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(Notes on ukemis)
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|benefit=This skill trick comes with 3 benefits:
 
|benefit=This skill trick comes with 3 benefits:
  
*Negate [[SRD:Prone|Prone]]: Whenever you would be knocked prone for any reason, you may attempt a [[SRD:Reflex|Reflex]] save to avoid being knocked prone. If the effect that knocked you prone does damage and doesn't ordinarily allow a save to avoid being knocked prone, the save DC to perform an ukemi is 15 + damage taken. If the effect doesn't do any damage and doesn't ordinarily allow a save to avoid being knocked prone, the DC is the attack roll + 10 (if it was an attack roll, such as being [[SRD:Trip|tripped]]) or the DC it would have allowed (if it doesn't). If the effect allowed a save to avoid being knocked prone, you make a second save against the same DC increased by 5. If you succeed on your Reflex save, you bounce off of the ground as you hit it and leap back to your feet. If the effect that would gave knocked you prone dealt damage, success on the Reflex save negates 6 points of that damage (this stacks with anything else you may have that would reduce the damage, including but not limited to damage reduction and energy resistance). At your option, you may move 5 feet in any direction away from the space where you would have been knocked prone.
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*''{{Anchor|Negate Prone}}'': Whenever you would be knocked [[SRD:Prone|prone]] for any reason, you may attempt a [[SRD:Reflex|Reflex]] save to avoid being knocked prone. If the effect that knocked you prone does damage and doesn't ordinarily allow a save to avoid being knocked prone, the save DC to perform an ukemi is 15 + damage taken. If the effect doesn't do any damage and doesn't ordinarily allow a save to avoid being knocked prone, the DC is the attack roll + 10 (if it was an attack roll, such as being [[SRD:Trip|tripped]]) or the DC it would have allowed (if it doesn't involve an attack roll). If the effect allowed a save to avoid being knocked prone, you make a second save against the same DC increased by 5 (this second save is a Reflex save, even if the original save wasn't). If you succeed on your Reflex save, you bounce off of the ground as you hit it and leap back to your feet. If the effect that would gave knocked you prone dealt damage, success on the [[SRD:Reflex|Reflex]] save (for either the ukemi or the effect itself) negates 6 points of that damage (this stacks with anything else you may have that would reduce the damage, including but not limited to success on the initial saving throw (if applicable), [[SRD:Damage Reduction|damage reduction]], and [[SRD:Energy Resistance|energy resistance]], but this damage negation occurs as a result of the successful ukemi and therefore doesn't affect the DC if the DC was influenced by the damage). At your option, you may move 5 feet in any direction away from the space where you would have been knocked prone. A successful ukemi negates ''only'' being knocked prone and 6 points of damage; any other consequences of the effect are sustained as normal. (You may fall prone anyways if the effect that attempted to knock you prone also took away your ability to stand up.)
  
*Spring Off Wall: Whenever you are sent flying by any effect, and your movement is terminated by a collision with an object, you may negate the damage suffered as a consequence of the collision with a successful Reflex save (DC = the number of feet remaining in your motion at the time of the collision). Success means that you push yourself off of the object as you hit it and spring away, completely negating the force of the impact through an application of opposite force, and sparing both yourself and whatever you collided with from suffering damage. (If you collided with a creature of a size equal to or less than yourself, an ukemi off of that creature may knock it prone, and it may need to use an ukemi itself to avoid falling over.) The act of the ukemi involves springing off whatever you collided with at roughly a 15-degree vertical angle, so if you successfully execute the ukemi, you must also make a Jump check with a -10 penalty to determine how far away from that surface you land. A negative result on the Jump check means that you didn't successfully perform the ukemi after all (this is ''very'' unlikely by the time you acquire this skill trick, but it could happen to lower-level characters, especially if the character in question has a poor Strength score). (If you collide with something ''else'' mid-jump, you may perform another ukemi to spring off of that and avoid hurting yourself anyways, but the DC for each successive ukemi is increased by 5. It's still possible to bounce up a chasm this way, but that's ''much'' easier said than done.)
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*''{{Anchor|Spring Off Wall}}:'' Whenever you are sent flying by any effect (such as an [[SRD:Awesome Blow|awesome]] [[Awesome Blow (3.5e Feat)|blow]] or a Setting Sun throw), and your movement is prematurely terminated by a collision with an object, you may negate the damage suffered as a consequence of the collision with a successful [[SRD:Reflex|Reflex]] save (DC = 10 + the number of feet remaining in your movement at the time of the collision). Success means that you push yourself off of the object as you hit it and spring away, completely negating the force of the impact through an application of opposite force that spares both yourself and whatever you collided with from suffering damage. (If you collided with a creature of a size equal to or less than yourself, an ukemi off of that creature may knock it prone, and [[#Negate Prone|it may need to use an ukemi itself to avoid falling over]]; the save DC of such an ukemi is equal to ½ of your Reflex save result + ½ of your Jump check (see below).) The act of the ukemi involves springing off whatever you collided with at roughly a 15-degree vertical angle, so if you successfully execute the ukemi, you must also make a [[SRD:Jump Skill|Jump]] check with a -10 penalty to determine how far away from that surface you land. A negative result on the Jump check means that you didn't successfully perform the ukemi after all (this is ''very'' unlikely by the time you acquire this skill trick, but it could happen to lower-level characters, especially if the character in question has a poor [[SRD:Strength|Strength]] score). (If you collide with something ''else'' mid-jump, you may perform another ukemi to spring off of that and avoid hurting yourself anyways, but the DC for each successive ukemi is increased by 5. It's still possible to bounce up a chasm this way, but that's ''much'' easier said than done.)
  
