Special Attacks
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 |
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)