Yesterday I answered a fan’s request for a new kind of monk that focused less on the traditional stable of monk abilities, and more on throwing energy blasts around and flying through the air. Creating this unconventional type of martial artist was a lot of fun and got me thinking about what other fun and kooky martial artists I could come up with. After a talk with some friends, I decided it was the time of the Jackie Chan-style martial artist, the sort who always seems to be falling and tripping over stuff. So here are some cool new feats to allow you to replicate the improbable and masterful techniques of the goofy kung fu movie.
Dizzy Cobra (Combat)
As an experienced fighter, you are familiar with being knocked to the ground. Unlike an amateur, you have learned to use the act of falling and getting up to punish those who think you’re vulnerable.
Prerequisites: Acrobatics 1 rank, Dodge.
Benefit: Whenever you get up from prone, you may make a melee attack as an immediate action against any adjacent character. Additionally, you do not suffer the normal -4 penalty to attack rolls made while prone.
Falling Sky Attack (Combat)
Like a meteor from the heavens, you fall upon your foes from great height, swinging wildly and knocking them to the ground.
Prerequisites: Acrobatics 1 rank, Climb 1 rank.
Benefit: Whenever you use Acrobatics to jump down from a height of at least 10 feet into a square occupied by another character, you may make a melee attack against that character as an immediate action. You gain a +1 bonus on the attack and damage rolls made for this attack for every 10 feet that you fell as part of this movement. Additionally, if the attack hits, you may make a combat maneuver check against the target, which, if successful, knocks the opponent prone. If the combat maneuver check fails, you become prone instead. Regardless of who is knocked prone, once the attack and combat maneuver have been resolved, you move to the nearest adjacent unoccupied square. This movement does not provoke attacks of opportunity.
You run around the corner and disappear, leading some to the conclusion that you can become invisible.
Prerequisites: Run, Stealth 1 rank.
Benefit: Whenever you use the Run action, you gain a +4 bonus on all Stealth checks until the end of your next turn. Additionally, at the end of your movement, you may make a Stealth check as a free action. This feat does not give you the ability to use Stealth when you would otherwise not be able to.
Scaled Offense (Combat)
Gaining the higher ground is often critical to success in hand-to-hand combat, and you have learned that climbing above your foes leads to an exceptional advantage in combat.
Prerequisites: Athletics, Climb 1 rank.
Benefit: Whenever you are climbing by using the Climb skill, you gain a +2 bonus to all attack and weapon damage rolls. Additionally, whenever you deal damage to a character that is currently using the Climb skill, he suffers a -5 penalty on all Climb skill checks for until the end of his next turn. This penalty does not stack with itself.
Slippery Defense (Combat)
Slick surfaces and narrow beams are your allies, as your masterful balance allows you to take advantage of the extra movement to better defend yourself while maintaining your balance.
Prerequisites: Acrobatic, Acrobatics 1 rank.
Benefit: Whenever you successfully make an Acrobatics skill check to balance on a wet or narrow surface, you gain a +4 dodge bonus to AC for 1d4 rounds. Additionally, as a standard action, you may attempt a DC 20 Acrobatics check, regardless of the type of surface you are on. If you succeed on the check, you gain a +2 dodge bonus to AC for 1d4 rounds.