Base Class: Monk
Tricking is a fairly new sport, so there are lots of new moves that haven't been invented yet and while tricking started out as just a mix of things, tricking has evolved. If you're a tricker, you can help tricking evolve. Tricking moves can be used in fights, but the more complicated moves don't have a lot of combat potential. There are some very intimidating moves out there though, that will defenitely scare people of from fighting you. To be good at tricking you need to be both strong and athletic and dextrous and acrobatic.
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Kicks, flips and twists
Tricking has three main components: kicks, flips and twists
Kicks are the component that add combat value to tricking, a mean hyperhook at the end of your b-twist or corkscrew could do quite a lot of damage if it hits someone in the head or stomach. A frontsweep, backsweep or pocketknife could kick someones legs from under them, knocking them prone. If a target gets hard hit twice with a jackknife, a cheat 720 double or thrice with a cheat 900 triple, they could easily get seriously injured and fall over, hell even a single tornado kick to the head could concuss someone without a helmet.
Flips have almost no combat value, although i guess you could flip over someones head to evade their attacks and get a better position to attack from. Flips are the most impressive looking element to the general public, that don't know anything about tricking, twists and kicks look cool, sure, but those are more technical and harder to understand. If you see someone do a frontflip or a backflip however, you know exactly and instantly what it is. Twist don't have a lot of combat value either, but look impressive and are pretty technically difficult and can impress people that know a lot about tricking. In combat twists might confuse less intelligent creatures and twists combined with kicks can add a lot of power, speed and an element of surprise to your kicks.
Flips and twists
The flips can be learned in any order, but to learn the aerial-twist, butterfly-twist and raiz twist you need to first be able to perform the aerial, butterfly-kick and raiz.
Flips
- The sideflip is most often used to flip over gaps, obstacles or objects. This flip is more common in freerunning then it is in tricking, but it is used in tricking sometimes, it is most impressive looking when done over a gap. You can flip gaps that are as far a you jumping distance with this.
- The backflip is a simple flip that most people find very cool and impressive, it takes up little space and you can do it in one spot.
- The frontflip is a flip that is often done over gaps or just on the ground, it looks very impressive to people that don't know much about flips. You can flip gaps that are as far a you jumping distance with this. If you flip over someones head, you have a 1/
Basic movements
- The butterfly-kick a simple move where the body of the tricker kicks one of their legs up and jumps at the same time, while in the air, they switch their legs and land on the kicking leg. The name of the b-kick is a bit misleading, as it isn't actually a kick, it is more of a general acrobatic movement. The b-kick doesn't look very impressive, but can look quite pretty if executed cleanly. In combat it could be used to evade attacks or quickly move out of the range of a melee opponent, as a reaction and not provoking an opportunity attack.
- The aerial is often viewed as a cartwheel with no hands, although it is also somewhat of a more inverted b-kick. It looks way more impressive then a b-kick and is only a little bit harder to do. In combat it can be used to avoid an attack, as a reaction. It is way faster then a b-kick though and you don't travel as far in it, so you can stay in range of your opponent after executing this move.
- The raiz is often viewed as a laid back tornado kick, but you can't really kick anything with it. The raiz looks very beautiful if executed well and can look pretty intimidating. In combat it can't be used to dodge attacks, as it takes too long to set up for it, but it can be used as a bonus action with a 1/4 chance to frighten opponents within 15 feet of the tricker for one combat round, if they fail an Insight check to see that the move isn't actually dangerous. The information on the frighten effect in relation to tricking is at the end of this chapter.
Twists (You can use all these twists to travel 5 feet)
- The butterfly-twist is an horizontal twist from a b-kick setup. It looks pretty intimidating and takes half of your movement to use, so you can use it as an action in combat and then move half of your movement after or before you do the b-twist. It has a 1/6 chance to frighten opponents within 20 feet of the tricker for one combat round, if they fail an Insight check to see that the move isn't actually dangerous. It also has a 1/6 chance to confuse opponents within 15 feet of the tricker for one combat round. Confusion is explained at the end of this lap of text, as well as the information on the saving throw your enemies have to make.
