Gale's Dance [Style]
Prerequisites: Lightning Reflexes

Benefit: The Gale's Dance style feat provides the following abilities with appropriate prowess investiture:

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Gale's Dance abilities may only be used in light or no armor. Upon taking the Gale's Dance feat, select one ability (Coiled Spring, Kip Up, or Runner): you obtain this ability without prowess expenditure. Other abilities cost prowess, as normal.

Kip Up (2 prowess): As a swift action, you may stand up from prone without provoking attacks of opportunity.

Nimble Step (3 prowess): When you take a 5' step, you may instead move 10'. This functions in all ways as a 5' step does, except that you may move 10' instead.

Elusive Reflexes (3 prowess): When an opponent gives you a chance to make an attack of opportunity, you can instead immediately take 5-foot step. This ability uses up an attack of opportunity as normal.

Blazing Reflexes (4 prowess): When attacked, you may make a Reflex save as an immediate action to avoid damage. To do so, make a Reflex save against a DC equal to 10 + the attacker's Base Attack Bonus. If you succeed, you dodge any attacks that attacker makes against you until the end of the turn.

Misdirection (4 prowess): This ability functions as Blazing Reflexes, except that you may redirect one of the attacks against a creature adjacent to you. The attacking creature makes an attack roll and inflicts damage as normal: you merely choose the target.

Runner (2 prowess): You gain a competence bonus to your land speed equal to 5' per four abilities granted to you by this feat.

Dive for Cover (3 prowess): If you fail a Reflex save but are within 5' of cover and not prone, you may move to behind that cover and reroll the Reflex save. However, you are rendered prone.

Slow Fall (3 prowess): When you are within arm's reach of a wall, you can use it to slow your descent. When using this ability, you take damage as if the fall were 5' shorter than it actually is for each ability granted to you by this feat.

Nimble Combatant (5 prowess): Each round, you may ignore a number of squares of difficult terrain equal to your Dexterity modifier. In addition, you may make a single turn of up to 90 degrees when charging.

Wallrunner (3 prowess): You can take part of one of your move actions to traverse a wall or other relatively smooth vertical surface. The height you can achieve on the wall is limited only by your movement speed. If you do not end your move on a horizontal surface, you fall prone, taking falling damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall.

Coiled Spring (2 prowess): You may make an Athletics check to jump as a swift action, rather than a move action. Movement made in this way does not count towards your normal limits on movement each round.

Flying Tackle (3 prowess): If you make an Athletics check to jump and your jump movement passes through an opponent's space, you may immediately make a Grapple attempt with a bonus on the Grapple check equal to the number of squares of jump movement you forgo by using this ability. If successful, your opponent is prone and grappled. You do not provoke an attack of opportunity for movement or the grapple from your targeted opponent, but you do provoke from other opponents as normal. If you end your jump next to an opponent when using this ability, you may bull-rush them instead of grappling them. If you do, you gain a bonus on the bull-rush check equal to the number of squares you jumped, and you do not provoke an attack of opportunity for your bull-rush.

Leaping Pounce (3 prowess): If you make an Athletics check to jump and your jump movement passes through an opponent's space or ends next to one, you may make a single attack at your full Base Attack Bonus. You deal extra damage equal to twice the number of squares you've jumped through this turn. If you jump over multiple opponents, you may make an attack against each one, all at your full Base Attack Bonus. You do not provoke attacks of opportunity from enemies you attack in this fashion, though other opponents who threaten squares you pass through may take attacks of opportunity as normal. If you end your jump next to an opponent when using this ability, you may bull-rush them instead of attacking them. If you do, you gain a bonus on the bull-rush check equal to the number of squares you jumped, and you do not provoke an attack of opportunity for your bull-rush.

Bowl Over (4 prowess): If you bull-rush an opponent into an object or creature, you deal bludgeoning damage equal to the number of abilities provided to you by this feat and the creature (or creatures, if you bull-rush one creature into another) must make a Reflex save (DC 10 + your Base Attack Bonus) or be rendered prone.

Acrobatic Backstab (4 prowess): If you use an Acrobatics check to tumble through an opponent's square, they must make a Reflex save (DC 10 + your Base Attack Bonus) or be rendered flat-footed until the end of your turn.

Foundation of Air (5 prowess): When jumping, you may make an Athletics check mid-jump as a move action. If you do so, you may jump again from mid-air at any one point in your jump, following all jump rules as normal. You are considered to be making a running jump if you use this ability.

Swift as the Wind (5 prowess): You may move across the top of liquids as if they were solids. However, if you end your movement over a liquid, you sink as normal, suffering any potential negative effects. When using this ability, you must start your movement on a solid surface.

Skyward Stride (6 prowess): You gain a fly speed equal to your land speed, with Good maneuverability. In addition, any ability granted to you by this feat that requires leaping over an opponent also applies if you fly over one.