Double Kick (3.5e Feat)
Double Kick [General, Maneuver]
3e Summary::
Prerequisite: Dex 13
Benefit: This maneuver lets you jump in the air and kick a creature with both legs. You must make a successful Jump check against a DC equal to the target's Armor Class, before making a normal attack roll. At success, you deliver a double kick and land on your feet. If you fail, you are considered to have made a 5-foot-step and fall prone. This is considered an unarmed strike that does double damage and lets the target make a Fortitude save against a DC of 10 + damage dealt or fall prone himself. If he succeeds in his save, the target is still pushed back 5 feet as per bull rush, unless he is at least both heavier than you and one size category larger than you. Creatures two or more size categories larger neither fall prone or are pushed back.
Special: A ruffian may choose Double Kick as one of his Ruffian brawling maneuvers.
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