- The aerial-twist is an inverted twist from an aerial setup. It looks very good and hard to do and it is pretty hard, but not as hard as the raiz twist, some people prefer this move over the b-twist, others prefer the b-twist over this move. They are pretty similar looking and sometimes people mix them up. The a-twist can be used in combat to jump over sweeps and move. It has a 1/4 chance to confuse people within 10 feet of the tricker, if they fail an Insight check. If it is used to jump over a sweep, it guaranteed to confuse the person that is being jumped over and they can't make a check to prevent it. The a-twist can be executed as a bonus action.
- The raiz twist looks very impressive, because it is, both trickers and none trickers find this a cool looking move, although different people of course have different preferences. It has a 1/4 chance to frighten people within 30 feet of the tricker (if they fail the Insight check), but does take an action to use.
Frighten
Some tricking moves look very intimidating, although they aren't actually dangerous. Enemies can be intimidated by this and become frightened of you. Unless the enemy makes a succesful Insight check to see that the move isn't dangerous, the DC for this check is: 8 + your proficiency bonus + your dexterity modifier. To get frightened the target must be able to see the tricker.
Confusion
Tricking is filled with strange and confusing movements, this can confuse creatures, twists can look very confusing and a flip over someones head looks confusing as well. If someone gets confused by a tricking move, they automatically miss all attacks towards the tricker for one combat round. To get confused, the target must be able to see the tricker and fail an Insight check with DC = 8 + your proficiency bonus + your dexterity modifier.
Kicks
You start with just some basic kicks, like a roundhouse, a hook kick and a side kick. Then you learn some sweep kicks: the front sweep, backsweep and pocketknife. After getting decent at those you're going to learn jumping kicks, such as the jumping front kick, tornado kick, stepover hook and narabong.
Basic kicks
- The (spinning) roundhouse kick is a kick with the leg opposite to the side you spin to, this kick is executed during a grounded spin. The kick sweeps across its target and can be quite powerful if executed correctly. It deals 1d6 bludgeoning damage.
- The (spinning) hook kick is a kick with the leg at the same side as the side you spin to, this kick is also executed during a grounded spin. It is often viewed as either a reversed roundhouse kick, or a side kick with a hook. It deals 1d4 bludgeoning damage and has a 1/6 chance to knock the target prone if they fail a strenght saving throw with the DC = 8 + your proficiency bonus + your strenght modifier.
- The side kick is a powerful kick executed towards the side, while the person that kicks stands still. The kick hits its target and snaps back. It deals 1d4 bludgeoning damage and has a 1/4 chance to push a target back 5 feet if they fail a strenght saving throw with the DC = 8 + your proficiency bonus + strenght modifier.
Sweeps
- The front sweep is basically a grounded roundhouse kick and is used to dodge under an attack in a reaction, while counterattacking, but can also be used purely for offense. The kick is meant to sweep the leg from under the target, causing them to fall prone. It deals no damage, but can be used as a reaction to a melee attack to knock the target prone if they fail a dexterity or strenght saving throw with the DC = 8 + your proficiency bonus + strenght modifier.
- If the front sweep is a grounded roundhouse, a backsweep is a grounded hook kick. Just like a front sweep, the backsweep can be used as a reaction to an attack, the backsweep however, kicks behind the kicker and is only useful against attacks from behind, such as a stealth attack that you noticed in time. It deals no damage, but can be used as a reaction to a melee attack to knock the target prone if they fail a dexterity or strenght saving throw with the DC = 8 + your proficiency bonus + strenght modifier.
- A pocketknife is a frontsweep followed by a backsweep, it can't be used as a reaction, instead it takes an action to use, but it has two different targets, or it can be used on the same target twice, if they succeed on the first saving throw. The saving throws for this are the same as for a normal frontsweep and backsweep.
Jumping kicks
- The jumping front kick is what it sounds like: a front kick executed during a jump. It deals 1d6 bludgeoning damage and can be used offensively, or as a reaction to jump over a sweep attack.
- The tornado kick is a jumping roundhouse with a 180 degree spin. It deals 1d6 bludgeoning damage and can knock someone out, this has a 1/12 chance and the target must make a strenght saving throw with DC = 6 + your proficiency bonus + your strenght modifier
- The stepover hook is a fakeout jumping rounhouse kick, followed by a hook kick. The target will think that you are going to hit it earlier then you actually are going to and are less prepared for the kick when it comes. Therefore it is easier to hit them, this kick has a +1 to hit and deals 1d6 bludgeoning damage.
