Nonweapon Proficiencies

Magical Foci
Proficiency Group: Wizard only; # Slots: 3; Check: N/A
You can craft a magical focus of power that allows you to perform minor magical feats. The item in question must be wielded in hand and must be one of the following: a Wand, Staff, Rod, Book, Metal hand-brace or Gauntlet, or Orb. Any focus crafted costs 1,000 gold and 1d6 weeks to carefully craft and attune your life-force to the magical focus. You gain one free focus magical item upon taking this proficiency. Any focus destroyed will cost you 10% of your total experience points and you must roll a successful system shock check or fall to zero hit points. All foci (regardless of material or size) have half your hit point total and AC 5 (your AC if wielded in battle). Only one magical foci can be crafted at a time. A word of command can safely destroy the magical foci into dust.

A focus can cast any memorized spell you know up to three times a day. Also, foci have special offensive properties you can give them. Each focus has 3 crafting points you can use to store power. You can upgrade your crafting point total on your foci by one per 1,000 gold you spend (up to 5 extra crafting points, or 8 total). Each offensive magical focus property can be used 12 times a day:

Primary Property *Range Damage Crafting Cost
Lightning Line/Cone 1d4 1
Fire Cone/Area 1d6 1
Force Single (no save) 1d6 1
Cold Ray/Cone 1d4 1
Light Ray 1d8 Healing 1
Secondary Property Special Property Crafting Cost
Knockback (Force only) Save vs. Wands or suffer Prone 1
Ignite (Fire only) Save vs. Wands or items require Save vs. Fire 1
Freeze (Cold only) Save vs. Wands or be held in place for 2d6 rounds 1
Stun (Lightning only) Save vs. Death or suffer Stun 1
Roots Save vs. Wands or suffer entanglement (half movement for 2 turns) 1
+ Dice Increase dice by one (can be purchased twice) 1

*Line attacks extend 120’ feet. Cone attacks extend 60’ feet. Area attacks have an 80’ foot range and explode out in a 20’ foot radius. Single target extend 120’ feet. Rays only target one creature and require an attack roll against their unarmored AC.

Scion of Power
Proficiency Group: Wizard only; # Slots: 6; Check: Intelligence +2
With this proficiency, the wizard opens their mind and body to the new magical force that permeates the world of Atoria. With it, the wizard gains access to the well of the abyss, a magical font of incredible profane magic. This allows the wizard to enhance his or her own impressive powers that each kit gains access to, as well as appear more influential and frightening to others.

Thaumaturge Power Description Check Required?
Godlike Gain a minor permanent effect on you as if you had a version of friends spell placed upon you at all times. This version isn’t as potent, and only grants a +4 to charisma (cannot exceed radial maximum). In anger or combat however, this spell works as if its reverse was cast (-4 charisma). No
Telekinesis Must already have Telekinesis. Telekinesis can now be used as if the caster were manipulating an object with both hands (grab an object with two hands or one object per hand). While manipulating objects telekinetically, use your wisdom score as if it was your strength score. Exceptional strength may be rolled if you have an 18 wisdom and the fighter class. No
Chaos Bolt Conjure a green flame that hovers near you, then is launched at a single target for 1d8 fire damage per level, up to 5d8 fire damage within a 100 yard range. Yes
Lunar Witch Power Description Check Required?
Influential Gain a minor permanent effect on you as if you had a version of friends spell placed upon you at all times, but at half the potency (+2 charisma). No
Alter Self Must already have Alter Self. Take on the aspect of the Raven Lord, gaining raven-black feathers for hair and flight-feathers from your arms. Your eyes also turn yellow. This change isn’t simply cosmetic however, and allows you to gain darkvision and infravision 120’ feet. No
Black Ice Conjure a black icicle shard that hovers near you, then is launched at a single target for 1d8 cold damage per level, up to 5d8 cold damage within a 100 yard range. Yes

Arsenal of the Arcane
Proficiency Group: Wizard only; # Slots: 6; Check: Intelligence +2
The wizards of the world have access to some powerful offense via their memorized spells. The following spells below however are innate ability spells that have awesome potential and enforce a wizard’s battle-mage theme.

