Rules

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).

Archery WeaponsBashing ThingsUsing AxesThrown WeaponsPointy SticksEdged Weapons
Ranged FightingMelee FightingMelee FightingRanged FightingMelee FightingMelee Fighting
 Style: Archery Style: Bludgeoning Style: Cleaving Style: Hurling Style: Pole-Arms Style: Slashing
  Weapon Forte:Long Bow  Weapon Forte:Mace  Weapon Forte: Battle Axe  Weapon Forte: Hammer  Weapon Forte: Glaive  Weapon Forte: Gladius

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 an attribute 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
Unarmed Combat 100 Spinning Moves †‡250
Shield-Use150 Teamwork250
Medium Armor150 Weapon Lock250
Style Leverage150 Aerial Fighting300
Style: Specialty150 Armor Mastery300
Ambidexterity200 Bleed300
Charging200 Countermove300
Dodge200 Curved Shot300
Drive200 Focused Shot300
Martial Arts200 Gang Style300
Mounted Fighting200 Grappler's Control300
Parry200 Heavy Blow300
Shield Hand200 Marksmanship300
Style: Archery200 Pain300
Style: Bludgeoning200 Rebuff300
Style: Cleaving200 Riposte300
Style: Hurling200 Rumbling Ground300
Style: Polearms200 Shield Breaker300
Style: Slashing200 Style Dominance300
Subdual Control200 Takedown300
Swarming200 Throttle300
Targeting †‡200 Two-Handed Fighting †300
Treachery200 War-Steed300
Whip Master200 Weapon Forte300
Berserker †‡250 Whip-Blitz †‡300
Blade Mastery250 Wide Strike300
Commander250 Dual Knifing †350
Deadeye250 Weapon Disarm350
Deflect Missiles250 Whip Steal350
Evasive Motion250 Aerial Commander400
Flail Mastery250 Artery400
Footwork250 Projectile Tricks400
Ground-Fighting250 Shield-Blitz †400
Hand Dominance250 Shield-Dancing †400
Heavy Armor250 Strength Bow400
Lure250 Two-Handed Mastery †400
Mechanist250 Uncanny Dodge400
Ricochet250 

 † Multi-Strike
 ‡ Multiple Targets

Aerial CommanderAerial FightingWill 5+
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. However, one final restriction is that the off-hand must be used to control the reigns of the animal, limiting other skills that can be used while using an aerial mount.
Aerial FightingAerial ReinsWill 4+
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. Finally, the off-hand must be used to control the reigns of the animal.
AmbidexterityNo Skill RequirementAgility 5+
This skill allows for the off-hand to become the primary hand for die pools, but by itself this skill still only permits a single die pool to be used during the attack action. Thus, this is not a “multi-strike” ability but rather the ability to use either hand as the die pool with which to attack. 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 movement 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. Further, it allows an enhancement when combined with two-handed fighting which allows parry to inflict -2 to incoming melee attacks instead of the normal parry benefit; this assumes at least one of those weapons has the parry property. Lastly, if the off-hand is free, then it is possible to reduce the primary hand die pool to 1d20 for a pure attack and pick up an item in the same action. However, in this case, the movement penalty would increase to -20 feet or half one's current mode of movement, whichever is worse.
Armor MasteryHeavy ArmorAgility 4+
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. All other strikes for the remainder of the round will be normal. Lastly, if resistance already exists, no additional benefit occurs.
Armor Allowed: Jack of Plates, Chain Shirt, Ring Mail, Breastplate, Chain Mail, Split Mail, Plate Mail
ArteryBleedAgility 6+
This skill works the same as a bleed; however, if any special crit damage is inflicted, as defined in the bleed skill, 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 FightingBody 12+
This is a technique of reckless combat, attacking as quickly as possible against all those around. The skill grants an additional d20 to the primary hand die pool, but all rolls suffer -3 to hit penalties. From there, the primary hand die pool is divided into several die pools equal to the number of dice in the original pool, resulting in many 1d20 die pools. Finally, those die pools must be used against different targets. Targets must be within five feet (or within weapon reach), but no single target can be attacked more than once. The character can move before, after or split among the action, but all strikes must occur from the same location (hex). If there are not enough available targets for all the die pools, then the extra strikes are lost. Remember that attacks on “multiple targets” use the Strength bonus by target while the weapon weight is calculated for each die pool strike. For this skill, it would be one in the same. This cannot be used with any skill that uses the off-hand as an attack; thus, shield-blitz and two-handed fighting are examples that could not be used with the berserker skill. For clarity, a shield can be employed while using this skill. Also, a “savage” die pool is also prohibited to be combined with the berserker skill.
Blade Mastery
Reaction
SlashingAgility 4+
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, using a 2d20 die pool in such a case. 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.
Weapons Allowed: Dagger, Gladius, Longsword, Vidonoir
BleedWeapon ForteAgility 5+
When using an edged or piercing 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 FocusPerception 4+
When using this technique, it removes the character from attacking at disadvantage and replaces that with a -2 to attack penalty to all dice in all die pools. It does not however, remove the being attacked at advantage from the aggressors. Effectively, 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. A character would have to have all disadvantage reasons removed to substitute and override with the penalty replacement.
ChargingMelee FightingBody 12+
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 primary hand die pool. Thus, if only melee fighting is used, the attack would be 2d20. However, this cannot be used in two consecutive melee rounds. Furthermore, if a character has more than one die pool, such as when using two-handed fighting, then the extra d20 must be designated to the true primary hand die pool; however, other die pool strikes could also be made if employing this maneuver.
CommanderTeamworkJudgment 4+
When fighting in a partnered way, as described in the teamwork 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 hit for every attack roll in every die pool. In no way does this grant that ally to act as if having the teamwork skill other than gaining the bonus from the commander ally.