- A narabong is like a stepover hook, but in this kick you kick twice, the first kick is a roundhouse, the second a hook. Both kicks need seperate rolls to hit and deal damage. The kicks can have seperate targets and both deal 1d4 bludgeoning damage.
Advanced kicks, flips and twists
You trained your kicks or your flips and twists. You have either gotten better at the thing you already trained at level 3, for example you chose to train kicks and now you can choose to train advanced kicks. Or you have learned the thing you hadn't learned at level 3, for example you chose kicks and now you can learn flips and kicks as well. You are also proficient in kicks and you can add your proficiency bonus to rolls to hit with kicks.
Advanced kicks are the jackknife, 540 kick, feilong and double leg.
Advanced twists and flips are the full, grandmasterswipe, gainer switch, cork, and the dragonfly twist.
Advanced flips and twists
You have improved your old flips and twists:
- The backflip can be used to flip gaps as well, with a gainer (that is a backflip wherein you move forwards). For gaps of half your jumping distance.
- The front and side flip can be used to flip over a standing creature of medium size or smaller, but that takes a 15 feet runup.
- You can combo the aerial, b-kick and raiz, you can do an aerial, a b-kick or a raiz and after that you can do any other move you know instantly. You can only do 2 moves after another, for example aerial, full and not aerial, raiz, full
- The b-twist looks better and has a 1/4 chance to both confuse and frighten opponents within 10 feet if they fail an Insight check.
- The a-twist can be used to jump over creatures of small size and smaller and the same rules for confusing apply to this as for jumping over sweeps.
- The raiz twist now is guaranteed to frighten people if they fail the Insight check.
You have also learned some new tricks:
- The full is a backflip with a 360 degree twist, it is often done after an aerial or cartwheel. It looks very impressive to the general public, but not very impressive to other trickers. You can do this move only after an aerial, b-kick or raiz for now, not on its own. It can be used to frighten people, with a 1/2 chance if they fail an Insight check and move out of the range of a melee opponent.
- The grandmasterswipe (GMS) is an aerial off' one leg and you can only perform it after an aerial, b-kick or raiz. It can be done over someones head and is guaranteed to both frighten and confuse them if they fail an Insight check.
- The gainer switch is a backflip off' one leg with the other leg swung in front of the tricker to give them height, well actually that is a cheat gainer. A gainer switch is a cheat gainer, but instead of landing on the leg that is swung in front of the tricker, the tricker lands on his jumping leg. This allows the tricker to do multiple gainer switches in a row, this looks extremely impressive to the general public and pretty impressive to other trickers. The move has no combat value however. You can do 5 of these in a row.
- The cork is a cheat gainer with a 360 degree twist, it looks less impresive then a gainer to the general public, but is more impressive towards other trickers, because it is harder to do. It can be performed after a raiz and has a 1/2 chance to confuse people within 30 feet of the tricker if they fail an Insight check.
- The dragonfly twist is an horizontal twist from a dragonfly kick setup, it is slightly different from a butterfly setup, but very similar. The dragonfly twist looks like a very high stall b-twist and looks way more impressive. It can be done over the heads of medium or smaller size and is guaranteed to confuse and frighten the creature that is being jumped over if they fail an Insight check.
Advanced kicks
You have gotten better at the kicks you could already do, these are your improvements:
- The roundhouse now deals 1d8 damage
- The hook kick now has a 1/4 chance to knock the target prone if they fail a saving throw and deals 1d4 +1 damage
- The sidekick always pushes the target back is they fail a strenght saving throw and deals 1d4 +1 damage
- All your sweeps have a +2 to hit
- The jumping front kick deals 1d6 damage and has a 1/4 chance to push a target back 5 feet
- The tornado kick has a 1/8 chance to knock someone out if they fail the strenght saving throw
- The stepover hook has a +3 to hit
- The narabong deals 1d4 + 1 damage per kick
You have learned some new kicks:
- The jackknife is a tornado kick hyperhook, it has a roundkick like in a tornado kick that deals 1d6 damage, but it can't knock people out, because the tricker uses power to spin around for the hook kick instead of only for the round kick. The round kick is followed by a hook kick that deals 1d4 damage and has a 1/4 chance to knock someone prone if they fail a strenght saving throw. Both kicks can be directed at the same target, or at different targets.
