Rules

Enchanted Realms Rulebook

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 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 with a trained combat skill have no dice to roll for an attack. However, they are not totally helpless and capable of attack; however, 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.

SkillCost   SkillCost
Melee Fighting100 Treachery200
Ranged Fighting100 Deflect Missiles250
Shield-Use150 Heavy Armor250
Medium Armor150 Shield-Blitz250
Archery200 Targeting250
Berserker200 Aerial Fighting300
Bludgeoning200 Focused Shot300
Cleaving200 Heavy Blow300
Dodge200 Marksmanship300
Drive200 Two-Handed Fighting300
Hurling200 War-Steed300
Mounted Fighting200 Wide Strike300
Polearms200 Weapon Forte350
Slashing200 Aerial Commander400
Spinning Moves200 Strength Bow400
Melee FightingNo 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 make-shift weapons such as chairs and frying pans are allowed.
Ranged FightingNo Requirement
This skill permits use of ranged weapons to attack with a d20 against an opponent within range of the weapon. Useable 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.
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.
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.
ArcheryRanged Fightingt
This skill enhances one’s attacks with any weapon marked with the archery tag by granting an additional d20 to an attack action.
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 dice; however, in exchange for this bonus each d20 used suffers a -3 penalty modifier. 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.
BludgeoningMelee Fighting
This skill enhances the use with weapons marked as blunt. The skill gives an additional d20 when wielding such as weapon.
CleavingMelee Fighting
This skill enhances the use with weapons marked as a cleaver. The skill gives an additional d20 attack with this skill.
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 react to a drive attack by making a save. The DC is 5 plus the number of dice rolled. Therefore, if 3d20 were rolled in the drive attack, the DC would be 8. 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 larger than the attacker.
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 score is used for the dodge. Magical spells cannot be dodged. See the combat section for details on reactions.
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.
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.
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.
SlashingMelee Fighting
This skill enhances use with thrown weapons, which are marked with the edge tag. The skill adds an additional d20 to the attack when attacking with such a weapon.
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.
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 creatures one size up to one size category larger. Lastly, if impeding vision is used, the victim must be a sighted creature.
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.
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.
Shield BlitzShield-Use
With this skill, one can use a shield as a weapon to gain an additional d20 for an attack, provided a shield is equipped. Heavy weapons cannot be used in conjunction with an employed a 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, the d20 used should be separately colored or designated, as the damage type from shield blitz is blunt where other attacks might be different.
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.
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.
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 12. 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.
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 20 places an “unshielded” victim at disadvantage. However, using this skill, even those with shields suffer disadvantage on a natural 20. Furthermore, the natural 20 is considered a critical hit, which means the wielder gains +1d20 in the following round if continuing to use the same weapon. Multiple critical hits still only permit one bonus die. If then next action is not with the same weapon, then the bonus die is lost. This additional die is considered a temporary enhancement and not a skill; therefore, it is possible to exceed the typical 5d20 maximum. This can be employed with spinning moves and berserker.
MarksmanshipArchery
At the sacrifice of one attack die, all other dice in an archery attack gain a +5 to each roll.
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.
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.
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.
Weapon ForteSpecial
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.
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.
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.