otherwise function identically to a disarm attempt, as noted above. A character cannot snatch an item that is well secured unless he has pinned the wearer; see Grapple.

Even then, the defender gains a +4 bonus on his roll to resist the attempt.

13. Distracting Arrow

Your shot draws your foe’s attention, putting him off his guard.

Action: Standard

Prerequisite: Precise Shot.

Circumstance: Firing at a foe.

Effect: The character must take a –4 penalty to his attack roll. If he still hits, his target suffers a –2 penalty to his Defense for the rest of the round.

14. Feint

You fool your opponent by feinting one way, then attacking.

Action: Standard (or Move, with the Improved Feint feat)

Circumstance: A character is in combat with a foe.

Effect: To feint, make a Bluff check opposed by the target’s Sense Motive check. The target may add his base attack bonus to this Sense Motive check.

If the character’s Bluff check result exceeds his target’s Sense Motive check result, the target may not dodge or parry the next melee attack the character makes against him. This attack must be made on or before the attacker’s next turn. Feinting is a favorite tactic of many finesse fighters.

When feinting in this way against a non-humanoid, the attacker takes a –4 penalty. Against a creature of animal Intelligence (1 or 2), he takes a –8 penalty. Feinting is impossible against a non-intelligent creature.

Feinting in combat does not provoke attacks of opportunity.

With the Improved Feint feat, a character can attempt a feint as a move action instead of as a standard action.

15. Flying Aside

If you are sufficiently strong, you can simply pick up his enemy one-handed and hurl him aside.

Action: Standard

Prerequisite: Str 15, Improved Grapple, Improved Trip

Circumstance: The attacker must have one hand free.

Effect: A character makes a melee touch attack to grab an opponent, then makes a grapple check against the opponent’s Grapple Defense, just as though starting a grapple.

If the grapple check succeeds, the attacker throws his opponent to the ground in any square adjacent to the attacker. The attacker is not grappling his opponent but the impact with the ground deals damage to him as though he had been hit with an unarmed strike and he is knocked prone.

This is not a trip, and so does not entitle the attacker to a free attack from his Improved Trip feat.

16. Force Back

You drive your foe back with the ferocity of your attack.

Action: Standard

Prerequisite: Power Attack

Circumstance: The character is in melee combat with a foe.

Effect: The attacker takes a –4 penalty to his attack roll. If he hits, his opponent may move back one five-foot square. If the opponent does not move, he takes an extra 4 points of damage (8 damage if using a two-handed weapon or a one-handed weapon with twohands).

If the opponent does move, the attacker may follow up for free without drawin gattacks of opportunity. The opponent, on the other hand, does draw attacks of opportunity if he retreats

17. Hooking Parry

You swing your axe (or similar martial weapon) around the shaft of your enemy’s weapon, holding it out of line so it cannot be used.

Action: Immediate

Prerequisite: Dexterity 13, base parry bonus +1

Circumstance: The character has just used an axe, battleaxe, bill, bardiche or polearm to parry an enemy’s reach weapon.

Effect: So long as one does not use the parrying weapon for any other purpose (including gmaking further attacks or parries) his opponent may not use his reach weapon for any purpose either.

As a standard action the opponent may make an attack roll with his weapon opposed to the character’s Parry Defense with his weapon. If the opponent is successful with this opposed attack roll, or if the character moves out of range of his reach weapon, he may wield his weapon normally again.

18. Human Shield

You swing your distracted enemy around in an attempt to parry another enemy’s attack with his body.

Action: Immediate

Prerequisite: Strength 13, Improved Grapple

Circumstance: Earlier in the round the character has dealt damage to his opponent while grappling him and is now being attacked by another opponent while still grappling the first.

Effect: If the character succeeds in a grapple check, he may use his grappled opponent to parry with, just as though he were a shield. This is an exception to the normal rule that one may not parry while in a grapple.

