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 weak strike.

Damaging Hit: If the target loses hit points, it becomes stunned (-2 defenses) as a condition.

Desperate Smash

Rank 1

Usage time: Standard action.

Cost: One fatigue level.

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

Earsplitting Bonedrum

Rank 1

Usage time: Standard action.

Auditory

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Make a melee strike.

Damaging Hit: 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 against a stable surface. The strike targets everything supported by that surface in a Small (15 ft.) cone from you. You take a -1 accuracy penalty with the strike. On a miss, you still deal half damage.

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.

Damaging Hit: 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 in any direction. This push is a Size-Based effect, so it does not affect creatures more than one size category larger than you.

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.

Damaging Hit: 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. On a miss against a secondary target, you still deal half damage.

Forceful Smash

Rank 3

Usage time: Standard action.

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Make a strike.

Damaging Hit: You knockback the target 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.

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

Damaging Hit: The target 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.

Hit: If your attack also 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 with double weapon damage. The strike deals 1d8 extra damage per 3 power. You cannot use the desperate exertion ability to affect this strike.

Ground Slam+

Rank 5

Usage time: Standard action.

Earth

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Make a melee strike against a stable surface. It targets everything supported by that surface in a Medium (30 ft.) cone from you. You take a -1 accuracy penalty with the strike, but it deals extra damage equal to your power. On a miss, you still deal half 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 you can move up to your full movement speed instead of only 5 feet.

Tenderize

Rank 5

Usage time: Standard action.

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Make a strike.

Damaging Hit: If the target loses hit points, it is vulnerable (-4 defenses) to all damage as a condition.

Concussion+

Rank 7

Usage time: Standard action.

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Make a melee strike with triple weapon damage.

Damaging Hit: If the target loses hit points, it is 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 with double weapon damage.

Damaging Hit: You knockback the target 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.