Thaumaturge Power Description Check Required?
Incinerate The caster may channel a column of fire up to 5’ feet wide and 30’ feet long that deals 1d6 fire damage per level (up to 6d6), save vs. magic for half damage. The spell increases in dice by 2d6 damage per round channeled, up to an additional 6d6 damage (12d6 total). Yes
Force Repulsion This ability allows the caster to release a 10’ foot radius PBAoE kinetic blast of force that deals 1d8 force damage, plus 1 damage per level (up to 1d8+10), save vs. magic for half damage and knocks back prone any small or medium sized creature 10’ feet. This spell also releases the caster of grappling and entangling effects. Yes
Cloaking Shock The caster is always protected by an invisible shield that electrocutes a melee combatant who strikes the caster for 2d8 electricity damage, plus 1 points of damage per level (up to 2d8+10), save vs. magic for half damage. No
Lunar Witch Power Description Check Required?
Grip of Pain The witch releases electricity from her hands that strike one opponent up to 10’ feet away for 1d6 electricity damage per level (up to 6d6), save vs. magic for half damage. The ability may be channeled to deal subdual damage instead (if dealing subdual damage, the victim is stunned for 1d3 rounds if a save vs. magic is failed). Yes
Tormented Winds The witch creates a strong, swirling gale of cold and wind around herself that gust upwards, dealing 1d6 cold damage per level (up to 4d6), save vs. magic for half damage. The victims caught in this 15’ foot radius BPAoE also takes a -2 penalty to attack rolls for 2d4 rounds. Yes
Howling Winds The witch cast a PBAoE that lifts the witch up 2’ feet above the ground and creates a swirling debris of ice from the ground that surrounds the witch and increases movement by 8, grants an AC bonus of 3, and deals 1d4 cold damage, plus 1 point per level (up to +10) to anyone within 5’ feet of the witch (save vs. magic for half damage). This spell can be held up indefinitely with concentration. No

Domain Leadership
Proficiency Group: General; # Slots: 1; Check: N/A
This is the talent of leading others, be it in confrontations with enemy forces or dealing with the ruling of court. In the practice of ruling with the use of the domain rules, you gain a +2 bonus to your loyalty check.

Meditation
Proficiency Group: Priest, Wizard; # Slots: 1; Check: N/A
This mental discipline allows the user to rest easier under normally tiresome circumstances. The amount of rest you need to regain spells is cut in half, and you can memorize spells that normally require you to make a check otherwise (such as while under starvation, in a poor shelter under a howling storm, ect).

Concentration
Proficiency Group: Priest, Wizard; # Slots: 2; Check: Constitution
On a successful check, this mental discipline allows the caster to not lose a memorized spell upon being struck in combat during the spell casting process.

Poison Use
Proficiency Group: Rogue; # Slots: 2; Check: Intelligence
Cannot be taken by a good aligned rogue. This is the skill of crafting poisons (see page 737). Each class of poison has its own cost and time to craft, as detailed below:

Class *Cost *Crafting Time
A 10g 10 min
B 135g 1 hr
C 145g 1 hr
D 250g 5 hrs
E 700g 1 day
F 500g 1 day
G 100g 30 min
H 150g 30 min
I 200g 6 hr
J 500g 1 day
K 30g 10 min
L 70g 30 min
M 100g 3 hr
N 500g 1 day
O 200g 1 day
P 350g 1 day

Healing
Proficiency Group: Priest; # Slots: 2; Check: Wisdom -2
As per the healing proficiency, with additional bonuses:

  • The care you normally give daily can increase by 1 point per proficiency slot in healing. For every three slots in this proficiency, you allow a patient to gain a +1 to poison and disease saving throws when treating one of these maladies for 6 rounds.
  • When making a daily healing attempt, restore your number of proficiencies in healing as extra hit points.

