Special Attacks

This section discusses all of the various standard maneuvers from Chapter 8 of the Pathfinder Roleplaying Game Core Rulebook that have been modified by this optional combat rules system. As a reminder, treat all references to Armor Class (AC) within that chapter as references to Defense.

COMBAT MANEUVERS

Sunder
You can attempt to sunder an item held by your opponent as part of an attack action in place of a melee attack. If you do not have the Improved Sunder feat, or a similar ability, attempting to sunder a held item provokes an attack of opportunity from the target of your maneuver. Attempting to sunder items worn does not provoke an attack of opportunity, nor is it taken in place of a melee attack (unless the GM determines that this is the case). Armor, clothing, and similar worn items are damaged normally depending on the location struck (see Armor as Damage Reduction for more details.

Feint
Feinting is a standard action. To feint, make a Bluff skill check. The DC of this check is equal to 10 + your opponent's base attack bonus + your opponent's Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent's Sense Motive bonus, if higher. If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to Defense (if any). In addition, the difficulty of the attack made is reduced by one level (so, from challenging to tricky), as are the associated penalties.

This attack must be made on or before your next turn.

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