Rules

Enchanted Realms Rulebook

 
 Contents
 Introduction
 Overview
 How to Play
 Create a Character
   Qualities
   Race
   Skills
   Backstory
   Personality
   Summary
 Using Skills
   Karma
   Acquiring Skills
   Modifiers
   Saves
   Perception
   Group Feats
   Advantage and Disadvantage
   Raw Dice
   Summary
 Racial Skills
 Vocational Skills
 Combat Skills
 Adventuring Skills
 Magickery
 Rune Magic
 Divine Powers
   Invocations (A-C)
   Invocations (D-L)
   Invocations (M-R)
   Invocations (S-Z)
   Divine Skills
   Holy Ground
 Sorcery
   Axioms (A-C)
   Axioms (D-M)
   Axioms (N-Z)
 Armor
   Craftsman Armor
 Weapons
 Economy
   The Market
 Combat Detailed
   Rounds
   Initiative
   The Action
   Reactions
   Movemment
   Different Modes
   Terrain
   Knocked Down
   The Attack
   Raw Die Scores
   Critical Hits
   Physical Damage
   Sneak Attacks
   Touch-based Effects
   Defending
   At The Ready
   Grappling
   Pushing
   Shackling
   Flee Attack
   Impalement Maneuver
   Cover
   Obscurement
   Friendly Fire
   Weapon Negating
   Defense Rolls (Variant)
   Restrictions in Combat
 Adventuring
   Size Categories
   Brute Force
   Social Interactions
   Travel
   Mounts
   Recovery
   Short Rest
   Long Rest
   Death Saves
   Exhaustion
   Climate Extremes
   Petrification
   Asphyxiation
   Dehydration
   Starvation
   Poisons
   Disease
   Curses
   Falling
   Mind-Spirit Death
   Illusions
   Glamours
   Phantasms
   Shrouds
   Underwater
 Archetypes
 Game Master Details
   Labor Projects
   Metalworking
   Non-Metallic Crafting
   Chemistry and Alchemy
   Magic Items
 Appendix A - Character Sheet
Combat Skills

In any RGP, often combat is a large portion of the game. Therefore, taking some method of combat is strongly recommended. While Sorcery and Divinity skills do give opportunity to inflict damage against another, without some combat training a character will be severely lacking in a physical fight.

A very simple overview of combat is that d20s are rolled and compared individually against the opponent’s Armor Class (AC) to determine whether damage is inflicted. Combat skills can be combined. When doing so, this typically allows for an extra d20 to be rolled as an attack. Some skills offer abilities and deviations to standard combat rather gaining an extra die. However, not all skills can be used together; for example, melee fighting will not combine with ranged fighting.

Thus, to attack with a single d20, one needs a melee fighting or ranged fighting skill. Those without a trained combat skill have no dice to roll for an attack. However, they are not totally helpless and capable of attack; it is considered at disadvantage. For untrained fighters, who are automatically at disadvantage, two d20 rolls are made, but the lower of the two must be used as the combat roll. The same thing happens to those with a single attack die when becoming at disadvantage.

As stated in the Raw Dice section, any time a raw score of 20 (natural 20) is rolled, it is considered a hit against the opponent, even if mathematically it was impossible to beat its AC. The same is true for the other end of the spectrum. A natural 1 will always miss, even if mathematically it should connect.

A final and important note about a natural 20 in combat: since it is a statistical exception, these hits are not subject to be reduced by dodge, deflection, rebuff, riposte or other skills or magics that reduce an attacker's effective die score.

SkillCost SkillCost
Melee Fighting 100 Ground-Fighting250
Ranged Fighting 100 Heavy Armor250
Shield-Use150 Lure250
Medium Armor150 Partner Ploy250
Style Leverage150 Ricochet250
Ambidexterity200 Shield-Blitz250
Archery200 Silk Sleeve250
Berserker200 Weapon Lock250
Bludgeoning200 Aerial Fighting300
Cleaving200 Bleed300
Dodge200 Focused Shot300
Drive200 Heavy Blow300
Hurling200 Marksmanship300
Martial Arts200 Pain300
Mounted Fighting200 Rumbling Ground300
Parry200 Shield Breaker300
Polearms200 Style Dominance300
Rebuff200 Throttle300
Riposte200 Two-Handed Fighting300
Shield Hand200 War-Steed300
Slashing200 Whip-Blitz300
Spinning Moves200 Wide Strike300
Treachery200 Weapon Disarm350
Whip Master200 Weapon Forte350
Commander250 Whip Steal350
Deflect Missiles250 Aerial Commander400
Evasive Motion250 Strength Bow400
Footwork250 Two-Handed Mastery400
Aerial CommanderAerial Fighting
This can only be used for an animal specific to the aerial fighting prerequisite; further, the ridden must be war-trained. No additional dice are granted; however, the animal can also attack in the same turn as the rider.
