10.8 Mobile Hunter

Move around the battlefield with ease to avoid threats or hunt weak foes.

10.8.1 Maneuvers

Fall Back

Rank 1

Usage time: Standard action.

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Make a melee strike. Then, you can move up to half your movement speed.

Prepared Sprint

Rank 1

Usage time: Standard action.

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Your movement speed is briefly doubled. However, you cannot use the sprint ability during that time.

Push Through

Rank 1

Usage time: Standard action.

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Make a melee strike. If the target takes damage and is a creature, you briefly do not consider it to be an obstacle. This means you can move through its space freely. If you end your movement in its space, this can cause you both to be squeezing (-2 Armor and Ref) (see Squeezing).

Rushdown

Rank 1

Usage time: Standard action.

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You can move up to half your speed, then make a melee strike.

Sprinting Charge

Rank 1

Usage time: Standard action.

Cost: One fatigue level.

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This maneuver functions like the charge ability, except that you can move up to twice your speed instead of up to your speed, and the defense penalty is removed.

Unbalancing Backstep

Rank 1

Usage time: Standard action.

Swift (see text)

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Choose a creature you can see. You can move up to 5 feet away from that creature. In addition, you gain a +2 bonus to your Armor and Reflex defenses this round. Whenever that creature misses or glances you with a melee strike this round, it takes a -2 penalty to Armor defense during the next round. As normal, this bonus does not stack with itself, even if the same creature misses you with multiple melee attacks.

The defense bonus and reactive penalties are Swift effects, but not the movement.

Carve the Air

Rank 3

Usage time: Standard action.

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You jump and move as normal for the jump (see Jumping). You can make a melee strike from any location you occupy during the motion, including both your initial leap and your fall afterwards (if any).

Fall Back+

Rank 3

Usage time: Standard action.

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Make a melee strike. Then, you can move up to your movement speed.

Fearsome Pounce

Rank 3

Usage time: Standard action.

Emotion

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Move up to half your movement speed and make a melee strike. If the target loses hit points, it becomes frightened (-2 Mental, -2 accuracy vs. source) by you as a condition.

Flash Charge

Rank 3

Usage time: Standard action.

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You can move in a straight line up to your land speed. During this movement, you move too quickly to be seen, becoming invisible. You reappear at your destination, and you can make a melee strike there. You cannot use this ability if you have any encumbrance.

Frenzied Charge

Rank 3

Usage time: Standard action.

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This maneuver functions like the charge ability, except that you gain a +2 accuracy bonus with the strike if you moved at least 15 feet during the charge. However, the penalty to your defenses increases to -4.

Passing Splitstrike

Rank 3

Usage time: Standard action.

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Make a melee strike, then move up to 10 feet and make another melee strike. You cannot include the same creature or object as a target of both strikes.

Reaping Harvest

Rank 3

Usage time: Standard action.

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Move up to half your movement speed in a straight line. You can also make a melee strike. The strike targets all enemies adjacent to you at any point during your movement.

Rushdown+

Rank 3

Usage time: Standard action.

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You can move up to your speed, then make a melee strike.

Flash Sweep

Rank 5

Usage time: Standard action.

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You can move in a straight line up to your land speed. During this movement, you move too quickly to be seen, becoming invisible. You reappear at your destination, and you can make a melee strike there. The strike targets all enemies adjacent to you at any point during your movement. You cannot use this ability if you have any encumbrance.

Spring Attack

Rank 5

Usage time: Standard action.

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Move up to half your movement speed and make a strike. If the strike is a melee strike, you gain a +2 accuracy bonus with it. After making the strike, you can use the other half of your movement.

Fearsome Pounce+

Rank 7

Usage time: Standard action.

Emotion

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Move up to half your movement speed and make a melee strike that deals double weapon damage. If the target takes damage, it becomes frightened (-2 Mental, -2 accuracy vs. source) by you as a condition.

Flash Flurry

Rank 7

Usage time: Standard action.

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You can move in a straight line up to your land speed. During this movement, you move too quickly to be seen, becoming invisible. You reappear at your destination, and you can make two melee strikes there. Each strike targets one creature adjacent to you at any point during your movement. You can target the same creature with both strikes. You cannot use this ability if you have any encumbrance.

Leaping Impact

Rank 7

Usage time: Standard action.

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You jump and move as normal for the jump (see Jumping). You can make a melee strike from your final location after jumping. Your weapon damage with the strike is doubled. On a hit, the target takes half of the falling damage that you would normally take based on the height of the jump, ignoring any of your abilities that reduce that damage.

Reaping Harvest+

Rank 7

Usage time: Standard action.

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Move up to your movement speed in a straight line. You can also make a melee strike. The strike deals double weapon damage, and it targets all enemies adjacent to you at any point during your movement.