Countermove
Reaction
RebuffAgility 5+
This is an extension of the rebuff reaction; thus, any restrictions or limitations of that skill apply here unless explicitly stated otherwise. As with the similar riposte skill, countermove uses an initial rebuff roll against the incoming hit. However, instead of striking back at the attacker as riposte does, this skill redirects the attack into another creature that is occupying an adjacent hex from the original attacker. To redirect the damage, the initial rebuff roll must be successful. If that initial roll fails to block the incoming damage, then nothing further can occur. However, if successful, half of the total remaining damage can be pushed onto a nearby target by use of this maneuver. 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 ShotArcheryAgility 4+
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.
Weapons Allowed: Long Bow
DeadeyeArchery 
Whenever the archer has advantage for an attack or if the selected target can be attacked at advantage, this skill exploits the circumstance further by, in addition to the extra advantage die, allowing the lowest die in the die pool of the attack to be re-rolled once, if desired. This skill can be combined with any other range-based skill that can be used during advantage.
Deflect Missiles
Reaction
Melee FightingAgility 4+
This skill permits a reaction to potentially neutralize the entire attack against the target from an archery or thrown-weapon attack. No weapons are required, and no hands need to be free to use this reaction. If reacting is chosen to be used, then a d6 is rolled and subtracted from the attacker’s highest die score of the incoming die pool. If that die score is lessened so that it 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 which 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.
Dodge
Reaction
Melee FightingAgility 4+
This skill permits a reaction to avoid physical damage inflicted by melee. When struck in melee, the one dodging can reduce 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 was successful against the target from a “multi-strike,” 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, and a d6 is rolled. The result of the sum of the d6 score and Agility bonus 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. Remember, the Strength is a one-time bonus for all attacks if it is a “multi-strike.” 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 successful die of the die pool, then the entire strike acts as a miss and zero points are inflicted as damage. In the case of a “miss,” the Strength bonus would still be lost for any other “multi-strike” hits. 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-weight 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 FightingBody 12+
This form of attack forces a character backward, employing all the dice from all the dice pools available. It cannot be used as a “multi-target” attack but instead is a maneuver against a single opponent. That single target can be attacked by several die pools by such shield-blitz or two-handed fighting. However, by default, it inflicts no damage, regardless of the number of strikes used. This attack 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 from all strikes in trade of not being forced to move. This maneuver may not be attempted against creatures greater than one size larger than the attacker (or the mount if using skills that allow effective fighting from one).
Dual KnifingAmbidexterity And
One of Bludgeoning, Slashing or Specialty
Body 15+
Not limited to knives, this technique can employ fighting with both hands whenever the employed weapon has the light property and the same weapon type (dagger-dagger, mace-mace or sai-sai) is in each hand. This skill permits the off-hand to be used for an additional die pool based on the style of weapon. All applicable skills that increase dice to a die pool are applied; however, for this skill, a single skill can only be applied to one die pool - melee fighting cannot exist in both, nor could style: slashing, but one could be in the primary hand while the other is in the off-hand. Once all viable skills have been applied as desired, then an additional 2d20 is applied to the choice of one of the die pools to represent the speed of these lighter weapons. Calculating Strength bonuses are figured for each target, while weapon weight is by strike. This can be used with spinning moves, but without the skill, dual knifing it can only be used against a single target. Further, neither two-handed fighting nor two-handed mastery can be used to grant additional dice, die pools, or effects. Lastly, the only types of maneuvers that can be used with the off-hand are pure attacks; however, the primary-hand could disarm or perform another special action from a die pool.
Weapons Allowed: Dagger, Mace, Sai
Evasive MotionMartial ArtsAgility 4+
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 other magical protection. Moreover, it cannot be applied in heavy armor, even with the heavy armor skill. And it can only be used in medium armor if the medium armor skill has been obtained.
Flail MasteryBludgeoningStrength 4+
This is special training specifically with the flail. By sacrificing one dice in a flail-wielding die pool attack, all attack rolls from that die pool gain +2 against opponents with a shield. This cannot be combined with spinning moves, but other multi-strike skills where a flail strikes the same target are permitted. For example, two-handed fighting using two flails would allow flail mastery to apply for each die pool, meaning the loss of the d29 would occur in both pools. Further, if successfully striking a victim with a flee-attack reaction with a flail, the target must make a Strength preservation save against DC:8 or be knocked prone. If a “natural 20” were to occur in one or both of the die pools, then the stunning save would additionally be required.
Weapons Allowed: Flail
Focused ShotEither Archery or Hurling 
With focused shot, an archer can gain an extra d20 on the die pool used for a ranged attack; however, this comes with a speed sacrifice for the additional die. The player 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. Further, the character loses 15 feet of movement on this turn. All dice of the attack must be used in a single die pool and against a single target, meaning it cannot be used with targeting. The delay allows for a better-placed shot, thus delivering a higher damage potential.
FootworkMartial ArtsAgility 3+
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 the creation of a special die pool, which can be used for a grappling, shoving or tripping attack by using various leg-locking or kicking maneuvers. However, 1d20 must be taken from another die pool to be used in this action to create this special die pool. This footwork maneuver is always applied last after the other strikes have occurred. Therefore, if a warrior attacks with a single die pool of 2d20, then 1d20 would remain for the primary hand and a second attack to trip the opponent would also be used. 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 passive leaping-climb movement. It costs triple the normal movement 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 TeamworkBody 10+
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; thus, the requirements of that skill also apply here. However, instead of each surrounding combatant gaining bonuses, most are engage in distraction techniques to allow a single fighter among the gang to obtain significant bonuses. In fact, those being the distractions gain nothing as a bonus to hit; further, those distracting can inflict only one single point of damage because to this method. However, each of the ones distracting 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 engaged 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, delivers normal damage with the weapon acting as a “heavy” weapon to add 2 points of damage. Further, that hobgoblin would inflict a disadvantage penalty on a raw 18 or higher if the victim has no shield.
