Enchanted Realms Rulebook

Combat Skills

How to become a bad ass, and strategies once becoming one.

In any RGP, often combat is a large portion of the game. Therefore, taking some method of combat is strongly recommended. While sorceryand divine powers 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. Combat skills that work together in this way are commonly referred to as combat styles. This term “style” is important because it is often used to reference a way of fighting the skills which are able to be combined when fighting that way. Furthermore, fighting with two different styles simultaneously or in a mixed way is not allowed as the general rule. Thus, having weapon forte in a dagger wouldn’t allow it to be used with cleaving skill. (A quiet note: at the upper end, some skills permit exceptions to many general rules).

The chart is ordered by skill cost, while the descriptions are ordered alphabetically.

Archery StyleBashing StyleCleaving StyleHurling StylePolearm StyleSlashing StyleUnarmed-Combat Style
Ranged FightingMelee FightingMelee FightingRanged FightingMelee FightingMelee FightingMelee Fighting
ArcheryBludegoningCleavingHurlingPole-ArmsSlashingBody Weapons
Weapon Forte:ArcheryWeapon Forte:BluntWeapon Forte:CleaverWeapon Forte:ThrownWeapon Forte:ReachWeapon Forte:EdgedMartial Arts

Some skills offer abilities and deviations to standard combat rather gaining an extra die, such as dodge. Many of these skills can be used across different combat styles, such as dual knifing, which can be used with either the bashing or slashing styles of combat. Other skills, like shield-use are not really tied to any style. However, as some skills can be used together, not all skills do; for example, melee fighting will not combine with ranged fighting. It must further be noted that many skills have a prerequisite of another skill, skills or perhaps a quality score. For example, archery cannot be picked up until ranged fighting has already been acquired.

With all that covered, the critical question is how to hit something! To attack with a single d20, one needs a melee fighting or ranged fighting skill. Those without a trained combat skill have no dice for which to roll 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 (called 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 deflection, rebuff, riposte or other skills or magics that reduce an attacker's effective die score. However, dodge can still reduce any single die that is not part of the die-chain, meaning the natural 20 itself or any subsequent crit-rolls resulting from it; thus, if 2d20 are used and one scores a natural 20 while the other is an 18, the die of 18, being the lower one, would still be selected for reduction by the dodge skill.

The chart is ordered by skill cost, while the descriptions are ordered alphabetically.

SkillCost SkillCost
Melee Fighting  100 Shield Cover250
Ranged Fighting 100 Silk Sleeve250
Shield-Use150 Spinning Moves †‡250
Medium Armor150 Weapon Lock250
Style Leverage150 Aerial Fighting300
Ambidexterity200 Armor Mastery300
Archery200 Bleed300
Berserker200 Countermove300
Bludgeoning200 Curved Shot300
Charging200 Focused Shot300
Cleaving200 Gang Style300
Dodge200 Grappler's Control300
Drive200 Heavy Blow300
Hurling200 Marksmanship300
Martial Arts200 Pain300
Mounted Fighting200 Rebuff300
Parry200 Riposte300
Polearms200 Rumbling Ground300
Shield Hand200 Shield Breaker300
Slashing200 Style Dominance300
Swarming200 Takedown300
Targeting †‡200 Throttle300
Treachery200 Two-Handed Fighting †300
Whip Master200 War-Steed300
Berserker †‡250 Whip-Blitz †‡300
Blade Mastery250 Wide Strike300
Commander250 Dual Knifing †350
Deadeye250 Weapon Disarm350
Deflect Missiles250 Weapon Forte350
Evasive Motion250 Whip Steal350
Flail Mastery250 Aerial Commander400
Footwork250 Artery400
Ground-Fighting250 Projectile Tricks400
Heavy Armor250 Shield-Blitz †400
Lure250 Shield-Dancing †400
Mechanist250 Strength Bow400
Partner Ploy250 Two-Handed Mastery †400

