JUMPING FOOT ATTACKS (2)

Flying Donkey Kick: Must be made from long range. The character launches into the air and then strikes the target with both feet grounding both him and the target. Does 2D6 Damage and Critical Strike. Costs three melee attack/actions.

Spinning Jump Kick: Can only be made at combat range! A jump kick that involves launching into the air, spinning in a full circle while extending one leg. Does 1D8 Damage (to each opponent) and can be used against multiple attackers that are at combat range. The character rolls to strike against each opponent at combat range. The opponents can defend normally. Costs three melee attack/actions. This is NOT a Critical Strike!

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