Herbalism
Proficiency Group: Priest; # Slots: 2; Check: Intelligence -2
As per the herbalism proficiency, with additional bonuses:

  • Healing synergy: The care you normally give daily can increase by 1 point per three proficiency slots in herbalism, as long as you have herbalist kit.
  • You can craft potions and salves that are normally considered magical in other campaigns. Earn an extra 2 points in healing for every slot in herbalism after the initial two. Potion initiative modifier is 6, and unless otherwise stated a potions duration is permanent. An antidote to delusion, elixir of madness, and poison may be created just as if you were making one of these potions. The list is as follows:
Potion Name *Cost in Gold *Cost in Time Experience Earned
Delusion 500 1d4 days 0
Elixir of Madness 500 1d4 days 50
Extra-Healing 250 1d4 days 25
Healing 75 1 day 7
Keoghtom’s Ointment 750 2d4 days 75
Poison 500 1d4 days 50

*A witch reduces the cost of potion and ointment making by half.

Alchemy
Proficiency Group: Wizard; # Slots: 2; Check: Intelligence -2
With this skill, the character may craft various magical potions. Potion initiative modifier is 6, and unless otherwise stated a potions duration is 1d4+4 turns. The list is as follows:

Potion, Oil, or Powder Name *Cost in Gold *Cost in Time Experience Earned
Delusion 500 1d4 days 0
Clairaudience 2,500 1d4 days 250
Clairvoyance 2,500 1d4 days 250
Climbing 2,500 1d4 days 250
ESP 2,500 1d4 days 250
Fire Breath 2,500 1d4 days 250
Elixir of Youth 1,000,000 1d4 months 10,000
Giant Strength 2,500 1d4 days 250
Heroism 2,500 1d4 days 250
Oil of Fiery Burning 2,500 1d4 days 250
Oil of Impact 2,500 1d4 days 250
Philter of Glibness 2,500 1d4 days 250
Philter of Stammering and Stuttering 2,500 1d4 days 250
Poison 2,500 1d4 days 250
Polymorph Self 5,000 1d4 days 500
Smoke Powder 20 1d4 hours 1
Super-Heroism 5,000 1d4 days 500
Sweet Water 2,500 1d4 days 250
Ventriloquism 2,500 1d4 days 250
Water Breathing 2,500 1d4 days 250

*A witch reduces the cost of potion making by half.


Local Fighting Styles (from Combat & Tactics)

Perfected Unarmed Combat
Proficiency Group: Warrior, Rogue; # Slots: 2; Check: N/A
While fighting unarmed and unencumbered, you do not take a penalty when fighting armed and armored foes. Mystics who take this proficiency gain the above and also gain a +1 to hit and damage bonus, starting at 3rd level, and increasing by +1 every three levels thereafter. Martial artist who take this gain a 1/3rd of their total movement rate bonus and the acrobatics mystic ability.

Tactical Leadership
Proficiency Group: Warrior; # Slots: 2; Check: N/A
Your character use of oratory may inspire others in battle and shout out sound tactical commands to improve combat performance. The character gains large combat bonus while the rest of the party receives less. The major attack and damage bonuses do not stack with strength, dexterity, or telekinetic wisdom bonuses, nor with the tactical leadership group attack and damage bonus. Group attack and damage bonuses stack with any other non-tactical leadership bonus, and are granted to allies within ear shout distance. Only one tactical leadership bonus applies in a group (only one leader in a group!). Bonus to attack rolls and all damage rolls are based on your charisma score, as per the chart below:

Charisma Score Attack Bonus Damage Bonus Group Attack & Damage Bonus
16 – 17 +1 +1 +1
18 +1 +2 +1
19 +2 +3 +2
20+ +2 +4 +2

Precision Aim
Proficiency Group: Warrior, Rogue; # Slots: 1; Check: N/A
You gain a bonus to ranged damage (be it missile or thrown) if you have an high Dexterity score. Compare the missile attack adjustment from a high dexterity score and add that as a bonus to ranged damage rolls. This damage supersedes (does not stack with) the damage bonus found from a high strength score, when applicable.

Deadly Duelist
Proficiency Group: Warrior, Rogue; # Slots: 1; Check: N/A
You gain a +2 to all your damage rolls while fighting one handed style. By spending an additional proficiency slot in this skill, you gain one extra attack, albeit at a -2 penalty to hit. This attack only adds half your bonus strength damage.