 † Multiple Attacks
 ‡ Multiple Targets

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. The animal attack would be a separate attack.
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 Strength 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 or disarmed, to use the already equipped weapon with no penalty or use a reaction to draw a new weapon with a free hand.
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.
Armor MasteryHeavy Armor
With this skill, one is able to move efficiently in armor in a manner superior to the normal wearing. If wearing a medium bulk armor, such a skilled person can gain +3 to AC from the Agility bonus rather than be limited to +2. When in heavy armor it allows additional defenses against the first successful strike of each round. If the first strike is non-magical, even silver, and its damage type is blunt, edged or piercing, then skilled character in heavy armor is effectively resistant to that strike, suffering only half the normal damage, rounded down.
This skill works the same as a bleed; however, if any special crit damage is inflicted, then the victim loses 1 Body point at the end of his or her turn for d4 rounds or until magical healing can be applied.
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 all the attack 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 range. If there are not enough available targets as potential dice, then that d20 is merely lost. This effect results in multiple attacks on separate targets, meaning Strength bonus and weapon are calculated for each attack; however, it cannot be used with other skills that produce multiple attacks, such as shield-blitz or two-handed fighting. Lastly, the total number of targets cannot exceed the 5d20-max rule for skills; thus, the maximum targets possible are five.
Blade MasterySlashing
When in combat and wielding an edged weapon, a blade master is permitted to make a flee-attack reaction at advantage on the attack roll. This includes flee attacks against rapid movement, granting 2d20. This skill grants a second option for using a reaction, which can be used after a melee attack. It occurs immediately at the end of the player's turn whereby the character enters the defending status until start of next turn. Of course, this ruins the opportunity to use a reaction the following round, as per the rules of defending.
BleedWeapon Forte
When using an edged weapon of mastery via the weapon forte skill, then it is possible an additional die to be rolled if used against an opponent that bleeds. This extra die 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 any of the dice score a raw 18, 19 or 20, 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 types of crits can happen if a natural 20 is rolled, one for the bleed and one as a natural 20 crit. In this instance, 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. However, bleed dice only explode on natural 20s. 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. No matter how many raw scores of 18 to 20 occur, there can only be two crit chains occurring.
Blind-FightingCenter Focus
When using this technique, it removes the character from attacking at disadvantage and replaces that with a -2 to attack penalty on all normal dice. It does not however, remove the being attacked at advantage from the aggressors. Moreover, this skill removes the disadvantage status; however, if other conditions exist, poisoned for example, that would place the character back to disadvantage, then the attack penalty would not remain in place just because the character has this skill, as the the disadvantage status would substitute and override the penalty replacement.
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.
ChargingMelee Fighting
When running more than 30 feet in a straight line immediately before striking with a melee action, then an additional d20 is added to the attack. Thus, if only melee fighting is used, the attack would be 2d20. However, this cannot be used in two consecutive melee rounds.
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.
This is an extension skill using the rebuff reaction when being attacked. Using a melee weapon, the countermove redirects an attack to another creature that is occupying an adjacent hex from the original attacker. When employing this, a successful rebuff must be made before extending it to a countermove. If the rebuff fails to block the incoming damage, then nothing further can occur. However, if successful, the half of the total remaining damage can be pushed onto a nearby target by use of this maneuver. However, no special damage, such as infusion of fire or poison is transfered. Also, that partial damage can only inflict the new target if the highest die of the original attack is capable of striking the new intended victim’s AC. As an example, if a 3d20 attack with a heavy weapon and a +2 Strength successfully strikes the one capable of countermove with all three dice, potentially inflicting 7 points of damage. If the rebuff works, then 2 points from Strength still damage the original target, but 5 points are thwarted. Now, 2 points (half of the remaining 5, rounded down) can be redirected to the new target, assuming the highest die of the original attack can strike that AC.
Curved ShotArchery
This skill can only be employed with bows, granting a minor around-the-corner effect. If cover extended only 2 hexes off of a straight line, then that cover could be ignored or partially ignored. Half and three-quarters cover are completely ignored, as it is clearly less than 10 feet for such circumstances. If complete cover extended under ten feet, then with curved shot it would be treated as half cover.