Aerial FightingAerial Reins
This can only be used for an animal specific to the aerial reins prerequisite. This grants the ability to fight effectively from atop the beast, gaining the full movement of the mounted creature; however, there are no bonus die granted with this skill. Attempting to fight with aerial reins alone slows the movement of the ridden by 30 feet in addition to the penalty from aerial reins, which places the rider at disadvantage for combat and requires a body feat against a DC 13 each round or fall from the mount.
AmbidexterityNo Requirement
This is not two-handed fighting but rather the ability to use either hand as the use of a primary weapon. This allows a couple of options as one could hold different styled weapons in each hand, assuming neither is heavy or required two hands, and switch methods of attack every other turn without the initiative penalty for switching weapons. It also offers the option when having one's weapon pinned, to use or draw a new weapon without having to drop the original.
ArcheryRanged Fighting
This skill enhances one’s use of weapons marked with the archery tag. This is an enhancement the style and methods for using such weapons, and therefore it grants an additional d20 to an attack action. Critical hits are not gained with archery.
BerserkerMelee Fighting
This is a technique of reckless combat, attacking as quickly as possible against all those around. Essentially, the combatant gains an additional d20 to his normal number of melee dice; however, in exchange for this bonus each d20 used suffers a -3 penalty modifier to hit with the remaining dice. Further, the dice must be used on separate targets within five feet, unless employing a weapon with reach and the skill to apply that advantage. If there are not enough available targets as potential dice, then that d20 is merely lost.
BleedWeapon Forte
When using a slashing weapon of mastery via the weapon forte skill, then it is possible an additional die to be rolled. This occurs whenever a raw 18 or higher occurs in the attack. In this case, it is a special crit for the potential of extra damage from bleeding. This bonus works complementary and separately with the heavy weapon tag, heavy blow as well as with other crits. This means if a character has weapon forte in bastard sword uses it with heavy blow, then 4d20 are used for the attack. If one of the dice is a 19 (and the others are below 18), then the special crit occurs for an additional d20 attack, but also the target is placed at disadvantage from the heavy tag and an extra crit is granted from the heavy blow. In this example, 4d20 is rolled for the attack, then two separate crits are rolled. Further, each critical hit is rolled with exploding dice, meaning if those rolls are a natural 20, then another crit and extra die roll is granted. The same result might occur from a dagger with two-handed fighting when scoring a natural 20 on one of the four die rolls. In that case, the natural 20 is a crit and also a special crit, yielding two separate crit rolls.
BludgeoningMelee Fighting
This skill enhances attack style when using weapons marked with the blunt tag. The skill gives an additional d20 when wielding such as weapon. Further, any natural 20s rolled count as critical hits. However, only 1 addition d20 can be gained from the benefit.
CleavingMelee Fighting
This skill enhances the use with weapons marked as a cleaver. The skill gives an additional d20 to an attack action due to the improved style of wielding such weapons. Further, any natural 20s rolled count as critical hits. However, only 1 addition d20 can be gained from the benefit.
CommanderPartner Ploy
When fighting in a partnered way, was described in the partner ploy skill, this skill allows quick simple instructions to be given to one single ally in an adjacent hex, allowing that ally to also gain +1 to attack rolls, but that ally does not have the full partner ploy skill to affect those around him or her.
Deflect MissilesMelee Fighting
This skill permits a reaction to any physical damage inflicted by archery or thrown weapon. If reacting is chosen to use, then a d6 is rolled and subtracted from the original attacker’s score. This lessened die value would no longer hit, then that damage point is deflected away. Moreover, if a raw 6 is rolled, then the attack is deflected regardless of the math, plus may choose to catch the weapon so long as one hand is free. If the attacker uses more than 1d20, then the attacker’s lowest score is used for the dodge. Magical spells cannot be deflected. See the combat section for details on reactions.
DodgeMelee Fighting
This skill permits a reaction to any physical damage inflicted by melee. If reacting is chosen to use, then a d6 is rolled and subtracted from the original attacker’s score. This lessened die value would no longer hit, then that damage point is dodged. Moreover, if a raw 6 is rolled, then the attack is dodged regardless of the math. If the attacker uses more than 1d20, then the attacker’s lowest successful score is used for the dodge. Magical spells cannot be dodged. See the combat section for details on reactions.
