10.10 Rip and Tear
10.10.1 Rank 1 Maneuvers
| Bloodletter |
Standard action |
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Rank 1 |
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Make a strike.
Injury: The target bleeds. A bleeding creature takes damage equal to half your power during your next action.
Critical hit: All instances of damage are doubled, not just the initial damage.
| Bloodreap | Standard action |
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Rank 1 |
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Make a melee strike.
| Desperate Bloodwhirl | Standard action |
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Rank 1 |
Cost: One fatigue level.
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Make a melee strike. The strike targets all enemies adjacent to you. You cannot use the desperate exertion ability to affect this strike. Each creature hit by the strike bleeds. A bleeding creature takes damage equal to half your power during your next action.
Critical hit: All instances of damage are doubled, not just the initial damage.
| Rebounding Throw | Standard action |
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Rank 1 |
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Make a thrown strike. The strike also targets an additional creature or object within 10 feet of the strike’s primary target.
| Wide Sweep | Standard action |
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Rank 1 |
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Make a melee strike. The strike gains the Sweeping (1) tag, or you gain a +1 bonus to the Sweeping value if it already had that tag. This allows the strike to hit an additional target (see Weapon Tags).
10.10.2 Rank 3 Maneuvers
| Blood Trance | Standard action |
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Rank 3 |
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You may choose to lose a quarter of your maximum hit points. Then, if you are injured, you become briefly primed (always explode) and empowered (add rank to damage).
| Brow Gash | Standard action |
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Rank 3 |
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Make a strike.
Injury: The target becomes dazzled (20% miss chance, no special vision) as a condition.
| Flintspark | Standard action |
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Tags: Fire | Rank 3 |
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Hit: The target burns. A burning creature takes damage equal to half your power during your next action.
Critical hit: All instances of damage are doubled, not just the initial damage.
| Rend the Hide | Standard action |
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Rank 3 |
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Make a strike.
Injury: If the target is not wearing metal body armor, it bleeds. A bleeding creature takes the same damage from the strike again during your next action.
| Ricochet |
Standard action |
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Rank 3 |
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Make a thrown strike against up to four creatures or objects in a Small (15 ft.) radius within Medium (60 ft.) range. 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). If you choose yourself as one of the targets, you can catch the weapon instead of taking damage from it.
| Spinning Steel | Standard action |
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Tags: Swift (see text) | Rank 3 |
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You are steeled (immune to crits) this round. Make a melee strike. The strike targets all enemies adjacent to you. The steel is a Swift effect, but the strike is not.
| Strip the Flesh | Standard action |
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Rank 3 |
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Make a strike.
Injury: If the target is not wearing metal body armor, it becomes stunned (-2 defenses) as a condition.
| Tear Exposed Flesh | Standard action |
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Rank 3 |
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Make a strike with a -1 accuracy penalty. If the target is injured, the strike deals double damage.
| Two-Weapon Rend | Standard action |
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Rank 3 |
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Make a dual strike (see Dual Strikes). You reroll the attack roll once and keep the lower result.
Hit: The target bleeds. A bleeding creature takes damage equal to the damage it took from the strike during your next action.
10.10.3 Rank 5 Maneuvers
| Bloodletter+ |
Standard action |
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Rank 5 |
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Make a strike that deals double weapon damage.
Injury: The target bleeds profusely. A bleeding creature takes damage equal to 2d6 + your power during your next two actions.
Critical hit: All instances of damage are doubled, not just the initial damage.
| Bloodreap+ | Standard action |
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Rank 5 |
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Make a melee strike that deals double damage.
| Desperate Bloodwhirl+ | Standard action |
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Rank 5 |
Cost: One fatigue level.
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Make a melee strike that deals double damage. The strike targets all enemies adjacent to you. You cannot use the desperate exertion ability to affect this strike. Each creature hit by the strike bleeds. A bleeding creature takes damage equal to your power during your next action.
Critical hit: All instances of damage are doubled, not just the initial damage.
| Hamstring | Standard action |
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Rank 5 |
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Make a melee strike that deals double damage.
Injury: The target becomes slowed (-10 speed, -2 Armor and Ref) as a condition.
| Slash and Return | Standard action |
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Rank 5 |
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Make two strikes. You gain a +2 accuracy bonus with the first strike, and a -2 accuracy penalty with the second strike.
| Two-Weapon Rend+ | Standard action |
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Rank 5 |
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Make a melee dual strike (see Dual Strikes).
Hit: The target bleeds. A bleeding creature takes damage equal to 2d6 + your power during your next action.
Critical hit: All instances of damage are doubled, not just the initial damage.
10.10.4 Rank 7 Maneuvers
| Flintspark+ | Standard action |
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Tags: Fire | Rank 7 |
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Make a strike that deals double damage.
Hit: The target burns. A burning creature takes 1d6 damage per 2 power during your next action.
Critical hit: All instances of damage are doubled, not just the initial damage.
| Painful Brow Gash | Standard action |
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Rank 7 |
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Make a strike that deals triple damage.
Injury: The target becomes dazzled (20% miss chance, no special vision) and stunned (-2 defenses) as a single condition.
| Rend the Hide+ | Standard action |
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Rank 7 |
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Make a strike that deals six times weapon damage.
Injury: If the target is not wearing metal body armor, it bleeds. A bleeding creature takes the same damage from the strike again during your next action.
| Ricochet+ |
Standard action |
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Rank 7 |
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Make a thrown strike against up to six creatures or objects in a Small (15 ft.) radius within Medium (60 ft.) range. You can choose the same target multiple times, but not twice in a row, and no more than three times total. Choosing the same target twice means it takes double damage, and three times means it takes triple 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). If you choose yourself as one of the targets, you can catch the weapon instead of taking damage from it.
| Spinning Steel+ | Standard action |
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Tags: Swift (see text) | Rank 7 |
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You are steeled (immune to crits) this round. Make a melee strike that deals triple damage. The strike targets all enemies adjacent to you. The steel is a Swift effect, but the strike is not.
| Tear Exposed Flesh+ | Standard action |
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Rank 7 |
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Make a strike that deals extra damage equal to half your power. If the target is injured, the strike deals triple damage.