The character must declare that she is using this attack before she makes her attack roll (thus, a failed attack roll ruins the attempt). The character’s threat range on a Knockout improves to 19-20. In place of a critical hit, Knockout forces a foe damaged by her attack to make a Fortitude saving throw (DC 16), in place of dealing damage normally. A defender who fails this saving throw is unconscious for 1d4 rounds. A defender who succeeds this saving throw is merely stunned.
Prerequisite: Combat Martial Arts
Special: Knockout can be used for any melee attack or unarmed strike.