DriveMelee Fighting
This form of attack forces a character backward, employing all the dice of a normal attack. However, it inflicts no damage, it merely forces the opponent into a different location. The distance driven is 5-feet per successful dice hit. The direction can be any backwards angle desired by the attacker. This is best demonstrated using adjacent hexes on a battle map. An opponent may use a reaction to make a save to avoid the effect. The DC is 10 plus the number of dice rolled. Therefore, if 3d20 were rolled in the drive attack, the DC would be 13. However, even if the save is successful, the opponent will suffer damage for each successful hit in trade of not being forced to move. This maneuver may not be attempted against creatures greater than one size larger than the attacker.
Evasive MotionMartial Arts
This is the training of one's body to move in an uncanny fashion, which effectively grants +2 to AC. This is categorized as the "other" component of armor class. Therefore, it does not combine with magical AC rings or protection effects. Moreover, it cannot be applied in heavy armor, even with the heavy armor skill.
Focused ShotEither Archery or Hurling
With focused shot, an archer can gain an extra d20 on a ranged attack; however, this comes with specific sacrifices for the additional die. First, when rolling for initiative, this incurs a -5 penalty to the roll. Further, the total modified score of initiative can never be higher than 7. Also, all dice of the attack must be used against a single target. The delay allows for a better-placed shot, thus delivering a higher damage potential.
FootworkMartial Arts
This skill trains the user to be cognizant of his or her own stances and foot-placements as well as those of the enemy. As a result, this allows 1d20 to be substituted from one's normal attack as either a grappling, shoving or tripping attack, rolled separately (and last) from the attack by using various leg-locking or kicking maneuvers. Thus, if a warrior attacks with 2d20, then 1d20 would be from the weapon with the option to trip the opponent after the attack. All the size restrictions of grappling, etc also apply when using the footwork skill. Additionally, this allows a minor leaping-climb movement. It costs triple for each five-foot upward movement, but it allows the user to harness momentum to scale ten feet of solid, non-slick surfaces like the outer wall of a building or even a large tree. If two surfaces are within five feet of another, then bouncing to the other is permitted to continue the climb. However, if movement runs out without reaching a sturdy plateau, the one scaling falls to the ground.
Ground-FightingMartial Arts
This skill removes the disadvantage status when the character is prone. Melee attackers still gain their own advantage, but the victim can fight normally even though on the ground.
Heavy ArmorMedium Armor
Like the medium armor skill, this skill removes armor restrictions when wearing heavy armor. Movement only suffers a 10-foot reduction instead 25. Also, the penalty for initiative is removed. However, magic use and range weaponry restrictions remain.
Heavy BlowOne of Bludgeoning, Cleaving or Slashing
Heavy weapons require two hands to wield. Through this skill, any weapon with the heavy tag, can be wielded with an extra d20 added to the total number of attack dice. As with all heavy weapons, a score of natural 18 or higher places an “unshielded” victim at disadvantage. However, using this skill, even those with shields suffer the disadvantage effect. Furthermore, if the natural 18 or 19 successfully hits, then it is considered a critical hit just like a raw 20. This means the wielder immediately gains another d20 of potential damage. Multiple critical hits still only permit one bonus die. This can be employed with spinning moves and berserker.
HurlingRanged Fighting
This skill enhances use with thrown weapons, which are marked with the thrown tag. The skill adds an additional d20 to the attack when attacking with such a weapon. Critical hits are not gained by hurling.
LureMelee Fighting
This technique is very circumstantial and only useful where an opponent can perform a sneak attack but the victim makes his or her perception check - and this is only useful if the sneak attack will be in melee form. The skill allows the potential victim to continue to appear be unaware, luring the attack - although it should be declared before initiatives are rolled and declared when noticing the attempt. If decided after, the GM may have the two opponents re-roll their initiative scores. Until the attack comes, no actions can be taken - meaning if the actor's action occurs before the attack, then it is lost. When the attack the victim does occur, the actor can use a reaction as if it were a full attack, being similar to the impalement maneuver, inflicting damage before the attack comes. Moreover, because of the surprise, the reaction removes the one attempting the sneak attack from being able to dodge, rebuff or use any parry bonus. If surviving the lure, the initial attack is made; however, without the bonuses for a sneak attack (or backstab if applicable) because the attack was not really a surprise. Moreover, if the reaction occurs before the person's normal action, then the actor will have that action remaining.
MarksmanshipArchery
At the sacrifice of one attack die, all other dice in an archery attack gain a +5 to each roll.
