10.9 Perfect Precision
10.9.1 Maneuvers
Arrowguide | Rank 1 |
Usage time: Standard action.
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Make a ranged strike. If the target takes damage and your attack hits its Reflex defense, you briefly gain a +2 accuracy bonus with ranged strikes against it.
Called Shot | Rank 1 |
Usage time: Standard action.
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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 | Rank 1 |
Usage time: Standard action.
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Make a melee strike. You gain a +2 accuracy bonus with the strike if you stayed in the same location while the target moved towards you during the movement phase.
Desperate Pierce | Rank 1 |
Usage time: Standard action.
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 | Rank 1 |
Usage time: Standard action.
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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 | Rank 1 |
Usage time: Standard action.
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Make a strike. If it target loses hit points, you gain a +4 accuracy bonus with contact-based and injury-based poisons delivered with the strike.
Lunge | Rank 1 |
Usage time: Standard action.
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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.
Penetrating Shot | Rank 1 |
Usage time: Standard action.
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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).
Armorpiercer | Rank 3 |
Usage time: Standard action.
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Make a strike. The attack is made against each target’s Reflex defense instead of its Armor defense.
Distant Shot | Rank 3 |
Usage time: Standard action.
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Make a ranged strike. You reduce your longshot penalty with the strike by 4, which generally removes the penalty entirely.
Full-Body Thrust | Rank 3 |
Usage time: Standard action.
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Make a melee strike with 1d4 extra damage +1 per two power. However, you briefly take a -2 accuracy penalty after making the strike.
Pinning Shot | Rank 3 |
Usage time: Standard action.
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Make a strike. If the target loses hit points, it becomes slowed (half speed, -2 Armor and Ref) as a condition.
Pressure Point Puncture | Rank 3 |
Usage time: Standard action.
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Make a strike. If the target takes damage, 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 | Rank 3 |
Usage time: Standard action.
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Make a strike with a +3 accuracy bonus.
Called Shot+ | Rank 5 |
Usage time: Standard action.
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Choose a number from 1–10, then make a strike that deals double weapon 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 roll with a fixed value, such as a law paladin’s aligned aura ability, do not apply to this strike.
Heartpiercer+ | Rank 5 |
Usage time: Standard action.
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Make a strike. You gain a +10 accuracy bonus with the strike for the purpose of determining whether you get a critical hit.
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You strike directly for your foe’s heart.
Penetrating Shot+ | Rank 5 |
Usage time: Standard action.
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Make a ranged strike with a -1 accuracy penalty against everything in a Large (60 ft. long), 5 ft. wide line from you. The strike deals double weapon 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).
Full-Body Thrust+ | Rank 7 |
Usage time: Standard action.
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Make a melee strike with 1d10 damage plus 1d10 per 2 power extra damage. However, you briefly take a -2 accuracy penalty after making the strike.
Pinning Shot+ | Rank 7 |
Usage time: Standard action.
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Make a strike that deals double weapon damage. If the target takes damage, it becomes slowed (half speed, -2 Armor and Ref) as a condition.
Pure Precision+ | Rank 7 |
Usage time: Standard action.
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Make a strike with a +15 accuracy bonus.