- The 540 kick is a tornado kick hyper, wich means that the kicker lands back a their kicking leg and turns an extra 180 degrees. It deals 1d4 + 1 damage, has a 1/12 chance to knock the target out like the tornado kick and a 1/4 chance to frighten all opponents within 15 feet of the tricker if they fail an Insight throw.
- The feilong is a crescent kick followed by a round kick, the crescent kick deals 1d4 damage and if it hits, the round kick has a +2 to hit, because the target isn't ready for it. The round kick deals 1d6 damage and both kicks must be used on the same target.
- The double leg is a double leg kick, it is very strong and deals 2d4 damage and is guaranteed to frighten people that the attack is directed at, even if it doesn't hit them. They can't make a saving throw to prevent this.
Flips and twists
The flips can be learned in any order, but to learn the aerial-twist, butterfly-twist and raiz twist you need to first be able to perform the aerial, butterfly-kick and raiz.
Flips
- The sideflip is most often used to flip over gaps, obstacles or objects. This flip is more common in freerunning then it is in tricking, but it is used in tricking sometimes, it is most impressive looking when done over a gap. You can flip gaps that are as far a you jumping distance with this.
- The backflip is a simple flip that most people find very cool and impressive, it takes up little space and you can do it in one spot.
- The frontflip is a flip that is often done over gaps or just on the ground, it looks very impressive to people that don't know much about flips. You can flip gaps that are as far a you jumping distance with this. If you flip over someones head, you have a 1/
Basic movements
- The butterfly-kick a simple move where the body of the tricker kicks one of their legs up and jumps at the same time, while in the air, they switch their legs and land on the kicking leg. The name of the b-kick is a bit misleading, as it isn't actually a kick, it is more of a general acrobatic movement. The b-kick doesn't look very impressive, but can look quite pretty if executed cleanly. In combat it could be used to evade attacks or quickly move out of the range of a melee opponent, as a reaction and not provoking an opportunity attack.
- The aerial is often viewed as a cartwheel with no hands, although it is also somewhat of a more inverted b-kick. It looks way more impressive then a b-kick and is only a little bit harder to do. In combat it can be used to avoid an attack, as a reaction. It is way faster then a b-kick though and you don't travel as far in it, so you can stay in range of your opponent after executing this move.
- The raiz is often viewed as a laid back tornado kick, but you can't really kick anything with it. The raiz looks very beautiful if executed well and can look pretty intimidating. In combat it can't be used to dodge attacks, as it takes too long to set up for it, but it can be used as a bonus action with a 1/4 chance to frighten opponents within 15 feet of the tricker for one combat round, if they fail an Insight check to see that the move isn't actually dangerous. The information on the frighten effect in relation to tricking is at the end of this chapter.
Twists (You can use all these twists to travel 5 feet)
- The butterfly-twist is an horizontal twist from a b-kick setup. It looks pretty intimidating and takes half of your movement to use, so you can use it as an action in combat and then move half of your movement after or before you do the b-twist. It has a 1/6 chance to frighten opponents within 20 feet of the tricker for one combat round, if they fail an Insight check to see that the move isn't actually dangerous. It also has a 1/6 chance to confuse opponents within 15 feet of the tricker for one combat round. Confusion is explained at the end of this lap of text, as well as the information on the saving throw your enemies have to make.
- The aerial-twist is an inverted twist from an aerial setup. It looks very good and hard to do and it is pretty hard, but not as hard as the raiz twist, some people prefer this move over the b-twist, others prefer the b-twist over this move. They are pretty similar looking and sometimes people mix them up. The a-twist can be used in combat to jump over sweeps and move. It has a 1/4 chance to confuse people within 10 feet of the tricker, if they fail an Insight check. If it is used to jump over a sweep, it guaranteed to confuse the person that is being jumped over and they can't make a check to prevent it. The a-twist can be executed as a bonus action.
