Surfing and Snowboarding:
To keep things nice, simple and fast moving, assume that snowboarding and surfing work identically to skate-boarding in their environment. Any skater feats you’ve earned work just as well along the coast or high up in the mountains as they do on the asphalt.
Board Slam
You’ve incorporated your love for skateboarding into your martial arts style, using your deck like an improvised club as often as you use it as a vehicle. Prerequisite: Balance 8 ranks, Spring Attack Benefit: You’re so shockingly fast that you can kick out your board, slam it hard into an enemy as you pass, and catch the board, all as part of a single seamless action. Once per round, you may make an additional attack, at your highest base attack bonus, against an adjacent enemy in conjunction with your move action. Your board is considered an improvised weapon, inflicting a –4 penalty on the attack roll, and inflicts 1d8 points of damage.
Board Shield
When things are at their worst, and you’re dodging bullets, you can use your board as a shield in a last ditch effort to save your ass. Prerequisite: Defensive Martial Arts, Mobility, Balance 8 ranks Benefit: Once per round, as a free action made in response to an incoming attack, you can attempt a risky DC 25 Balance check to twist your body and kick up your board to intercept an incoming physical attack (such as a fist, a sword thrust or a sniper’s bullet), effectively parrying the assault with your board. You must be aware of the attack and not helpless or prevented from moving to use this feat. If the check is successful, the board suffers the attack, possibly negating some damage due to its hardness. If the check fails or if the attack destroys the board, you drop prone. If the Balance check fails, you suffer the effects of the attack normally. You may choose to activate after the attack roll is made but before damage is rolled.
Skatemonkey
You’re adept at launching into precarious heights on your board, and mix climbing, inverts and spectacular leaps when you need to go over something. Prerequisite: Climb 4 ranks, Balance 8 ranks Benefit: If you begin a climb my making a board mounted Jump check to catch a high target, like a hanging fire escape or a ledge, you may add your Dexterity modifier as an untyped bonus to your Climb check. When climbing in conjunction with a board mounted stunts, you may move at full speed (accelerated climbing) without a –5 penalty. Normal: You suffer a –5 penalty when climbing at full speed.
Skater Tricks
It’s not cheating if it works. You can use your board to trick, trip, baffle, irritate, confuse, humiliate, humble and generally screw over your opponents. Prerequisite: Balance 8 ranks, Improved Trip or Improved Disarm. Benefit: While on your board, may make a DC 22 Balance check prior to making any Disarm or Trip attempt. If the check succeeds, you may add the degree of success as an untyped bonus to your next Disarm or Trip attempt. Thus, if you rolled a 24, you would receive a +2 bonus on your next Disarm or Trip attempt. If the Balance check fails, you drop prone beside your board.
Wall Grind
When you’ve gotta move, you do it fast, with incredible athleticism and come at your opponent from unexpected angles. Prerequisite: Balance 4 ranks, Tumble 4 ranks, Athletic. Benefit: When you charge on your board, your movement need not be in a straight line. You may dodge agilely around obstacles, grind on walls, convent rails, incorporating a dizzying series of short hops and acrobatic tricks. You still cannot charge through opponents square. Normal: You can only use the charge action when moving in a straight line.