Hand DominanceNo Skill RequirementStrength 4+
This skill only applies with fighting in melee; however, it will add +1 to the weight of the weapon from the initial primary-hand die pool. The skill is linked to the physical side of one’s body. To clarify, even if the off-hand die pool is permitted to act as the primary-hand, it still cannot gain the weight bonus. However, two-handed melee weapons use the primary-hand die pool when making an attack, meaing the effective weight of such weapons would be 3. Moreover, if using spinning moves with this skill, the extra weight bonus is lost. Further hindrances with hand dominance is that it is neutralized if ever learning ambidexterity as if the skill no longer exists. If ambidexterity has been acquired first, then this skill is impossible to obtain.
Ground-FightingMartial ArtsStrength 3+
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 ArmorResilience 4+
Like the medium armor skill, this one 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. Further, this will not remove encumbrance penalties.
Armor Allowed: Chain Mail, Split Mail, Plate Mail
Heavy BlowOne of Bludgeoning, Cleaving, Polearms or SlashingBody 16+
Heavy weapons require two hands to wield. Through this skill, any weapon with the heavy tag, can gain an extra d20 added to its die pool. 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.
Weapons Allowed: Bastard Sword, Glaive, Great Axe, Halberd, War Maul
Lure
Reaction
Melee FightingMuse 3+
This technique is very circumstantial and only useful where an opponent can perform a sneak attack but the victim successfully 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. Further, it should be declared before initiatives are rolled or declared at the earliest moment possible. If decided after initiatives have been rolled, the GM may have the two opponents re-roll their initiative scores. The reason this is important is because until the attack comes, someone using lure cannot take an action or use movement - meaning if the actor's action occurs before the attack, then it is lost. When the attack on the intended victim does occur, the actor can use a reaction as if it were an attack from the primary hand pool, 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 this skill is a special exemption allowing the actor to “hold his action” and would still have that action to use in the round.
MarksmanshipArcheryAgility 4+
At the sacrifice of one attack die from a die pool, all other dice in an archery attack gain a +5 to hit. This can combine with targeting, meaning the total dice are split into the possible and desired die pools, then 1d20 is removed from one of those pools. If there is only one die in the pool, then this would remove that die pool.
Martial ArtsUnarmed CombatResilience 3+
This skill teaches balance and fighting. For balance, a +2 bonus for any Agility save involving balance, which includes grappling, pushing, or effects such as the tremor incantation. This Agility bonus is in substitution, not cumulative, for unarmed combat where applicable.
As for combat, this skill does not enhance upon melee fighting but rather allows one's fists, arms and feet to be effective weapons. It also allows a choice of Strength or Agility to be used as a damage modifier at the choice of the combatant. The body parts used to deliver such an attack is a bit complex as it can be the primary hand, off-hand, elbows, knees, feet or combinations of any of those. However, despite what is used, this will only deliver 1d20 of blunt damage. However, if one of those body parts is available and has the reach, then it the 1d20 die pool can be used. This is not a primary-hand attack but rather a “savage” attack. To be perfectly clear, even if the primary hand is free and not used in that “savage” die pool attack, no additional attack can be made without other skills that specifically state the partnership with either martial arts. The existing skills that can add dice to the “savage” die pool are savage form, shield-blitz, two-handed fighting and two-handed mastery.
    Savage Form: While martial arts lets one's fists to become weapons, this should not be confused or interpreted that the fist becomes an appendage of savage form. If a martial artist had monstrous body parts, perhaps due to race or magical transformation, then each savage form appendage would add 1d20 to the “savage” die pool. This means if having “claws” and martial arts a 2d20 die pool would exist. Another example would be a lizardfolk with martial arts; in this case 2d20 would be the die pool attack (one from savage form and one from martial arts).
    Shield-Blitz: Martial arts can be the main attack as a “savage” die pool and gain the off-hand shield-blitz attack - effectively having no primary hand attack.
    Two-Handed Fighting: When using it as part of two-handed fighting, the “savage” die pool becomes or acts as the off-hand die pool.
    Two-Handed Mastery: This would force the additional d20 from the mastery skill into the “savage” die pool, which would act autonomously from the other hands. In other words, with mastery, a character would have a “savage” die pool, a primary hand die pool and an off-hand die pool.
    Whip-Blitz: Martial arts can be the main attack as a “savage” die pool and gain the off-hand whip-blitz attack - effectively having no primary hand attack.
MechanistArcheryAgility 4+
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 crossbows, 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, there is a second option with this skill that uses the standard firing rate, once per round for crossbows and every other round for hand-crossbows; then performing this way, the mechanist can aim better, gaining +2 to hit rather than the standard +1.
Medium ArmorMelee FightingResilience 3+
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. This will not remove encumbrance penalties.
Armor Allowed: Jack of Plates, Chain Shirt, Lamelar, Dark Ring, Dwarven Scale, Ring Mail, Breastplate, Brigandine Chain
Melee Fighting No Skill 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.
Weapons Allowed: Any Melee Weapon
Mounted FightingMountsmanshipWill 3+
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 adds an extra d20 to the primary hand die pool by using the mass and momentum of the mount. If assigned to a “multi-strike” scenario, it can only be granted to one die pool, not to a target or a weapon. Further, when controlling the war-mount, the off-hand must be used to control the reigns, making it unavailable for attack or even shield use. Alternatively, a maneuver this skill allows to use as an action is using weight of the horse to knock down opponents of medium or small size category. This will be a shoving attack using the better of Strength modifiers between the rider and horse. Further, if knocking down an opponent from a flanking position or from behind, then +2 to added to the attacker's competition roll. Finally, mounted fighting allows the character to act a large creature for skills where victims of a maneuver are restricted by size. It does not add +1 to the attack dice as would a large creature gain.
