Movement Skill Tricks

Acrobatic Backstab [Movement]
You dart past your opponent’s attacks, ending up perfectly positioned for a devastating counterattack.
Prerequisite: Acrobatics 8 ranks.
Benefit: If you succeed on a Tumble check to move through an enemys 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: Acrobatics 8 ranks.
Benefit: If you fall prone for any reason, you can stand up as an immediate action without provoking attacks of opportunity.

Corner Perch [Movement]
You can brace yourself against walls to leave your hands free.
Prerequisite: Climb 4 ranks.
Benefit: If you succeed on a Climb check to ascend or descend either a chimney, where you can brace against opposite walls, or a corner where you can brace against perpendicular walls, you can suspend yourself momentarily. Until the end of your next turn, you can use your hands freely for any other purpose (including attacking) without risk of falling. At the end of your next turn, you fall from the wall unless you succeed on a Climb check against the normal DC + 5 (made as a move action) or you have succeeded on another Climb check to move up or down the wall as normal.

Example: Ember the monk succeeds on a DC 15 Climb check to scramble up 10 feet (one-quarter of her speed) into a corner formed by two typical dungeon walls. Using Corner Perch, she then braces her legs against the walls and uses her remaining standard action to draw and
throw a shuriken at a bugbear on the ground below her.

Dismount Attack [Movement]
You can leap out of the saddle onto a foe.
Prerequisite: Ride 2 ranks.
Benefit: If your mount has moved at least 10 feet in this round and you succeed on a fast dismount, you can use a standard action to attack an adjacent opponent as if you had charged that opponent.

Escape Attack [Movement]
You can follow a successful escape with a swift attack.
Prerequisite: Escape Artist 5 ranks.
Benefit: When you escape a grapple, you can make a single melee attack with a light weapon as a swift action against the opponent that was grappling you. The opponent is considered flat-footed against this attack. You must have the weapon in hand at the beginning of your turn in order to use this trick.

Extreme Leap [Movement]
Your extraordinary leaping ability carries you over great distances.
Prerequisite: Acrobatics 2 ranks.
Benefit: If you make a horizontal jump of at least 10 feet during your turn, you can spend a swift action to move an additional 10 feet on that turn.

Gentle Landing [Movement]
You are an expert of landing from tall heights.
Prerequisites: Acrobatics 2 Ranks
Benefit: When you fall or jump down from at least 10 feet up, you may spend an immediate action to negate a single dice of falling damage and to land on your feet.

God Speed [Movement]
You can spur your mount onto incredible speeds for short distances.
Prerequisites: Ride 5 ranks
Benefit: As a swift action, you can make a DC 25 Ride check. If successful, the speed of your mount is increased by +30 feet for 1 round. Afterwards, however, the mount is fatigued and takes 5 damage.

Hasty Tumble [Movement]
You can tumble further and faster than most
Prerequisites: Acrobatics 5 ranks
Benefit: As a swift action, you can tumble at full speed for one round without taking a penalty to your acrobatics check.

Jump Start [Movement]
You can use the momentum of your leaps to power your charges.
Prerequisite: Acrobatics 9 ranks
Benefit: When using a standard action to attack, you can attempt a DC 20 acrobatics check to treat your attack as a charge. Unlike a normal charge this attack has no movement requirements or restrictions and can even be taken after using other movement in the same turn, but is treated as a charge in all other regards. You must be standing on the ground to use this trick.

Kangaroo Leap [Movement]
You can use the inertia from one jump to make another
Prerequisites: Acrobatics 2 ranks
Benefit: If you have jumped at least 10 feet within the past round, you may spend a swift action to avoid doubling the DCs of Jump checks made without running starts for a single round. If you do make a running start, you gain a +4 bonus to the check.
You can use this skill trick twice per encounter.

Leap to Safety [Movement]
You can leap out of the way in the nick of time
Prerequisites: Acrobatics 9 ranks, Lightning Reflexes
Benefit: As an immediate action, you may make a DC 25 Jump check to leap 5 feet in any direction. If this skill trick is used to move beyond the reach of an attack/area of effect, it has a 50% chance of affecting you.

Leaping Climber [Movement]
Theres no better way to start a tough climb than by leaping up the wall.
Prerequisite: Climb 2 ranks, Acrobatics 2 ranks.
Benefit: If you begin a climb by making a Jump check as a swift action, you can add the vertical distance of your jump to the distance climbed in that round. Treat the Jump check as being made with a running start even if you didn’t move at least 20 feet.

Example: Ember the monk is standing at the base of a craggy cliff and wants to scale the cliff as quickly as possible. She spends a swift action to make a Jump check and gets a result of 24. Thus, she adds 6 feet to the distance she climbs in that round.

Master of Balance [Movement]
You can move faster while balancing without problems.
Prerequisites: Balance 8 ranks
Benefit: As a swift action, you may eliminate the penalties for moving at full speed or for charging at up to your full speed while charging for 1 round.

