Kinet-do
Prerequisite: Martial Arts, Tumble 3+ ranks
Benefit: As a free action the character may immediately return to their feet frome a prone position without taking any penalties. This may only be done once per round. Any attack drawn from the Improved Trip feat is still granted though the target is not copnsidered to be prone for the attack.
Kinet-do Expertise
Prerequisite: Tumble 5+ ranks,Martial Arts, Defensive Martial Arts, Improved Martial Arts, Kinet-doBenefit: The Kinet-do expert has gained the abbility to follow a successful melee attack with a foot sweep or other maneuver to trip their opponent. This may be done to as many opponents as the Kinet-do has normal attacks according to their BAB. The trip attack is made at the same attack bonus as the attack that provoked it. Treat the trip as normal, however if the attacker has the Improved Trip feat they may only follow up a single trip per round with an attack as per feat.
Kinet-do Mastery
Prerequisite: Tumble 8+ ranks,Martial Arts, Advanced Martial Arts, Improved Martial Arts, Improved trip, Defensive Martial Arts, Kinet-do, Kinet-do Expertise.
Benefit: If you sucessfully trip an opponent in unarmed combat, then you may move the opponent up to 4m in any direction. The thrown person is considered dazed for 1d4 rounds unless they make a DC 18 Fortitude save. If the targed square is occupied the person or creature in the square must make a DC 15 Reflex save or be knocked prone with the thrown person. Addtionally if the Refelx save is failed the occupant must also make a 15 Fortitude save or be dazed as well for a single round. |