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Improved Breaking Strikes {{#set:Type=General}} [[Summary::You have superior training in hard martial arts designed to shatter an opponent’s weapons, body, and spirit. These “breaking” strikes impose a penalty to your attack roll, but cause a special effect in addition to inflicting damage on your target.]] Prerequisites: {{#arraymap: BAB +4, Strength 13, Power Attack, Basic Breaking Strikes, Improved Bull Rush|,|x|Prerequisite::x}}Benefit: Improved Breaking Strikes permits you to perform two special melee attacks: break grip and break balance. In order to perform a Breaking Strike, you must wield a weapon with which you are proficient. To perform a Breaking Strike while unarmed, you must have the Improved Unarmed Strike feat.
Break Grip: This breaking strike damages your enemy and causes him to drop an object he carries, such as a shield or weapon. To Break Grip, you make an attack roll at a -6 penalty. If your attack hits, determine damage by the normal method. If your attack inflicts at least 1 HP damage to your target, your enemy may lose his grip and drop an item (selected by you when you make the attack). You and the defender make opposed attack rolls with your respective weapons. The wielder of a two-handed weapon gets a +4 bonus on this roll, and the wielder of a light weapon takes a –4 penalty. (An unarmed strike is a light weapon, so you always take a penalty when trying to Break Grip with an unarmed strike.) If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. If the targeted item is not a melee weapon, the defender takes a –4 penalty on the roll. If you beat your target, you force him to drop the item. Unlike the disarm action, your target does not get a chance to disarm you if you fail the opposed roll. Even if you perform Break Grip while unarmed, you do not gain control of the item dropped by your target. The object always falls to the ground. The Improved Disarm feat provides no bonuses for Break Grip.
Break Balance: You deliver a melee attack that damages your target and knocks him to the ground, prone. To Break Balance, you make an attack roll at a -6 penalty. Resolve damage by the normal method. If the attack hits, make a Strength check opposed by the defender’s Dexterity or Strength check (whichever ability score has the higher modifier). A combatant gets a +4 bonus for every size category he is larger than Medium or a –4 penalty for every size category he is smaller than Medium. The defender gets a +4 bonus on his check if he has more than two legs or is otherwise more stable than a normal humanoid. If you win the opposed check, you knock your target prone. Even if Break Balance inflicts no damage, it might knock your target down when it hits. Unlike the trip action, the defender may not react and attempt to trip you if you fail the Strength check. The Improved Trip feat provides no benefits to Break Balance.

Template:3.5e Grim-N-Gritty Breadcrumb/Feats

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