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<blockquote data-quote="Jimlock" data-source="post: 5562327" data-attributes="member: 6674931"><p><span style="color: Olive">ACROBATIC STRIKE</span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive">[FIGHTER BONUS FEAT, GENERAL]</span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive">Your dexterous maneuvers and skilled acrobatics allow you to slip past a foe's defenses and deliver an accurate strike against him.</span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive">Prerequisite: Tumble 12 ranks</span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive">Benefit: If you succeed in using Tumble to avoid an opponent's attack of opportunity, you gain a +4 bonus on the next attack that you make against that foe as long as the attack occurs before the end of your current turn.</span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive">Special: A fighter can select Acrobatic Strike as one of his fighter bonus feats.</span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive">Rulebook: Players handbook II (p. 71)</span></p><p></p><p></p><p></p><p><span style="color: Olive">COMBAT ACROBAT</span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive">[FIGHTER BONUS FEAT, GENERAL]</span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive">Your acrobatics and agility in combat allow you to maneuver across the battlefi eld with ease. You stay on your feet and speed over diffi cult terrain due to your superior athleticism and acrobatic talents.</span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive">Prerequisite: Balance 9 ranks, Tumble 9 ranks</span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive">Benefit: You gain several BENEFITS: from this feat to refl ect your overall athletic ability and training in the skills vital to an acrobat. Acrobatic Recovery: If an effect causes you to fall prone, you can make a DC 20 Balance check to remain on your feet. Sure Footed Maneuver: With a DC 15 Balance check, you can ignore up to 4 squares of diffi cult terrain while moving. You treat these squares as normal terrain. You still endure any effects or hazards associated with the terrain. For example, a shallow pool of boiling water might dealfiredamage and count as diffi cult terrain. You would still take damage from the water even if your Balance check allowed you to move through it at full speed.</span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive">Special: A fighter can select Combat Acrobat as one of his fighter bonus feats.</span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive">Rulebook: Players handbook II (p. 76)</span></p><p><span style="color: Olive"></span></p><p></p><p></p><p>....and some skill tricks from Comp. Scoundrel...</p><p></p><p><span style="color: Olive">aCrobaTIC baCksTab [MoveMenT]</span></p><p><span style="color: Olive">You dart past your opponent’s attacks, ending up perfectly positioned for a devastating counterattack .</span></p><p><span style="color: Olive">Prerequisite: Tumble 12 ranks .</span></p><p><span style="color: Olive">Benefit: If you succeed on a Tumble check to move through an enemy’s space, you can treat that enemy as flat-footed against the next melee attack you make against it on your current turn .</span></p><p><span style="color: Olive">Your enemy must be standing on the ground or floor in order for you to use this trick </span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive">baCk on Your feeT [MoveMenT]</span></p><p><span style="color: Olive">You can hop back to your feet instantly if you fall . Prerequisite: Tumble 12 ranks . Benefit: If you fall prone for any reason, you can stand</span></p><p><span style="color: Olive">up as an immediate action without provoking attacks of opportunity </span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive">nIMble sTand [MoveMenT]</span></p><p><span style="color: Olive">You can rely on your acrobatic talent to stand up from prone safely .</span></p><p><span style="color: Olive">Prerequisite: Tumble 8 ranks .</span></p><p><span style="color: Olive">Benefit: You can stand up from prone without provok- ing attacks of opportunity </span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive">slIPPIng PasT [MoveMenT]</span></p><p><span style="color: Olive">You can slip through a tight space without breaking stride .</span></p><p><span style="color: Olive">Prerequisite:</span></p><p><span style="color: Olive">Escape Artist 5 ranks, Tumble 5 ranks .