PainCleavingStrength 5+
This form of attack is designed to inflict pain more than deliver damage. It can only be performed with a cleaving weapon and it is the only attack that can occur for the action. 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. But if successfully striking, then until the victim's next action, the target will be in extreme pain, meaning attacks being made by the victim are at disadvantage, and reactions and all 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.
Weapons Allowed: Axe, Battle-Axe, Great Axe, Vidonoir
ParryMelee FightingBody 12+
With this skill a combatant uses a weapon which has the parry property to make an attack from opponents more difficult. This translates to a -1 penalty to those attacking in melee against the person with the parry skill. The effect of parry is passive and constant so long as the qualifying weapon is being actively used in the combat. In no way should this skill be considered to work like a shield for any defense or maneuvers, such as protection from heavy weapons.
Weapons Allowed: Vastard Sword, Flail, Glaive, Gladius, Great Axe, Halberd, Longsword, Ranseur, Spear, Staff, Trident, War Maul
Projectile TricksRanged Fighting and DistilleryLogic 5+
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 has a small chance to stun an opponent if failing a Resilience preservation save (DC:6). Helmets will help resist the stun attack.
•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.
Weapons Allowed: Any Range Weapon
Rebuff
Reaction
Melee FightingStrength 4+
This may seem similar to the parry skill; however, while parry is a constant effect from blocking attempts, the rebuff skill is a reaction to that one attack that gets through and forcing it away at the last moment. The reaction potential happens when physical damage is inflicted from a melee attack. The rebuff is a response to retroactively nullify that hit. For this to occur, a reaction for the round must be available to the character. It also requires a melee weapon in hand and that hand must be the primary hand or acting as one. Almost any weapon is viable, however, there are a few that are disallowed. The weapons deemed invalid for this skill can be found in the descriptions and charts of the weapons section. If the reaction is chosen to use, then a d6 is rolled and subtracted from the attacker’s highest single die score of all attacks against this target. If struck by two or more die pools in an opponent’s multi-strike, then highest single die score is still used and this reaction can only neutralize the die-pool attack from which that highest die comes. Should the score from the d6 reduce the value enough so the one die score no longer hits, then the entire die-pool attack 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. Finally, If the best incoming roll is a “natural 20,” then that die pool cannot be thwarted; worse none of the other strikes made against that target can be rebuffed either.
RicochetHurlingAgility 4+
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 have the 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. It is possible to use this in conjunction with targeting
Riposte
Reaction
RebuffBody 18+
This is an augmentation of the rebuff skill; therefore, all the rules and limitations of the core skill are also applied to this one. Rules-wise, the action begins as if it were a rebuff reaction. If that initial rebuff roll is successful, then a minor counterstrike in response to an attack is granted. This is merely a single d20 in response with all bonuses to hit viable to use at that moment. If that adjusted die score is successful against the opponent's AC, then 1 point of damage (according to the weapon used) plus the damage from the weapon weight are inflicted. Strength bonuses to damage are not added in for the counterstrike of this skill. If the initial rebuff roll failed, no counterstrike attempt is permitted. One caveat to this is the option to use an assumed success of the initial rebuff roll. In the event an opponent attacks and simply misses, the the riposte can still be used as a reaction, and the initial roll is considered to have been a success that caused the missed attack; thereby allowing the counterstrike to be permitted. As with the original skill, weapons employed at the time of the reaction are limited to melee weapons, but also heavy weapons are restricted from using riposte. Further, two “speedy” weapons, the dagger and sai, which are not permitted with a rebuff reaction can be used with riposte whenever the assumed success condition is chosen to be used as a riposte reaction. Thus a dagger counterstrike from riposte can occur, but only when the initial rebuff roll is not required because the opponent’s attack outright missed.
Rumbling GroundBludgeoningStrength 4+
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.
Weapons Allowed: War Maul
Shield-BlitzShield-Use and one of Bludgeoning, Cleaving, Martial Arts, Pole-Arms, Savage Form, Slashing, SpecialtyBody 15+
With this skill, it allows a shield to become an actual weapon rather than an improvised one which will complement the primary-hand attack. Further, this allows the shield to act like a medium-weight weapon. When employing a shield and having this skill, one makes an off-hand attack as a separate die pool. Any off-hand attack is limited to melee fighting; therefore, the extra attack from the shield will only be single d20. Neither heavy nor two-handed weapons can be used in conjunction with an employed shield. This skill offers no exception to that rule; however, the primary hand die pool could incorporate the style: polearms skill using a short spear one-handed; however, the spear would lose its reach to accommodate the off-hand strike. To be clear, performing a shield-blitz is a “multi-strike,” meaning each die pool is rolled separately and includes all the proper bonuses independently; thus, for the off-hand shield, it will inflict 1 point from the d20, 1 point for weapon weight, and any bonuses from Strength on a successful strike. This off-hand attack must be made against the same opponent unless combined with spinning moves. Remember, if striking the same target, the Strength bonus can only be applied once. Furthermore, it is not possible to use the off-hand to perform any special maneuvers; it can only be used as a pure attack.
    Martial arts or savage form can be the main attack as a “savage” die pool and gain the off-hand shield-blitz attack - effectively having no primary hand attack.
    Optionally, should someone wish to go all “Captain America,” then shield-blitz can allow the shield to be used for the primary-hand die pool, as the skill teaches to use the shield as an offensive weapon. However, there are some restrictions when using the skill in this way. First, the AC protection from the shield drops from +2 to +1 and one is no longer protected from heavy weapons. Further, with this skill my itself, only one shield can be used. If placing it as the primary hand, then the off-hand cannot use a second shield. However, if using it as the main attack, melee fighting can be combined with style: bludgeoning and weapon forte to obtain 3d20 in the die pool. If combining with two-handed fighting, the the shield could be used as the primary-hand while wielding another weapon in the off-hand. Other skills that can combine with shield-blitz when used as the primary hand die pool are two-handed mastery and shield dancing. The details of combination are explained in those skills.
