Movement with Flying Kicks (UC Monk)


Rules Questions


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I had an argument with a friend about the way the Flying Kick Style Strike of the unchained monk works.

The two standpoint are:

1. The ability allows you to move any way you want, including 60ft straight into the air.

2. The ability allows you to only to only move in movement types that you have access to. So if you have no fly speed, you can't fly with it.
As such, you are subject to difficult terrain etc.

I couldn't find any official post about it and i find it a bit ambiguous. Can somebody help me?

For reference:

Flying Kick:
The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk’s flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.


RAW I suppose you could only move as land speed, because it uses your "fast movement bonus" that it is a bonus to the land speed.
RAI the ability's name and flavour point to a "jump" as movement therefore you could really pass over water or other kind of difficoult field without problems.

Probably this is a case where the wording of the ability is a bit strange with the ability's flavour/concept.

Sovereign Court

This is funky! It's explicit that the monk can move a distance equal to his fast movement bonus, but it does not say that the monk is flying (or swimming or climbing). It does say that the monk "leaps through the air."

Off the cuff I would be inclined to treat this like a long jump. Terrain that causes movement hindrances due to mobility issues on the ground (mud, rocks, gravel) would not affect the movement, but difficult terrain that would affect a jump (heavy tree cover) would.

In theory you could use this to make a high jump ("leaps through the air") and go straight up some distance, but strictly speaking you are moving some distance without getting a special movement mode (you are not getting a fly speed), so one could argue that you must abide by your normal movement mode restrictions (i.e. you can't go straight up, because you couldn't do that while moving normally; similarly you can't go through an enemy square without an Acrobatics check, or pass through an enemy's threatened area without provoking an attack of opportunity unless you make an Acrobatics check). If that's the case, then you basically have to jump along the ground level that you're moving across.

Weirdly, since you can move a distance and it's not a charge, you are not required to move in a straight line! That's kind of a crazy flying kick...

Anyway, I'm sure people will be along quickly to provide more RAW and RAI thoughts. :)


Abilities generally do JUST what they say; in this case it notes that you may move - not that it grants extra movement modes, bypasses difficult terrain, etc. The 'special' bit is that you're getting to do this as part of a flurry.

So in answer to your question, I'd say that point 2 represents my view.

[EDIT: concur with Aghaton Ris - fluff text name of 'flying kick' does not actually mean that you're flying/jumping; also fast movement bonus applies only to land speed, so this doesn't work for fly/swim/burrow]


[EDIT: concur with Aghaton Ris - fluff text name of 'flying kick' does not actually mean that you're flying/jumping; also fast movement bonus applies only to land speed, so this doesn't work for fly/swim/burrow]

This made me think. If some Monk's archetype's Fast Movement ability gives fly/swim/burrow bonus. Could that Monk use Flying Kick in unusual ways?


Aghaton Ris wrote:
This made me think. If some Monk's archetype's Fast Movement ability gives fly/swim/burrow bonus. Could that Monk use Flying Kick in unusual ways?

Well, I'm not sure about fly/swim/burrow from an archetype, but in the game I'm GMing, there's a monk who often has the fly spell cast on him. I've ruled that he can use the extra movement from flying kick (at the moment that's 30 feet) using any mode of movement he currently possesses. It seems to make sense.


Interesting! Let's get into the RAW-interpretation of it, just for the fun of it.

First, let's see what Flying Kick offers us:

Flying Kick wrote:
The monk leaps through the air to strike a foe with a kick

Could be flavour, could be rules text, so we'll ignore that, although (for the purposes of RAW interpretation, which usually ignores logic) it is interesting to note that the descriptive flavour text is not clearly separated from the actual rules text. In fact, it is the only clue in the entire ability as to what type of movement is actually performed ("Flying" Kick, leaps, through the air), so it's reasonable to look here for that information.

Flying Kick wrote:
Before the attack, the monk can move a distance equal to his fast movement bonus

Now, this is the interesting part! At first glance, it might seem like it clearly means land speed, since that is what Fast Movement modifies, but in this particular case, it explicitly just asks for the fast movement bonus, i.e. the amount of movement that Fast Movement adds.