- The raiz twist looks very impressive, because it is, both trickers and none trickers find this a cool looking move, although different people of course have different preferences. It has a 1/4 chance to frighten people within 30 feet of the tricker (if they fail the Insight check), but does take an action to use.
Frighten
Some tricking moves look very intimidating, although they aren't actually dangerous. Enemies can be intimidated by this and become frightened of you. Unless the enemy makes a succesful Insight check to see that the move isn't dangerous, the DC for this check is: 8 + your proficiency bonus + your dexterity modifier. To get frightened the target must be able to see the tricker.
Confusion
Tricking is filled with strange and confusing movements, this can confuse creatures, twists can look very confusing and a flip over someones head looks confusing as well. If someone gets confused by a tricking move, they automatically miss all attacks towards the tricker for one combat round. To get confused, the target must be able to see the tricker.
Kicks
You start with just some basic kicks, like a roundhouse, a hook kick and a side kick. Then you learn some sweep kicks: the front sweep, backsweep and pocketknife. After getting decent at those you're going to learn jumping kicks, such as the jumping front kick, tornado kick, stepover hook and narabong.
Basic kicks
- The (spinning) roundhouse kick is a kick with the leg opposite to the side you spin to, this kick is executed during a grounded spin. The kick sweeps across its target and can be quite powerful if executed correctly. It deals 1d6 bludgeoning damage.
- The (spinning) hook kick is a kick with the leg at the same side as the side you spin to, this kick is also executed during a grounded spin. It is often viewed as either a reversed roundhouse kick, or a side kick with a hook. It deals 1d4 bludgeoning damage and has a 1/6 chance to knock the target prone if they fail a strenght saving throw with the DC = 8 + your proficiency bonus + your strenght modifier.
- The side kick is a powerful kick executed towards the side, while the person that kicks stands still. The kick hits its target and snaps back. It deals 1d4 bludgeoning damage and has a 1/4 chance to push a target back 5 feet if they fail a strenght saving throw with the DC = 8 + your proficiency bonus + strenght modifier.
Sweeps
- The front sweep is basically a grounded roundhouse kick and is used to dodge under an attack in a reaction, while counterattacking, but can also be used purely for offense. The kick is meant to sweep the leg from under the target, causing them to fall prone. It deals no damage, but can be used as a reaction to a melee attack to knock the target prone if they fail a dexterity or strenght saving throw with the DC = 8 + your proficiency bonus + strenght modifier.
- If the front sweep is a grounded roundhouse, a backsweep is a grounded hook kick. Just like a front sweep, the backsweep can be used as a reaction to an attack, the backsweep however, kicks behind the kicker and is only useful against attacks from behind, such as a stealth attack that you noticed in time. It deals no damage, but can be used as a reaction to a melee attack to knock the target prone if they fail a dexterity or strenght saving throw with the DC = 8 + your proficiency bonus + strenght modifier.
- A pocketknife is a frontsweep followed by a backsweep, it can't be used as a reaction, instead it takes an action to use, but it has two different targets, or it can be used on the same target twice, if they succeed on the first saving throw. The saving throws for this are the same as for a normal frontsweep and backsweep.
Jumping kicks
- The jumping front kick is what it sounds like: a front kick executed during a jump. It deals 1d6 bludgeoning damage and can be used offensively, or as a reaction to jump over a sweep attack.
- The tornado kick is a jumping roundhouse with a 180 degree spin. It deals 1d6 bludgeoning damage and can knock someone out, this has a 1/12 chance and the target must make a strenght saving throw with DC = 6 + your proficiency bonus + your strenght modifier
- The stepover hook is a fakeout jumping rounhouse kick, followed by a hook kick. The target will think that you are going to hit it earlier then you actually are going to and are less prepared for the kick when it comes. Therefore it is easier to hit them, this kick has a +1 to hit and deals 1d6 bludgeoning damage.
- A narabong is like a stepover hook, but in this kick you kick twice, the first kick is a roundhouse, the second a hook. Both kicks need seperate rolls to hit and deal damage. The kicks can have seperate targets and both deal 1d4 bludgeoning damage.
