Movement

Feat Descriptions

Improved Quick Stand [Movement]

Weebles wobble, but they don’t fall down.

Prereqs Quickstand

Benefit When knocked prone, you may use an immediate action to return to your feet. This action prevents the extra attack granted by Improved Trip.

Pressing Attack [Movement]

You don’t let your opponents rest.

Prereqs Combat Reflexes

Benefit When an opponent in a square you threaten makes a 5′ step away from you to a square you do not threaten, you may use an immediate action to take a 5′ step to a square that continues to threaten that opponent.

Quickstand [Movement]

You’re a hard person to keep down.

Benefit You can rise from a prone position to standing as a swift action that does not provoke an attack of opportunity.

Normal Rising from prone to standing is a move-equivalent action that provokes an attack of opportunity.

Run [Movement]

Benefit When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.

Normal You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.

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