Acrobatic Charge

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Required Tiger Discipline 2
Range Self
Target Area Self
Duration 1 Round
Action Move
Cost 1 Mana
Effect You may make Rank Acrobatics checks to tumble around, over, or under foes and obstacles without interrupting a charge. You may diverge from a straight line to your target by 1 yard in either direction, and with each successful Acrobatic check you add 1 dice to the charge attack. A failed Acrobatic check interrupts the charge stopping you in place and ending your turn. Like all charges, you must move at least your base movement.