Fluid Movement
Proficiency Group: Warrior; # Slots: 1; Check: N/A
You gain one extra attack, albeit at a -2 penalty to hit. This can only be done with a two handed melee weapon or a one handed melee weapon wielded with two hands. This attack only adds half your bonus strength damage. By spending an additional proficiency slot in this skill, you may wield a large sized weapon in close-quarters combat similar to a medium-sized weapon.

Guarded Combat
Proficiency Group: Warrior; # Slots: 1; Check: N/A
When wielding a melee weapon in each hand, you gain a +1 bonus to AC and a +2 to saves vs. breath weapon and damage spells that visibly travel at range.

Shield Recovery
Proficiency Group: Warrior; #Slots: 1; Check: N/A
When employing weapon and shield style, -3 points of damage are subtracted from each source of physical damage. This damage cannot be negated below 1 point of damage.

Retribution
Proficiency Group: Warrior; # Slots: 2; Check: N/A
Should an enemy melee attack miss you, you may make an immediate melee counter-attack against that foe. This can be done as many times per round as you can block melee opponents (shield-less is one time).

Determine Weak-spot
Proficiency Group: Rogue; #Slots: 1; Check: N/A
The rogue gains a bonus to her damage rolls equal to +1 per backstab dice she has. So a 3rd level rogue gains a +2 (x2 dice) to her damage rolls.

Khazud Discipline
Proficiency Group: Warrior; # Slots: 1; Check: N/A
A character who masters this style gains a one step higher base dice of damage for all axe, mace, or flail weapons used. A character who spends two slots in this fighting style uses their axe, mace, or flail as a shield supplement and gains a +1 bonus to AC (or +2 if employing two handed style).

Elite Training
Proficiency Group: Warrior; # Slots: 2; Check: N/A
This isn’t so much a style of combat as it is intense martial training and fitness. Most warriors never undergo such intense training. You gain a +1 hit point per level, +1 to strength and constitution skill checks, and a +2 to save against fear.

Peacekeeper Training
Proficiency Group: Warrior; # Slots: 1; Check: N/A
You have learned how to subdue opponents with melee weapons beyond normal training, and thus only suffer a -2 penalty when subduing an opponent with an attack roll (normally, this is a -4 penalty).


Martial Arts

The following are martial arts that provide many perks. Each martial art costs 4 proficiency slots to purchase (either weapon or non-weapon). Only one martial art may be in use at a time (their bonuses do not stack). Martial arts cannot be combined with any of the four major fighting styles (two weapon, two handed, one handed, weapon/shield). Martial arts act as a passive bonus, as follows:

Kung Fu
This is the ancient, flexible bare-handed martial art for warriors and monks throughout Kaiming. This martial art was founded by the first Mystics in the world and is the most popularly used martial art for cloisters.
Extra unarmed attack: +1
AC dodge bonus: -3
Damage (weapon): +2
Damage (unarmed): 1d4
Free disciplines: Unarmed 1, 2
Weapons: Any tight group of medium or large sized melee weapons; Shield permitted

Atemi
This traditional martial art is associated with the warrior caste of Sanjin. Utilizes the Katana and Wakizashi, a well-crafted set of swords used by the ruling caste of the Sanjin, the Tsuwamono.
Extra unarmed attack: +1
AC dodge bonus: -2
Damage (weapon): +3
Damage (unarmed): 1d4
Free disciplines: Unarmed 1, Defense 1
Weapons: Any tight group of medium or large sized melee weapons

Ninjutsu (Supernatural)
Said to be the first martial art created in the world of Atoria. Supposedly taught by the Tengu, a race of part birdmen, part spirit. The Sanjin practitioners of this deadly art have roots to the Tengu to this day, as its secrets are carefully guarded.
Extra unarmed attack: +1
AC dodge bonus: -4
Damage (weapon): +1
Damage (unarmed): 1d3
Free disciplines: Any 2
Weapons: Ninjutsu weapons only

Arena Combat
This martial art is based after larger-than-life figures found in European Sword & Sorcery literature and comics. Conan the Barbarian and Red Sonja are excellent examples.
Extra unarmed attack: +1
AC dodge bonus: -1
Damage (weapon): +4
Damage (unarmed): 1d4
Free disciplines: Fortify 1, Tactics 1
Weapons: Any tight group of medium or large sized melee weapons; Shield permitted