Kicking, flipping and twisting combined
You have learned to combine your flips and twists with your kicks into new skills. You have learned combos, a combo is a series of tricks executed in a row, an example combo is: raiz, cork, gainer. This is a three-hit combo (that means there are three tricks in it), you can do up to five-hit combos in one combat round, but you cant use a bonus action or reaction in the same combat round and you have disadvantage on everything you do for two combat rounds, because you are tired. If you do a four-hit combo, you cant use a bonus action or reaction in the same combat round and you have disadvantage on everything you do for one combat round, because you're tired. If you do a three hit combo, you cant use a bonus action and anything below three-hit combos dont have any negative effects.
Advanced flips and twists
You have improved your old flips and twists:
- The backflip can be used to flip gaps as well, with a gainer (that is a backflip wherein you move forwards). For gaps of half your jumping distance.
- The front and side flip can be used to flip over a standing creature of medium size or smaller, but that takes a 15 feet runup.
- You can combo the aerial, b-kick and raiz, you can do an aerial, a b-kick or a raiz and after that you can do any other move you know instantly. You can only do 2 moves after another, for example aerial, full and not aerial, raiz, full
- The b-twist looks better and has a 1/4 chance to both confuse and frighten opponents within 10 feet if they fail an Insight check.
- The a-twist can be used to jump over creatures of small size and smaller and the same rules for confusing apply to this as for jumping over sweeps.
- The raiz twist now is guaranteed to frighten people if they fail the Insight check.
You have also learned some new tricks:
- The full is a backflip with a 360 degree twist, it is often done after an aerial or cartwheel. It looks very impressive to the general public, but not very impressive to other trickers. You can do this move only after an aerial, b-kick or raiz for now, not on its own. It can be used to frighten people, with a 1/2 chance if they fail an Insight check and move out of the range of a melee opponent.
- The grandmasterswipe (GMS) is an aerial off' one leg and you can only perform it after an aerial, b-kick or raiz. It can be done over someones head and is guaranteed to both frighten and confuse them if they fail an Insight check.
- The gainer switch is a backflip off' one leg with the other leg swung in front of the tricker to give them height, well actually that is a cheat gainer. A gainer switch is a cheat gainer, but instead of landing on the leg that is swung in front of the tricker, the tricker lands on his jumping leg. This allows the tricker to do multiple gainer switches in a row, this looks extremely impressive to the general public and pretty impressive to other trickers. The move has no combat value however. You can do 5 of these in a row.
- The cork is a cheat gainer with a 360 degree twist, it looks less impresive then a gainer to the general public, but is more impressive towards other trickers, because it is harder to do. It can be performed after a raiz and has a 1/2 chance to confuse people within 30 feet of the tricker if they fail an Insight check.
- The dragonfly twist is an horizontal twist from a dragonfly kick setup, it is slightly different from a butterfly setup, but very similar. The dragonfly twist looks like a very high stall b-twist and looks way more impressive. It can be done over the heads of medium or smaller size and is guaranteed to confuse and frighten the creature that is being jumped over if they fail an Insight check.
Advanced kicks
You have gotten better at the kicks you could already do, these are your improvements:
- The roundhouse now deals 1d8 damage
- The hook kick now has a 1/4 chance to knock the target prone if they fail a saving throw and deals 1d4 +1 damage
- The sidekick always pushes the target back is they fail a strenght saving throw and deals 1d4 +1 damage
- All your sweeps have a +2 to hit
- The jumping front kick deals 1d6 damage and has a 1/4 chance to push a target back 5 feet
- The tornado kick has a 1/8 chance to knock someone out if they fail the strenght saving throw
- The stepover hook has a +3 to hit
- The narabong deals 1d4 + 1 damage per kick
You have learned some new kicks:
- The jackknife is a tornado kick hyperhook, it has a roundkick like in a tornado kick that deals 1d6 damage, but it can't knock people out, because the tricker uses power to spin around for the hook kick instead of only for the round kick. The round kick is followed by a hook kick that deals 1d4 damage and has a 1/4 chance to knock someone prone if they fail a strenght saving throw. Both kicks can be directed at the same target, or at different targets.
- The 540 kick is a tornado kick hyper, wich means that the kicker lands back a their kicking leg and turns an extra 180 degrees. It deals 1d4 + 1 damage, has a 1/12 chance to knock the target out like the tornado kick and a 1/4 chance to frighten all opponents within 15 feet of the tricker if they fail an Insight throw.
