10.9 Perfect Precision

Stab foes with careful aim.

10.9.1 Maneuvers

Arrowguide

Rank 1

Usage time: Standard action.

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Make a ranged weak strike. After making this strike, you briefly gain a +2 accuracy bonus with ranged strikes against the target.

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 +4 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.

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. If you miss, you can increase your fatigue level by one to reroll the attack 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.

Damaging Hit: If the 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. On a miss, you still deal half damage.

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 3.

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.

Groundspike

Rank 3

Usage time: Standard action.

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Make a melee strike.

Damaging Hit: If your attack also hits the target’s Reflex defense, 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.

Damaging Hit: The target 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.

Called Shot+

Rank 5

Usage time: Standard action.

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Choose any two numbers from 1–10, then make a strike. If you roll either number on your attack roll, you gain a +4 accuracy bonus and the strike deals double weapon damage. 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.

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. However, you cannot get a glancing blow with this strike.

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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 against everything in a Large (60 ft. long), 5 ft. wide line from you. You take a -2 accuracy penalty with the strike, but it deals double weapon damage. On a miss, you still deal half damage.

Full-Body Thrust+

Rank 7

Usage time: Standard action.

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Make a melee strike with 1d10 damage plus 1d10 per 2 powerextra damage. However, you briefly take a -2 accuracy penalty after making the strike.

Groundspike+

Rank 7

Usage time: Standard action.

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Make a melee strike with triple weapon damage.

Damaging Hit: The target becomes slowed (half speed, -2 Armor and Ref) as a condition.