Special Moves:


In addition to simply moving and attacking, you can use various special moves to turn the tide of battle in your favor.

Disarm:


When you hit with a melee attack, you may choose try and disarm your foe instead of dealing damage. If you do this, your foe rolls a Fortitude save (DC 9+half your CR+your Str). If they fail the save, one weapon/shield they were holding (your choice) is now either in your hand or at your feet (your choice). However, if they pass the Fortitude save to avoid being disarmed, you provoke an Attack of Opportunity from them.

If the foe in question is using a two-handed weapon, they get a +3 bonus on their Fortitude save.

Trip:


When you hit with a melee attack, you may choose try and trip your foe instead of dealing damage. If you do this, your foe rolls a Reflex save (DC 9+half your CR+your Dex). If they fail the save, they are knocked to the ground (their land speed is reduced to 5 feet until they take a move action to stand up). However, if they pass the Reflex save to avoid being tripped, you provoke an Attack of Opportunity from them.

If the foe in question is one size larger than you, they get a +3 bonus on their Reflex save. If they are two or more sizes larger than you, you can not trip them.

Trick:


When you hit with a melee attack, you may choose try and trick your foe instead of dealing damage. If you do this, your foe rolls a Will save (DC 9+half your CR+your Cha). If they fail the save, they suffer a -4 penalty to attack rolls and Reflex saves until the end of your next turn. However, if they pass the Will save to avoid being tricked, you provoke an Attack of Opportunity from them.

If the foe in question has at least 6 ranks in Perception, they get a +3 bonus on their Will save.

Shove:


When you hit with a melee attack, you may choose try and shove your foe instead of dealing damage. If you do this, your foe rolls a Fortitude save (DC 9+half your CR+your Str). If they fail the save, they are moved 5 feet in the direction of your choice and you move into their former square. However, if they pass the Fortitude save to avoid being shoved, you provoke an Attack of Opportunity from them.

If the foe in question is wearing heavy armor, they get a +3 bonus on their Fortitude save.

Gambit:


When someone misses you with a melee attack, you may choose to engage in a gambit. If you do this, the attack hits anyway; however the attack provokes an Attack of Opportunity from you.


Creature Sizes


Creatures smaller than Small or larger than Large have special rules relating to position and reach.

Size AC/Atk Stealth Str
Tiny +2 +8 -2
Small +1 +4 -1
Medium +0 +0 +0
Large -1 -4 +1
Huge -2 -8 +2

AC/Atk: Bonus/penalty to AC and attack rolls.
Stealth: Bonus/penalty to Stealth checks.
Str: Bonus/penalty to Strength score.

Tiny Creatures


Very small creatures take up less than 1 square of space. This means that more than one such creature can fit into a single square. A Tiny creature occupies a space only 2½ feet across, so four can fit into a single square. Creatures that take up less than 1 square of space typically have a natural reach of 0 feet, meaning they can’t reach into adjacent squares (they also threaten no squares and can not flank). They must enter an opponent’s square to attack in melee. This provokes an attack of opportunity from the opponent. You can attack into your own square if you need to, so you can attack such creatures normally.

Huge Creatures


Very large creatures take up more than 1 square. Huge creatures take up a space 10 feet by 10 feet (2 squares by 2 squares). They have a 10 foot reach; this means they can make a melee attack at any creature within 10 feet of any square they occupy (they also threaten all squares within 10 feet of them).