Overrun
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.