- The feilong is a crescent kick followed by a round kick, the crescent kick deals 1d4 damage and if it hits, the round kick has a +2 to hit, because the target isn't ready for it. The round kick deals 1d6 damage and both kicks must be used on the same target.
- The double leg is a double leg kick, it is very strong and deals 2d4 damage and is guaranteed to frighten people that the attack is directed at, even if it doesn't hit them. They can't make a saving throw to prevent this.
Kicking, flipping and twisting combined (Flip and twist focussed)
You haved improved these skills:
- You can now do GMS and cork rows, multiple GMS's and corks in a row, this looks very impressive and you can do three in a row. Each GMS or cork has a seperate chance to frighten and confuse. Tou can also do a few gainer switches, less then the max amount you can, and then do one cork after that.
- The GMS is guaranteed to frighten someone when it is done over their head and they can't prevent it with an Insight check. They can still prevent themselves from becoming confused with an Insight check though.
- The full still has a 1/2 chance to confuse creatures, but they can't make an Insight check to prevent it.
- If you land your dragonfly twist within 5 feet of an enemy they take 1d4 + 1 damage from the earth shaking as you land.
You have learned somen new skills as well:
- You learned the double dragonfly twist, a very hard skill. It can be done while jumping over medium or smaller sized opponents, it is easier over small and smaller sizes, then over medium sized creatures. If you land it, you can't continue a combo after it, this had to be the only trick you do or the last in the combo. It deals 2d4 damage to all creatures within 5 feet and 1d4 against all creatures within 10 feet. It automatically frighten anyone that is jumped over with this skill.
- You have learned the shuriken cutter, it is a cork shuriken hyperhook and has two kicks, a crescent and a hook kick. The crescent kick deals 1d6 damage and the hook deals 1d6 + 1 damage. Anyone who gets hit by one of the kicks guaranteed gets frightened and everyone that can see the tricker that performs this move has to make an Insight check to prevent it. The kicks do have -2 to hit.
- You learned the grandmaster twist, a GMS with a twist in it. It has a 1/2 chance to confuse someone, they can't make a check against it. And a 3/4 chance to both frighten and confuse someone if the skill is used to jump over them.
- You learned the double backflip. It has no combat value, but is extremely impressive to both trickers and non-trickers.
Kicking, flipping and twisting combined (Kick focused)
You have improved on these skills:
- The jackknife now has a 1/12 chance to concuss a target with the round kick, if they fail a strenght saving throw with the same DC as the one for the tornado.
- The 540 kick now deals 1d6 + 1
- The feilongs crescent kick deals 1d4 + 1 damage now and if it hits, the round kick has +3 to hit.
- The double leg now deals 2d4 + 2 damage
You have learned these new moves:
- The feilong knife is a feilong + a jackknife. It has three kicks, a crescent, a round and a hook kick. The crescent kick deals 1d4 damage, if it hits, the round kick has a +2 to hit. The round kick deals 1d6 damage and if it hits, the hook kick has +3 to hit. The hook kick deals 1d4 damage. All kicks need individual rolls to hit and deal damage and all kicks must be used on the same target. If all three kicks hit, the target falls prone and takes 1d4 extra damage.
- The b-twist shuriken hyperhook has two kicks, a crescent (the shuriken) and a hook kick (the hyperhook). The crescent kick deals 1d4 damge and the hook kick deals 1d4 as well. This move looks very impressive and has a 1/2 chance to both frighten and confuse opponents within 30 feet of the tricker if they fail a Insight check.
- The sideswipe is a raiz with a powerful crescent kick in it. The kick deals 1d6 damage and deals an extra 2d4 if the target is prone.
Advanced kicking, flipping and twisting combined
You have learned very advanced tricking skills, that impress trickers and seem impossible to the general public. You also have expertise in tricking moves and can add your proficiency bonus onto damage you deal with tricking moves.
You have gotten better at these skills:
- The feilong knifes crescent and hook kicks now both do 1d4 + 2 damage
- The b-twist shuriken hyperhooks crescent and hook both deal 1d6 damage.
