10.4 Dirty Fighting

Disable foes using freehanded attacks and tricks.

10.4.1 Maneuvers

Eye Poke

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.

Knock Flying

Rank 1

Usage time: Standard action.

Brawling

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Make an brawling attack vs. Fortitude using a free hand against a creature you touch. You must be strong enough to carry the target.

Hit: You knockback the target 10 feet away from you.

Critical hit: Double knockback distance.

Muzzling Grapple

Rank 1

Usage time: Standard action.

Brawling

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This maneuver functions like the grapple ability, except that the target also has a 20% failure chance with abilities that have verbal components as long as it is grappled by you.

Piledriver

Rank 1

Usage time: Standard action.

Brawling

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Make a brawling attack vs. Fortitude using a free hand against a creature you are grappling.

Hit: The target takes 1d8 damage +1 per power.

Stunning Fist

Rank 1

Usage time: Standard action.

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Make a strike using the punch/kick natural weapon (see Natural Weapons). If the target loses hit points, it becomes stunned (-2 defenses) as a condition.

Sweep the Leg

Rank 1

Usage time: Standard action.

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Make a melee strike. If the target takes damage and your attack result also hits its Fortitude defense, it falls prone (half speed, -2 Armor and Ref). This is a Size-Based effect, so it does not affect creatures two or more size categories larger than you.

Switchstrike

Rank 1

Usage time: Standard action.

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Make a melee strike. If the target takes damage, you may switch spaces with it, as long as this would not result in either of you entering a occupied space. This is a Size-Based effect, so it does not affect creatures more than one size category larger than you.

Alchemical Admixture

Rank 3

Usage time: Standard action.

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Make a melee strike. In addition, you can throw a tanglefoot bag, vial of alchemist’s fire, or similar small object at a target of the strike. You must still have a free hand that is not being used to make the strike to throw the object.

Anklesprainer

Rank 3

Usage time: Standard action.

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Make a melee strike. If the target takes damage and your attack result also hits its Reflex defense, it becomes slowed (half speed, -2 Armor and Ref) as a condition.

Battering Ram

Rank 3

Usage time: Standard action.

Brawling

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This maneuver functions like the overrun ability, except that it requires a standard action to use and does not increase your fatigue level. In addition, creatures cannot choose to avoid you, and all creatures that you move through takes 1d6 damage +1 per power.

Body Bludgeon

Rank 3

Usage time: Standard action.

Brawling

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Make an brawling attack against the Fortitude defense of a Medium or larger creature you are grappling. If you hit, you can make a strike with your normal accuracy using that creature as a weapon. The strike deals double weapon damage. Treat the creature as a weapon with the Heavy weapon tag that deals 1d6 damage per size category by which the creature is above Small. This means you normally need two free hands to make the strike. You must also be strong enough to carry the weapon creature normally (see Weight Limits).

The weapon creature takes damage equal to the damage dealt by the strike, ignoring any extra damage from critical hits.

Fake Out

Rank 3

Usage time: Standard action.

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Make a melee strike. If your attack result also hits the target’s Reflex defense, the strike deals extra damage equal to your power. If this attack misses, you briefly take a -2 accuracy penalty against the target.

Stay Down

Rank 3

Usage time: Standard action.

Brawling

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This maneuver functions like the trip ability, except that the target is also unable to stand up during the next movement phase.

Strangle

Rank 3

Usage time: Standard action.

Brawling

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This maneuver functions like the grapple ability, except that the target also takes 1d6 damage +1 per power damage. You cannot get a glancing blow with this attack.

Takedown

Rank 3

Usage time: Standard action.

Brawling

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This maneuver functions like the grapple ability, except that the target also falls prone (half speed, -2 Armor and Ref).

Anklesprainer+

Rank 5

Usage time: Standard action.

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Make a melee strike that deals double weapon damage. If the target takes damage and your attack result also hits its Reflex defense, it becomes slowed (half speed, -2 Armor and Ref) as a condition.

Disarm

Rank 5

Usage time: Standard action.

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Make a melee strike.

Hit: If your attack also hits the target’s Fortitude and Reflex defenses, it drops one item of your choice that it is holding in a single hand. This is a Size-Based effect, so it does not affect creatures that are two or more size categories larger than you.

Eye Gouge

Rank 5

Usage time: Standard action.

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Make a strike. If the target loses hit points, it becomes blinded (50% miss chance, -2 Armor and Ref) as a condition.

Eyebite

Rank 5

Usage time: Standard action.

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Make a strike. If the target takes damage and your attack result also hits its Reflex defense, it treats you as being invisible as a condition (see Invisible).

Knock Flying+

Rank 5

Usage time: Standard action.

Brawling

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Make an brawling attack vs. Fortitude using a free hand against a creature you touch. You must be strong enough to carry the target.

Hit: 1d8 damage +1 per power. In addition, you knockback the target 20 feet away from you.

Critical hit: Double damage and double knockback distance.

Muzzling Grapple+

Rank 5

Usage time: Standard action.

Brawling

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This maneuver functions like the grapple ability, except that the target also has a 50% failure chance with abilities that have verbal components as long as it is grappled by you.

Piledriver+

Rank 5

Usage time: Standard action.

Brawling

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Make a brawling attack vs. Fortitude using a free hand against a creature you are grappling.

Hit: The target takes 1d10 damage plus 1d10 per 2 power.

Quivering Palm

Rank 5

Usage time: Standard action.

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Make a strike using the punch/kick natural weapon (see Natural Weapons). If the target loses hit points, it takes 1d10 damage plus 1d10 per 2 power.

Sweep and Slam

Rank 5

Usage time: Standard action.

Brawling

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This maneuver functions like the trip ability, except that the target also takes 1d6 damage per 2 power. You cannot get a glancing blow with this attack.

Backbreaker

Rank 7

Usage time: Standard action.

Brawling

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Make a brawling attack vs. Fortitude using a free hand against a creature you are grappling.

Hit: The target takes 1d10 damage plus 1d10 per 2 power. If it loses hit points from this damage, it becomes paralyzed (cannot move) as a condition.

Battering Ram+

Rank 7

Usage time: Standard action.

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

Body Bludgeon+

Rank 7

Usage time: Standard action.

Brawling

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This maneuver functions like the body bludgeon maneuver, except that the strike deals quadruple weapon damage, and the weapon deals 1d8 damage per size category by which the creature is above Small (minimum 1d8).

Fake Out+

Rank 7

Usage time: Standard action.

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Make a melee strike. If your attack result also hits the target’s Reflex defense, the strike deals 1d10 extra damage per 2 power. If this attack misses, you briefly take a -2 accuracy penalty against the target.

Pin

Rank 7

Usage time: Standard action.

Brawling

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This maneuver functions like the grapple ability, except that if the target has no remaining damage resistance, it is pinned completely instead of simply grappled. It is effectively paralyzed (cannot move), except that it can still use the escape grapple ability (see Escape Grapple).

Steal Weapon

Rank 7

Usage time: Standard action.

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This maneuver functions like the disarm maneuver, except that you can immediately grab a disarmed object if you have a free hand available, including a hand you used for this ability.