Martial ArtsMelee
This skill does not enhance upon melee but rather turns one's fists, arms and feet into effective weapons. As such, it delivers 1d20 of blunt damage on its own, but does not give extra dice to any other skill except body weapons. Thus, if the character is a lizardfolk with martial arts, then 3d20 are used for such attacks (one from melee, one from body weapons, and one from martial arts). However, an elven martial artist would deliver only 1d20 as an attack. Also, a shield can be used with martial arts but would suffer the initiative penalty without shield-use. Moreover, shield-blitz can gain the special d20 shield attack when fighting with martial arts. Finally, this skill conveys a +2 bonus for any body save involving balance, which includes grappling, pushing, or effects such as the tremor incantation.
Medium ArmorMelee Fighting
As explained in the combat section, anyone can wear any type of armor: however, serious penalties are inflicted. This skill removes some of those for medium armors. Movement only suffers a 5-foot reduction instead of 10. Also, the penalty for initiative is removed. However, magic use and range weaponry restrictions remain.
Melee Fighting No Requirement
This skill permits combat with any melee weapon, allowing a d20 attack upon an opponent within 5 feet. A weapon must be employed, including improvised weapons such as chairs and frying pans are allowed. However, note that improvised weapons cannot be used to gain additional d20s regardless of additional skill-styles learned later. Lastly, this skill can be trained or self-trained as a vocation skill with the differences of training requiring only 60 days (120 for self) and a body feat-save, rather than spirit, (DC:4) after the training effort.
Mounted FightingMountsmanship
This can only be used for an animal specific to the mountsmanship prerequisite. Further, the animal must be a war-trained mount. When fighting atop such a beast, this skill conveys an extra d20 for attacks by using the mass and momentum of the mount.
PainCleaving
This form of attack is designed to inflict pain more than deliver damage. It can only be performed with a cleaving weapon; however, when done so, the victim acts as if he or she is resistant to the damage delivered, halving the damage inflicted. If the target is already resistant, then this attack becomes pointless. Through the completion of the victim's next action, the target will be in extreme pain, meaning attacks being made by the victim are at disadvantage and spell-using (cantrips, axioms and incantations) are impossible. Further, the victim's next action suffers a -2 penalty to the initiative, whether in the current round or the following. Lastly, only victims who experience pain can be affected by this technique. Obviously, constructs and undead cannot be placed under such restrictions. Also, creatures resistant to both blunt and edged weapons are also immune to the pain maneuver. The GM may also rule that certain creatures do not have a nervous system for this to be useful.
ParryMelee Fighting
With this skill a combatant gains an additional +1 to his or her AC when employing a weapon with the Parry tag. This +1 bonus stacks on top of the shield value, but in no way is it considered a shield for any defense or maneuvers, such as protection from heavy weapons.
Partner PloyMelee Fighting
Fighting in cooperation with one or more partners becomes second nature. When engaged in melee against opponents and one's ally is in a hex adjacent to the one with the skill, then the person with this skill gains +1 to all d20 to hit attack rolls. Moreover, the person with the partner ploy or any allies adjacent can disengage from the fight without that opponent gaining a free flee-attack reaction. Even another ally running through a vulnerable space which would allow a flee-attack reaction cannot be performed because of the relentless teaming being waged against that opponent. However, if equal numbers are matched, such as two-on-two, three-on-three, etc, then flee-attacks again available. But even with even odds, having a partner within five feet allows the skilled partner to continue with the +1 bonus and only lost if facing a greater number of opponents in direct melee. To calculate “even odds”, each combatant counts as one; however, any combatant with partner ploy (or acting as such from commander) count as two.
PolearmsMelee Fighting
This skill enhances one’s use with weapons marked with the reach tag. It does not give any extra dice for attacks; however, it does permit these weapons to extend to strike targets 10 feet away. Further, it allows an impalement maneuver, which gives an additional 2d20 above the normal number of attack dice when setting against an opponent who is charging. Details on this type of reaction-attack are explained in the combat section. Lastly, any natural 20 rolled counts as a critical hit. However, only 1 addition d20 can be gained from the benefit.
Ranged Fighting No Requirement
This skill permits use of ranged weapons to attack with a d20 against an opponent within range of the weapon. Usable weapons will be marked with either archery or thrown tag. Further, if fighting against an opponent within 5 feet and the weapon is being used as a ranged weapon, then throwing or firing it is at disadvantage, unless the weapon has a flung tag. For example, daggers cannot be thrown within 5 feet, but a hammer can. Lastly, most weapons must have a clear path of hexes to target a victim as those shots are projected on a linear path. Spears, arrows and others when fired outside are permitted to fire over the top of allies or obstruction. Also, the GM will help determine when an obstruction blocks a potential shot and when the target is using it as cover. See Cover. Lastly, this skill can be trained or self-trained as a vocation skill with the differences of training requiring the normal 100 days (200 for self), but the feat-save is against body, rather than spirit, (DC:4) after the training effort.