Nova Scrimia
This martial art is based after the many Italian schools of Fencing that existed during the middle-ages. This style also includes elven blade dancing. In order to make use of this style you must employ fencing blades only.
AC dodge bonus: -4
Damage (weapon): +2
Free disciplines: Long Blades 1, Short Blades 1
Weapons: Fencing blades only. Elves may use long sword/short sword; Shield (any except Tower) permitted

Staff Fighting
This martial art is based after the European styles of stick and spear fighting. Monk-like figures and gentle giants like ‘Little Jon’ from Robin Hood all fall under this style of fighting.
Extra unarmed attack: +1
AC dodge bonus: -3
Damage (weapon): +3
Damage (unarmed): 1d3
Free disciplines: Club and Staff 1, Pole-arm and Spear 1
Weapons: Club, Quarterstaff, Spear, Yari, and Naginata weapons only

Ranged Tactician
A martial art that primarily employs either bows, crossbows, or flintlocks while utilizing defensive posturing and evasion to avoid melee attacks.
AC dodge bonus: -2
Damage (weapon): +2
Free disciplines: Movement 1, and one of the following: Thrown 1, Bows 1, Crossbows 1, Flintlocks 1
Weapons: Any Thrown, Bow, Crossbow, or Gun only.
Special: Will not provoke AoO attacks

Fleetfoot Style
Halfling racial martial art only. The small races have developed a martial art that encompasses quick footwork and unnaturally quick strikes to their enemies with melee weapons.
Extra attack: +1
AC dodge bonus: -2
Damage (weapon): +1
Free disciplines: Short blades 1, Club and Staff 1
Weapons: Any tight group (small sized melee weapons); Shield permitted

Baruk Khazad
Dwarven racial martial art only. The dwarven races have developed a martial art that utilizes the dwarven natural center of balance the race possesses when on solid ground. It utilizes expert blocks and quick rolls for initiation, and strong linear strikes for knocking foes off-balance.
Extra unarmed attack: +1
AC dodge bonus: -2
Damage (weapon): +4
Damage (unarmed): 1d4
Free disciplines: Club and Staff 1, One and Two Handed Axes 1
Weapons: Any axe, mace, or flail group; Shield permitted

Combat Disciplines

The following are special disciplines that expand upon melee combat for any class combination. As a rule, each discipline cost one proficiency slot (either weapon or non-weapon), however only one such discipline may be purchased per level. Each discipline must be purchased in the order they are presented. For example, in order to purchase short sword 4 discipline you must first purchase short sword 1,2, & 3 (in that order).

Movement
(these include movement and speed related talents)

Discipline Effects
1. Balance Cannot be knocked prone, and while already prone (such as sitting or lying down) you suffer no penalties.
2. Feint Attack action. You sacrifice this attack to gain a +3 bonus to hit with all other subsequent attacks that round.
3. Safety Fall You only take half damage from falling damage, and no damage from falling 20’ feet or less
4. Leap Movement action. With a 10’ foot running start, you may leap up to 25’ feet (20’ feet for halfling and dwarves)

Defense
(these include heightened senses and blocking related talents)

Discipline Effects
1. All-around Sight You are immune to flanking
2. Combat Maneuvers You gain increased awareness of enemy positioning and gain a 2 AC bonus
3. Block Attack action. When you give up an attack, you may use this attack to block the next successful incoming attack by making an opposed roll vs. AC 4. If successful you block the attack.
4. Immovability Gain a saving throw vs. paralyzation when being moved outside your space against your will. Roll twice if you are normally allowed a save. A successful save means you resist the effect

Meditation
(these include talents that are all about training and fortifying the mind and senses)

Discipline Effects
1. Meditation You may gain benefit from a full rest at only 4 hours of time. You may also make a saving throw vs. death to avoid having your concentration interrupted
2. Mental Resistance Gain a +1 toward any saving throw that affects both the mind and the senses
3. Meditative Trance Once a day you may gain back hit points at a rate of 3 points per round for up to one hours time
4. Blind Fighting Take only a -1 penalty when fighting blind. You may also automatically detect an opponent within 10’ feet at all times

