Martial Arts Movements
Forward Spin
Damage: -
Use: 1 move action
Successive Penalty: -
Description: A quick spin into melee with an opponent used as part of your move action, leaving them unprepared to strike you.
Special: Roll an Acrobatics check vs an opposed Sense Motive as part of your movement into melee with an opponent. On success, your opponent loses one attack on their next turn. Can only be used once per round.
Forward Spin, Improved
Damage: -
Use: 1 attack
Successive Penalty: -
Description: A quick spin into melee with a nearby opponent, leaving them unprepared to strike you.
Special: Roll an Acrobatics check vs an opposed Sense Motive. On success, move up to 10 ft. into melee with your opponent, and they lose one attack on their next turn. Can only be used once per round.
Quick Stand
Damage: -
Use: 1 attack
Successive Penalty: -
Description: A quick flip that returns you to a standing position before your enemy can capitalize on your weakness.
Special: Make a DC 15 Acrobatics check. On success, you immediately stand from a Prone position. This movement does not provoke attacks of opportunity, and can only be used once per round.
Rapid Shift
Damage: -
Use: 1 attack
Successive Penalty: -
Description: Shifting footwork that allows you to reposition yourself without breaking combat rhythm.
Special: Make an additional 5 ft step.
Saddle Stand
Damage: -
Use: 1 attack
Successive Penalty: -
Description: Stand atop your mount to allow yourself greater mobility and combat options.
Special: Make a Combat Maneuver Check. If the result is 15 or higher, you can stand atop your mount without penalty. The Ride check to control your mount while standing is DC 10. This can only be used with trained war mounts.
Stagger
Damage: -
Use: 1 move action
Successive Penalty: -
Description: A broken walk/fall into combat that can hide intentions and throw an enemy off their footing.
Special: Make a Bluff check vs your opponent's Sense Motive. If out of combat, success allows you to move into melee and gain a surprise round against any enemies you succeed against. When used as part of a Move Action in combat, success leaves an enemy you moved into melee with Flat-Footed until the start of their next turn.
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