RebuffMelee Fighting
Similar to the dodgeskill, this allows a reaction to be used in response to any physical damage inflicted by melee by using any melee weapon to block some or all of the incoming damage. If the reaction is chosen to use, then a d6 is rolled and subtracted from the original attacker’s score. This lessened die value would no longer hit, then that damage point is blocked. Moreover, if a raw 6 is rolled, then the d20 is blocked regardless of the math. If the attacker uses more than 1d20, then the attacker’s lowest successful score is used for the dodge. Magical spells cannot be blocked. More details on reactions are in the combat section. However, if under the restrained restriction, rebuff can be used but at a disadvantage where two d6s are rolled, using the lesser of the two rolls.
RicochetHurling
This attack allows a thrown weapon to ricochet off the first victim and strike a second, so long as the total distance traveled is within the normal range. Even sharp weapons like daggers or shuriken can be pummel or flat hit first (but still cuts delivering edged damage). One attack roll is made and then applied against both targets. If the first target is missed, then both are missed. If successful, the first target is treated as resistant and the second suffers full damage. Trick shots off a wall, statue or other obstruction are also possible. Strategically, this can be used against creatures with a low intellect or those who are drunk. Unless able to observe the hurler, the second victim must make a successful perception check (DC:9) to know from where the attack came. At the GM's discretion, it is possible the second might believe the first made the attack.
RiposteRebuff
This is an enhancement to the rebuff skill where a combatant performs a small counterstrike as a reaction in response to an attack. The counterattack is merely a single d20 in response instead of a full attack, but it still may inflict damage if striking the opponent's AC. This reaction may be chosen even if the incoming attack was unsuccessful. The weapons employed at the time of the reaction are limited to melee weapons, but also those with a heavy tag and improvised weapons are restricted from using of this type of reaction.
Rumbling GroundBludgeoning
This is another heavy weapon attack and can only be performed with a war maul (or any other specialized heavy blunt-damage weapon). It can only be performed on solid ground, not water, mud, thick snow or other terrain that the GM considers is not firm. The attacker strikes the ground with such awesome force that those in front of the attacker extending 10 feet (2 hexes) suffer intense vibrations like that of a tremor incantation (DC:10). If the ground is a thin-stone (DC:2) or wooden (DC:4) bridge, it is possible the structure itself could buckle, base d20 check with adjustments by the GM. Lastly, this attack cannot be performed consecutively from round to round, but it could be done every other action.
Shield-BlitzShield-Use
With this skill, it allows a shield to become an actual weapon rather than an improvised one with the option complementing a normal attack. When employing a shield and having this skill, one can use a shield as a weapon to gain an additional d20 for an attack, provided the shield is used in the off-hand and not as the primary weapon. Martial arts or body weapons could be the primary weapon of an attack and gain the additional shield-blitz die. Heavy weapons cannot be used in conjunction with an employed shield, and this skill offers no exception to that rule; however, because shield-use is a prerequisite, the weapon does not have to have the light property. Further, if a d20 is gained, then it should be separately colored or designated, as the damage type from shield-blitz is blunt where other attacks might be different. Moreover, the shield could be used as a primary weapon by itself, but if doing this, then its AC protection drops from +2 to +1. As a primary weapon, it can be combined with the bludgeoning and other skills to gain additional d20s on the attack, but as it is no longer the off-hand supplement, the extra d20 when used with another weapon would not be gained. Finally, while its attacks should be tracked separately, unless combined with spinning moves, this assault cannot be used against more than one target regardless of whether it is used as a primary or secondary weapon.
Shield BreakerWeapon Lock and either Bludgeoning or Cleaving
The attack can only be performed with blunt or cleaving melee weapons that do not have a light tag. Other than that, this is identical to weapon disarm but instead it is used against an opponent's shield, treating it as a heavy disarmed item.
Shield HandShield-Use and Polearms
This requires a specially-crafted shield used with polearms that have a slotted groove in the shield which acts as a second hand. This allows the shield bonus to be gained while employing a two-handed polearm together. However, when doing so, all d20 attack dice used with the polearm suffer a -2 penalty on the attack.
Shield-UseMelee Fighting
Anyone can carry and use a shield. However, to gain the +2 AC bonus, the weapon used in conjunction with the shield must be marked as a light weapon. This skill removes that restriction; however, weapons marked as heavy, reach or ammo-use are still restricted. Lastly, the donning of a shield no longer suffers the -2 penalty to initiative.