Tactics
(these include weapon maneuvers and leadership talents)

1. Command Able to lead large numbers of troops (50-200) without penalty
2. Rally Allies Attack action. Rally allies to grant them one extra attack on that round. Up to six allies within 60’ feet of you may gain this advantage
3. Exploit Weakness Attack action. If you pass a saving throw vs. death, gain advantage on your next two attacks (or disadvantage on your opponents next two attacks)
4. Fear Sense Always know when someone is lying if you succeed in a saving throw vs. death

Fortify
(these include physical training)

Discipline Effects
1. Durable Gain a permanent +6 hit points
2. Resistance Gain a +2 towards one saving throw type, chosen once a day as a reaction to a save type
3. Ironskin Gain a 2 bonus to AC when unarmored
4. HP Boost Gain a permanent +1 hit points per hit dice

Ninjutsu
(This style cannot be purchased without first taking the Ninjutsu martial art style. All ninjutsu talents are considered supernatural and cost 3 proficiency slots each, but can be taken in any order)

Discipline Effects
Katon Attack action. Once every six rounds, you create a somatic gesture that creates a blast of supernatural fire that deals 1d8 damage per level (up to 10d8) up to a 120’ foot distance in a 20’ diameter area. Opponent takes half damage on a successful saving throw vs. death
Raijin Attack action. Once every six rounds, you create a somatic gesture and expel a blast of supernatural electricity that deals 1d8 damage per level (up to 10d8) in a PBAoE 20’ diameter area. Opponent takes half damage on a successful saving throw vs. death
Channel the Void Standard action. Once a day you may suffuse your wounds and mend broken bones with this technique, healing 5 hit points per level
Fire Wheel Attack action. Consumes a ninja star. Throw a ninja throwing star that burns with fire, dealing 1d6 fire damage (instead of the throwing stars normal damage). I am Death, destroyer of worlds ability only grants 1 bonus point of damage whenever it would grant damage
Camouflage Become invisible as the spell, but only while standing still. Can only be initiated in shadows and breaks in direct sunlight
Shadow Clone Once a day, avoid an otherwise lethal blow and be teleported away up to half a mile

Unarmed

Discipline Effects
1. Balance Your unarmed attacks gain a +1 to attack rolls
2. Throw Attack action. You may throw an opponent up to two squares away if you make an unarmed attack roll and the opponent fails a save vs. rods saving throw. This causes the opponent to become prone and take double unarmed damage
3. Iron Strikes Your unarmed damage increases by one step
4. Stunning Blow Attack action. If you succeed in an unarmed strike, you deal no damage. Instead, your opponent must make a saving throw vs. paralyzation or become stunned for 2d4 rounds
5. Flurry With incredible speed, you gain one extra unarmed attack. Does not stack with other extra attack maneuvers.
6. Distance Death Your basic attacks have an increased range of melee 1. Also, as an attack action (and only once a round) you may throw a telekinetic punch with a range of melee 3 that deals 4d6 force damage. This attack performs a knock-back of 20’ feet and knocks-down the victim (save vs wands)

Short Blade
(These include daggers, knives, short swords, and any other small-sized bladed/piercing weapon)

Discipline Effects
1. Parrying Motion Gain a +2 bonus to the attack roll when making a parry action.
2. Defensive Stance Stance. Gain a 1 point bonus to dodge AC when using a short blade.
3. Pinpoint Weakness Attack action. Bypass the first 5 points of armor worn. Can only be performed once a round.
4. Lethal Strike Attack action. Deal an extra 1d4 extra damage.

Long Blade
(these include long swords, rapiers, and two handed swords of all kinds)

Maneuver Effects
1. Astrix Cut Attack action. Deal an extra +2 damage on a successful attack.
2. Continuous Cut Attack action. Victim must make a save vs. wands or have their movement cut in half for 1d4+4 hours.
3. Quick Draw All attack actions with long blades reduce weapon speed by 2 points.
4. In-one Timing Stance Stance. Gain a +1 to your attack rolls with long blades.
5. Wind Slash Attack action. With a supernatural technique, gain 1 reach.
6. Vacuum Wave Art Attack action. Cost two attacks. The attack has a 180 degree arc, reach 6 (30 ft.), and deals an extra 2[W] damage.