The way it's written, one could easily argue, that it doesn't ask for Fast Movement as a class feature, but rather the value of Fast Movement as a variable devoid of context, in which case all the information that matters is "x ft.", the distance, not the actual type of the movement. In which case the distance moved is a flat value devoid of context or indeed a specific type of movement. The fact that it is not a move action, but movement as part of another special action with its own entire set of rules (Flurry of Blows) further removes connections to the regular movement.

It should also be noted that the prolific "up to your speed/your speed" wording present in most forms of extra movement, which specifically forces you to use a movement speed and type you can perform (Fly, Burrow, etc.), is entirely absent here, as is the stipulation that the Monk must end his movement in a safe square, or a square he could stand on, which can be found on a lot of unorthodox movement abilities.

So, in conclusion, one could reasonably argue that there is no link to any of the actual movement types available to the performing Monk, none of the wordings which usually specify how the movement must be performed are present, and all the hints and wordings that are there point toward airborne movement. RAW, the Monk can fly, or rather ambiguously propel himself, in any direction his body can traverse (so at least not through walls or other obstructions), including through dangerous terrain and even ending there, for a distance equal to the raw, variable and devoid of context distance that is set in the Fast Movement class feature.

It's stupid, but a strong case can be made for it.


I'd... honestly absolutely allow it as long as it was made in conjunction with an acrobatics check to jump. Because I think it'd be cool, and then he'd fall at the end of the flurry.


Long John wrote:
I'd... honestly absolutely allow it as long as it was made in conjunction with an acrobatics check to jump. Because I think it'd be cool, and then he'd fall at the end of the flurry.

You'd allow it because it's cool, but would generally say that the intention of the ability does not include flying?


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Grangerer wrote:
Long John wrote:
I'd... honestly absolutely allow it as long as it was made in conjunction with an acrobatics check to jump. Because I think it'd be cool, and then he'd fall at the end of the flurry.
You'd allow it because it's cool, but would generally say that the intention of the ability does not include flying?

Absolutely. This to me feels more or less the same way that, until recently, there wasn't ACTUALLY a rule prohibiting NFL players from kicking each other in the head while hurdling each other. You shouldn't have to say it explicitly... but apparently we do.


Long John wrote:


Absolutely. This to me feels more or less the same way that, until recently, there wasn't ACTUALLY a rule prohibiting NFL players from kicking each other in the head while hurdling each other. You shouldn't have to say it explicitly... but apparently we do.

Well a RAW ruling is very helpful for PFS, because it might make a difference between being able to attack a flying enemy or not.


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Long John wrote:
Absolutely. This to me feels more or less the same way that, until recently, there wasn't ACTUALLY a rule prohibiting NFL players from kicking each other in the head while hurdling each other. You shouldn't have to say it explicitly... but apparently we do.

This reminds me of a running gag some friends and I have, where we think of increasingly egregious things to do and justify by saying: "Hey, there wasn't a sign saying don't do that!"

"Hey, there wasn't a sign saying 'don't ride the gorillas'!"
"Hey, there wasn't a sign saying 'don't hide behind the nurse's cart and jump out and yell BOO! at the cardiac patients."
"Hey, there wasn't a sign saying 'don't roshambo the mall Santa and stand over his prone body shouting 'THAT'S FOR NOT BRINGING ME AN OPTIMUS PRIME BACK IN 85!' then shake your fist at the kids in line and scream 'YOU WANT A PIECE OF THIS?'"

But I digress...


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Tableflip McRagequit wrote:
This reminds me of a running gag some friends and I have, where we think of increasingly egregious things to do and justify by saying: "Hey, there wasn't a sign saying don't do that!"

The problem with Flying Kick isn't that it doesn't specify what you can't do, but rather that it also fails to specify what you actually can do, which is the whole crux of the issue.


saladful wrote:
Tableflip McRagequit wrote:
This reminds me of a running gag some friends and I have, where we think of increasingly egregious things to do and justify by saying: "Hey, there wasn't a sign saying don't do that!"
The problem with Flying Kick isn't that it doesn't specify what you can't do, but rather that it also fails to specify what you actually can do, which is the whole crux of the issue.

