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If you sprint when you move you can sprint into your enemy. With a successful atheltics check, you can push your enemy back the remaining amount of your movement + 1.
If you are standing within weapon's range of an enemy who is about to target an ally to far from you with a long range attack or spell, you can make an Attack of Opportunity to attack the enemy first, requiring that enemy to have to make a focus check to continue with its attack. Must have Heightened Senses.
You can hunt for 1d10 hours one beast type. This allows you to do double bow power and always crit against that beast type. You cannot change beast type while hunting is in progress. Must have Tracking.
Your arrows take on the characteristcs of your runic element. You will do 20% more damage to elements you are strong against and there's a 20% chance that elements you are weak against will receive no damage.
You are able to use both fists with one attack, as long as you are unarmed. Must have Martial Arts Proficiency, this is a requirement to attack with both fists.
Each damage you take to your Vitality that is physical damage becomes temporary Physical Armor. Each magical damage you take to your Vitality become Magical Armor. These points disappear after battle. Must have Endure.
By sacrificing a support action to do so, you can attempt to evade a hit so that you do not have to worry about getting hit. To do so you will roll for an acrobatics check with whatever challenge is applicable. If you succeed, you will add your Acrobatics score to your armor. If the damage does not pass that number you are fine. If it does, you will play out the attack as normal.