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 at the end of its next turn.
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.
| Brow Gash | Standard action |
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Rank 1 |
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Make a melee strike.
Injury: If your attack result hits the target’s Fortitude defense, it becomes dazzled (20% miss chance, no special vision) as a condition.
| 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 at the end of its next turn.
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).
| 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 at the end of its next turn.
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 at the end of its next turn.
| 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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Rank 3 |
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You are briefly steeled (crits deal less damage). Make a melee strike with a -1 accuracy penalty. The strike targets all enemies adjacent to you.
| 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 at the end of its next turn.
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 at the end of its next turn.
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.
| Painful Brow Gash | Standard action |
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Rank 5 |
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Make a melee strike that deals double damage.
Injury: If your attack result hits the target’s Fortitude defense, it becomes dazzled (20% miss chance, no special vision) and stunned (-2 defenses) as a single 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 at the end of its next turn.
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 at the end of its next turn.
Critical hit: All instances of damage are doubled, not just the initial damage.
| 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 at the end of its next turn.
| 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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Rank 7 |
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You are briefly steeled (crits deal less damage). Make a melee strike that deals double damage. The strike targets all enemies adjacent to you.
| 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.