I'm not so sure. Lots of other abilities that say "you can move" or words to that effect, don't specifically say that movement has to be a kind of movement you have.

For instance, consider Spring Attack: "As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed."

EDIT: Also - "At 3rd level, a monk gains an enhancement bonus to his land speed."


quibblemuch wrote:
For instance, consider Spring Attack: "As a full-round action, you can move up to your speed (emphasis mine) and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed."

The "your speed" clause is actually what specifies that the type of movement has to be one you naturally have, since it's your speed, not an arbitrary distance. In the case of Spring Attack it's absolutely unambiguous in what way and how far you can move, because it refers to a specific value with associated mechanics.

Flying Kick, however, does not, at least going by RAW.

quibblemuch wrote:
EDIT: Also - "At 3rd level, a monk gains an enhancement bonus to his land speed."

See my previous argument:

saladful wrote:
The way it's written, one could easily argue, that it doesn't ask for Fast Movement as a class feature, but rather the value of Fast Movement as a variable devoid of context, in which case all the information that matters is "x ft.", the distance, not the actual type of the movement. In which case the distance moved is a flat value devoid of context or indeed a specific type of movement.

Since neither land speed, nor your speed, nor indeed the speed (as in type of movement, i.e. land speed) actually modified by Fast Movement, but just the raw distance value associated with Fast Movement is queried by Flying Kick, it's not clear-cut.


The bonus itself is typed as an enhancement bonus to land speed. Not an untyped bonus. Therefore, wherever it is referred to, it is the same type of bonus--the context isn't stripped, it is contained in the way bonuses work.

EDIT - If I said "I'll pay you an amount equal to half what is in my bank account", and then handed you a stack of rocks equal to half the number of dollars in my bank account, I'm pretty sure I couldn't claim it was ambiguous.

EDIT - To clarify my first paragraph, the Flying Kick text says: "move a distance equal to his fast movement bonus." Since that word "bonus" is in there, all of the usual rules about bonuses pertain, unless explicitly stated otherwise.


saladful wrote:
The way it's written, one could easily argue, that it doesn't ask for Fast Movement as a class feature, but rather the value of Fast Movement as a variable devoid of context, in which case all the information that matters is "x ft.", the distance, not the actual type of the movement. In which case the distance moved is a flat value devoid of context or indeed a specific type of movement.

I see your point and what you're getting at. I do agree that it's a valid argument, but I don't agree that is what is meant. While Spring Attack and Flying Kick use different wording, I believe they were supposed to mean the same thing.


Flying Kick text:

Flying Kick: The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk’s flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.
Source: Monk Unchained, Flying Kick

Acrobatics:

Table: Acrobatics DC’s for Long Jumps
5 feet 5
10 feet 10
15 feet 15
20 feet 20
Greater than 20 feet +5 per 5 feet

Table: Acrobatics DC’s for High Jumps
High Jump Acrobatics DC
1 foot 4
2 feet 8
3 feet 12
4 feet 16
Greater than 4 feet +4 per foot

Faster Base Movement: Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet. Creatures with a base land speed below 30 feet receive a –4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed below 30 feet. No jump can allow you to exceed your maximum movement for the round.
Source: Acrobatics, jump

To me it sounds as if 'Flying Kick' grants the Monk a jump attempt up to his bonus movement speed. Which should autosucced on long jumps since Acrobatics is a class skill and the difference inbetween the DC+5 and bonus+4 from the bonus speed is so small.
High jumps is also possible, but much harder to pull off.


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You just get to move up to that speed. Nothing unique or different from movement than any other movement action you'd make.


Chess Pwn wrote:
You just get to move up to that speed. Nothing unique or different from movement than any other movement action you'd make.

So the movement is slowed down by difficult terrain?


Grilled Meat wrote:
Chess Pwn wrote:
You just get to move up to that speed. Nothing unique or different from movement than any other movement action you'd make.
So the movement is slowed down by difficult terrain?

The movement is affected by all the normal rules yes.

If you have a fly speed you can fly, if you have a swim speed you can swim, if you're able to ignore difficult terrain you can ignore it, if you can attempt to jump you can jump some or all of it.

All it is is, "you can move X ft", where X is the amount of your fast move.

