Greater Combat Action

GREATER COMBAT ACTION [General]
Select one combat action: Bull Rush, Disarm, Feint, Grapple, Overrun, Sunder, Trip.

Prerequisite: Improved (selected combat action), base attack bonus +6.

Benefit: As a standard action you may make a melee attack roll. If this attack hits you may make the selected combat action as a free action against the target.
 * Bull Rush: When you bull rush during a charge you can move the target an additional 5ft. (1 square). This stacks with the benefits of Improved Bull Rush.
 * Disarm: When you disarm a target you may also arm yourself with the weapon and immediately make an attack with it as a free action.
 * Feint: Once per round, you can feint as a swift action.
 * Grapple: You are treated as one size larger for the purpose of Grapple checks thus granting you a +4 size bonus to Grapple checks and allowing you to grapple creatures up to two sizes larger than your actual size.
 * Overrun: When you overrun, you can make an infinite number of overrun attempts during your move although you may make an attempt only once per target and your move stops once you fail an overrun attempt. Remember, an Overrun attempt is a standard action taken during a move so this lets you do the free melee attack noted above only against the first target.
 * Sunder: When you sunder an item you ignore the first 2 points of hardness (to a minimum of 0). This stacks with Improved Sunder feat.
 * Trip: Instead of a free bull rush you may attempt a free grapple or disarm.

Special: This feat can be taken multiple times; its effects do not stack. Each time it is taken, it applies to a new combat action.

Comments
Tactics are important.