Hakuda Expert

The Special forces of the Thirteen Court Guard squads, as well as a few individuals, specialize in the art of Hakudo, a special kind of martial art where the user employs his mastery of Reiatsu and Flash step to overwhelm his opponent.

Prerequisites:

Feats: Hakudo Adept, Increased Flash Step, Supersonic Strike

Skills: Acrobatics 8 Ranks, Athletics 8 ranks.

Special: Must be chosen by another Hakuda Expert for training.

1 – HAKUDA DOUBLE TAP [PRESTIGE]

You may surrender quantity for quality. By surrendering all your other attacks in a full attack action, you may make an unarmed attack at your highest attack bonus with a bonus equal to one half your Strength Modifier (If you have the Weapon Finesse Feat, you use one half your Dexterity Modifier instead). If this attack hits, it automatically threatens critical and does double damage (Thus if the critical hit is confirmed the attack does x3 damage). When calculating damage, add one and a half times your strength modifier instead of normal. This is an extraordinary ability.

2 – Bonus Flash or Reiatsu Feat

3 – HAKUDA COUNTERATTACK [PRESTIGE]

Three times per day, when an opponent makes a melee attack against the Hakuda Expert, she can expend a use of an attack of opportunity to attempt to block that attack. The Hakuda Expert makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the Hakuda Expert, the Hakuda Expert takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The Hakuda Expert must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful block, the Hakuda Expert can as an immediate action make an attack against the creature whose attack she blocked, provided that creature is within her reach.

4 – Bonus Flash or Soul Feat

5 – HAKUDA FLASH KICK [PRESTIGE]

You can move your body in such a way that your opponent might not see your attack until it's too late to block or dodge. You may use Hakuda Flash Kick three times per day plus once per point of your Dexterity Modifier. When you use Hakuda Flash Kick, make an attack roll as normal. Your opponent must then make a Perception Check with a DC equal to your roll. If they make the check, they defend normally with a -2 penalty to their AC. If they fail the check, they are also considered flat-footed (And are denied their Dexterity Bonus to AC). Hakuda Flash Kick can be used as part of a full attack action. This is an extraordinary ability.