Shield BreakerWeapon Lock and either Bludgeoning or CleavingStrength 5+
The attack can only be performed with blunt or cleaving melee weapons that do not have a light property. Other than that, this is identical to weapon disarm but instead it is used against an opponent's shield. If having flail mastery and using that weapon, then +2 is gained as a bonus on the roll above and beyond other bonuses permitted on the die pool.
Shield CoverShield-UseAgility 4+
When employing a shield and required to make an Agility preservation save for half damage, the wielder instinctively ducks under the shield for protection. This grants a +5 bonus as if having full cover.
Shield DancingBludgeoning, Shield-Blitz and Two-Handed MasteryBody 21+
While two-handed mastery allows two shields to be used simultaneously, this allows the AC bonus when doing so to return back to +2. Moreover, the shields effectively act as heavy weapons when fighting together, despite being wielded by only one hand each. Also when employing two shields, one gains +2 on any Agility preservation saves for half damage, such as fireblast; however, this is not cumulative with shield cover. Further, if the shield-user also has hurling as a skill, then the shields can be thrown by either hand’s die pool. The shield would have a 20-foot range and up to 60 feet at disadvantage. It would be considered to have the flung property, retain the 2-point weight status, and could be used with ricochet but not targeting. After throwing the shield, drawing a replacement weapon would occur at the start of the next round without penalty. The shield as a primary-hand weapon can gain any skill combination a bludgeoning weapon can: melee fighting, style: bludgeoning, even weapon forte in the shield itself. The primary attack would be figured as the appropriate number of dice and bonuses for all applicable skills. The off-hand shield bonus attack would be the same as described in shield-blitz, only able to use melee fighting and being limited to 1d20 but also gaining Strength bonuses and acting as a medium-weight weapon. Without spinning moves, the off-hand attack would have to strike the same target as the primary attack. However, one further bonus to such a shield-shield “muti-attack” is the second shield returns the AC-Shield protection back up from +1 to +2. Finally, with this skill and .
Shield HandShield-Use and PolearmsAgility 3+
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, but it could be used with two-handed fighting where the polearm attack would be primary and martial arts could be used as a “savage” die pool attack.
Weapons Allowed: Glaive, Halberd, Ranseur
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. While this sounds obvious, whenever using a shield for defensive, the off-hand cannot be used for anything else. Lastly, when having this skill, the donning of a shield no longer suffers the -10 penalty to movement.
Silk SleeveMartial ArtsAgility 4+
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.
Spinning MovesOne of Bludgeoning, Body-Weapons, Cleaving, Slashing or SpecialtyBody 13+
On the onset, these seems like a simple skill that permits striking “multiple targets” in melee combat. However, this dividing of attacks come become very complex. The first option of spinning moves is straight forward. If two or more or the initial die pools, then each of those strikes may attack a different target. When performing this attack against “multiple targets,” all strikes must occur from the same location (hex). The same-hex restriction is true for all other options of this skill as well, which is called “splitting die pools.” Using only one die pool as an example allows this concept to be best understood. For that single die pool, it can be split into smaller pools by dividing the available dice in the original pool as desired. Thus, if having 3d20 in the primary hand die pool, one die could be assigned to three targets, or assigning a die pool of two dice to one enemy and one die to another is also possible. Regardless of the split, all those new die pools would all attack with the same style as the original pool, and none of the new pools could perform a special maneuver like weapon disarm. Should the initial die pools count more than one, such as when using two-handed fighting, then each die pool could be split using the same explanation above. Thus, if the primary hand pool and the off-hand pool each had 2d20, then both could be split to strike against four separate targets; or 1d20 from the primary could strike target-1, the other d20 from the primary pool could strike target-2, while 1d20 of the off-hand strikes target-3 and the last die pool from the off-hand strikes target-1 again with the other weapon. However, remember each die pool calculates the weapon weight as part of the damage, but the Strength bonus adds only once for each target individually.
Strength BowWeapon ForteStrength 5+
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: ArcheryRanged FightingAgility 3+
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.
Weapons Allowed: Style-A Weapons
Style: BludgeoningMelee FightingStrength 3+
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.
Weapons Allowed: Style-B Weapons
Style: CleavingMelee FightingStrength 3+
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.
Weapons Allowed: Style-C Weapons
Style: HurlingRanged FightingStrength 3+ or
Agility 3+
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.
Weapons Allowed: Style-H Weapons
Style: PolearmsMelee FightingStrength 3+
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.
Weapons Allowed: Style-P Weapons
Style: SlashingMelee FightingStrength 3+
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.
Weapons Allowed: Style-S Weapons
Style: SpecialtyMelee Fighting or Ranged FightingBody 13+
This skill enhances the use of specialized weapons that do not follow the standard styles, such as the sai or the whip; however, it is specific to that weapon. If someone learns specialty in the sai, it would be required to acquire it again for the whip. To be perfectly clear, this cannot apply to improvised weapons, like bar stools, beer mugs, etc. Further, the requirement for this style is based on the weapon's uses with either melee fighting or ranged fighting. The benefits of this style is that it can be used as a substitute for a style requirement of another skill. For example, if taken for the sai, then this skill would permit the advancement to weapon forte or weapon lock. Acting as a substitute for a style requirement is not universal. If a skill has a single style requirement, such as blade mastery, this would not act as a substitute for that requirement without approval by the GM. Whenever, there is ambiguity for how this substitution applies, the GM will arbitrate for that condition. Lastly, this style skill does NOT guaranty an extra d20. In fact some weapons, like the whip, do not even gain an extra d20 for weapon forte, even if this style is selected. Any benefits from having this style skill for a specific weapon will be listed in the weapon description should there be any benefit at all.