The Parry Bonus the character gains from this action is equal to his Strength bonus –1, to a minimum of +0 and a maximum of +2 – the grappled opponent is large and is somewhat awkward to move about even when using both hands.

If the character successfully parries the second opponent’s attack, normal damage from that attack is dealt to the opponent he is grappling.

19. Improvised Attack

You grab an object and use it as an improvised weapon as part of an attack.

Action: Free

Prerequisite: Str 13, Dex 13

Circumstance: A character is making a melee attack on a foe and there is another enemy within reach. The character must have one hand free.

Effect: By taking a –2 circumstance penalty on his first attack roll against a target, the character may immediately make an extra attack at his highest base attack bonus on a second foe within reach.

This second attack must use an improvised weapon. A character can only make one Improvised Attack per round and must use a different improvised weapon or select a different target each time.

20. Kip Up

You flip back up to your feet from a prone position.

Action: Immediate

Prerequisite: Jump 5 ranks or Tumble 5 ranks, Mobility

Circumstance: The character has just been knocked prone.

Effect: The character may immediately make a Jump or Tumble check (DC 20) as a reaction to having been knocked over. If successful, he immediately regains his footing. He still draws attacks of opportunity when standing up.

21. Leaping Charge

Action: Charge

Prerequisites: Base attack bonus +6, Jump 1 rank

Effect: When a character makes a charge attack, he may make a second attack at his highest base attack bonus, though both attacks are at a –2 circumstance penalty.

The circumstance penalty to Defense for charging is increased from the usual –2 to –4.

22. Leave Them for Dead

You ignore your lesser foes, trusting to your blade to sort them out!

Action: Free

Prerequisite: Cleave

Circumstance: The character has just struck a foe but not downed him.

Effect: The opponent immediately gets an attack of opportunity with a +4 bonus to his attack roll.

The attacker may then make a Cleave attack on another opponent as if he had downed the first opponent.

You may use this technique in conjunction with Great Cleave, but can only attack each opponent within reach once.

23. Lock Weapons

You and your foe lock your blades together and struggle for supremacy.

Action: Immediate

Circumstance: A character’s attack roll is exactly equal to his opponent’s Parry Defense or his Parry Defense is exactly equal to his opponent’s attack roll.

Effect: The two combatants’ weapons are locked together. Both characters make opposed grapple checks – the winner may choose to knock the loser back five feet.

If the winner’s score is 10 or more points higher than the loser’s, the loser is also knocked prone in his new square.

24. Masterful Disarm

You knock your opponent’s weapon from his grasp with one hand and catch it with the other.

Action: Standard

Prerequisite: Dex 13

Circumstance: The attacker must be using a one-handed weapon and have his other hand free.

Effect: If the attacker beats his opponent in the opposed disarm roll by five or more, the attacker may immediately make a Dexterity check (DC 15).

If he succeeds, he catches whatever object he just knocked out of his opponent’s grasp in his other hand

25. Overrun

You run past—or over—a foe.

Action: Standard

Effect: The character can attempt an overrun as a standard action during his move or as part of a charge. In general, he cannot take a standard action during a move; overrun is an exception.

With an overrun, the character attempts to plough past or over his opponent (and move through his square) as he moves. A character can only overrun an opponent who is one size category larger, the same size or smaller than himself.

Only one overrun attempt can be made per round. Follow these steps to make an overrun attempt:

Step 1: Attack of Opportunity:
Since the attacker begins the overrun by moving into the defender’s space, the attacker provokes an attack of opportunity from the defender.

Step 2: Opponent Avoids?
The defender may simply avoid the attacker. If he does so, he does not suffer any ill effect. If the attacker attempts the overrun as part of a charge, he may keep moving. (A character can always move through a square occupied by someone who lets him by.) In either case, the overrun attempt does not count against the attacker’s actions this round, except for any movement required to enter the opponent’s square. If the opponent does not avoid the attacker, move to Step 3.

