10.6 Flurry of Blows
Attack too rapidly for your foes to react.
10.6.1 Maneuvers
Barrage | Rank 1 |
Usage time: Standard action.
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Make two ranged strikes using a single Projectile weapon. You take a -4 accuracy penalty with both strikes, and any longshot penalty that applies to the strikes is doubled. For each previous consecutive round that you used this ability in the same location, you reduce this accuracy penalty by 1.
Dazzling Flurry | Rank 1 |
Usage time: Standard action.
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Make a weak strike. You may reroll the accuracy roll and take the highest result.
Damaging Hit: If the target loses hit points, it becomes dazzled (20% miss chance, no special vision) as a condition.
Desperate Double Flurry | Rank 1 |
Usage time: Standard action.
Cost: One fatigue level.
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Make two weak strikes using a single weapon. You cannot use the desperate exertion ability to affect these strikes.
Frenzy | Rank 1 |
Usage time: Standard action.
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Make a melee strike. For each previous consecutive round in which you used this ability, you gain a +2 accuracy bonus with the strike, up to a maximum of +4.
Quickdraw | Rank 1 |
Usage time: Standard action.
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You can sheathe any non-Heavy weapons you wield, then draw one or two non-Heavy weapons into your free hands. Then, you can make a strike with a -1 accuracy penalty.
Shrapnel Burst | Rank 1 |
Usage time: Standard action.
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Make a ranged strike using a Projectile weapon against everything in a Small (15 ft.) cone from you. The strike costs five projectiles. On a miss, you still deal half damage.
Whirlwind |
Rank 1 |
Usage time: Standard action.
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Make a melee strike with a -1 accuracy penalty. The strike targets all enemies adjacent to you. On a miss, you still deal half damage.
Deathseeking Double Flurry | Rank 3 |
Usage time: Standard action.
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Make a strike using a single weapon.
Hit: Make an additional strike against all creatures that lost hit points from the first strike. The second strike cannot target any other creatures.
Heavy Quickdraw | Rank 3 |
Usage time: Standard action.
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You can sheathe any weapons you wield, then draw one or two weapons into your free hands. Then, you can make a strike with a -1 accuracy penalty.
Quickfire | Rank 3 |
Usage time: Standard action.
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Make a ranged strike using a Projectile weapon. You do not suffer the normal -4 accuracy penalty for using a Projectile weapon against a creature adjacent to you on this attack.
Rapid Quaff | Rank 3 |
Usage time: Standard action.
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Make a strike. In addition, you can drink a potion. You must still have a free hand that is not being used to make the strike to hold and drink the potion.
Static Shock | Rank 3 |
Usage time: Standard action. | Electricity |
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Make a strike.
Damaging Hit: If the target loses hit points, it becomes stunned (-2 defenses) as a condition.
Volley Fire | Rank 3 |
Usage time: Standard action.
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Make a ranged strike using a Projectile weapon against all creatures in a Small (15 ft.) radius within Medium (60 ft.) range. This strike costs five projectiles. On a miss, you still deal half damage.
Dazzling Flurry+ | Rank 5 |
Usage time: Standard action.
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Make a strike. You may reroll the accuracy roll and take the highest result.
Damaging Hit: The target becomes dazzled (20% miss chance, no special vision) as a condition.
Desperate Triple Flurry | Rank 5 |
Usage time: Standard action.
Cost: Two fatigue levels.
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Make three strikes using a single weapon. You cannot use the desperate exertion ability to affect these strikes.
Double Flurry | Rank 5 |
Usage time: Standard action.
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Make two strikes using a single weapon.
Frenzied Flurry | Rank 5 |
Usage time: Standard action.
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Make a melee strike using a single weapon. For each previous consecutive round in which you used this ability, you can make an additional melee strike, up to a maximum of two extra strikes.
Shrapnel Burst+ | Rank 5 |
Usage time: Standard action.
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Make a ranged strike using a Projectile weapon against everything in a Large (60 ft.) cone from you. You take a -1 accuracy penalty with the strike, but it deals extra damage equal to your power. The strike costs ten projectiles. On a miss, you still deal half damage.
Tripping Whirlwind | Rank 5 |
Usage time: Standard action.
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Make a melee strike. The strike targets all enemies adjacent to you. On a miss, you still deal half damage.
Damaging Hit: If your attack also hits the target’s Fortitude defense, it falls prone (half speed, -2 Armor and Ref). This is a Size-Based effect, so it does not affect creatures that are two or more size categories larger than you.
Double Whirlwind | Rank 7 |
Usage time: Standard action.
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Make two melee strikes using a single weapon. The strikes target all enemies adjacent to you. On a miss, you still deal half damage.
Static Shock+ | Rank 7 |
Usage time: Standard action. | Electricity |
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Make a strike with double weapon damage.
Damaging Hit: The target becomes stunned (-2 defenses) as a condition.
Triple Flurry | Rank 7 |
Usage time: Standard action.
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Make three strikes using a single weapon.
Volley Fire+ | Rank 7 |
Usage time: Standard action.
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Make a ranged strike using a Projectile weapon against all creatures in a Medium (30 ft.) radius within Distant (120 ft.) range. The strike deals extra damage equal to your power. This strike costs ten projectiles. On a miss, you still deal half damage.