Weapons Allowed: Style-X Weapons
Style DominanceStyle Leverage and Weapon ForteBody 18+
As with its predecessors, this skill is specific to a style; thus, its style leverage prerequisite must be the same style as this one. However, style dominance is further restricted to a specific type of weapon as well. Therefore, one might have style leverage for bludgeoning weapons, but when upgrading to this skill, the weapon, war maul for example, would have to be additionally named. Further, that weapon would require having the weapon forte skill applied to it as well. Using the example, the bonuses from this skill would only apply to the war maul, even though all other bludgeoning weapons would still benefit from style leverage bonuses. When striking with that weapon, the battler gains +3 on all to hit 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 an off-hand die pool from shield-blitz but only if a style dominance is applicable specifically to shields.
Style LeverageOne of Archery, Bludgeoning, Cleaving, Hurling, Martial Arts, Polearms or SlashingBody 16+
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. To be clear, the style: specialty skill cannot take advantage of the enrichment skill.
Subdual ControlMelee FightingAgility 3+
This skill allows an attack in melee to potentially become non-lethal. It allows the fighter to choose which components of the attack to use, including the number of d20s involved in the attack. Thus, from 1 to the normal d20 attack dice can be selected; whether the Strength bonus is applied; and the weight of the weapon can be included or excluded in the attack. The player must declare this is an non-lethal strike before rolling the dice. If the total damage results in the opponent's Body to become zero or below, then the opponent is immediately stable and does not require death saves. However, note that if the strike was miscalculated and results in a score that would render death, then the opponent will die despite the attempt to deliver non-lethal damage. On the flipside, should the damage leave the opponent in the positive numbers, then combat continues as normal.
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 teamwork 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.
Takedown
Action or Reaction
Martial ArtsStrength 3+
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 action, using a competition grappling shove at advantage or as a reaction from a melee attack when no dice from the opponent's attack successfully hit. The reaction also requires a competition roll but is not at advantage. The result of a successful takedown is both combatant are on the ground, classified as prone; however, the martial artist will also have an effective grappling hold on the victim. 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 maneuver. If this is used as an action, no die pools can be applied simultaneously. Another limitation is the maneuver can only be used against a creature up to one size category larger than the grappler. Further, the off-hand of the martial artists must be empty and available to perform this maneuver.
TargetingEither Archery or HurlingAgility 3+
With a normal ranged attack, only a single target is fired upon; however, similar to spinning moves this skill “splits” the existing dice into smaller die pools which can be fired against different targets. This results in a “multiple target” attack, applying the number of dice as desired to each target. If ammo is being tracked, one projectile is used per target. Also, each target will suffer the Agility bonus calculated in damage.
TeamworkMelee FightingJudgment 3+
Fighting in cooperation with one or more partners becomes second nature. When engaged in melee while an ally is in an adjacent hex, then the person with teamwork gains +1 to all d20 to hit attack rolls on that action. Moreover, the person with the teamwork or any allies adjacent can disengage from the fight without using an action and due to the combined defense, no opponent would gain a free flee-attack reaction. Even another ally running through a vulnerable space which would normally allow a flee-attack reaction would be safe from flee attacks because of the relentless teaming being waged against that opponent. However, there are limitations in that the teamwork group must outnumber the opponents. 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. To calculate “even odds,” each combatant counts as one; however, any combatant with teamwork (or acting as such from commander) count as two.
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. To perform a throttle maneuver, it uses the “savage” die pool but is performed as a grappling competition with a +3 bonus if using Strength; this replaces the bonus from unarmed combat. It is its own action and cannot be performed with other die pools or maneuvers. If successful, not only does it place 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 dodge, deflect missiles and 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. One downside is the two combatants are so entwined that if damage inflicted to held, then the grappler must make a Resilience save (DC:9 plus points of damage) must be made or half the damage is also inflicted upon the grappler. However, this damage transfer does not trigger a Strength save to release the grip. Moreover, if the hold is kept until the martial artist's next action, then the submission choke begins, which is also a special maneuver that can be the only action for the grappler’ turn. 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 FightingPerception 3+
With this skill, a character employs various techniques to restrict an opponent’s vision or movement. The opponent must be within 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 to alter movement. 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 using the die pool from the primary hand attack and rolling on the dice which would be in it. The attack inflicts no damage; however, if any d20 successfully hits the enemy AC, then the victim must save against the effect (DC:10 plus 2 per successful hit). If vision is impaired, 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. During any time of this penalty, the victim may use his or her action for the round to correct and nullify the penalties. This can only be performed upon creatures up to one Size Category larger. Obviously, if impeding vision is used, it would only be effective against a sighted creature. On the plus side, this special maneuver only requires the primary hand die pool to be sacrificed to use, which means if the fighter with treachery has skill to use another initial die pool, then an attack can be made during the same turn. However, since spinning moves cannot be used in conjunction with this skill, that potential attack would have to made against the same target.
Two-Handed FightingApplicable from Bludgeoning, Cleaving, Pole-Arms, Slashing or SpecialtyAgility 4+
In the simplest terms, this skill allows a character to wield two weapons simultaneously. In game mechanics, this means the off-hand die pool becomes available to be used; however, the wielder must have reached style-level ability (2d20) with each weapons. Thus, improvised weapons could not be used nor could a weapon with which only melee fighting could apply. Further, no heavy or two-handed weapons are permitted, and both wielded weapons must be used in melee. Each hand strikes separately, making the action a “multi-strike.” This means there will be two die pools: one for the primary hand and one for the off-hand. This skill grants an additional d20 which can be assigned to the die pool of either hand.
