10.8 Mobile Hunter
Move around the battlefield with ease to avoid threats or hunt weak foes.
10.8.1 Maneuvers
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.
Damaging Hit: You can briefly move through the target’s space as if it was not there.
Rushdown |
Rank 1 |
Usage time: Standard action.
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You can move up to half your speed and make a strike with a -1 accuracy penalty, in either order.
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. In addition, you can move up to your movement speed in a straight line away from one target of the strike.
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.
Damaging Hit: If the target loses hit points, it is 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 teleport horizontally to a location within Short (30 ft.) range. In addition, you can make a melee strike at your destination. 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. On a miss, you still deal half damage.
Rushdown+ |
Rank 3 |
Usage time: Standard action.
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You can move up to your speed and make a strike with a -2 accuracy penalty, in either order.
Spring Attack | Rank 3 |
Usage time: Standard action.
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Move up to half your movement speed and make a melee strike. After making the strike, you can use the other half of your movement.
Flash Sweep | Rank 5 |
Usage time: Standard action.
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You teleport horizontally to a location within Short (30 ft.) range. In addition, you can make a melee strike that targets all enemies within a 5 ft. wide line between your starting location and your ending location. On a miss, you still deal half damage. You cannot use this ability if you have any encumbrance.
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 with double weapon damage.
Damaging Hit: The target is 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 teleport horizontally to a location within Short (30 ft.) range. In addition, you can make two melee strikes. Each strike targets one creature within a 5 ft. wide line between your starting location and your ending location. 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 any location you occupy during the jump. Your weapon damage with the strike is doubled.
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. On a miss, you still deal half damage.