Running Attack
Be like water
Running Attack
Prerequisites: Dexterity Score 14 & Fleet Footed
- Benefit: When making an attack with a melee or ranged weapon, you may move both before and after the attack, provided that your distance moved is not greater than your speed.
Improved Running Attack
Prerequisites: Dexterity Score 14, Fleet Footed, & Running Attack
- Benefit: When making an Attack or Combat Maneuver with a melee or ranged weapon, you may move both before and after the attack/maneuver, provided that your distance moved is not greater than your speed. The attack(s) made in between your movement gain a +3 circumstance bonus.
- If you used a combat maneuver that would impede your own movement, then it is either treated as Difficult Terrain or fully halts your movement.
Master Running Attack
Prerequisites: Dexterity 14, Fleet Footed, & Improved Running Attack
- Benefit: When making an Attack or Combat Maneuver with a melee or ranged weapon, you may move both before and after the attack/maneuver, provided that your distance moved is not greater than your speed. The attack(s) made in between your movement gain a +5 circumstance bonus. Each successful Attack/Maneuver grants an additional square of movement.
- If you used a combat maneuver that would impede your own movement, then it is either treated as Difficult Terrain or fully halts your movement.
Perfected Running Attack
Prerequisites: Dexterity 14, Fleet Footed, Master Running Attack, & Combat Mastery
- Benefit: When making an Attack or Combat Maneuver with a melee or ranged weapon, you may move both before and after the attack/maneuver, provided that your distance moved is not greater than your speed. The attack(s) made in between your movement gain a +5 circumstance bonus. Each successful Attack/Maneuver grants an additional square of movement. You may spend 3 squares of movement to make an Additional Attack, beyond your normal amount, while moving. The extra attack rolls with your highest multi attack penalty +5; if you're level 6 your highest multi attack penalty would be -5 +5 for a extra attack penalty of -10.
- If you used a combat maneuver that would impede your own movement, then it is either treated as Difficult Terrain or fully halts your movement.
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