    Once deciding to attack with two weapons using this skill, the die pools must be determined. Only skills that work with the style of the primary-hand weapon can be used in that die pool. Likewise, only skills of the style for the off-hand weapon can be used in that pool. All the skills that grant a d20 placed into one die pool or the other; however, no skill can be assigned twice. Even though both weapons will have melee fighting as a possible skill to assign, it can only be applied to one die pool. As an example, let’s assume a fighter has a longsword in the primary hand and a gladius in the off-hand. Next, let’s assume the available skills are: melee fighting, style: slashing weapon forte: longsword, and two=handed fighting. Melee could be placed in either, but let’s place it in the primary hand. The same is true for slashing but let’s put it in the off-hand. Now the forte can only go into the primary hand because it is specific to the longsword. This leaves us with the d20 from this skill, which we will also place in the primary hand pool. As a result, the primary hand die pool has 3d20 for the longsword, and the gladius in the off-hand has only 1d20.
    Two-handed fighting can be combined with many other skills. It can be used with spinning moves, allowing it to use the die pools against two different targets or even split each die pool into smaller groups to attack even more targets. However, berserker cannot be mixed with this skill. It could be used with shield-blitz but only if style: bludgeoning has also been acquired; even then, the shield would have to be used offensively as the primary hand die pool. This would work similarly with whip-blitz where the whip would have to be in the primary hand and also require style: specialty for the whip. This skill can also with with the two skills of ambidexterity and parry when both are obtained to grant additional defensive effects for parry weapons. Other skills to review are bleed, charging, drive, flail mastery, martial arts, and shield hand.
    Another rare circumstances would be fighting with two short spears or two 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.     One final method to discuss about the two-handed fighting skill is picking up an item, which normally requires an action and suffers a -10 foot movement penalty. It is possible to sacrifice a die pool to pick up an item while still attacking with the other as part the same action. However, in this case, the movement penalty would increase to -20 feet.
Two-Handed MasteryAmbidexterity and Two-Handed FightingAgility 6+
This skill allows a person to fight with any combination of weapons, so long as none require both hands to wield. Also, only weapons for melee fighting would be applicable. As such, even two improvised weapons could be used, although the assault would be rather weak. In many ways this is like two-handed fighting; however, there are some important differences. First, this skill grants yet another d20 attack for the skills to be applied to the die pools used. But secondly, due to the ambidexterity prerequisite, the off-hand die pool acts as if it too were a primary-hand. Physically, it is still the off-hand die pool, but that hand is capable of performing anything the primary hand would. Therefore, special maneuvers which cannot ordinarily be administered by the off-hand pool could be when using this skill; e.g. adding the d20 from charging into the off-hand, using a lure reaction with the off-hand, or employing a second offensive shield with shield-blitz.
    Another important difference is that three simultaneous die pools are possible with two-handed mastery. If having the martial arts skill, then the bonus d20 from two-handed mastery is forced into a third “savage” die pool. Since the die from martial arts would also have to go into the “savage” pool, then that pool would have at least a 2d20 pure attack, perhaps more if savage form were viable.
    The calculation of the skills applied to the die pools is the same as with two-handed fighting: only those applicable to the style of the weapon (or savage form) can be placed in that die pool. Further, the same skill cannot be put into more than one die pool. Other than that, the dice can be arranged as desired. However, without employing spinning moves, all the die pools would have to be used against the same target.
    Lastly, if fighting with two shields, both as weapons, which requires shield-blitz as well, then assigning dice to each is possible with this skill because both the primary and off-hand act like a primary hand. However, when doing so, the AC bonus for the shield remains at only +1. This unique attack method could be enhanced even further with shield dancing.
Unarmed CombatNo Requirement 
This skill permits better grappling and balance. It also train the basics of boxing. However, there is no guaranty it will inflict deadly force. When grappling, shoving or tripping, this skill grants a +2 to the competition. If other bonuses are granted from skills, spells or items, the bonus from this skill will not be additive; thus, the best bonus is selected. However, if trying to escape or trying to stop an escape, no bonus is given. As for punching an opponent, this acts much like the whip in that it cannot inflict lethal damage. A slug thrown with this skill strikes against a target’s Bludgeoning AC but is ineffective against a target wearing medium or heavy armor (or monsters with an armor component of its AC is 13 or higher). If successfully striking an eligible target, the victim suffers a pain effect. If failing a Will preservation save (DC:8), the punched suffers the frightened restriction due to pain until the end of the victim's next turn.
Uncanny Dodge
Reaction
DodgeAgility 7+
This works the same as dodge only two of the opponent’s dice, which are not natural 20s, can be reduced. Only one d6 is rolled (plus Agility bonus) and is applied to the two lowest successful attack dice. A “raw 6” automatically removes the opponent’s striking dice. As with its predecessor, when selecting the lowest dice, the die pool is not relevant to the selection in the event of a “multi-strike.” The means the result might select two dice from one pool or one die from two separate strikes.
War-SteedMounted FightingWill 4+
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 mount-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. Further, any attack against the mount or the rider is made against the better AC of the two, regardless of the actual target. One final importance for this skill is that the mount can be commanded without reigns, freeing the off-hand of the rider to use however one’s skills permit.
Weapon DisarmWeapon LockBody 15+
This skill uses the techniques of Weapon Lock and improves upon them to remove an opponent’s weapon. Because it is an enhancement of weapon lock, all the restrictions of the required skill which are not changed by the description of this one still apply. One important difference is weapon disarm allows light weapons to be employed in the maneuver. When using it do disarm an opponent, the same primary hand die pool and bonuses from weapon lock are used. All the dice from that die pool are reduced to a single d20. To clarify further, the sub-attribute used in the attack as a modifier is Agility. On success, the opponent has options. One option is the victim 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, but there is no guaranty it will work. 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 competition save against the attacker. However, the attacker is at advantage on the d12 roll; thus, rolling 2d12 and selecting the better of the two. If the victim wins the competition, then the weapon remains held; if not, then the weapon is thrown some distance and direction using on the chart below:
Attacker’s WeaponDistanceDirection
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 Weapon Negation section.
