10.9 Perfect Precision
10.9.1 Rank 1 Maneuvers
| Arrowguide | Standard action |
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Rank 1 |
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Make a ranged strike with a -2 accuracy penalty. Then, you briefly gain a +2 accuracy bonus with ranged strikes against the target.
| Called Shot | Standard action |
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Rank 1 |
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Choose a number from 1–10, then make a strike. If you roll that number on your attack roll, you gain a +5 accuracy bonus. Any die rolled as part of an attack that explodes counts for this purpose, and you use your final die result after applying any rerolls. Effects which would replace your attack roll with a fixed value, such as a law paladin’s aligned aura ability, do not apply to this strike.
| Chargebreaker | Standard action |
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Rank 1 |
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You ready a reactive melee strike (see Ready Reaction). The strike triggers against any enemy that you couldn’t already hit with a melee strike at the start of the phase, such as enemies already adjacent to you. You gain a +2 accuracy bonus with the reactive strike.
| Desperate Pierce | Standard action |
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Rank 1 |
Cost: See text.
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Make a strike. You can increase your fatigue level by one to reroll the attack roll with a +4 accuracy bonus. You cannot use the desperate exertion ability to affect this strike.
| Heartpiercer | Standard action |
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Rank 1 |
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Make a strike. You gain a +3 accuracy bonus with the strike for the purpose of determining whether you get a critical hit. However, you cannot get a glancing blow with this strike.
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You strike directly for your foe’s heart.
| Injection | Standard action |
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Rank 1 |
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Make a strike.
Hit: You gain a +4 accuracy bonus with contact-based and injury-based poisons delivered with the strike.
| Lunge | Standard action |
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Rank 1 |
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Make a melee strike against up to two creatures or objects in a 10 ft. long, 5 ft. wide line from you. The line must point directly away from you. Only one of the spaces in the line can be adjacent to you.
| Maintain Focus | Standard action |
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Rank 1 |
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You become briefly focused (roll attacks twice). During the next round, if you hit with a strike, you become briefly focused again.
| Penetrating Shot | Standard action |
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Rank 1 |
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Make a ranged strike against everything in a Medium (30 ft. long), 5 ft. wide line from you. Each target must be within your maximum range limit with your weapon, and you take the normal longshot penalty for attacking a creature at long range (see Weapon Range Limits). You also still take the normal -4 accuracy penalty for attacking an adjacent creature with a Projectile weapon (see Weapon Tags).
10.9.2 Rank 3 Maneuvers
| Armorpiercer | Standard action |
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Rank 3 |
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Make a strike. The attack is made against the target’s Reflex defense instead of its Armor defense.
| Distant Shot | Standard action |
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Rank 3 |
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Make a ranged strike. You reduce your longshot penalty with the strike by 4, which generally removes the penalty entirely.
| Pure Precision | Standard action |
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Rank 3 |
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Make a strike with a +3 accuracy bonus.
| The Sharpest Blade | Standard action |
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Rank 3 |
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Make a strike.
10.9.3 Rank 5 Maneuvers
| Called Shot+ | Standard action |
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Rank 5 |
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Choose a number from 1–10, then make a strike that deals double damage. If you roll that number on your attack roll, you gain a +5 accuracy bonus. Any die rolled as part of an attack that explodes counts for this purpose, and you use your final die result after applying any rerolls. Effects which would replace your attack result with a fixed value, such as a law paladin’s aligned aura ability, do not apply to this strike.
| Focusing Lunge | Standard action |
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Rank 5 |
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Make a melee strike with a -1 accuracy penalty against up to two creatures or objects in a 10 ft. long, 5 ft. wide line from you. The line must point directly away from you, and only one of the spaces in the line can be adjacent to you. The strike deals double damage. If you deal damage to two creatures in this way, you briefly become focused (roll attacks twice).
| Heartpiercer+ | Standard action |
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Rank 5 |
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Make a strike. You gain a +15 accuracy bonus with the strike for the purpose of determining whether you get a critical hit. However, you cannot get a glancing blow with this strike.
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You strike directly for your foe’s heart.
| Injection+ | Standard action |
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Rank 5 |
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Make a strike that deals double damage.
Hit: You gain a +4 accuracy bonus with contact-based and injury-based poisons delivered with the strike.
| Maintain Edge | Standard action |
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Rank 5 |
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You become briefly focused (roll attacks twice) and honed (+4 accuracy with crits). During the next round, if you get a critical hit with a strike, you become briefly honed again.
| Penetrating Shot+ | Standard action |
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Rank 5 |
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Make a ranged strike against everything in a Large (60 ft. long), 5 ft. wide line from you. The strike deals double damage. Each target must be within your maximum range limit with your weapon, and you take the normal longshot penalty for attacking a creature at long range (see Weapon Range Limits). You also still take the normal -4 accuracy penalty for attacking an adjacent creature with a Projectile weapon (see Weapon Tags).
10.9.4 Rank 7 Maneuvers
| Armorpiercer+ | Standard action |
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Rank 7 |
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Make a strike that deals six times weapon damage. The attack is made against the target’s Reflex defense instead of its Armor defense.
| Pinning Shot | Standard action |
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Rank 7 |
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Make a strike that deals triple damage.
Injury: If you get a critical hit, the target becomes slowed (-10 speed, -2 Armor and Ref) as a condition.
| Pressure Point Puncture | Standard action |
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Rank 7 |
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Make a melee strike that deals triple damage.
Hit: If your attack result also hits the target’s Fortitude defense, it takes a -1 penalty to all defenses as a condition. A creature can have up to four instances of this condition on it at once, and the penalty from each instance stacks. Any individual creature can only gain one instance of this condition per round, even if multiple creatures use this ability on it.
| Pure Precision+ | Standard action |
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Rank 7 |
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Make a strike with a +20 accuracy bonus.
| The Sharpest Blade+ | Standard action |
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Rank 7 |
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Make a strike that deals triple damage.