Step 3: Opponent Blocks?
If the opponent blocks the attacker, the attacker makes a Strength check opposed by the defender’s Dexterity or Strength check (defender chooses). A combatant gets a +4 bonus on the check for every size category he is larger than Medium or a –4 penalty for every size category he is smaller than Medium. The attacker gains a +2 bonus on his Strength check if he makes the overrun as part of a charge. The defender gets a +4 bonus on his check if he has more than two legs or is otherwise more stable than a normal humanoid. If the attacker wins, the defender is knocked prone. If he loses, the defender may immediately react and make a Strength check opposed by the attacker’s Dexterity or Strength check (attacker chooses), including the size modifiers noted above but no other modifiers, to try to knock the attacker prone.

Step 4: Consequences:
If the attacker succeeds in knocking his opponent prone, he can continue his movement as normal. If he fails and is knocked prone in turn, he must move five feet back the way he came and fall prone, ending his movement there. If he fails but is not knocked prone, he must move five feet back the way he came, ending his movement there. If that square is occupied, he falls prone in that square. If a character has the Improved Overrun feat, his target may not choose to avoid him.

26. Pantherish Twist

When two attackers attempt to flank you, you may twist away at the last moment, forcing them to attack one another.

Action: Immediate

Prerequisite: Improved uncanny dodge

Circumstance: The defending character must be dodging.

Effect: If two opponents move into positions which would usually allow them to flank an opponent, the opponent who has improved uncanny dodge can choose to force both of them to make opposed Dexterity checks with him.

If one or both of the attackers lose the opposed Dexterity check, he or they must attack the other enemy instead of their intended opponent.

However, if one or both of them win the opposed Dexterity check, there is a +2 circumstance bonus on his or their attack and damage rolls against the opponent.

These effects only ever apply to the first attack each opponent makes.

27. Ranged Disarm

Action: Standard

Prerequisite: Precise Shot, Improved Disarm

Effect: You may make disarm attempts with a ranged weapon.

28. Ready

You prepare a specific move to be unleashed when a certain trigger or event occurs.

Action: Special

Effect: The ready action lets a character prepare to take an action later, after his turn is over but before his next one has begun. Readying is a standard action. It does not provoke an attack of opportunity, though the action that is readied might do so.

Readying an Action

A character can ready a standard action, a move action or a free action. To do so, he must specify the action he will take and the conditions under which he will take it.

Then, any time before his next action, he may take the readied action in response to that condition. The readied action occurs just before the action that triggers it. If the triggered action is part of another character’s activities, the readied action interrupts the other character. Assuming he is still capable of doing so, the interrupted character continues his actions once the readied action has been completed.

The initiative result of the character who readied the action changes as noted below. For the rest of the encounter, his initiative result is the count on which he took the readied action and he acts immediately ahead of the character whose action triggered the readied action.

A character can take a five-foot step as part of his readied action but only if he does not otherwise move any distance during the round.

Initiative Consequences of Readying

A character’s initiative result becomes the count on which he takes the readied action. If he comes to his next action and has not yet performed his readied action, he does not get to take the readied action, though he can ready the same action again. If he takes his readied action in the next round, before his regular turn, his initiative count rises to that new point in the order of battle and he does not get his regular action that round.

Readying a Weapon against a Charge

A character can ready certain piercing weapons by setting them to receive charges. A readied weapon of this type deals double damage if a character scores a hit with it against a charging opponent.

29. Riposte

You parry with such skill that you open up your opponent’s defenses.

Action: Immediate

Prerequisite: Base parry bonus +4

Circumstance: The opponent’s attack is less than half of your total Parry Defense.

Effect: The character may immediately take an attack of opportunity against his foe.

30. Roll

You throw yourself to one side.

Action: Immediate

Circumstance: A character is prone and being attacked in melee.

