Shield Slam

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.