10.10 Rip and Tear
10.10.1 Maneuvers
Bloodletter |
Rank 1 |
Usage time: Standard action.
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Make a strike. If the target loses hit points, it takes damage from the strike again during your next action.
Brow Gash | Rank 1 |
Usage time: Standard action.
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Make a strike. If the target loses hit points, it becomes dazzled (20% miss chance, no special vision) as a condition.
Desperate Bloodwhirl | Rank 1 |
Usage time: Standard action.
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.
Hit: Each creature that loses hit points takes damage from the strike again during your next action.
Hamstring | Rank 1 |
Usage time: Standard action.
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Make a melee strike. If the target loses hit points and your attack result also hits its Reflex defense, it becomes slowed (half speed, -2 Armor and Ref) as a condition.
Rebounding Throw | Rank 1 |
Usage time: Standard action.
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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.
Two-Weapon Rend | Rank 1 |
Usage time: Standard action.
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Make a melee dual strike (see Dual Strikes). If the target takes damage, it bleeds. A bleeding creature takes damage equal to half your power during your next action. On a critical hit, this bleeding damage is doubled.
Wide Sweep | Rank 1 |
Usage time: Standard action.
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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).
Flintspark | Rank 3 |
Usage time: Standard action. | Fire |
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Make a strike. If your attack also hits the target’s Reflex defense, it takes damage equal to your power during your next action.
Rend the Hide | Rank 3 |
Usage time: Standard action.
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Make a strike. The strike deals extra damage equal to half your power if the target is not wearing metal body armor.
Ricochet |
Rank 3 |
Usage time: Standard action.
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Make a thrown strike against up to three creatures or objects in a Small (15 ft.) radius within Medium (60 ft.) range of 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). If you choose yourself as one of the targets, you can catch the weapon instead of taking damage from it.
Spinning Slash | Rank 3 |
Usage time: Standard action.
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Make a melee strike. The strike targets all enemies adjacent to you.
Tear Exposed Flesh | Rank 3 |
Usage time: Standard action.
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Make a strike. If the target has no remaining damage resistance, the strike deals double weapon damage.
Bloodletter+ |
Rank 5 |
Usage time: Standard action.
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Make a strike. If the target loses hit points, it takes damage from the strike again during each of your next two actions.
Hamstring+ | Rank 5 |
Usage time: Standard action.
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Make a melee strike that deals double weapon damage. If the target loses hit points and your attack result also hits its Reflex defense, it becomes slowed (half speed, -2 Armor and Ref) as a condition.
Slash and Return | Rank 5 |
Usage time: Standard action.
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Make two strikes. You gain a +1 accuracy bonus with the first strike, and a -3 accuracy penalty with the second strike.
Tear Exposed Flesh+ | Rank 5 |
Usage time: Standard action.
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Make a strike that deals double weapon damage. If the target has no remaining damage resistance, the strike deals triple weapon damage.
Two-Weapon Rend+ | Rank 5 |
Usage time: Standard action.
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Make a melee dual strike (see Dual Strikes). If the target takes damage, it bleeds. A bleeding creature takes 1d6 damage per 2 power during your next action. On a critical hit, this bleeding damage is doubled.
Blinding Brow Gash | Rank 7 |
Usage time: Standard action.
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Make a strike that deals double weapon damage. If the target loses hit points, it becomes blinded (50% miss chance, -2 Armor and Ref) as a condition.
Flintspark+ | Rank 7 |
Usage time: Standard action. | Fire |
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Make a strike that deals double weapon damage. If your attack also hits the target’s Reflex defense, it takes 1d8 damage per 2 power during your next action.
Rend the Hide+ | Rank 7 |
Usage time: Standard action.
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Make a strike that deals double weapon damage. The strike deals 1d6 extra damage per 2 power if the target is not wearing metal body armor.
Ricochet+ |
Rank 7 |
Usage time: Standard action.
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Make a thrown strike against up to five creatures or objects within Medium (60 ft.) range of you. You can choose the same target multiple times, but not twice in a row, and no more than twice total. If you choose the same target twice, it takes double damage from the attack.
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.
Strip the Flesh | Rank 7 |
Usage time: Standard action.
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Make a strike that deals double weapon damage. If the target loses hit points, it becomes vulnerable (-4 defenses) to all damage as a condition.