Effect: A character makes a Tumble check against a DC equal to his foe’s attack roll. If successful, he does not suffer the normal –4 penalty to Defense for being prone.

31. Shield Bash

You can bash an opponent with a shield, using it as an off-hand weapon.

Action: Standard

Prerequisite: Base attack bonus +1

Effect: Used this way, a shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a shield as a one-handed weapon.

If you use your shield as a weapon, you lose its AC bonus until your next action (usually until the next round).

32. Shield Slam

A character blocks so forcefully that he knocks his opponent’s blade far to one side, opening him up for a devastating counter-attack.

Action: Immediate

Prerequisite: Base parry bonus +2

Circumstance: The character must be parrying with a shield.

Effect: When a character parries an opponent’s attack, the defending character may make an opposed Strength check against his foe.

If he loses, his opponent immediately damages the defender’s shield as if he had succeeded in a sunder attempt (see below).

If he succeeds, his opponent suffers a –2 circumstance penalty to his Parry Defense until his next action.

33. Sunder

With a mighty blow, you smash your foe’s weapon to pieces!

Action: Standard

Circumstance: The character must be in melee combat with a foe who is using a weapon or shield.

Effect: The character can use a melee attack with a slashing or bludgeoning weapon to strike a weapon or shield that his opponent is holding. Follow the steps outlined here to attempt to sunder a weapon or shield.

Attacking held objects other than weapons or shieldsis covered below.

Step 1: Attack of Opportunity:
The character provokes an attack of opportunity from the target whose weapon or shield he is trying to sunder. If the attacker has the Improved Sunder feat, he does not incur an attack of opportunity for making the attempt.

Step 2: Opposed Rolls:
The attacker and the defender make opposed attack rolls with their respective weapons. The wielder of a two-handed weapon on a sunder attempt gets a +4 bonus on this roll and the wielder of a light weapon takes a –4 penalty. If the combatants are of different sizes, the larger combatant gets a bonus of +4 per difference in size category on the attack roll.

Step 3: Consequences:
If the attacker beats the defender, the attacker rolls damage and deal it to the weapon or shield. See the Weapons, Primitive Weapons, Akbitanan Weapons and Shields tables in the Equipment chapter to determine how much damage must be dealt to destroy the weapon or shield. If the attacker fails the sunder attempt, he does not deal any damage. Note: A character may not use Armour Piercing when attacking an object, nor can he bypass its hardness with finesse. See Breaking Objects.

Sundering a Carried or Worn Object

A character does not use an opposed attack roll to damage a carried or worn object. Instead, he makes an attack roll against the object’s Dodge Defense. A carried or worn object’s Dodge Defense is equal to 10 + its size modifier + the Dexterity modifier of the carrying or wearing character.

Attacking a carried or worn object provokes an attack of opportunity, just as attacking a held object does. To attempt to snatch away an item worn by a defender rather than damage it, see Disarm.

A character cannot sunder amour worn by another character.

34. Sundering Parry

Rather than simply setting aside an opponent’s weapon, you attempt to hack it through withyour own.

Action: Immediate

Prerequisite: Improved Sunder, base parry bonus +1

Circumstance: The character must be parrying.

Effect: The defender takes a –2 circumstance penalty to his Parry Defense.

However, if he succeeds in parrying his enemy’s weapon, he may immediately make a sunder attempt as a free action that does not provoke an attack of opportunity.

All the usual modifiers apply (including the +4 bonus for the Improved Sunder feat) and the defender suffers an additional –2 circumstance penalty to the sundering attack roll.

35. Throw Splash Weapon

You hurl a vial or grenade or other splash weapon at an enemy.

Action: Standard

Effect: 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, make a ranged touch attack against the target. Thrown weapons require no weapon proficiency, so do not take the –4 non-proficiency penalty.

A hit deals direct hit damage to the target and splash damage to all creatures within five feet of the target. A character can target a specific grid intersection instead of a specific object. Treat this as a ranged attack against a Defense of 5.

