10.5 Ebb and Flow
Fight reactively, shifting your style with the flow of combat.
10.5.1 Rank 1 Maneuvers
| All-In |
Standard action |
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Rank 1 |
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Make a melee strike with a +1 accuracy bonus. After making the strike, you briefly take a -2 penalty to all defenses against each target of the strike.
| Counterstrike |
Standard action |
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Rank 1 |
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Choose a creature you can see. Until your next turn, if that creature tries to attack you, you immediately make a melee strike with a +2 accuracy bonus against them as a reactive attack if possible. This attack resolves before the creature’s attack, so if you incapacitate it with the strike, its attack does not affect you. You can only attack that creature once in this way, even if it attacks you multiple times.
| Guardbreaker |
Standard action |
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Rank 1 |
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Choose an ally, then make a melee strike.
Hit: Until your next turn, the target takes a -2 penalty to its Armor defense against that ally’s attacks.
| Punish Inattention | Standard action |
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Rank 1 |
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Choose a creature you can see. Until your next turn, if that creature takes a standard action that does not attack you, you immediately make a melee strike with a +2 accuracy bonus against them as a reactive attack if possible. This attack resolves before the creature’s action, so if you incapacitate it with the strike, its action fails. You can only attack that creature once in this way, even if it takes multiple standard actions.
| Redeeming Followup | Standard action |
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Rank 1 |
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Make a strike. You gain a +2 accuracy bonus with the strike against all creatures that you missed with a strike during your last turn.
| Sharpening Kata | Standard action |
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Rank 1 |
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If you did not attack during your last turn, you are briefly focused (roll attacks twice) and honed (+4 accuracy with crits).
| Tag-Team Followup | Standard action |
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Rank 1 |
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Make a strike. You get a +1 accuracy bonus with the strike if the target already took damage from one of your allies since your last turn.
10.5.2 Rank 3 Maneuvers
| Aftershock |
Standard action |
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Rank 3 |
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Make a strike with a -1 accuracy penalty.
Hit: If your attack result hits the target’s Fortitude defense, the target rumbles. A rumbling creature takes 1d6 damage + half power at the end of its next turn.
| Back Into the Fray | Standard action |
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Rank 3 |
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Make a strike. It deals double damage if you did not make any attacks during your last turn and regained hit points during your last turn.
| Begin the Hunt | Standard action |
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Rank 3 |
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Make a strike with a -1 accuracy penalty. Then, you gain a +1 accuracy bonus against one creature targeted by the strike. If the strike had multiple targets, you choose which target you gain the bonus against. It lasts until you finish a short rest or make an attack that does not include that creature as a target.
| Counter Sweep | Standard action |
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Rank 3 |
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Until your next turn, whenever a creature attacks you , you immediately make a melee strike with a +2 accuracy bonus against them as a reactive attack if possible. This attack resolves before the creature’s attack, so if you incapacitate it with the strike, its attack does not affect you. You can only attack any individual creature once in this way, even if it attacks you multiple times.
| Dance of Death | Standard action |
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Rank 3 |
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If you both dealt damage to another creature and took damage from another creature since the start of your last turn, you are briefly maximized (deal max damage) and shielded (+2 Armor and Ref).
| Full-Body Thrust | Standard action |
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Rank 3 |
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Make a melee strike with extra damage equal to 1d4 plus half your power. However, you briefly take a -2 penalty to your accuracy and defenses after making the strike.
| Reckless Smash | Standard action |
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Rank 3 |
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Make a melee strike that deals double weapon damage. After making the strike, you briefly take a -2 penalty to your Armor defense.
| Tranquil Kata | Standard action |
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Rank 3 |
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You are briefly braced (+2 defenses). If your location did not change since the start of your turn, you are also briefly focused (roll attacks twice), and your available movement is reduced to 0.
| Two-Weapon Rhythm | Standard action |
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Rank 3 |
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Make a dual strike using two weapons (see Dual Strikes).
| Victorious Followup | Standard action |
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Rank 3 |
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Make a strike with a -2 accuracy penalty. The strike deals extra damage equal to your power against each target that you dealt damage to with a strike during your last turn.
10.5.3 Rank 5 Maneuvers
| All-In+ |
Standard action |
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Rank 5 |
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Make a melee strike with a +2 accuracy bonus that deals double damage. After making the strike, you briefly take a -2 penalty to all defenses against each target of either strike.
| Begin the Hunt+ | Standard action |
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Rank 5 |
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Make a strike that deals double weapon damage. Then, you gain a +1 accuracy bonus against one creature targeted by the strike. If the strike had multiple targets, you choose which target you gain the bonus against. This accuracy bonus stacks with itself, up to a maximum of a +4 bonus, but does not stack with the accuracy bonus from begin the hunt. It lasts until you finish a short rest or make an attack that does not include that creature as a target.
| Counter Flurry | Standard action |
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Rank 5 |
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Choose a creature you can see. Until your next turn, if that creature attacks you, you immediately make two melee strikes against them as a reactive attack if possible. These attacks resolve before the creature’s attack, so if you incapacitate it with either strike, its attack does not affect you. You can only respond once in this way, even if the creature attacks you multiple times.
| Guardbreaker+ |
Standard action |
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Rank 5 |
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Choose an ally, then make a melee strike that deals double damage.
Hit: Until your next turn, target takes a -4 penalty to its Armor defense against that ally’s attacks.
| One with the Blade | Standard action |
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Rank 5 |
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Make a melee strike that deals quadruple weapon damage. After making the strike, you briefly take a -2 penalty to all non-Armor defenses.
| Redeeming Followup+ | Standard action |
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Rank 5 |
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Make a strike that deals double damage. You gain a +2 accuracy bonus with the strike against all creatures that you missed with a strike during your last turn.
| Sharpening Kata+ | Standard action |
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Rank 5 |
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If you did not attack during your last turn, you are briefly primed (always explode) and honed (+4 accuracy with crits).
| Tag-Team Followup+ | Standard action |
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Rank 5 |
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Make a strike that deals double damage. You get a +1 accuracy bonus with the strike if the target already took damage from one of your allies since your last turn.
10.5.4 Rank 7 Maneuvers
| Aftershock+ |
Standard action |
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Rank 7 |
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Make a strike with a -1 accuracy penalty that deals double damage.
Hit: If your attack result hits the target’s Fortitude defense, the target rumbles. A rumbling creature takes 1d6 damage plus 1d6 per 2 power at the end of its next turn.
| Dance of Death+ | Standard action |
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Rank 7 |
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If you both dealt damage to another creature and took damage from another creature since the start of your last turn, you briefly are maximized (deal max damage) and take half damage from all sources.
| Full-Body Thrust+ | Standard action |
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Rank 7 |
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Make a melee strike with 1d10 damage plus 1d10 per 2 power extra damage. However, you briefly take a -2 penalty to your accuracy and defenses after making the strike.
| Reckless Smash+ | Standard action |
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Rank 7 |
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Make a melee strike that deals double weapon damage and triple damage overall. After making the strike, you briefly take a -2 penalty to your Armor defense.
| Victorious Followup+ | Standard action |
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Rank 7 |
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Make a strike with a -2 accuracy penalty that deals quadruple weapon damage. The strike deals 1d8 damage plus 1d8 per 2 power extra damage against each target that you dealt damage to with a strike during your last turn.