Whenever being at advantage or selected a target attacked at advantage, this skill exploits the circumstance further by, in addition to the extra advantage die, allowing the reroll one of the dice once. This skill can be combined with any other range-based skill that can be used during advantage.
Deflect Missiles
Melee Fighting and Agility 4 or Higher
This skill permits a reaction to potentially neutralize the entire attack to the target from an archery or thrown-weapon attack. If reacting is chosen to use, then a d6 is rolled and subtracted from the attacker’s highest die score. If this lessened score of the highest roll results in a number which would no longer hit, then that entire attack damage against the target is deflected away, preventing any damage from being inflicted. Moreover, if a raw 6 is rolled, then the attack is deflected regardless of the math, plus the deflector may choose to catch the weapon so long as one hand is free. However, if any value of the attack is a natural 20, the reaction cannot be used, as the attack cannot miss. Magical spells cannot be deflected, which includes any magical effect that turns normal ammo into a magical, non-corporeal projectile, such as some magical arrows. The GM will determine this if the effect or item is ambiguous of the magical enhancement. Furthermore, see the combat section for details on reactions.
Melee Fighting and Agility 4 or Higher
This skill permits a reaction to avoid physical damage inflicted by melee. When struck in melee, the one dodging can the score of one of the attacker's dice, so long as that die-score is not a natural 20; however, it must be the lowest score of an attack sequence. If more than a single attack sequence was successful against the target, the one dodging can choose which attack to attempt to dodge. Further, the dodger is permitted to know whether one die or multiple dice were used in an attack. Once selecting the attack (lowest die) to avoid, a reaction is used, so long one remains for the round, and a d6 is rolled. The result of the raw d6 score is subtracted from the lowest successfully-striking die of the selected attack. If that adjusted score is low enough to miss the target AC, then the point from the die is removed and also the Strength bonus is removed from that attack sequence. Furthermore, any special damage, such as heavy blow crit-damage, infusion of fire, poison, disease, or necrotic effect delivered as part of the success of the attack sequence is also negated. Finally, if that is the only die of the attack sequence, then the entire attack acts as a miss and zero points are inflicted as damage. Otherwise, the attack was only reduced to a glancing blow that still inflicted some harm; the remaining die-hits count as one point of damage each in addition to any weapon-related damage and magic included in the attack. Finally, no natural 20 can be reduced or removed, nor can any of its extra dice or exploded values be removed. However, unless all the hits are natural 20s, then the lowest die can still be reduced. 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 an Agility save to avoid the effect. The DC is 12 plus the number of dice rolled. Therefore, if 3d20 were rolled in the drive attack, the DC would be 15. However, even if the save is successful, the opponent will suffer half-damage in trade of not being forced to move. This maneuver may not be attempted against creatures greater than one size larger than the attacker.
Dual KnifingAmbidexterity And
One of Bludgeoning or Slashing
Not limited to knives, this technique can employ fighting with both hands so long as weapon has the light tag and the same weapon (dagger-dagger, mace-mace) is in each hand. Due to the speed of lighter weapons, this allows for an additional 2d20 to apply to the attack and split between hand as evenly as possible. This cannot be combined with two-handed mastery. Further, each hand is considered a separate attack for the purposes of calculating Strength bonuses. This can only be used against a single target until combined with spinning moves.
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.
Flail MasteryBludgeoning
This is special training specifically with the flail. By sacrificing one dice in an attack against a single opponent, the attack can gain +2 against opponents with a shield. This cannot be combined with spinning moves, but other multi-attack skills where the flail strikes the same target are permitted. Further, if successfully striking a victim with a flee-attack reaction, the target must make a Strength preservation save against DC:8 or be knocked prone.
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. Further, it must be declared at the beginning of the round. When rolling for initiative, a -5 penalty is applied 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, except should someone with the footwork skill be prone, he or she will not suffer the -5 penalty . 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.
Gang StyleSwarming or Partner Ploy
This skill is a technique usually taught to weaker but well-trained bipedal monsters, such as elite goblins or hobgoblins. However, others might find it helpful in some cases. It is a fighting style using numbers against a stronger opponent. For this to work, every warrior involved must have this skill, similar to how swarming works. However, instead of each surrounding combatant gaining bonuses, most are engage in distraction techniques to allow a single fighter among the gang to gang significant bonuses. In fact, those being the distractions gain nothing as a bonus to hit; further, only one single point of damage can be inflicted because to the style. However, each of the distracters lend +2 cumulatively to a single member of choice, plus the weapon acts like a heavy one regardless. Therefore, if four hobgoblins with this skill skill engage against a single opponent, three of them attack normally and are limited to a single point of damage; but the fourth gains a +6 bonus to hit, counts as 2 points of damage as the weapon component and inflicts a disadvantage penalty on a raw 18 or higher if the victim has no shield.
