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Classes:Martial Artist:Moves
 
Running Jump Kick (gained at Journeyman): The running jump kick allows your character to advance from missile range and attack in the same round. If the roll to hit is successful, your character kicks the opponent for 1d7 damage (crits apply), and lands at melee range. Unless critically missed, a failed attempt lands at melee range with the opponent, but inflicts no damage. On a critical miss, your character is left at missile range, and loses the next round (as usual). Because your character must cover a great distance, no INIT roll is permitted for a running jump kick; your character always goes last in the round with it (effectively making his initiative roll 0). This cannot be combined with other attacks. It can only be attempted from missile range.

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