Weapon Forte SpecialBody 15+
This skill endows mastery of a specific type of weapon, such as a “bastard sword” or a “long bow.” This gives an additional d20 which can be added to a die pool employing that specific weapon. However, the prerequisite is that a style skill from archery, bludgeoning, cleaving, hurling, polearms, slashing or specialty based on styles with which the weapon can be used. Some weapons, like the whip, are prohibited from gaining the extra d20, but the skill would still act as a prerequisite for other skills.
Weapon LockOne of Bludgeoning, Cleaving, Pole-arms, Slashing or SpecialtyBody 13+
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 property (the sai being the exception), and also it only works against actual weapons; it cannot prevent a martial artist, attacks from savage form or monster’s body parts. One could wield 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 up to one-size category larger who are also bipeds. Therefore, it is possible for an elf to lock an ogre's club, but that elf could not use this skill on a plains giant. Moreover, a mounted fighter would be immune to weapon lock because the creature controlling movement is not a biped.
    To determine success only the primary-hand die pool is used, but all the dice are sacrificed for a single d20. Therefore, should advantage/disadvantage rules apply, then two d20s would be rolled using the greater/lesser as appropriate. That d20 is rolled against the opponent’s AC. Rather than Strength, Agility is added to the die roll for this maneuver. Also, weapon quality bonuses or magic are added to the roll. Some weapons may also offer additional bonuses; e.g., the sai and the trident. If the wielder has weapon forte in the weapon used, then an additional +3 bonus is gained on the attack roll; however, these bonuses are not cumulative but rather only the better between weapon-type bonuses and the forte bonus can be used. Further, if the attacker has multiple die pools available, the off-hand or savage attacks can still be made after the weapon lock has been attempted. If the off-hand is available and acts like the primary hand, then the off-hand could attempt to lock the weapon if the first attempt failed. Further, the off-hand could lock a different adjacent opponent if spinning moves were available. There are more details about scenarios using this skill in the Weapon Negation section.
Whip-Blitz
Action or Reaction
Whip Master and AmbidexterityAgility 4+
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 target as who is being attacked by the primary hand pool. This could be used with two leather weapons for two separate whip attacks. Moreover, this skill permits a flee-attack reaction with the off-hand whip instead of the primary. Because does not fit under any style method, it cannot be used in conjunction with two-handed fighting; however, two-handed mastery can be used with this so long as the whip never exceeds 1d20. Further, martial arts or savage form can be the main attack as a “savage” die pool and gain the off-hand whip-blitz attack - effectively having no primary hand attack.
Unlike whip master this skill cannot be used with the spiked chain.
Whip MasterMeleeAgility 3+
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, if used as the primary hand die pool 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 die count of the pool. Further, two-handed fighting with the whip is not allowed because its style does not meet the requirements. However, two-handed mastery is possible, but when using the whip as such, either the melee fighting skill or the two-handed mastery skill must be assigned to the whip, but not both, as the whip can only have 1d20 assigned.
Alternatively, whip master can restrain a victim, so long as that target’s size is no bigger than one size Category larger. As above, all the dice from the primary hand pool are reduced to 1d20. If that roll successfully strikes the opponent’s AC, then the whip has wrapped the victim, who then is under the restrained restriction. When this occurs, there now exist a taut 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 the restrained victim 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. For clarity, a spiked chain would gain nothing by attempting to modify it as described in the first paragraph.
Whip Steal
Action or Reaction
Whip MasterAgility 4+
The skill of whip steal can be used as either an action or a reaction; however, there are some limitations when using it as a reaction. That said, the action targets an opponent’s single weapon or single item being held by the hands. In no way can this action target something on a belt, in a pouch or backpack -- only in the victim’s hands. The method is similar to weapon disarm, striking it and pulling it free. All the dice of the primary hand die pool are reduced to a single d20 which must successfully hit against the target’s AC. If doing so, the opponent may attempt to resist by using an available reaction. This would initiate an Agility competition, similar to the disarm competition. However, the wielder of the whip gains only +3 on the competition roll rather than being at advantage. 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; however, collecting the stolen weapon cannot be performed until the following action.
    If using this skill as a reaction, then it must be used before the character’s turn. The result of the reaction is to bump up the whip wielder's action to the immediate turn. In other words, if an opponent’s turn is before the whip-stealer’s turn and the opponent is going to use a healing salve as his action, the whip wielder may use a reaction to move his or her action to be immediately before the opponent’s action. Then the action is used to try to steal the salve away. For clarity, when used as a reaction to interrupt the opponent’s action by disarming victim and winning the Agility competition, that ruins the opponent's action for the round, who cannot take an alternate one. Lastly, unlike whip master this skill cannot be used with the spiked chain.
Wide StrikePolearmsStrength 4+
While employing a glaive, spear, staff, or any reach weapon, the attacker uses the primary-hand die pool, possibly requiring both hands, to inflict blunt damage (regardless of the weapon’s normal damage type) against two opponents simultaneously. This is a “multiple target” attack, despite using only one die pool; however, the targets must be within five feet of the attacker and must be adjacent to one another. The single die pool is rolled 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 to move two opponents. Finally, wide strike can be used if wielding a spiked chain instead of the standard polearm, but the requirement for the skill remains.
Weapons Allowed: Glaive, Halberd, Ranseur, Spear, Spiked Chain, Full Staff

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.