- The sideswipe now deals 1d8 damage
- The double dragonfly twist doesn't have to be at the end of a combo anymore.
- The kicks of the shuriken cutter only have -1 to hit.
- The grandmaster twist deals 1d6 + 2 damage if you flip over someone with it
You have learned these new skills:
- The shurikane is a double shuriken cutter, it has four kicks, three crescent kicks and one hook kick. The crescent kicks all deal 1d4 + 1 damage and the hook kick does 1d6. This move looks surreal and impossible to perform to the general public and is extremely impressive towards other trickers. It automatically frightens all enemies that can see it being performed if and if they fail an Insight check they at least 30 feet run away from you and if someone is hit with one of the kicks, the DC of the Insight check goes up by one.
- The snapuswipe is a raiz with a round kick and an extra 360 degree twist. It looks extremely impressive to everyone and can frighten everyone that sees it in a 50 feet radius if they fail their Insight check, the DC for this is 2 higher then it would normally be.
Kicking, flipping and twisting combined (Flip and twist focussed)
You haved improved these skills:
- You can now do GMS and cork rows, multiple GMS's and corks in a row, this looks very impressive and you can do three in a row. Each GMS or cork has a seperate chance to frighten and confuse. Tou can also do a few gainer switches, less then the max amount you can, and then do one cork after that.
- The GMS is guaranteed to frighten someone when it is done over their head and they can't prevent it with an Insight check. They can still prevent themselves from becoming confused with an Insight check though.
- The full still has a 1/2 chance to confuse creatures, but they can't make an Insight check to prevent it.
- If you land your dragonfly twist within 5 feet of an enemy they take 1d4 + 1 damage from the earth shaking as you land.You have learned somen new skills as well:
- You learned the double dragonfly twist, a very hard skill. It can be done while jumping over medium or smaller sized opponents, it is easier over small and smaller sizes, then over medium sized creatures. If you land it, you can't continue a combo after it, this had to be the only trick you do or the last in the combo. It deals 2d4 damage to all creatures within 5 feet and 1d4 against all creatures within 10 feet. It automatically frighten anyone that is jumped over with this skill.
- You have learned the shuriken cutter, it is a cork shuriken hyperhook and has two kicks, a crescent and a hook kick. The crescent kick deals 1d6 damage and the hook deals 1d6 + 1 damage. Anyone who gets hit by one of the kicks guaranteed gets frightened and everyone that can see the tricker that performs this move has to make an Insight check to prevent it. The kicks do have -2 to hit.
- You learned the grandmaster twist, a GMS with a twist in it. It has a 1/2 chance to confuse someone, they can't make a check against it. And a 3/4 chance to both frighten and confuse someone if the skill is used to jump over them.
- You learned the double backflip. It has no combat value, but is extremely impressive to both trickers and non-trickers.
Kicking, flipping and twisting combined (Kick focused)
You have improved on these skills:
- The jackknife now has a 1/12 chance to concuss a target with the round kick, if they fail a strenght saving throw with the same DC as the one for the tornado.
- The 540 kick now deals 1d6 + 1
- The feilongs crescent kick deals 1d4 + 1 damage now and if it hits, the round kick has +3 to hit.
- The double leg now deals 2d4 + 2 damage
You have learned these new moves:
- The feilong knife is a feilong + a jackknife. It has three kicks, a crescent, a round and a hook kick. The crescent kick deals 1d4 damage, if it hits, the round kick has a +2 to hit. The round kick deals 1d6 damage and if it hits, the hook kick has +3 to hit. The hook kick deals 1d4 damage. All kicks need individual rolls to hit and deal damage and all kicks must be used on the same target. If all three kicks hit, the target falls prone and takes 1d4 extra damage.
- The b-twist shuriken hyperhook has two kicks, a crescent (the shuriken) and a hook kick (the hyperhook). The crescent kick deals 1d4 damge and the hook kick deals 1d4 as well. This move looks very impressive and has a 1/2 chance to both frighten and confuse opponents within 30 feet of the tricker if they fail a Insight check.
- The sideswipe is a raiz with a powerful crescent kick in it. The kick deals 1d6 damage and deals an extra 2d4 if the target is prone.
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