Special Attacks

Combat Overview

Beyond a standard attack roll, Pathfinder offers several tactical options that change how you engage: charging to close distance with a bonus, aiding an ally, feinting to strip a defender's DEX, hurling a flask of alchemist's fire, or splitting attacks between two weapons. These are distinct from Combat Maneuvers — they don't use CMB/CMD — but they all modify the standard attack economy in important ways.

Aid Another

You can help an adjacent ally in combat by making an attack roll against AC 10. Success gives the ally a bonus on their next attack roll or AC until the start of your next turn.

Action Standard action
Check Attack roll vs. AC 10 (no miss chance, no cover applies to the DC)
Success — Attack Ally gains +2 on their next attack roll before the start of your next turn
Success — AC Ally gains +2 to AC until the start of your next turn
Choose one Declare attack bonus or AC bonus before rolling; you cannot switch after seeing the result
Skills Aid Another also applies to skill checks — see the individual skill descriptions for DC and effect

Charge

A charge lets you move up to double your speed and make a single melee attack with a bonus — at the cost of your AC until the start of your next turn.

Action Full-round action (replaces your entire turn)
Movement Must move at least 10 ft.; may move up to double your speed in a straight line toward the target
Attack bonus +2 on the melee attack roll at the end of the charge
AC penalty –2 to AC until the start of your next turn
Path required The path to the target must be unobstructed and end with you adjacent to the target; cannot charge through difficult terrain
Provokes AoO Yes — the movement portion provokes as normal movement
Pounce. Some creatures (and the Barbarian's Pounce rage power) allow a full attack at the end of a charge instead of a single attack. This is a special ability, not the default rule.

Feint

A feint is a Bluff check in combat that tricks your opponent into leaving themselves open, causing them to lose their Dexterity bonus to AC against your next attack.

Action Standard action (or move action with Improved Feint)
Check Bluff vs. 10 + target's BAB + target's WIS modifier (or Sense Motive if higher)
Success Target loses DEX bonus to AC against your next melee attack before the end of your next turn
Undead / mindless Cannot be feinted — they don't have the mental capacity to be tricked
Ranged feint Not possible by default; requires the Ranged Feint feat (APG)

Throw Splash Weapon

Alchemist's fire, acid flasks, holy water, and similar splash weapons are thrown as ranged touch attacks. On a hit, the primary target takes full damage; adjacent squares take splash damage.

Action Standard action
Attack roll Ranged touch attack (ignores armor and natural armor bonus)
Hit — direct Full listed damage to the target
Hit — splash 1 point of splash damage (or listed splash value) to all creatures in squares adjacent to the target
Miss Scatter — determine the direction (d8) and distance (d6 × 5 ft.) the flask lands; all creatures in that square take splash damage only
Range increment 10 ft.; penalties apply per additional increment as normal ranged weapons

Two-Weapon Fighting

Fighting with a weapon in each hand lets you make an extra attack per round, but both hands suffer attack roll penalties. The off-hand weapon must be wielded in the non-dominant hand.

Circumstance Primary Hand Off Hand
Normal penalties –6 –10
Off-hand weapon is light –4 –8
Two-Weapon Fighting feat –4 –4
Two-Weapon Fighting feat + light off-hand –2 –2

Off-Hand Damage

  • Off-hand attacks add only ½ STR modifier to damage (round down).
  • Primary hand still adds full STR (or 1½ × STR if wielding two-handed).
  • A negative STR modifier applies in full to both hands.

Feat Progression

  • Two-Weapon Fighting — reduces penalties (requires DEX 15)
  • Improved TWF — adds a second off-hand attack at –5 (requires BAB +6)
  • Greater TWF — adds a third off-hand attack at –10 (requires BAB +11)