Hong Kong Action Feats

The_Gneech

Explorer
Some feats to help capture that wire-flying, slam-bang feel! Comments or thoughts welcome and appreciated...

ALLEYOOP
You can bound your way up corners, over fences, between poles, etc. like a squirrel bounds up a tree.

Prerequisites: Str 11+, Dex 13+, Climb: 4 ranks, Tumble: 4 ranks

Benefit: When your character is next to a suitable obstacle or object, they may quickly bound up great heights as a move-equivalent action by catching protrusions by making a Tumble check vs. DC 15. The amount rolled on the check is the height the character can reach, in feet, to a maximum of the height of the objects. A "suitable object" is anything that a character can find purchase on, you couldn't alleyoop your way up a blank, featureless wall.

Normal: To climb half your speed is a full-round action that leaves you flat-footed and requires a Climb check.
Bonus Feat For: Daredevil, Martial Artist.

SNAG
Prerequisites: Dex 12+, Tumble: 4 ranks

Benefit: The character may pick up any unattended object in a square they occupy or pass through as a free action that does not provoke attacks of opportunity, with a successful Dexterity check. Sample DCs for the check include:

DC 10: Large, easy-to-grab object, such as an empty cardboard box with a handle.

DC 15: Medium-size, relatively easy-to-grab object, such as a baseball bat.

DC 20: Small, hard-to-grab object, such as a gun.

DC 25: Tiny, delicate object, such as a roleplaying game miniature.
If the Dexterity check is successful, the character may use the object normally. If the check is failed by less than two points, the character has the object, but did not get a good grip on it and must take a move-equivalent action to reorient the object. (If the object is a bladed weapon or other dangerous object, the character must make a Reflex save against the same DC as the Dexterity check to avoid injuring themselves.) If the Dexterity check fails, the object remains where it was.

Normal: Picking up an object is a move-equivalent action that provokes an opportunity.

Bonus Feat For: Daredevil, Martial Artist.

WALL-RUNNING
Your character can perform amazing acrobatic feats of running along walls or other vertical surfaces for short distances, or using walls to launch into prodigious leaps.

Prerequisites: Str 11+, Dex 14+, Wis 14+, Climb: 4 ranks, Jump: 5 ranks, Tumble: 8 ranks, Alleyoop

Benefit: This feat has two uses, wall-running, or leap-launching.

Wall-Running: If the character begins and ends their movement adjacent to a wall, they may make a full run through any number of threatened spaces without provoking attacks of opportunity by going up and over the threatened area, no Tumble check required. NOTE: The wall must be at least 5' taller than the foe occupying the threatened space, and the character may not go any higher than one of their regular moves (30' for most characters). It doesn't do much good to wall-run 10' up through the threatened space of a 16' tall T-Rex...

Leap-Launching: If the character begins their movement adjacent to a wall, the DC for any jump check is reduced by 5, due to the character gaining height bouncing off the wall first.

Normal: A successful Tumble check vs. DC 20 is required to move 20' through or past opponents without provoking attacks of opportunity.

Bonus Feat For: Daredevil, Martial Artist.

-The Gneech ("What do you think, sirs?") :cool:
 

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For snag, sleight of hand would be more appropriate than tumble and a dex check, plus if you made it a skill check people could get better as they increased in level.
 

1. I'd make alley-oop a jump check, not a tumble check.

2. I'd suggest that leap-launching should ADD 5 to the check result of a jump, as DC's for jumps are relatively meaningless (90% of the time, the player will go for distance, not a specific DC)

3. Is there a reason to have alley-oop if leap-launching exists? I'd suggest putting leap-launching under alley-oop rather than wall-running.
 

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