Difference between revisions of "Donkey Kick (3.5e Feat)"

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Latest revision as of 21:04, 27 March 2017

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Author: Halloweenman33 (talk)
Date Created: 3/26/17
Status: Finished, but open to improvement suggestions
Editing: Clarity edits only please
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Donkey Kick [Fighter, Racial] Prerequisites: BAB +6, Strength 23, Onocentaur (3.5e Race), Power Attack, Improved Natural AttackBenefit: When approached from behind, or turning around, you bend your front legs slightly, jump up with your back legs, and kick back with both hooves simultaneously, unleashing a devastating kick as a Full Round Action. If the attack connects, you deal 2d6 damage plus twice your strength bonus and additional damage equal to double the penalty taken for Power Attack as though you were using a two-handed weapon. Normal: Your Hoof Attacks deal damage as normalSpecial: Fighters can take Donkey Kick as one of their bonus feats

Special 2: Setting up for Donkey Kick requires you to let your guard down. You become flat-footed for the round as you get into position and the movement provokes an Attack of Opportunity



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Article BalanceModerate +
AuthorHalloweenman33 +
Identifier3.5e Feat +
PrerequisiteBAB +6 +, Strength 23 +, Onocentaur (3.5e Race) +, Power Attack + and Improved Natural Attack +
RatingUnrated +
SummaryWhen threatened, Onocentaurs can unleash a devastating kick +
TitleDonkey Kick +
TypeFighter + and Racial +