Agile, Evasive, Strong, Quick Style
The hand and foot style emphasizes combinations interchanging speed and accuracy with the hands and powerful finishing strikes with the feet, confounding opponents' defenses by attacking from four limbs all at once.
Style Weapons: dagger, kama, nunchaku, quarterstaff, three-section staff
Skill Bonus: Balance, Bluff
{table=head]
Level|
Special
1st|Bonus Feat: Stunning Fist, Foot and Fist training, Flurry of Blows, Decisive Strike
2nd|Bonus Feat: Combat Expertise
3rd|Still Mind, Hand and Foot technique, Unarmored Speed Bonus (10 ft.)
4th|Hand and Foot technique, Unarmored AC Bonus
5th|Purity of Body
6th|Bonus Feat: Improved Trip, Speed Bonus (20 ft.)
7th|Bouncing Stance
8th|Hand and Foot technique
9th|Speed Bonus (30 ft.)
10th|Combination Focus
11th|Greater Flurry, Diamond Body
12th|Bonus Feat: Flying Kick, Speed Bonus (40 ft.)
13th|Hand and Foot technique
14th|
15th|Speed Bonus (50 ft.)
16th|Hand and Foot technique
17th|
18th|Bonus Feat: Deflect Arrows, Speed Bonus (60 ft.)
19th|Hand and Foot technique
20th|Combination Mastery[/table]
Foot and Fist training - At first level, a monk of the hand and foot learns the founding principle of her art: the differing roles and capabilities of her hands and feet. Whenever making an unarmed strike, you must also specify if you are using your hands or feet (or other body parts, such as elbows and knees, as appropriate). Any unarmed strikes you make with your hands from this point on gain a +1 to attack rolls, plus another +1/four monk levels, and any strikes made with your feet gain a +1 to damage, +1/four monk levels. Unarmed Strikes made with the feet also count as two-handed weapons for the purpose of the Power Attack feat.
Bouncing stance - At seventh level, a monk of the hand and foot gains a greater understanding of what mobility means in combat, and how a balanced, constantly moving stance can serve as a great defensive asset. You gain a +2 bonus on attacks of opportunity made against an opponent attempting to bull rush or trip you, and a +4 bonus on Dexterity or Strength checks to avoid being tripped or bull rushed. Also, you no longer take penalty to armor class when making a charge action.
Combination Focus - The Hand and Foot style places heavy emphasis on combination strikes, and experienced practitioners learn to take greater advantage of this aspect of their art. Whenever you execute more than one attack against an opponent during a single turn, you gain a +1 to attack and damage rolls on unarmed strikes and attacks with style weapons for every previous successful hit in the combination.
Combination Mastery - At 20th level,a monk of the hand and foot gains a +2 on all attack rolls, trip, bull rush, or bluff attempts used in her hand and foot techniques. In addition, the bonus gained from Combination Focus increases to +2 per each successful attack.
Hand and Foot techniques
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Double Roundhouse Kick – As a standard action or part of a charge, a monk of the hand and foot may make two attacks at her highest base attack bonus instead of one. However, if either of these attacks fails to hit, you are considered flat-footed until you are hit with a melee attack or until your next turn.
Feint Jab - A monk of the hand and foot expands upon the principle of speed over power that dominates the use of her hands. During a full attack, you may make feint jabs as attack actions with your hands (this does not provoke attacks of opportunity), resolving it as a normal feint. However, your opponent is only considered flat-footed against the next attack you use during the same turn as the feint (unlike a normal feint, which can be followed up on your next turn).
Palm Strike – Whenever you make a decisive strike with your hands, you may also make a bull rush attempt against your opponent at a -2 penalty (This does not provoke an attack of opportunity, as you are not moving into your opponent’s square) as part of the attack, resolving it as normal. However, you do not have the option to move with your opponent, and it after the initial five feet your opponent is pushed back, your roll must be 10 points higher than your opponent’s in order to push him back an additional 5 feet (rather than 5 points higher, as normal). Stunning attacks made with palm strikes gain an additional +2 to their save DCs.
Push Kick – A monk of the hand and foot learns to use her superior leg strength in ways other than direct damage to her opponent. As an attack action, you may make a bull rush attempt against your opponent at a -2 penalty (This does not provoke an attack of opportunity, as you are not moving into your opponent’s square), resolving it as normal. However, you do not have the option to move with your opponent, and it after the initial five feet your opponent is pushed back, your roll must be 10 points higher than your opponent’s in order to push him back an additional 5 feet (rather than 5 points higher, as normal). If a push kick is made as part of a charge, it deals normal unarmed strike damage as well as initiating a bull rush.
Sweep Kick – Whenever you successfully hit with a hand technique and then a foot technique during a full attack, you immediately gain a free trip attempt against your opponent, using the foot technique's base attack bonus.
Fade-Away Kick - Whenever you use a five-foot step that moves your threatened area away from an opponent, you may immediately make a single foot technique against that opponent at your base attack bonus, as a free action.
Sliding Side Kick - You may execute a decisive strike at the end of a charge in lieu of a normal attack. If you choose to do so, however, you may not take any action (including taking attacks of opportunity) until the start of your next turn.