Silk SleeveMartial Arts
This skill teaches the combatant to use a supple cloth, from 4 to 8 feet in length, as a weapon. By whipping and snapping it tight, keeping it in constant motion, the cloth gains the rigidity of spear and may be used in the same capacity of one by whatever other skills this combatant has, including parry. Obviously, it cannot be thrown.
SlashingMelee Fighting
This skill enhances the style of attack when wielding with melee weapons which are marked with the edged tag. The skill adds an additional d20 to the attack when attacking with such a weapon. Additionally, any natural 20s rolled count as critical hits. However, only 1 addition d20 can be gained from the benefit.
Spinning MovesOne of Bludgeoning, Body-Weapons, Cleaving or Slashing
Split melee attacks on targets up to dice available when used with one of the required styles of fighting.
Strength BowWeapon Forte and Body 4 or Higher
This can only be used if one has acquired weapon forte with a longbow. It also requires a specially-crafted bow, which is cost twice the market price and have three times the maintenance. When using one with this skill, then an additional 1d20 is granted. Some magical bows may be considered as a strength bow weapon, at the discretion of the GM.
Style DominanceStyle Leverage and Weapon Forte
As with its predecessors, this skill is specific to a style and weapon. However, when striking with that weapon, the battler gains +3 on all attack dice originating from that weapon. To be clear, the +3 already includes the bonus from style leverage, and that modifier should not be added in again. This could include all dice when using two-handed fighting. Unlike style leverage, this could apply to shield-blitz but only if a style dominance is applicable specifically to shields.
Style LeverageOne of Archery, Bludgeoning, Cleaving, Hurling, Polearms or Slashing
This skill is specific to the prerequisite style required to gain it, and it can only be used with weapons that can be wielded in that style. If desiring to use it with another set of weapons, then it would have to be relearned specific for that style. However, when using with the appropriate attack style, the combatant gains +1 bonus to hit on all dice used with that style. This would not gain a bonus for shield blitz attacks even if the style happened to be bludgeoning unless of course the shield were actually used as a primary weapon. Even yet, the shield bonus attack would still not gain the +1 bonus and still have to be rolled separately.
TargetingEither Archery or Hurling
With a normal ranged attack, only a single target is fired upon; however, this skill permits the total number of attack dice to be split up against different targets when using ranged combat. If ammo is being tracked, one projectile is used per target.
ThrottleMartial Arts
This skill teaches advanced grappling and choke holds. This can only be applied to bipedal opponents who are the same or smaller size category. It does convey a +3 to the body contest of grappling. Moreover, if successful, not only places a grappled restriction on the victim, but further adds a special restriction where the target can attack no one other than the grappler. This hold is so effective, the victim loses any dodge, deflect missiles or other skills that have these as a prerequisite. While maintaining the hold, the grappler cannot take further actions but retains the +3 bonus in a competition if the opponent tries to escape. A downside of the two are so entwined is damage inflicted to held has a chance of being equally transfered to the grappler; for each point inflicted, a special body save (DC:7) must be made of that point is also inflicted upon the grappler. To clarify, if three points are inflicted, then three d20 saves would be made. This transfer damage does not force body saves to release the grip. Moreover, if the hold is kept until what should be the martial artist's next action, then the submission choke begins. It is at this point the rules of asphyxiation go into play without the benefit of holding one's breath. During this time, the victim is also stripped of its ability to speak. Finally, the throttling portion of the maneuver may not be useful against all creatures, constructs and undead being examples. However, the grappling portions would still be applicable.
TreacheryMelee Fighting
With this skill, a character employs various techniques to restrict an opponent’s vision or movement. The opponent must be with n range of a melee weapon, and the attacker must declare which restriction is being attempted: vision or movement. Exploits include but are not limited to throwing dust in the face or knocking a helmet lopsided. Perhaps creating a make-shift barrier to impede being chased. The exact method is not important to game play, but it results in penalizing the opponent when used as a combat action. The attempt is made as a normal attack sequence, using the normal number of d20 dice. The attack inflicts no damage; however, if successful the enemy must save against the effect DC 10 plus 2 per successful hit. If blinded, the victim becomes disadvantaged for the number of rounds equal to the hits scored. If movement impeded, the victim’s movement is halved for the same calculated duration. At any time, the victim may use his or her action for the round to correct the penalties. This can only be performed upon creatures up to one Size Category larger. Lastly, if impeding vision is used, the victim must be a sighted creature.
Two-Handed FightingOne of Bludgeoning, Cleaving or Slashing
This skill allows a character to wield two weapons simultaneously, assuming neither weapon has a heavy tag and both are used in melee. This effectively gives an additional d20 attack against the opponents. Should the weapons provide a different number of dice as the base attack, then the lower of the two must be used when calculating the extra d20. This skill can be combined with spinning moves and berserker.
