Flurry

You attack using a series of quick strikes, sacrificing defense in the process

Flurry

Prerequisite: Strength or dexterity score: 15+ & Base Attack Bonus 6+

  • Benefit: When wielding a melee weapon you may make an additional attack as a Full-Round Action; see below for details.
  • Light melee weapons: you may take a -5 Penalty to your General Defense and Attack Rolls to make 2 extra attacks as a Full-Round Action. The extra attack rolls suffer from Multi-attack penalties. This penalty and the Defense penalty applies until the start of your next turn.
  • Variable melee weapons & One-handed Lightsabers: you may take a -5 Penalty to your General Defense and Attack Rolls to make 1 extra attack as a Full-Round Action. Your extra attack roll suffer from Multi-attack penalties. This penalty and the Defense penalty applies until the start of your next turn.

Special note: This feat cannot be used in any Defensive Combat Focus.

Improved Flurry

Prerequisite: Strength or dexterity score: 15+, Base Attack Bonus 9+ & Flurry

  • Benefit: When wielding a melee weapon you may make an additional attack as a Full-Round Action; see below for details.
  • Light melee weapons: you may take a -3 Penalty to your General Defense or Attack Rolls to make 2 extra attacks as a Full-Round Action. The extra attack rolls suffer from Multi-attack penalties. This penalty or the Defense penalty applies until the start of your next turn.
  • Variable melee weapons & One-handed Lightsabers: you may take a -5 Penalty to your General Defense or Attack Rolls to make 1 extra attack as a Full-Round Action. Your extra attack roll suffer from Multi-attack penalties. This penalty or the Defense penalty applies until the start of your next turn.
  • Reach melee weapons & Two-handed Lightsabers: you may take a -5 Penalty to your General Defense and Attack Rolls to make 1 extra attack as a Full-round Action. Your extra attack roll suffer from Multi-attack penalties. This penalty and the defense penalty applies until the state of your next turn.

Special note: This feat cannot be used in any Defensive Combat Focus.

Master Flurry

Prerequisites: Strength or dexterity score: 15+, Base Attack Bonus 12+ & Improved Flurry

  • Benefit: When wielding a melee weapon you may make an additional attack as a Full-Round Action; see below for details.
  • Light melee weapons: you may take a -3 Penalty to your General Defense or Attack Rolls to make 3 extra attacks as a Full-Round Action. Every extra attacks, after the first, suffer from Multi-attack penalties. This penalty or the Defense penalty applies until the start of your next turn.
  • Variable melee weapons & One-handed Lightsabers: you may take a -3 Penalty to your General Defense or Attack Rolls to make 2 extra attacks as a Full-Round Action. Your extra attacks, after the first, suffer from Multi-attack penalties. This penalty or the Defense penalty applies until the start of your next turn.
  • Reach melee weapons & Two-handed Lightsabers: you may take a -3 Penalty to your General Defense or Attack Rolls to make 1 extra attack as a Full-round Action. Your extra attack roll suffer from Multi-attack penalties. This penalty or the defense penalty applies until the state of your next turn.

Special note: This feat cannot be used in any Defensive Combat Focus. While in a Offensive Combat Focus you may ignore the penalty imposed by this feat, unless using a Reach Weapon or Two-Handed melee weapon or Lightsaber.

Perfected Flurry

Prerequisites: Strength or dexterity score: 15+, Base Attack Bonus 15+, Master Flurry, & Commando Training

  • Benefit: When wielding a melee weapon you may make an additional attack as a Full-Round Action; see below for details.
  • Light melee weapons: you may take no Penalty to your General Defense or Attack Rolls to make 3 extra attacks as a Full-Round Action. Every extra attacks, after the second, suffer from Multi-attack penalties.
  • Variable melee weapons & One-handed Lightsabers: you may take a -3 Penalty to your General Defense or Attack Rolls to make 3 extra attacks as a Full-Round Action. Your extra attacks, after the first, suffer from Multi-attack penalties. This penalty or the Defense penalty applies until the start of your next turn.
  • Reach melee weapons & Two-handed Lightsabers: you may take a -3 Penalty to your General Defense or Attack Rolls to make 2 extra attack as a Full-round Action. Your extra attack roll suffer from Multi-attack penalties. This penalty or the defense penalty applies until the state of your next turn.

Special note: This feat cannot be used in any Defensive Combat Focus. While in a Offensive Combat Focus you may ignore the penalty imposed by this feat,


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