Club and Staff
(these include one and two handed bludgeon weapons)

Maneuver Effects
1. Tempered Stance A defensive stance that absorbs the first 2 points of damage from any physical attack. Cannot reduce damage below 1 point. Stacks with shield style.
2. Bypass Armor Gain a +2 bonus to attack rolls against armor plated foes.
3. Crushing Blow Increase the damage dice of bludgeon weapons by one step.
4. Stunning Blow Attack action. On a successful attack, deal normal damage and victim must save vs. death or be stunned for 1d4 rounds. Can only be performed once per round.

One and Two Handed Axes
(these include axes and polearms with axe heads of all kinds)

Maneuver Effects
1. Pull Down On a successful attack action, victim must save vs. wands or be knocked prone.
2. Pull Through Attack action. Victim must save vs. wands or disarm their weapon or shield.
3. Rend Attack action. This attack deals normal damage, and places a bleed effect that deals 2 damage per round for six rounds. Stacks up to three times.
4. Axe Mastery You deal an extra +2 points of damage with axes. You may also throw a medium sized axe with no penalty and add an extra 1[W] damage to the attack.

Spear and Pole-arm
(these include all spear types and all polearms)

Maneuver Effects
1. Fast Attacks Your weapon speed is reduced by 2 when using polearms. This stacks with two handed style.
2. Fluidity in Motion Your attack roll penalty from Fluid Movement is removed, and you receive your full strength damage bonus upon using the extra attack granted.
3. En-mass Combat You gain three extra attacks, but only against adjacent foes, and only one attack per foe.
4. Lethal Blows You deal an extra +2 points of damage with polearms.

Thrown
(these include thrown axes, daggers, shuriken, and knives)

Maneuver Effects
1. Aimed Throw Take one round or more to aim. Your next rounds attack receives a +3 damage bonus, up to +9.
2. Thrown Mastery Gain a +1 to your attack rolls with thrown weapons.
3. Quick Throw Gain an extra attack with thrown weapons that have a RoF of 1 or 1/2. Does not stack with other extra attack maneuvers.
4. Lethality Damage and knockdown dice increase by one step.
5. Flying Blades Thrown range extends an additional 3 per range increment.
6. Rebounding Blades Projectiles may rebound off any surface and hit an additional two targets per projectile.

Bow
(these include regular and composite bows)

Maneuver Effects
1. Aimed Shot Take one round or more to aim. Your next rounds attack receives a +3 damage bonus, up to +9.
2. Dead-eye Attack action. Your attack receives a -3 penalty to its attack roll, but increases its damage by 1[W].
3. Master Archer All range penalties are reduced by 1, and all trick shot penalties are reduced by 2.
4. Balanced Stance Stance. Your arrows deal an extra 1 point of damage; your AC increases by 2; and your movement increases by 3.
5. Hammer-fall Arrow Attack action. Subtract the opponents physical armor worn AC from 20. Whatever is left is bonus damage. This can be done once per round.
6. Critical Impact Your bow attacks receive open-ended damage (roll an extra dice of damage if you roll a 6 or better on your knockdown dice).

Crossbow
(these include all broad-group crossbow weapons)

Maneuver Effects
1. Aimed Shot Full-round attack action. Take one round or more to aim. Your next rounds attack receives a +3 damage bonus, up to +9.
2. Reload Speed Reduce the weapon speed of all crossbows by 3.
3. Lethal Shots Crossbow damage increases by 1[W].
4. Reload Specialist Gain an extra attack with crossbows. Does not stack with other extra attack maneuvers.

Flintlocks
(these include all broad-group flintlock weapons)

Maneuver Effects
1. Aimed Shot Full-round attack action. Take one round or more to aim. Your next rounds attack receives a +3 damage bonus, up to +9.
2. Low Maintenance Always ignore misfire rulings.
3. Expedient Shot Once every three rounds, fire off an extra round (one extra attack). This attack still cost ammo.
4. Armor Pierce Armor penetration rules apply out to one more range increment.

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Nonweapon Proficiencies

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