Mighty Leaping Strike
You use a heave of Might to make a Melee Attack after or during a Successful Jump.
[Might Maneuver] [Mobility] [Extra Attack]
You use a heave of Might to make a Melee Attack after or during a Successful Jump.
Maneuver Tier | I |
---|---|
Action Type | Movement |
Might Cost | 1 |
Range | Melee Weapon Range |
Prerequisites | Successful Jump this Turn |
Sustain | No |
Effect : To activate Mighty Leaping Strike, declare your intention to use it before attempting your Jump. Make an Athletics or Acrobatics Skill Roll to Jump. The DC is 10.
Skill Roll Success: If you succeed on the Jump(DC 10), you may make a single Melee Attack Roll Vs a Creature within Range at the end of or during your Jumping Movement and add 2 to the Damage Roll for this Attack.
Your Jump Distance is not affected by this Maneuver and is calculated normally, see Jumping Rules.
Skill Roll Failure: On failure, you fall Prone and do not gain the additional Melee Attack. The Might spent is not refunded.
Overpower : Spend 1 additional Might to:
- Add +2 Damage of the same type to this Damage Roll, or
- Add +2 to Hit on this Attack Roll, or
- Add +2 to your Athletics or Acrobatics Skill Roll used for this Maneuver.