Two-Handed MasteryAmbidexterity and Two-Handed Fighting
This skill allows a person to fight with any combination of weapons, so long as none require both hands to wield. Mixing styles and damage types is perfectly legitimate and superior skills in that weapon are not even need. As so, even two improvised weapons could be used. To calculate attack dice, the weapon with the most die attacks is used as a base, then an additional die is added. Thus, if wielding a hammer in one hand and dagger in the other, with bludgeoning as the best of skills, then 2d20 would be the base, making 3d20 the total attack used. After determining the total dice for the attack, the combatant can assign dice as desired, unevenly if chosen, permitting that 1d20 is applied to both hands at a minimum. In the example above, 2d20 would probably go to the hammer while 1d20 would apply to the dagger. Obviously, these attacks would need to be rolled separately. Even the same style or weapon should be rolled separately any time different modifiers or damage-specials are used. However, this is also important for determining if a hit is a crit or not. Any weapon only used with 1d20 cannot crit, even if the wielder has a set of skills to allow it under normal attacks with the weapon. Also, only pure attacks are used in the base calculation; skills that offer bonus dice are not factored at first, but instead after the final calculation. Therefore, things like bleed can quickly begin to approach the 5d20-max rule from skills. If ever exceeding five dice from multiple skills, then the wielder must choose which of the “overage dice” are ignored.
War-SteedMounted Fighting
This can only be used for an animal specific to the mounted fighting prerequisite. With this skill, the rider can command the mount to attack separately against an instructed target. The attack occurs in the same turn as the rider.
Weapon DisarmWeapon Lock
This skill is an enhancement of Weapon Lock to actually remove an opponent's weapon; however, it also allows the same method of technique of weapon lock with any weapon, including light and improvised ones. When using it do disarm an opponent, the same single attack and bonuses from weapon lock is used. On success, the opponent has options, but may attempt to resist the disarming assuming the target has a reaction available, but otherwise, the weapon is removed from the combatant's grip. Resisting the disarm is a reaction to initiate a body competition with the attacker having the same bonuses (+2 to +5) used to hit and also including any modifiers from special weapons. Remember, this is a competition to prevent an already successful action; thus, a tie goes to the disarmer. The distance the removed weapon lands away is based on the chart below.
Attack WeaponDisarmed WeaponDistance
LightLightd8 ft
OtherLight2d8 ft
HeavyLight3d8 ft
LightOtherd6 ft
OtherOther2d6 ft
HeavyOther3d6 ft
LightHeavyd4 ft
OtherHeavy2d4 ft
HeavyHeavy3d4 ft
There are more details about scenarios using this skill in the Weapons Negating section.
Weapon Forte Special
This skill endows mastery of a specific type of weapon, such as a “great sword” or a “long bow.” This gives an additional d20 attack. However, the prerequisite is that a skill from archery, bludgeoning, cleaving, hurling, polearms or slashing based on styles with which the weapon can be used.
Weapon LockOne of Bludgeoning, Cleaving, Pole-arms or Slashing
This skill focuses on pinning the opponent's weapon in a way that it is locked from attacking. It can only be employed with non-improvised, melee weapons that do not have the light tag, and also it can only be used against actual weapons; it cannot prevent a martial artist or monster with body weapons. A further restriction is it can only be used against an opponent one-size category larger who are bipeds. Therefore, it is possible to lock an ogre's club, but a mounted fighter would be immune from this attack. Also, one could use a longsword with weapon lock but not a chair from the bar. To determine success only a single attack is used. This means single-die advantage/disadvantage rules would apply for two d20s. However, for the normal attack, a d20 is rolled against the opponents AC. Further, there are bonuses to the single attack based on the number of dice used in a normal attack with this weapon.
2 dice+2
3 dice+3
4 dice+4
5 dice+5
There are more details about scenarios using this skill in the Weapons Negating section.
Whip-BlitzWhip Master and Ambidexterity
With this skill, a whip is used in the off hand, similarly to shield-blitz to gain a free whip attack during one’s attack action; however, the target of the whip attack does not have to be the same as who is being attacked by the primary weapon. This could be used with two leather weapons for two separate whip attacks. Moreover, this skill permits a reaction with the off-hand whip, such as a flee-attack. Unlike whip master this skill cannot be used with the spiked chain.