</span></p><p><span style="color: Olive">Benefit: As a swift action, you can ignore the additional movement cost and penalty on attack rolls and to AC when squeezing through a narrow space (PH 148) . The benefit lasts until the start of your next turn </span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive">TuMblIng CraWl [MoveMenT]</span></p><p><span style="color: Olive">You can safely roll away from danger . Prerequisite: Tumble 5 ranks . Benefit: By succeeding on a DC 15 Tumble check, you</span></p><p><span style="color: Olive">can crawl 5 feet as a move action without provoking attacks of opportunity . Crawling normally provokes attacks of opportunity from any attackers who threaten you at any point during your crawl (PH 142) </span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive">TWIsTed Charge [MoveMenT]</span></p><p><span style="color: Olive">You can charge in a crooked line . Prerequisite: Balance 5 ranks, Tumble 5 ranks . Benefit: When you charge, you can make one turn of</span></p><p><span style="color: Olive">up to 90 degrees during your movement . You can’t move more than your speed as part of this charge . All other restrictions on charges still apply, and you must have line of sight to the opponent at the start of your turn </span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive">Walk The Walls [MoveMenT]</span></p><p><span style="color: Olive">You can run straight up a wall for a few seconds . Prerequisite: Climb 12 ranks, Tumble 5 ranks . Benefit: You can move up a wall without making a Climb check . Each 5 feet of vertical movement costs you 4 squares of movement, and you must begin and end your turn on a horizontal surface </span></p></blockquote><p></p>
[QUOTE="Jimlock, post: 5562327, member: 6674931"] [COLOR="Olive"]ACROBATIC STRIKE [FIGHTER BONUS FEAT, GENERAL] Your dexterous maneuvers and skilled acrobatics allow you to slip past a foe's defenses and deliver an accurate strike against him. Prerequisite: Tumble 12 ranks Benefit: If you succeed in using Tumble to avoid an opponent's attack of opportunity, you gain a +4 bonus on the next attack that you make against that foe as long as the attack occurs before the end of your current turn. Special: A fighter can select Acrobatic Strike as one of his fighter bonus feats. Rulebook: Players handbook II (p. 71)[/COLOR] [COLOR="Olive"]COMBAT ACROBAT [FIGHTER BONUS FEAT, GENERAL] Your acrobatics and agility in combat allow you to maneuver across the battlefi eld with ease. You stay on your feet and speed over diffi cult terrain due to your superior athleticism and acrobatic talents. Prerequisite: Balance 9 ranks, Tumble 9 ranks Benefit: You gain several BENEFITS: from this feat to refl ect your overall athletic ability and training in the skills vital to an acrobat. Acrobatic Recovery: If an effect causes you to fall prone, you can make a DC 20 Balance check to remain on your feet. Sure Footed Maneuver: With a DC 15 Balance check, you can ignore up to 4 squares of diffi cult terrain while moving. You treat these squares as normal terrain. You still endure any effects or hazards associated with the terrain. For example, a shallow pool of boiling water might dealfiredamage and count as diffi cult terrain. You would still take damage from the water even if your Balance check allowed you to move through it at full speed. Special: A fighter can select Combat Acrobat as one of his fighter bonus feats. Rulebook: Players handbook II (p. 76) [/COLOR] ....and some skill tricks from Comp. Scoundrel... [COLOR="Olive"]aCrobaTIC baCksTab [MoveMenT] You dart past your opponent’s attacks, ending up perfectly positioned for a devastating counterattack . Prerequisite: Tumble 12 ranks . Benefit: If you succeed on a Tumble check to move through an enemy’s space, you can treat that enemy as flat-footed against the next melee attack you make against it on your current turn . Your enemy must be standing on the ground or floor in order for you to use this trick baCk on Your feeT [MoveMenT] You can hop back to your feet instantly if you fall . Prerequisite: Tumble 12 ranks . Benefit: If you fall prone for any reason, you can stand up as an immediate action without provoking attacks of opportunity nIMble sTand [MoveMenT] You can rely on your acrobatic talent to stand up from prone safely . Prerequisite: Tumble 8 ranks . Benefit: You can stand up from prone without provok- ing attacks of opportunity slIPPIng PasT [MoveMenT] You can slip through a tight space without breaking stride . Prerequisite: Escape Artist 5 ranks, Tumble 5 ranks . Benefit: As a swift action, you can ignore the additional movement cost and penalty on attack rolls and to AC when squeezing through a narrow space (PH 148) . The benefit lasts until the start of your next turn TuMblIng CraWl [MoveMenT] You can safely roll away from danger . Prerequisite: Tumble 5 ranks . Benefit: By succeeding on a DC 15 Tumble check, you can crawl 5 feet as a move action without provoking attacks of opportunity . Crawling normally provokes attacks of opportunity from any attackers who threaten you at any point during your crawl (PH 142) TWIsTed Charge [MoveMenT] You can charge in a crooked line . Prerequisite: Balance 5 ranks, Tumble 5 ranks . Benefit: When you charge, you can make one turn of up to 90 degrees during your movement . You can’t move more than your speed as part of this charge . All other restrictions on charges still apply, and you must have line of sight to the opponent at the start of your turn Walk The Walls [MoveMenT] You can run straight up a wall for a few seconds . Prerequisite: Climb 12 ranks, Tumble 5 ranks . Benefit: You can move up a wall without making a Climb check . Each 5 feet of vertical movement costs you 4 squares of movement, and you must begin and end your turn on a horizontal surface [/COLOR] [/QUOTE]
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