10.8 Mobile Hunter

Move around the battlefield with ease to avoid threats or hunt weak foes.

10.8.1 Rank 1 Maneuvers

Adrenaline

Standard action

Rank 1

Cost: One fatigue level, unless you have a vital wound.

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You briefly gain a +10 foot bonus to your speed and are primed (always explode).

Carve the Air

Standard action

Rank 1

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You jump and move as normal for the jump (see Jumping). You can make a melee strike with a -1 accuracy penalty from any location you occupy during the motion.

Fall Back

Standard action

Rank 1

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Make a melee strike. Then, you add half your speed to your available movement.

Prepared Sprint

Standard action

Rank 1

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Your speed is briefly doubled. However, you cannot use the sprint or jog abilities during that time.

Push Through

Standard action

Rank 1

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Make a melee strike.

Hit: If the target is a creature, you briefly do not consider it to be an obstacle when moving through its space. You still cannot end your movement in its space.

Rushdown

Standard action

Rank 1

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You can move up to half your speed, then make a melee strike.

Sprinting Charge

Standard action

Rank 1

Cost: One fatigue level.

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This maneuver functions like the charge ability, except that you can move up to twice your speed instead of up to your speed, and the defense penalty is removed.

Unbalancing Backstep

Standard action

Rank 1

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You are briefly braced (+2 defenses). In addition, choose a creature you can see. You can move up to 5 feet away from that creature. Until your next turn, whenever that creature misses you with a melee strike, it takes a -2 penalty to its Armor defense. As normal, this bonus does not stack with itself, even if the same creature misses you with multiple melee attacks.

10.8.2 Rank 3 Maneuvers

Fall Back+

Standard action

Rank 3

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Make a melee strike. Then, you add your speed to your available movement.

Flash Charge

Standard action

Rank 3

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You can move in a straight line up to your speed. During this movement, you move too quickly to be seen, making you invisible. You become visible at your destination, and you can then make a melee strike there.

Leap Slam

Standard action

Tags: Earth

Rank 3

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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 all enemies adjacent to you that are on the same stable surface as you.

Hit: 1d10 damage + half power.

Miss: Half damage.

Mighty Rushdown

Standard action

Rank 3

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You can move up to your speed, then make a melee strike with a -2 accuracy penalty that deals double weapon damage.

Momentous Impact

Standard action

Rank 3

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Make a melee strike. If you moved at least 20 feet in a straight line towards your target this turn, the strike deals deals extra damage equal to half your power.

Reaping Harvest

Standard action

Rank 3

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Move up to your speed in a straight line without reducing your available movement. You can also make a melee strike. The strike targets all enemies adjacent to you at any point during your movement.

10.8.3 Rank 5 Maneuvers

Adrenaline+

Standard action

Rank 5

Cost: One fatigue level, unless you have a vital wound.

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You briefly gain a +20 foot bonus to your speed and are primed (always explode).

Fearsome Rushdown

Standard action

Tags: Emotion

Rank 5

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Move up to half your speed without reducing your available movement. Then, make a melee strike that deals double damage.

Hit: If your attack result also hits the target’s Mental defense, it is briefly frightened (-2 Mental, -2 accuracy vs. source) by you.

Flash Sweep

Standard action

Rank 5

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You can move in a straight line up to your speed. During this movement, you move too quickly to be seen, making you invisible. While still invisible, you can make a melee strike that deals double weapon damage. The strike targets all enemies adjacent to you at any point during your movement. After making the strike, you become visible at your destination.

Frenzied Charge

Standard action

Rank 5

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After using this ability, you briefly take a -4 penalty to all defenses.

Move up to your speed in a single straight line. At the end of your movement, you can make a melee strike that deals double damage. If you moved at least 15 feet during the charge, you gain a +2 accuracy bonus with the strike.

10.8.4 Rank 7 Maneuvers

Eyeflash Rushdown

Standard action

Tags: Emotion

Rank 7

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Move up to half your movement speed without reducing your available movement. Then, make a strike that deals triple damage.

Hit: The target briefly treats you as being invisible.

Flash Flurry

Standard action

Rank 7

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You can move in a straight line up to your speed. During this movement, you move too quickly to be seen, making you invisible. While still invisible, you can make two melee strikes that deal double weapon damage at any point during your movement. After making the strikes, you become visible at your destination.

Leap Slam+

Standard action

Tags: Earth

Rank 7

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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.

Leaping Impact

Standard action

Rank 7

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You jump and move as normal for the jump (see Jumping). You can make a melee strike that deals double damage from your final location after jumping. On a hit, the target takes half of the falling damage that you would normally take based on the height of the jump, ignoring any of your abilities that reduce that damage.

Reaping Harvest+

Standard action

Rank 7

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Move up to your speed in a straight line without reducing your available movement. You can also make a melee strike that deals triple damage. The strike targets all enemies adjacent to you at any point during your movement.