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.

Damaging Hit: If the target loses hit points, it becomes dazzled (20% miss chance, no special vision) as a condition.

Knockback Shove

Rank 1

Usage time: Standard action.

Brawling

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This maneuver functions like the shove ability, except that you knockback the target up to 15 feet instead of pushing it. On a critical hit, you knockback the target 30 feet instead. Any accuracy bonuses you have that apply specifically to the shove ability also apply to this ability.

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. Any accuracy bonuses you have that apply specifically to the grapple ability also apply to this ability.

Slipstrike

Rank 1

Usage time: Standard action.

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Make a melee strike with a +1 accuracy bonus. After making the strike, you fall prone (half speed, -2 Armor and Ref).

Stunning Fist

Rank 1

Usage time: Standard action.

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Make a strike using the punch/kick natural weapon (see Natural Weapons).

Damaging Hit: 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 weak strike.

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

Damaging Hit: You may switch spaces with the target, 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.

Damaging Hit: If your attack also hits the target’s 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. Any accuracy bonuses you have that apply specifically to the overrun ability also apply to this ability.

Fake Out

Rank 3

Usage time: Standard action.

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Make a melee strike. If this attack misses, you briefly take a minus2 accuracy penalty against the target.

Damaging Hit: If your attack also hits the target’s Reflex defense, the strike deals extra damage equal to your power.

Knockback Sweep

Rank 3

Usage time: Standard action.

Brawling

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This maneuver functions like the shove ability, except that it affects up to three creatures adjacent to you instead of only one. In addition, you knockback each target up to 15 feet instead of pushing it. On a critical hit, you knockback each target 30 feet instead. Any accuracy bonuses you have that apply specifically to the shove ability also apply to this ability.

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 powerdamage. Any accuracy bonuses you have that apply specifically to the grapple ability also apply to this ability.

Anklesprainer+

Rank 5

Usage time: Standard action.

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Make a melee strike with double weapon damage.

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

Damaging Hit: 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.

Damaging Hit: If your attack also hits the target’s Reflex defense, it treats you as being invisible as a condition (see Invisible).

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. Any accuracy bonuses you have that apply specifically to the grapple ability also apply to this ability.

Quivering Palm

Rank 5

Usage time: Standard action.

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Make a strike using the punch/kick natural weapon (see Natural Weapons).

Damaging Hit: If the target loses hit points, it takes 1d10 damage plus 1d10 per 2 power.

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.

Fake Out+

Rank 7

Usage time: Standard action.

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If this attack misses, you briefly take a minus2 accuracy penalty against the target.

Damaging Hit: If your attack also hits the target’s Reflex defense, the strike deals 1d10 extra damage per 2 power.

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 helpless (-6 Armor and Ref), and the only physical ability it can use is the escape grapple ability (see Escape Grapple). Any accuracy bonuses you have that apply specifically to the grapple ability also apply to this ability.

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.