*Soften Fall: When you would take damage from a fall, you may make a Reflex save (DC = 10 + 1 per 10 feet of effective falling distance for determining fall damage). If you succeed on this Reflex save, you bounce off of the ground as you hit it, and you treat the distance you fell as though it were 10 feet less than it actually was.
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*''{{Anchor|Soften Fall}}:'' When you would take damage from a fall, you may make a Reflex save (DC = 10 + 1 per 10 feet of effective falling distance for determining fall damage). If you succeed on this Reflex save, you bounce off of the ground as you hit it, converting some of the impact of your fall into a little bit of vertical and horizontal momentum; you treat the distance you fell as though it were 10 feet less than it actually was. (This falling damage reduction is applied as a result of successfully performing the ukemi, and so is not factored into the DC). You may attempt to deliberately land in a prone position so that you can use the first ukemi technique to negate actually ending up prone and reduce the damage sustained by 6; this is seldom a good idea, though, as it may prevent you from using abilities that can reduce your effective fall distance (such as [[SRD:Monk#Slow Fall|slow fall]] and [[Catfall (3.5e Feat)|Catfall]]).
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|example=[[#Negate Prone|Negate Prone]]: Let's say you get knocked prone by ''Earth Reaver''<ref name="spc">[[Publication:Spell Compendium|Spell Compendium]]</ref>, a 5th-level spell that does 4d6 fire damage and 3d6 bludgeoning damage, and also knocks subjects prone. It allows a Reflex save to negate being knocked prone (though not to negate the damage; then again, its damage output is rather low for its level). Since ''earth reaver'' is a 5th-level spell, its base DC is 15, and its minimum spellcasting score is 15, which grants a +2 bonus. Let's say ''earth reaver'' is being cast by a wizard with 20 Intelligence (enough to cast epic/10th-level spells, and more importantly, bestowing an ability modifier of +5), so the spell's save DC is 20. If you fail your Reflex save to avoid being knocked prone, but you have Ukemi, you can attempt a second Reflex save against a DC of 25 to avoid being knocked prone after all. Success on either Reflex save also reduces the damage you take by 6 (even though the spell normally doesn't allow a successful save to reduce the damage).
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|normal=You can't react to a collision with the ground or a wall to stay on your feet and reduce the impact.
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|special=Regardless of how you use it, the ukemi technique requires the use of your hands to perform. If you have multiple pairs of hands, you gain a +2 circumstance bonus to Ukemi-granted Reflex saves per extra pair of hands (for instance, a girallion would get a +2 bonus, and a marilith would get a +4 bonus). If you have only 1 hand free, you take a -4 penalty to Ukemi-granted Reflex saves. You cannot use Ukemi if you have no hands free, and if you don't have any hands at all, you can't even take this skill trick.
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Size bonuses and penalties to attack rolls and Armor class are also applied to ukemis. The larger you are, the more difficult it is to perform this technique.
  
Regardless of how you use it, the ukemi technique requires the use of your hands to perform. If you have multiple pairs of hands, you gain a +2 circumstance bonus to Ukemi-granted Reflex saves per extra pair of hands (for instance, a girallion would get a +2 bonus, and a marilith would get a +4 bonus). If you have only 1 hand free, you take a -4 penalty to Ukemi-granted Reflex saves. You cannot use Ukemi if you have no hands free, and if you don't have any hands at all, you can't take this skill trick.
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When you attempt an ukemi, you've already been knocked prone (an ukemi is performed by converting the force of the impact with the ground into momentum that is immediately used to leap back to your feet). Therefore, an ukemi does not benefit from any stability-related bonuses (such as a dwarf's resistance to being overrun).
|example=<!-- If your skill trick has a complicated mechanic, give an example of how it works. -->
 
|normal=You can't react to a collision with the ground or a wall to stay on your feet and reduce the impact.
 
|special=
 
 
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Revision as of 20:34, 8 November 2012

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Author: Luigifan18 (talk)
Date Created: November 8, 2012
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Ukemi (Movement) You get knocked down, but you get up again, they can never ever keep you down!Prerequisites: Balance 4 ranks, Jump 8 ranks, Tumble 8 ranksBenefit: This skill trick comes with 3 benefits:

  • Negate Prone: Whenever you would be knocked prone for any reason, you may attempt a Reflex save to avoid being knocked prone. If the effect that knocked you prone does damage and doesn't ordinarily allow a save to avoid being knocked prone, the save DC to perform an ukemi is 15 + damage taken. If the effect doesn't do any damage and doesn't ordinarily allow a save to avoid being knocked prone, the DC is the attack roll + 10 (if it was an attack roll, such as being tripped) or the DC it would have allowed (if it doesn't involve an attack roll). If the effect allowed a save to avoid being knocked prone, you make a second save against the same DC increased by 5 (this second save is a Reflex save, even if the original save wasn't). If you succeed on your Reflex save, you bounce off of the ground as you hit it and leap back to your feet. If the effect that would gave knocked you prone dealt damage, success on the Reflex save (for either the ukemi or the effect itself) negates 6 points of that damage (this stacks with anything else you may have that would reduce the damage, including but not limited to success on the initial saving throw (if applicable), damage reduction, and energy resistance, but this damage negation occurs as a result of the successful ukemi and therefore doesn't affect the DC if the DC was influenced by the damage). At your option, you may move 5 feet in any direction away from the space where you would have been knocked prone. A successful ukemi negates only being knocked prone and 6 points of damage; any other consequences of the effect are sustained as normal. (You may fall prone anyways if the effect that attempted to knock you prone also took away your ability to stand up.)
  • Spring Off Wall: Whenever you are sent flying by any effect (such as an awesome blow or a Setting Sun throw), and your movement is prematurely terminated by a collision with an object, you may negate the damage suffered as a consequence of the collision with a successful Reflex save (DC = 10 + the number of feet remaining in your movement at the time of the collision). Success means that you push yourself off of the object as you hit it and spring away, completely negating the force of the impact through an application of opposite force that spares both yourself and whatever you collided with from suffering damage. (If you collided with a creature of a size equal to or less than yourself, an ukemi off of that creature may knock it prone, and it may need to use an ukemi itself to avoid falling over; the save DC of such an ukemi is equal to ½ of your Reflex save result + ½ of your Jump check (see below).) The act of the ukemi involves springing off whatever you collided with at roughly a 15-degree vertical angle, so if you successfully execute the ukemi, you must also make a Jump check with a -10 penalty to determine how far away from that surface you land. A negative result on the Jump check means that you didn't successfully perform the ukemi after all (this is very unlikely by the time you acquire this skill trick, but it could happen to lower-level characters, especially if the character in question has a poor Strength score). (If you collide with something else mid-jump, you may perform another ukemi to spring off of that and avoid hurting yourself anyways, but the DC for each successive ukemi is increased by 5. It's still possible to bounce up a chasm this way, but that's much easier said than done.)
  • Soften Fall: When you would take damage from a fall, you may make a Reflex save (DC = 10 + 1 per 10 feet of effective falling distance for determining fall damage). If you succeed on this Reflex save, you bounce off of the ground as you hit it, converting some of the impact of your fall into a little bit of vertical and horizontal momentum; you treat the distance you fell as though it were 10 feet less than it actually was. (This falling damage reduction is applied as a result of successfully performing the ukemi, and so is not factored into the DC). You may attempt to deliberately land in a prone position so that you can use the first ukemi technique to negate actually ending up prone and reduce the damage sustained by 6; this is seldom a good idea, though, as it may prevent you from using abilities that can reduce your effective fall distance (such as slow fall and Catfall).

Example: Negate Prone: Let's say you get knocked prone by Earth Reaver[1], a 5th-level spell that does 4d6 fire damage and 3d6 bludgeoning damage, and also knocks subjects prone. It allows a Reflex save to negate being knocked prone (though not to negate the damage; then again, its damage output is rather low for its level). Since earth reaver is a 5th-level spell, its base DC is 15, and its minimum spellcasting score is 15, which grants a +2 bonus. Let's say earth reaver is being cast by a wizard with 20 Intelligence (enough to cast epic/10th-level spells, and more importantly, bestowing an ability modifier of +5), so the spell's save DC is 20. If you fail your Reflex save to avoid being knocked prone, but you have Ukemi, you can attempt a second Reflex save against a DC of 25 to avoid being knocked prone after all. Success on either Reflex save also reduces the damage you take by 6 (even though the spell normally doesn't allow a successful save to reduce the damage).Normal: You can't react to a collision with the ground or a wall to stay on your feet and reduce the impact.Special: Regardless of how you use it, the ukemi technique requires the use of your hands to perform. If you have multiple pairs of hands, you gain a +2 circumstance bonus to Ukemi-granted Reflex saves per extra pair of hands (for instance, a girallion would get a +2 bonus, and a marilith would get a +4 bonus). If you have only 1 hand free, you take a -4 penalty to Ukemi-granted Reflex saves. You cannot use Ukemi if you have no hands free, and if you don't have any hands at all, you can't even take this skill trick.

Size bonuses and penalties to attack rolls and Armor class are also applied to ukemis. The larger you are, the more difficult it is to perform this technique.

When you attempt an ukemi, you've already been knocked prone (an ukemi is performed by converting the force of the impact with the ground into momentum that is immediately used to leap back to your feet). Therefore, an ukemi does not benefit from any stability-related bonuses (such as a dwarf's resistance to being overrun).


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