Grappler's ControlGround Fighting
This skill allows a person to establish a position from being prone such that no penalties are assessed against the combatant. Therefore, other attackers cannot gain their own advantage against someone prone with this skill nor can any modification rolls for grappling, tripping, etc be counted in competitions. No prone penalties apply whatsoever. However, if the victim of other grappling moves, those restrictions would still apply save any modifiers for being prone.
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, Polearms 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 an “exploding” critical hit similar to raw 20. This means the wielder immediately gains another d20 of potential damage. Multiple critical hits from this single attack sequence still only permit one bonus die. To be clear, a natural 18 or 19 is not an automatic hit, and thus it is subject to be reduced by a dodge or rebuff, which could also remove the die-chain of the crit. Regardless, a natural 18 or 19 still inflicts disadvantage whether missing, successful or avoided. 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.
Melee 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.
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. It also allows a choice of Strength or Agility to be used as a damage modifier at the choice of the combatant. 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 Agility save involving balance, which includes grappling, pushing, or effects such as the tremor incantation.
This skill is specific to the use of crossbows and other archery-based mechanical weapons. The first benefit of this skill is it removes disadvantage from crossbows and hand-crossbows when engaged directly in melee. Next it allows speed-loading. For corssbows, one’s Agility can be added to the initiative. Hand-crossbows remain unable to be initiative-adjusted; however, when having a free hand, it allows the free hand to aid in loading such that it can be fired each round. However, this means that no shield can ever be employed when executing the rapid-loading stunt. However, if firing at the standard rate, once per round for crossbows and every other round for hand-crossbows, then the mechanist can aim better, gaining +2 to hit rather than the standard +1.
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 Strength feat-save, rather than Muse, (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. A maneuver this skill allows is using weight of the horse to knock down opponents of medium or small size category, using a shoving attack and the better of Strength modifiers between the rider and horse. Further, if knocking down an opponent from a flanking position or from behind, the +2 to added to the attacker's competition roll.
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.
Projectile TricksMelee Fighting and Distillery
This skill allows the creation of special projectiles, which bolts or arrows. However, this requires effort, time and materials to maintain the special darts. Every day, the archer must mix a chemical solution to be loaded into a bladder. This concoction only has one day of viability. Therefore, if not expending the effort, then no trick arrows are available. Only 8 projectiles can be treated in a single day. Further, the maintenance cost for keeping a full stock daily is 56 bits each month. Per diem expenses can be calculated, but never below 16 bits minimum even if only creating one adjustment.
•Blunt Arrow: a chemical mixture turns solid on the end to deliver blunt damage. Further, it acts as a “heavy” weapon weight for damage calculations. This helpful for fighting skeletons; however, against an intelligent being, a blunt arrow can stun an opponent if failing a Resilience preservation save (DC:6).
•Explosive Arrow: a fiery burst in to all the adjacent hexes (7 total hexes) of the target for 2 points of fire damage to all in the area. The initial target suffers normal piercing damage from the projectile. However, if missing, then expanded friendly-fire rules are used to determine the center of the explosion. This means a miss uses the friendly-fire d8 determination but using 2-hexes rather than one for placement.
•Smoke Arrow: this projectile will strike the target with normal damage, but further an obscuring smoke fills 19 hexes around the impact, as if the area were affected by a smaller fog of war. If missing, use the expanded friendly-fire range.
•Tangling Arrow: The sticky substance in the bladder bursts all over the victim. The result forces the target to make an Ability preservation save against DC:14 or become restrained. At the end of the victim's turn, it can use a reaction to save again to break free. However, even if saving successfully, a penalty of -20 movement still incurs. Multiple tangling arrows will not create cumulative penalties.
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 Agility, rather than Muse, (DC:4) after the training effort.
Melee Fighting and Strength 4 or Higher