Dark Archive

Given the thread is moving in the sensible direction already of saying you are limited to normal movement (so a jump is legit if you can make the acrobatics check to get high enough to matter) it is worth noting how incredibly potent this style strike is. You make have less movement available in total distance, but unlike pounce you are not restricted to a charge. You can also make the move at any point in your attack sequence. In actual table play this style strike brings other unchained monks close to zen archers in power level. Giving it the ability to fly without other powers being needed would only make it worse. To prevent a derail I'm not saying it so close in power level that it is broken, only that it really ups the performance to a similar level of damage output because it solves a lot of the mobility problems of melee types.


Pedantically, the monk gets to move a distance equal to his speed bonus, which is different than getting to move AT a speed equal to his speed bonus. So a case could be made for difficult terrain not affecting it, although I agree its frightfully unclear.

For me, I try to go with KISS for this stuff when I can. The monk can move a certain distance (not speed), with movement implied to be a jump/leap (so vertical is possible), and no other actions are required besides a kick at the end (no acrobatic check to jump). The movement provokes as normal, etc.

Granted, with this ruling, my group has realized you can use it to get back on your feet if tripped. Flying kick into the air (provoking as normal) to a distance just above your target. Kick, fall back down, DC 15 acrobatics to reduce falling damage. Take no damage, not prone. Continue flurry.

Some might call that cheesy, but I think if a monk is willing to eat an attack of opportunity to Flash Kick into a standing position, I should put on the Guile's Theme because it goes with everything, especially flying kicks.

That's just me though. I admit the ability by the book is worded... less than clearly.


Jodokai wrote:
but I don't agree that is what is meant

Neither do I, although at the table I would always rule it as being wuxia-style movement, i.e. through the air, as the fluff-blurb says. Because otherwise why call it Flying Kick, if you're not even flying?

The ability is just incredibly badly worded and missing a lot of established vocabulary from similar abilities, which makes it fun to argue about the different interpretations. It really needs an errata or at least a correction in wording, though.


saladful wrote:
Jodokai wrote:
but I don't agree that is what is meant

Neither do I, although at the table I would always rule it as being wuxia-style movement, i.e. through the air, as the fluff-blurb says. Because otherwise why call it Flying Kick, if you're not even flying?

The ability is just incredibly badly worded and missing a lot of established vocabulary from similar abilities, which makes it fun to argue about the different interpretations. It really needs an errata or at least a correction in wording, though.

Same reason why stunning fist can be delivered through a "kick" US. It's just a fun name.


I think we're all missing the real question.

Is the mandatory "HIIIIYAAAAAA!" that accompanies the Flying Kick considered a verbal component or just a free action to speak?

:p


I'd allow someone to go straight up in the air, flurry, and come back down cause it's cool.

I'd also allow someone to leap across a 30 foot chasm with this ability to hit the evil wizard on the other side cause also cool.

I wouldn't allow a monk to yell. "THE TREE ACROSS THE RAGING RIVER KILLED MY FATHER! I WILL HAVE MY REVEENNNGE!" and do a Flying Kick on the tree to cross the river cause not cool.


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quibblemuch wrote:

I think we're all missing the real question.

Is the mandatory "HIIIIYAAAAAA!" that accompanies the Flying Kick considered a verbal component or just a free action to speak?

:p

It's actually the action that you need to do, you shout and the universe takes over and does the actual movement for you.


It does not say it grants you any new movement types, so you do not gain any new movement types.

It says you leap to do it, so you are off the surface of the ground. mud, sand, loose gravel, etc would not hamper the movement made as part of the flying kick, just as is does not hamper movement made during a long jump with an acrobatics check.

It does not call for an acrobatics check to move the distance it tells you you CAN move, so this is an auto-success jump in any direction (including straight up) that does not come out of your total movement speed for the round. At 5th level this is only a 10' jump, But by 18th level (when wizards can create new demiplanes), this is a 60' jump. Wow... Extraordinary! (Ex)

It does not say you land without harm, however, so you will have to make an acrobatics check - as you fall back down to the ground, to reduce the damage you take. Unless you took Slow Fall, as well (or have a ring of feather fall or boots of the cat) you will end up prone if you jump straight up in the air at higher levels.

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