Whip MasterMelee
This skill is part crafting and part combat use. The wielder of the whip modifies his or her weapon to be weighted specific to one’s own whipping style and technique, but thickening the leather and adding metal bars on the tip. This causes the maintenance of the whip to increase to 1 bit monthly, but the customization is so tailored, it is an ordinary whip if another used it. Nonetheless, in the hands of a whip master, it delivers blunt damage, capable of inflicting lethal body points to any who were previously subject to the pain-effects of a normal whip. Those well-armored remain immune to this whip attack as well. Further, although it acts as a blunt weapon, this skilled use of the whip is still incapable of combining with bludgeoning to increase dice; thus, 1d20 is still the attack roll. Alternatively, whip master can restrain any victim possible under the grappling rules for the wielder. If successfully striking the opponent’s AC, then the whip has wrapped the victim, as if being in a grappling restraint. However, there now exist a taunt leather rope between the two, which open up opportunities for a few different responses. First, the attacker cannot use the whip while maintaining the restraint. On its turn, the victim can enter a body competition to yank the handle from the whipper. Alternatively, the victim (or another one else) on one’s respective turn, can cut the whip for 2 body points of edged damage to become free and ruin the whip. If the victim is still retrained by the attacker’s next turn, he or she can drag the victim, either by movement or by pulling the victim closer. Movement cost for dragging is also explained under the grappling rules. As a final note, the grappling option can be used with a spiked chain too; however, it requires 8 points of damage to break the chain. Also remember a spiked chain only has a normal 5-foot reach, meaning the grappled opponent can still attack the wielder, albeit at disadvantage.
Whip StealWhip Master
With whip steal, the attack targets an opponent’s weapon, similar to weapon disarm striking it and pulling it free. This requires a success hit against the target’s AC. As when disarming with the other skills, the opponent may attempt to resist if having a reaction to use by initiating a body competition. However, the wielder of the whip gains a +3 on the competition roll. If the weapon is taken, it is reeled to the feet of the whip wielder. No action is needed to spin the whip free from the grasped item to make the weapon immediately available again for reactions. However, collecting the stolen weapon cannot be performed until the following action. Note: this can be used to steal items from the hands of an opponent other than weapons; however, items elsewhere, such as on a target’s belt, in a pouch or backpack, are strictly off limits. Lastly, unlike whip master this skill cannot be used with the spiked chain.
Wide StrikePolearms
While employing a glaive, spear, staff, or any reach weapon, the attacker strikes, inflicting blunt damage (regardless of the weapon’s normal damage type) against two opponents simultaneously. The targets must be within five feet and must be adjacent to one another. A single attack is made against both opponents, rolling the appropriate die (1d20 for melee, 2d20 if having weapon forte) and comparing the attack totals against each target’s armor class. Any successful strike inflicts 1 point of blunt damage. Further, this skill can be used in conjunction with the drive skill. Finally, wide strike can be used if wielding a spiked chain instead of the standard polearm.

Here are some final notes on combat skills. Unsheathing a weapon and getting it ready does have a penalty to initiative of -2. However, since almost everyone will be doing the same in the first round, there is no reason to penalize everyone. Instead, the GM will check for monsters and beings that have natural weapons already at the ready and give those a +2 instead. It's just easier to manage the start of combat. However, if a character switches primary weapons, even if holding each without being ambidextrous or having two-handed fighting, this is when the penalty would be applied. If most everyone suffers the same penalty, then don't figure it and boost the exceptions, but with individuals are penalized differently than the majority, such as switching weapons or readying a shield without proper training, then those initiative modifiers should be calculated.

It is important to understand the difference between an automatic hit from a natural 20, and when it is a critical hit. All natural 20s are hits, but skills or other circumstances are needed for that raw 20 to be a critical hit, as the critical allows for an extra d20 of potential damage. Details about critical hits can be found in the Combat Detailed section.

While it may sound a little simplified, there is a rule of thumb to follow for determining how skills and weapons work together. Complementary skills enhance the mechanics of an attack, while the weapon used determines the damage and special feats allowed. For example, a halberd can be used to potentially drop an opponent a prone position; however, this weapon cannot be used without a pole-arm skill which allows the use of weapons with a reach tag to extend to 10 feet. Since the halberd cannot be used in close combat, it simply becomes a useless tool for someone with only a melee fighting skill.

Another example might be the staff, which has both the blunt and reach properties. However, one wielding it with bludgeoning could attack as 2d20, but only against those within 5 feet, unless the attacker also had the pole-arms skill which allows for the such a weapon to extend its reach to two hexes instead of one.

The primary point of all of this is to be sure that one understands what aspect of the game, whether skill or item, defines from where an enhancement is gained. After gleaning that, combining skills and understanding what is complementary or not becomes a far easier task.