Similar to the deflect missiles skill, this allows a reaction to be used in response to any physical damage inflicted by melee from a melee weapon. This requires a melee weapon being wielded to us the reaction; however, there are a few that are not designed to be used with this skill. If the reaction is chosen to use, then a d6 is rolled and subtracted from the attacker’s highest single die score. If struck by more one attack sequence, such as when an opponent uses shield-blitz, then the one reacting must choose which attack sequence to attempt to neutralize. Should the score from the d6 reduce the value enough so the score no longer hits, then the entire attack sequence fails to hit; however, due to the collision and method of thwarting the attack, strong opponents still force the Strength bonus through the attack. Moreover, if a raw 6 is rolled, attack sequence is blocked regardless of the math (except for any Strength bonus damage). Magical spells cannot be blocked. More details on reactions are in the combat section. Further, if under the restrained restriction, rebuff can still be used but at disadvantage where two d6s are rolled, using the lesser of the two rolls.
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:12) to know from where the attack came. At the GM's discretion, it is possible the second might believe the first made the attack.
This is an enhancement to the rebuff skill where a combatant performs a small counterstrike as a reaction in response to an attack. YThe 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; further, no Strength bonus is added in the counterstrike but the weapon size may. This reaction may be chosen even if the incoming attack was unsuccessful and not requiring the rebuff; however, if the incoming attack was success and not thwarted by the rebuff defense, then no riposte counterstrike can be made. 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. There are a few weapons that can be used with riposte but not rebuff, the dagger being the most notable. While this sounds counter-intuitive, what it means is a dagger counterstrike from riposte can occur, but only when used as a reaction from a failed attack that doesn't require blocking.
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 and one of Body Weapons, Bludgeoning, Cleaving, Martial Arts, Slashing
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. This additional d20 acts as a separate attack, making the action a multiple-attack process. The secondary attack inflicts 1 point from the d20 and any Strength bonuses if successful; however, the shield itself does not add any further damage. 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 designated and rolled separately, as the damage type from shield-blitz must be calculated as its own attack. Optionally, 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. Further, the shield is classified as a small or light weapon when used as a primary; thus, no damage bonus for weapon is granted. If using the shield as a primary weapon, a second shield cannot be used without using the shield dancing. 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 CoverShield-Use
When employing a shield and required to make an Agility preservation save for half damage, this permits the shield to grant a +5 bonus as if having full cover.
Shield DancingShield-Blitz and Two-Handed Fighting
This allows a second shield to be used when using shield-blitz to have the primary weapon as a different shield. Then performing this way, the second shield brings the AC protection back up from +1 to +2. Moreover, the second shield can be used as a separate 1d20 offhand attack. Without spinning moves, the offhand attack would have to strike the same target as the primary attack.
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. Lastly, this cannot be combined with shield-blitz.
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 -10 penalty to movement.
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
The skill allows the splitting of melee attacks on targets by dice available when used with one of the required styles of fighting. Therefore, if having 3d20, one die could be assigned to three targets or two dice to one enemy and one die to another. These are multiple attacks with each individually are rolled and damage calculated using weapon size and Strength bonus for each target. However, the set of dice for an attack must be assigned to different targets; no single target can be selected for multiple sets of dice.
Strength BowWeapon Forte and Strength 5 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, Martial Arts, 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.
SwarmingSmall or Medium Creature
While every participant must possess the skill, this allows a group to use its numbers to overwhelm fewer opponents. To create a swarm, all participants gain positions in adjacent hexes to their opponent or opponents. Further, a swarm cannot exist until there are three participants greater than the enemy. This establishes a swarm. When swarming, a +1 to hit bonus is gained for every swarm member greater than the enemy, up to a maximum of +8. Two small creatures can fight in one hex, while medium creatures can be the only occupant of a hex. This means small swarming creature can exceed the physical six hexes against a single opponent for bonus awards while medium-sized creatures cannot. The partner ploy skill does not count as extra participants for the swarm; however, defenders with the skill can count as two persons for the calculation of the swarm commencement and bonus.
TakedownMartial Arts
This skill trains a combatant in various methods to place a victim to a prone position, using leg takedowns, hip throws and slams. These can be performed either as an attack as a normal grappling shove at advantage or as a reaction from a melee attack when no dice from the opponent's attack successfully hit. The result of a successful takedown is both combatant are on the ground, classified as prone; however, the martial artist also has an effective grappling hold as well. If also possessing throttle as a skill, then taking an opponent (and self) to prone, establishing a grappled restriction and all the bonuses of the throttle can all be accomplished with a single successful takedown roll. The limitations to this skill are that it can only be used against a creatures one size category larger than the grappler or smaller. Further, both hands of the martial artists must be empty and available to perform this maneuver.
