Simplified Special Attacks (3.5e Variant Rule)

Simplified Special Attacks
Special attacks such as bull rush, trip, and grapple are rather complicated as-is, requiring a number of rolls and steps. This variant attempts to make such maneuvers simple, interesting, and balanced. All special attacks require a Fortitude or Reflex save by the one being affected (defender's choice), with a DC equal to 10 + 1/2 attacker's BAB + Strength or Dexterity modifier (attacker's choice). Creatures get a bonus to their saves and DCs equal to the opposite of the bonus/penalty they get from size to attack rolls (+1 for a large creature, +2 for a huge creature, and so on), and the attack rolls mentioned below may be normal or touch attacks.

Note that some special attacks such as sunder and disarm can't really be balanced conceptually in certain campaigns, and so won't be touched.

Bull Rush
In order to bull rush an opponent, you must take a swift action that provokes an upon making a successful melee attack. The target must then make a saving throw or be bull rushed, moving 5' away from you, and if the attack was part of a charge increase the DC by 4. For every 2 by which your opponent failed his save, you may move him up to another 5' in a straight line, moving along with him if you choose. The movement from the use of this ability does not provoke s.

Changes to Improved Bull Rush
Benefit: You gain a +2 to your Bull Rush DC, and attempting a Bull Rush does not provoke an.

Feint
As normal, but takes a move-equivalent action.

Changes to Improved Feint
Benefit: You may feint as a swift action.

Grapple
In order to grapple an opponent, you must take a swift action that provokes an upon making a successful melee attack against an adjacent target. The target must then make a saving throw, and on a failed save both you and your target are considered grappled (as below). Escaping a grapple against an unwilling opponent is a move action that requires either another save or Escape Artist check against the original DC. If you bull rush in a grapple, you must move with the target and don't have the option of having them move alone.

Grappled: You are immobilized, and take -2 to attacks and DCs against creatures who you are not grappling.

Special: You may "ground" flying creatures through a special use of grapple. You may make a ranged attack instead of a melee one, and if the target fails the save against the grapple DC they immediately begin falling for one round. At the start of their next turn they may once again begin flying should they wish to.

Changes to Improved Grapple
Benefit: You gain a +2 bonus to the DC of your Grapple attempts, and attempting to grapple does not provoke an.

Trip
In order to trip an opponent, you must take a swift action that provokes an upon making a successful melee attack. The target must then make a saving throw or be made prone.

Changes to Improved Trip
Benefit: You gain a +2 bonus to the DC of your Trip attempts, and attempting to trip does not provoke an.

Changes to Trip

 * Being prone gives a -2 penalty to AC against melee attacks (rather than 4).
 * Being prone gives a +2 bonus to AC against ranged attacks (rather than 4).
 * Getting up from prone does not provoke an.