Nimble Charge [Movement]
You can run across treacherous surfaces with ease.
Prerequisite: Acrobatics 2 ranks.
Benefit: You can run or charge across a difficult surface without needing to make a Acrobatics check.

Nimble Stand [Movement]
You can rely on your acrobatic talent to stand up from prone safely.
Prerequisite: Acrobatics 5 ranks.
Benefit: You can stand up from prone without provoking
attacks of opportunity.

Opportunistic Concealment [Movement]
You can use the flow of combat to retreat back into hiding.
Prerequisites: Stealth 8 ranks
Benefit: When an ally hits an opponent in combat, you may spend an immediate action to make a hide check with a –10 penalty even if you are being observed. You must possess either cover or concealment to make this hide check, as normal (unless you don’t normally possess this requirement).

Quick Crawl [Movement]
You can squeeze through tight spaces with greater speed than others.
Prerequisites: Escape Artist 5 ranks
Benefit: When squeezing through a tight space, you may spend a swift action to move 10 feet further than you would normally be able to, up to a maximum of your normal speed. Alternately, you may use this swift action to increase the distance you can travel while prone with a move action by 10 feet.

Quick Dive [Movement]
You can cover greater distances in shorter amounts of time.
Prerequisites: Acrobatics 5 ranks
Benefit: As a free action, you may make a DC 20 Tumble check. If you succeed, you may move 5 feet in any direction (unless immobilized or otherwise incapable of motion). This movement does not provoke attacks of opportunity.

Quick Sneak [Movement]
You can move faster without giving away your location.
Prerequisites: Hide 5 ranks
Benefit: As a swift action, you can move up to 10 feet further than normal without taking a penalty to Hide checks for 1 round. This skill trick does not improve your speed in any way, however, and does not mitigate the penalty to hide checks for charging. If you possess the Rapid Padfoot skill trick, you may activate it as part of the same action.

Quick Swimmer [Movement]
You can push yourself to swim faster.
Prerequisite: Swim 2 ranks.
Benefit: If you succeed on a Swim check to move at least 10 feet, you can move an extra 10 feet as part of that action.

Rapid Padfoot [Movement]
You can move faster without making nearly as much noise
Prerequisites: Stealth 2 ranks
Benefit: As a swift action, you can move up to 10 feet further than normal without taking a penalty to Move Silently checks for 1 round. This skill trick does not improve your speed in any way, however, and does not mitigate the penalty to Move Silently checks for charging. If you possess the Quick skill trick, you may activate it as part of the same action.

Slipping Past [Movement]
You can slip through a tight space without breaking stride.
Prerequisite: Acrobatics 2 ranks, Escape Artist 2 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. The benefit lasts until the start of your next turn.

Speedy Ascent [Movement]
You can produce a burst of speed when climbing.
Prerequisite: Climb 2 ranks.
Benefit: If you succeed on a Climb check to move at least 10 feet, you can move an extra 10 feet as part of that action.

Titan Wrestler [Movement]
You have mastered the art of grappling larger creatures
Prerequisites: Climb 5 ranks, Improved Grapple
Benefit: When grappling a creature two or three size categories larger than you, you may spend a swift action to gain the ability to make a grapple check against them (you do not auto fail on this roll as normal) until the end of the turn. If you succeed, you establish a hold on the creature (but may not pin them) and may continue the hold until you fail a grapple check against them.

Tumbling Crawl [Movement]
You can safely roll away from danger.
Prerequisite: Acrobatics 2 ranks.
Benefit: By succeeding on a DC 15 Acrobatics 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.

Twisted Charge [Movement]
You can charge in a crooked line.
Prerequisite: Acrobatics 4 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.

Underfoot [Movement]
You can occupy another creature’s square
Prerequisites: Acrobatics 8 ranks, Stealth 2 ranks, Medium size or smaller
Benefit: As a swift action, you may move into and remain in an adjacent creature’s square, so long as they are at least one size category larger than yourself. While in such a square, you gain cover against all attacks but take a –2 penalty against all creatures but the one whose space you occupy. This ability does not allow you to move along with the creature.

Up the Hill [Movement]
You can move quickly up a slope.
Prerequisite: Balance 5 ranks, Jump 5 ranks.
Benefit: You can move up a steep slope or stairs at your
normal speed instead of at half speed. This effect lasts for
1 round.

Walk the Walls [Movement]
You can run straight up a wall for a few seconds.
Prerequisite: Acrobatics 5 Ranks, Climb 8 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.

Wall Grab [Movement]
When you fall, you can catch yourself on a wall or slope.
Prerequisites: Climb 4 ranks
Benefit: As an immediate action, you can attempt to catch yourself on a wall or slope while falling, even if you have already failed to do so once within the same round.

Wall Jumper [Movement]
Theres no better way to end a tough climb than by leaping from the wall.
Prerequisite: Acrobatics 2 Ranks, Climb 2 Ranks.
Benefit: If you have succeeded on a Climb check to ascend or descend a wall during this or your previous turn, you can leap horizontally from that wall as if you had a running start.

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