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 Resilience save (DC:9) must be made or 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 Strength 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, Pole-Arms 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, based on the best single attack. 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. Further, each hand is considered a separate attack for the purposes of calculating Strength bonuses. This skill can be combined with spinning moves but not berserker. Therefore, if a fighter has bludgeoning and is holding a mace, but also has weapon forte in the longsword in his other hand, then the extra dice is calculated from the mace-hand, making the total number of attacks 3d20, which would be split between hands - 2d20 going to one hand attack and 1d20 going to the other. However, if the same fighter were additionally at advantage, thus having 4d20 total, then each hand would attack at 2d20. Lastly, if the fighter had a forte longsword in each hand, making the base 3d20, but also had advantage, making it 4d20, then he would gain the extra die, bringing the total to 5d20. One hand would strike with 2d20 and the other with 3d20, likely favoring the hand with a magical or better quality weapon. While this produces multiple attacks, it can only be used on a single target unless the wielder also has spinning moves, which then each hand could be split as desired. A rarely used case is fighting with two spears or ulas, which are the only cases of pole-arms that can be used this way. However, any spear held must be held in a way as not to use the reach property. Lastly, if using two spears and performing an impalement reaction, one of the spears must be dropped to obtain the ten-foot extension.
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 weapon forte with the hammer, then 3d20 would be the base, making 4d20 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, 3d20 would probably go to the hammer while 1d20 would apply to the dagger. Obviously, each hand-attack would need to be rolled separately, as this skill functions as a multiple attack. 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. Lastly, without employing spinning moves, this can only attack a single target.
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. Additionally, if the mount must make an Agility preservation save, the rider can roll the save in the creature's stead, including magical or other bonuses on the roll. Finally, any attack against the mount or the rider is made against the better AC of the two, regardless of the actual target.
Weapon DisarmWeapon Lock
This skill uses the techniques of Weapon Lock and improves upon them to remove an opponent’s weapon. Because of the improvement in skill, this allows light weapons to be employed in the maneuver as well. When using it do disarm an opponent, the same single attack and bonuses from weapon lock are used. Just to clarify, the subquality used in the attack as a modifier is Agility. On success, the opponent has options, but may use a reaction to resist the disarming, assuming the target has one available. If not having a reaction available or choosing not to resist, the weapon is removed from the combatant’s grip. By resisting the disarm, the victim is taking a gamble to maintain the grasp with the cost being some minor damage and is no guaranty of it working. The inflicted damage is a base of 2 points, but the attacker’s weapon weight-size (light, medium or heavy) adds to injury. This means 2 points when attacking with a light weapon, 3 points for a medium one and 4 points for heavy. After accepting the damage, the victim makes an Agility save competition against the attacker. However, the attacker is at advantage on the d12 roll. If the victim wins the competition, then the weapon remains held; if not, then the weapon is thrown some distance away base on the chart below:
Attacker’s WeaponDistance
Light0 to 1 hexes (d2-1)
Medium1 to 3 hexes (d3)
Heavy1 to 4 hexes (d4)
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. One could use a longsword with weapon lock but not a chair from the bar. Furthermore, weapon lock could not be used against a silk sleeve either. Another restriction is it can only be used against an opponent one-size category larger who are also bipeds. Therefore, it is possible for an elf to lock an ogre's club, but a mounted fighter would be immune to weapon lock from the same elf. 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. Rather than the Strength, for this maneuver, Agility is added to the die roll. Also, weapon quality and any magic are added to the roll. Some weapons may also offer additional bonuses. If the wielder has weapon forte in the weapon used, then an additional +3 bonus is gained on the attack roll. 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, who then is under the restrained restriction. 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 Strength 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 points of edged damage to become free and ruin the whip, but attacking the whip would be at disadvantage due to the restriction. The whip in this state is AC 11. 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. A spiked chain is AC 15. 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 an Agility 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 of losing 10 feet of movement for that round. This is also true for picking up a loose item from the ground. Also, 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.

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.