10.8 Mobile Hunter
Move around the battlefield with ease to avoid threats or hunt weak foes.
10.8.1 Rank 1 Maneuvers
| Adrenaline |
Standard action |
|
|
Rank 1 |
Cost: One fatigue level, unless you have a vital wound.
_______________________________________________________________________________________________________
You briefly gain a +10 foot bonus to your speed and are primed (always explode). (This doesn’t increase your available movement this turn.)
| Carve the Air | Standard action |
|
|
Rank 1 |
_______________________________________________________________________________________________________
Make a melee strike. If you are midair due to an intentional jump, you gain a +1 accuracy bonus with the strike (see Jumping). This bonus increases to +2 against each target of the strike that is also midair.
| Charge | Standard action |
|
|
Rank 1 |
Cost: Your available movement, if any, is reduced to zero.
_______________________________________________________________________________________________________
Move up to your speed in a single straight line without reducing your available movement. At the end of this movement, you can make a melee strike.
| Fall Back | Standard action |
|
|
Rank 1 |
_______________________________________________________________________________________________________
Make a melee strike. Then, you add half your speed to your available movement.
| Push Through | Standard action |
|
|
Rank 1 |
_______________________________________________________________________________________________________
Make a melee strike.
Hit: If the target is a creature, you briefly do not consider it to be an obstacle when moving through its space. You still cannot end your movement in its space.
| Unbalancing Backstep | Standard action |
|
|
Rank 1 |
_______________________________________________________________________________________________________
You are briefly braced (+2 defenses). In addition, choose a creature you can see. You can move up to 5 feet away from that creature. Until your next turn, whenever that creature misses you with a melee strike, it takes a -2 penalty to its Armor defense. As normal, this bonus does not stack with itself, even if the same creature misses you with multiple melee attacks.
10.8.2 Rank 3 Maneuvers
| Fall Back+ | Standard action |
|
|
Rank 3 |
_______________________________________________________________________________________________________
Make a melee strike. Then, you add your speed to your available movement.
| Flash Charge | Standard action |
|
|
Rank 3 |
_______________________________________________________________________________________________________
You can move in a straight line, reducing your available movement as normal. During this movement, you move too quickly to be seen, making you invisible. When you arrive at your destination, you can make a melee strike there while still invisible. After making the strike, you become visible at your destination.
| Leap Slam | Standard action |
_______________________________________________________________________________________________________
You jump, reducing your available movement as normal (see Jumping). When you land at the end of your turn, make a reactive attack vs. Brawn against all enemies adjacent to you. You gain a +1 accuracy bonus with this attack for every 10 feet of available movement that you spent on this jump.
Hit: 1d8 damage + power.
Miss: Half damage.
| Mighty Charge | Standard action |
|
|
Rank 3 |
Cost: Your available movement, if any, is reduced to zero.
_______________________________________________________________________________________________________
You can move up to your speed without reducing your available movement. Then, you can make a melee strike with a -2 accuracy penalty that deals double weapon damage.
| Momentous Impact | Standard action |
|
|
Rank 3 |
_______________________________________________________________________________________________________
Make a melee strike. If you moved at least 20 feet in a straight line towards your target this turn, the strike deals deals extra damage equal to half your power.
| Reaping Harvest | Standard action |
|
|
Rank 3 |
_______________________________________________________________________________________________________
Move up to your speed in a straight line without reducing your available movement. You can also make a melee strike. The strike targets all enemies adjacent to you at any point during your movement.
10.8.3 Rank 5 Maneuvers
| Adrenaline+ |
Standard action |
|
|
Rank 5 |
Cost: One fatigue level, unless you have a vital wound.
_______________________________________________________________________________________________________
You briefly gain a +20 foot bonus to your speed and are primed (always explode). (This doesn’t increase your available movement this turn.)
| Carve the Air+ | Standard action |
|
|
Rank 5 |
_______________________________________________________________________________________________________
Make a melee strike that deals double damage. If you are midair due to an intentional jump, you gain a +1 accuracy bonus with the strike (see Jumping). This bonus increases to +2 against each target of the strike that is also midair.
| Fearsome Charge | Standard action |
|
Tags: Emotion | Rank 5 |
Cost: Your available movement, if any, is reduced to zero.
_______________________________________________________________________________________________________
Move up to half your speed without reducing your available movement. Then, make a melee strike that deals double damage.
Hit: If your attack result also hits the target’s Mental defense, it is briefly frightened (-2 Mental, -2 accuracy vs. source) by you.
| Flash Sweep | Standard action |
|
|
Rank 5 |
_______________________________________________________________________________________________________
You can move in a straight line, reducing your available movement as normal. During this movement, you move too quickly to be seen, making you invisible. While still invisible, you can make a melee strike that deals triple weapon damage. The strike targets all enemies adjacent to you at any point during your movement. After making the strike, you become visible at your destination.
| Frenzied Charge | Standard action |
|
|
Rank 5 |
Cost: Your available movement, if any, is reduced to zero.
_______________________________________________________________________________________________________
After using this ability, you briefly take a -4 penalty to all defenses.
Move up to your speed in a single straight line without reducing your available movement. At the end of your movement, you can make a melee strike that deals double damage. If you moved at least 15 feet during the charge, you gain a +2 accuracy bonus with the strike.
10.8.4 Rank 7 Maneuvers
| Eyeflash Charge | Standard action |
|
Tags: Emotion | Rank 7 |
Cost: Your available movement, if any, is reduced to zero.
_______________________________________________________________________________________________________
Move up to half your movement speed without reducing your available movement. Then, make a strike that deals triple damage.
Hit: The target briefly treats you as being invisible.
| Flash Flurry | Standard action |
|
|
Rank 7 |
_______________________________________________________________________________________________________
You can move in a straight line, reducing your available movement as normal. During this movement, you move too quickly to be seen, making you invisible. While still invisible, you can make two melee strikes that deal triple weapon damage at any point during your movement. After making the strikes, you become visible at your destination.
| Leap Slam+ | Standard action |
_______________________________________________________________________________________________________
This maneuver functions like the leap slam maneuver, except that the damage increases to 1d10 damage plus 1d10 per 2 power.
| Reaping Harvest+ | Standard action |
|
|
Rank 7 |
_______________________________________________________________________________________________________
Move up to your speed in a straight line without reducing your available movement. You can also make a melee strike that deals triple damage. The strike targets all enemies adjacent to you at any point during your movement.