10.3 Brute Force

Smash foes with raw power.

10.3.1 Maneuvers

Concussion

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 Fortitude defense, it becomes stunned (-2 defenses) as a condition.

Desperate Smash

Rank 1

Usage time: Standard action.

Cost: One fatigue level (see text).

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Make a strike. The strike deals extra damage equal to half your power. You cannot use the desperate exertion ability to affect this strike.

This ability only increases your fatigue level if the strike hits.

Earsplitting Bonedrum

Rank 1

Usage time: Standard action.

Auditory

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Make a melee strike. If the target takes damage, you and the target are deafened (20% verbal spell failure) as a condition.

Ground Slam

Rank 1

Usage time: Standard action.

Earth

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Make a melee strike with a -1 accuracy penalty against a stable surface. The strike targets everything supported by that surface in a Small (15 ft.) cone from one corner of the target space.

Ground Stomp

Rank 1

Usage time: Standard action.

Earth

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Make an attack vs. Reflex against everything adjacent to you that is on the same stable surface as you.

Hit: 1d6 damage +1 per 2 power.

Miss: Half damage.

Knockdown

Rank 1

Usage time: Standard action.

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Make a melee strike. If the target loses hit points, it falls prone (half speed, -2 Armor and Ref). This is a Size-Based effect, so it does not affect creatures more than one size category larger than you.

Press Forward

Rank 1

Usage time: Standard action.

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Make a melee strike. After you make the strike, you can move up to 5 feet. During this movement, you can move into space occupied by creatures that you damaged with the strike. When you do, you push that creature up to 5 feet away from you into an unoccupied space. This push is a Size-Based effect, so it does not affect creatures more than one size category larger than you.

Pure Power

Rank 1

Usage time: Standard action.

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Make a strike with a -4 accuracy penalty. The strike deals double weapon damage.

Steady Slam

Rank 1

Usage time: Standard action.

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Make a melee strike using a single weapon. If you get a glancing blow, it deals full damage instead of half damage. However, you cannot get a critical hit.

Armorcrusher

Rank 3

Usage time: Standard action.

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Make a strike. The attack is made against the target’s Fortitude defense instead of its Armor defense.

Erupting Bonedrum

Rank 3

Usage time: Standard action.

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Make a melee strike. If the target takes damage, compare your attack result to the Fortitude defense of all other enemies within a Medium (30 ft.) radius of the target of your strike. This is an Auditory effect. On a hit against a secondary target, you deal damage equal to the damage you dealt with the strike.

Forceful Smash

Rank 3

Usage time: Standard action.

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Make a strike. If the target takes damage, you knockback it 15 feet. This is a Size-Based effect, so it does not affect creatures more than one size category larger than you.

Gutshot

Rank 3

Usage time: Standard action.

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Make a strike with a -1 accuracy penalty. If the target takes damage and your attack result also hits its Fortitude defense, it becomes stunned (-2 defenses) as a condition.

Knockdown+

Rank 3

Usage time: Standard action.

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Make a melee strike. If the target takes damage, it falls prone (half speed, -2 Armor and Ref). This is a Size-Based effect, so it does not affect creatures more than one size category larger than you.

Leap Slam

Rank 3

Usage time: Standard action.

Earth

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You jump and move as normal for the jump (see Jumping). When you land, if the vertical distance in feet between the highest point of your leap and your landing point was at least ten feet, you emit a small shockwave. If you do, make an attack vs. Reflex against everything adjacent to you that is on the same stable surface as you.

Hit: 1d6 damage +1 per power.

Miss: Half damage.

Overhand Smash

Rank 3

Usage time: Standard action.

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Make a melee strike. It deals double weapon damage, but you cannot get a critical hit. After making the strike, you briefly take a -2 penalty to your Armor and Reflex defenses. This penalty does not have the Swift tag, so it does not affect attacks made against you during the current phase.

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.

Boneshatter

Rank 5

Usage time: Standard action.

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Make a strike. If your attack result hits the target’s Fortitude defense, the strike deals triple weapon damage.

Desperate Smash+

Rank 5

Usage time: Standard action.

Cost: One fatigue level.

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Make a strike that deals double weapon damage. The strike deals extra damage equal to your power. You cannot use the desperate exertion ability to affect this strike.

This ability only increases your fatigue level if the strike hits.

Ground Slam+

Rank 5

Usage time: Standard action.

Earth

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Make a melee strike with a -1 accuracy penalty against a stable surface. It targets everything supported by that surface in a Medium (30 ft.) cone from one corner of the target space. The strike deals double weapon damage.

Ground Stomp+

Rank 5

Usage time: Standard action.

Earth

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Make an attack vs. Reflex against all enemies adjacent to you that are on the same stable surface as you.

Hit: 1d6 damage plus 1d6 per 2 power.

Miss: Half damage.

Press Forward+

Rank 5

Usage time: Standard action.

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This maneuver functions like the press forward maneuver, except that the strike deals double weapon damage, and you can move up to half your movement speed instead of only 5 feet.

Pure Power+

Rank 5

Usage time: Standard action.

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Make a strike with a -2 accuracy penalty. The strike deals triple weapon damage.

Steady Slam+

Rank 5

Usage time: Standard action.

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Make a melee strike that deals double weapon damage using a single weapon. If you get a glancing blow, it deals full damage instead of half damage.

Tenderize

Rank 5

Usage time: Standard action.

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Make a strike. If the target loses hit points, it becomes vulnerable (-4 defenses) to all damage as a condition.

Concussion+

Rank 7

Usage time: Standard action.

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Make a melee strike that deals triple weapon damage. If the target loses hit points and your attack result also hits its Fortitude defense, it becomes confused (-2 defenses, randomly attack or defend) as a condition.

Forceful Smash+

Rank 7

Usage time: Standard action.

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Make a strike that deals double weapon damage. If the target takes damage, you knockback it 30 feet. This is a Size-Based effect, so it does not affect creatures more than one size category larger than you.

Leap Slam+

Rank 7

Usage time: Standard action.

Earth

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This maneuver functions like the leap slam maneuver, except that the damage increases to 1d8 damage plus 1d8 per 2 power.

Overhand Smash+

Rank 7

Usage time: Standard action.

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Make a melee strike. It deals quadruple weapon damage, but you cannot get a critical hit. After making the strike, you briefly take a -2 penalty to your Armor and Reflex defenses. This penalty does not have the Swift tag, so it does not affect attacks made against you during the current phase.

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.