However, if a grid intersection is targeted, creatures in all adjacent squares are dealt the splash damage and the direct hit damage is not dealt to any creature. A player cannot target a grid intersection occupied by a Large or larger creature; in this case, he is aiming at the creature.

If you miss the target, whether aiming at a creature or a grid intersection, roll 1d8. This determines the misdirection of the throw, with 1 being straight back at you and 2 through 8 counting clockwise around the grid intersection or target creature.

Then, count a number of squares in the indicated direction equal to the range increment of the throw. After you determine where the weapon landed, it deals damage to the square it lands in and all adjacent squares as described above.

36. To the Hilt

You take advantage of your enemy’s lack of amour to plunge your weapon into his body and leave it buried in his flesh.

Action: Standard

Prerequisite: Power Attack

Circumstance: The character must be attacking with a piercing or slashing weapon against an unarmored opponent.

Effect: The attacker gains a +2 circumstance modifier to his damage roll.

However, if the damage rolled with the weapon (before any modifiers for Strength, sneak attacks and bonuses of any kind) is higher than the character’s Strength modifier, the weapon sticks into the enemy, whether he is living or dead.

The attacker or another character, including the one with the weapon stuck in him if he is still alive, can remove a stuck weapon by taking a full-round action and making a Strength check (DC 10).

Often characters will find it easier and quicker to draw or pick up an alternate weapon. A character with a weapon stuck in him sustains 1d6 damage every time he takes a move, standard or full-round action.

37. Trip

You cunningly trip or otherwise topple a foe.

Action: Standard

Circumstance: The character must be in melee combat with a foe and using either an unarmed attack or a weapon that allows trip attacks.

Effect: The character can try to trip an opponent as an unarmed melee attack. He can only trip an opponent who is one size category larger, the same size, or smaller than himself.

Making a Trip Attack

The character makes an unarmed melee touch attack against a target. This provokes an attack of opportunity from the target as normal for unarmed attacks.

If the attacker’s attack succeeds, he makes a Strength check opposed by the defender’s Dexterity or Strength check (defender’s choice). A combatant gets a +4 bonus for every size category he is larger than Medium, or a –4 penalty for every size category he is smaller than Medium. The defender gets a +4 bonus on his check if he has more than two legs or is otherwise more stable than a normal humanoid.

If the attacker wins, he trips the defender. If he loses, the defender may immediately react and make a Strength check opposed by the attacker’s Dexterity or Strength check (attacker’s choice) to try to trip the attacker.

Avoiding Attacks of Opportunity

If the attacker has the Improved Trip feat or if he is tripping with a weapon (see below) he does not provoke an attack of opportunity for making a trip attack.

Being Tripped (Prone)

A tripped character is prone. Standing up is a move action and provokes an attack of opportunity.

Tripping a Mounted Opponent

A character may make a trip attack against a mounted opponent. The defender may make a Ride check in place of his Dexterity or Strength check. If the attacker succeeds, the rider is pulled from his mount.

Tripping with a Weapon

Some weapons can be used to make trip attacks. In this case, a character makes a melee touch attack with the weapon instead of an unarmed melee touch attack and does not provoke an attack of opportunity. If the character fails his trip attempt, he can drop the weapon to avoid being tripped in return.

38. Use The Battlefield

A character takes advantage of some quirk of the battlefield.

Action: Free

Circumstance: The character is in or is entering melee combat with a foe.

Effect: Describe how a character uses some quirk of the battlefield to his advantage, like forcing a foe up to the crumbling edge of a precipice or leaping off a statue in a temple to attack a high priest.

The Games Master may call for a skill check, normally a Balance, Jump or Tumble. The DC for this check is generally 20. If the character succeeds, he gets a +2 circumstance bonus to his attacks against a particular foe in the round; if he fails, he draws an Attack of Opportunity from that foe.