An Overrun lets you barrel through an opponent's space as part of a move or charge. Unlike Bull Rush (which shoves the target back), Overrun puts you through the target's space — whether or not the target moves at all. The target chooses to stand firm and risk being knocked prone, or to step aside and let you pass.

Performing an Overrun

Action Standard action, or as part of a charge
Provokes AoO Yes, from the target — unless you have Improved Overrun
Target's choice The target may avoid (step aside, letting you pass — no check required) or stand firm (force a CMB check)
Check d20 + CMB vs. target's CMD (only if the target stands firm)

Results

Target Avoids

  • The target moves to the nearest adjacent space.
  • You continue moving through the space unimpeded.
  • No CMB check is made.

Success (CMB ≥ CMD)

  • Move through the target's space.
  • Target is knocked prone.
  • If your CMB exceeds CMD by 5 or more, you may attempt to overrun the next creature in your path as a free action.

Failure (CMB < CMD)

  • Your movement stops adjacent to the target.
  • The target is not knocked prone.
  • If charging, the charge ends early.
Improved Overrun changes the target's options. If you have Improved Overrun, the target cannot choose to avoid — it must stand firm (or attempt to get out of the path some other way). This makes the feat significantly stronger in narrow corridors or when facing locked-in enemies.

Key Feats

Feat Benefit Prerequisite
Improved Overrun Does not provoke AoO; +2 CMB and CMD for Overrun; target cannot choose to avoid STR 13, Power Attack
Greater Overrun Creatures adjacent to the path of your overrun may make AoOs against the prone target Improved Overrun, BAB +6
Charge Through When charging, attempt a free Overrun maneuver against a creature in your path; if successful, continue the charge STR 13, Improved Overrun

Related Conditions

  • Prone — the condition applied to a target who fails to stop an Overrun. A prone creature takes –4 to melee attack rolls and ranged attacks against it gain +4; melee attacks against it take –4 instead.