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 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.

SkillCost SkillCost
Melee Fighting100 Treachery200
Ranged Fighting100 Deflect Missiles250
Shield-Use150 Evasive Motion250
Medium Armor150 Footwork250
Archery200 Ground-Fighting250
Berserker200 Heavy Armor250
Bludgeoning200 Shield-Blitz250
Cleaving200 Targeting250
Dodge200 Aerial Fighting300
Drive200 Focused Shot300
Hurling200 Heavy Blow300
Martial Arts200 Marksmanship300
Mounted Fighting200 Two-Handed Fighting300
Parry200 War-Steed300
Polearms200 Wide Strike300
Rebuff200 Weapon Forte350
Riposte200 Aerial Commander400
Slashing200 Strength Bow400
Spinning Moves200 
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.
ArcheryRanged Fighting
This skill enhances one’s attacks with any weapon marked with the archery tag by granting 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 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. 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 attack with this skill. Further, any natural 20s rolled count as critical hits. However, only 1 addition d20 can be gained from the benefit.
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 react to a drive attack by making a save. 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 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.
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. 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 (except pole-arms), 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, 19 or 20 successfully hits, then it 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.
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.
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 add any extra dice except to body weapons; thus if the character is a lizardfolk then 3d20 are used for such attacks. Otherwise, this allows a character's hands and feet to become lethal weapons able to inflict 1d20 attacks. It will also convey 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 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.
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.
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.
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 count as a critical hit. However, only 1 addition d20 can be gained from the benefit.
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. 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.
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 thecombat section.
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 are restricted from using of this type of reaction.
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.
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.
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. 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.
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.
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.
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.
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.
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.