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  Type of Feat: General
  Type of Feat: General
  Prerequisite: Shield Bash, Knockdown, Shield Charge, Base Attack Bonus + 6
  Prerequisite: Shield Bash, Shield Charge, Base Attack Bonus + 6
  Use: Selected
  Use: Selected



Latest revision as of 19:05, 16 December 2022

Shield Slam

Type of Feat: General
Prerequisite: Shield Bash, Shield Charge, Base Attack Bonus + 6
Use: Selected


As a combat action or as a charge action, you may make an attack with your shield against an opponent. If you hit, you force the target damaged by this attack to make a Fortitude saving throw (DC 10 + 1/2 character level + Str modifier) in addition to dealing damage normally. A defender who fails this saving throw is dazed for 1 round (until just before your next action). Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be dazed. A Shield Slam can cost you one or several attacks in the time it takes to execute during your combat round. A Shield Slam inflicts damage like a Shield Bash even if the opponent saves, as long as the Slam has connected.

Gameplay Notes

When you daze an opponent with your slam he is thrown off-balance, essentialy being flatfooted. Such an opponent is susceptible to sneak attacks and cannot perform any actions. This includes not being able to drink potions. This is unlike the normal daze effect that spells for example use which seems to protect against sneak attacks and allows dazed creature to drink potions. 

On activation Shield Slam has a cooldown of 18 seconds (3 rounds) till it can be activated again.

You can autofail to hit with a Shield Slam on an attack roll of 1. Your enemy can autosuccess against your Shield Slam if he rolls a 20 on his fortitude save. ¨

Shield slam daze overcomes normal immunities against daze, like protection of aligment and mind blank.

Can be used only when shield bash is turned on, otherwise character will perform regular attack.

Bugs