Warrior Skill List

*Warriors can also learn skills from the Everyman Skill List.

Basic Skills: can be learned from Player Characters or Non-player Characters who possess the Teach skill. Alternatively, these can be learned during character creation.

5                              Athletics

5                              Banner of Battle

5                              Bravery

5                              Comrade-in-Arms

5                              Field-repair Armor

5                              Field-repair Weapons

10                            Great Strength

1                              Rumormonger

5                              Persistence

5                              Resilience

5                              Willpower

 

Complex Skills: can be learned from Player Characters or Non-player Characters who possess the Teach skill.

7                              Iron Fist

 

Erudite Skills: can be learned from select Non-player Characters only.

10                           Blind Fighting

10                           Bloodied but Unbowed

MASTERY SKILLS:

 

Complex Skills: can be learned from Player Characters or Non-player Characters who possess the Teach skill.

10                           Armor Expertise

10                           Axe Expertise

10                           Blade Expertise

10                           Dual-Weapon Expertise

10                           Einhander Expertise

10                           Great-Weapon Expertise

10                           Mace Expertise

10                           Pole-arm Expertise

10                           Shield Expertise

Erudite Skills: can be learned from select Non-player Characters only.

10                           Armor Mastery

10                           Axe Mastery

10                           Blade Mastery

10                           Dual-Weapon Mastery

10                           Einhander Mastery

10                           Great-Weapon Mastery

10                           Mace Mastery

10                           Pole-arm Mastery

10                           Shield Mastery


WARRIOR SKILL OVERVIEW

Athletics
Description: Having the athletics represents a character’s talent and training in athletic endeavors, such as jumping, climbing and swimming. When faced with these physical activities, a character with Athletics is more likely to be able to perform them quicker, better and with greater ease than one without Athletics.

Usage: When faced with a physical challenge, a character with Athletics can use this skill to bypass an in-game obstacle or make it easier to traverse. This skill is so broad in application that when faced with an applicable situation, clarify with the Game Marshall to determine if Athletics can help in the current situation.

Banner of Battle
Description: The Banner of Battle skill represents training and proficiency in wielding a true banner and a talent in creating a undeniable presence (whether inspiring or horrific) in battle.

Usage: This skill is a prerequisite for all Warcry feats.

Furthermore, when you use spend SP on a Warcry feat, you regain up to 5 HP as your morale makes your wounds seem insignificant.

Physical Representation Requirement: You need to carry and openly display your personal symbol, or else a symbol belonging to your House, Family or Lord. This symbol must be openly presented on your Shield, on your Tabard and/or on your Cloak.

Blind Fighting
Description: This skill represents specialized, rigorous training of one’s battle senses, melding instinct and skill with the purpose of an impregnable defense. Characters with the Blind-fighting skill are able to predict when they are going to be attacked from any angle and can thus mount an adequate defense.

Usage:  When you are Blinded, you may attack and defend yourself normally. Also, you can now move at a slow walk (1 step every 2 seconds maximum) while Blinded, instead of being immobile.

Furthermore, when you use a Defense feat, you can Augment it with the Blind-fighting skill, allowing you to use it against attacks that come from behind you and strike you in the back torso (such as Ambush feats). Preface the Feat you are going to use with “Blind” (e.g. “Blind Dodge” or “Blind Parry”). A Feat may only benefit from one Augment or Modification at a time.

Bloodied but Unbowed
Description: With this skill, you can harness your desperation and your vitality to fuel your defenses, channeling feral survival instincts into protective prowess. In this way, those who possess this skill will never find themselves defenseless as long as they are alive.

Usage: You can Augment a Defense feat with this skill, reducing its cost by 1 SP (to a minimum of 0 SP) by sacrificing 20 HP. If you do this, preface the Feat’s invocation with the word “Bloody” (e.g. “Bloody Dodge” or “Bloody Parry”). This means that you can keep using Defense Feats so long as you have HP to sacrifice.

A Feat may only benefit from one Augment or Modification at a time.

Bravery
Description: Your soul has been hardened, through tragedy and loss or through meditation and discipline. Attacks that assault your very soul affect you as they do others, except that you are quicker to recover from such spiritual assaults. When Fear grips you or a Demon dominates your will, you can shake their influence from your soul with an quickness that most others envy.

Usage: Mortal effects with a duration (such as Fear, Dominate or Weakness)only affect you for half the duration. rounding up. When the effect would end, say “Bravery”. However, Bravery will not reduce a Mortal effect that has already been reduced.

Like most skills, Bravery does not cost SP to use. You may use this skill as many times as you need.

 

Comrade-in-Arms
Description: You are a wolf in a pack and a lion with a pride; you recognize that despite your tenacity and ferocity, your strength is even greater when accompanied by those whom you esteem and respect. To that end, you focus your devotion to several of your companions, granting them certain benefits when they are present with you on the battlefield.

Usage: Once per Moon, you can select six other people to be your “Comrades-in-arms”, giving them a favor (a piece of cloth with your personal insignia and colors) to wrap around their upper arm or a tabard with your personal insignia and your colors. When you do this, you must perform a short, formal ceremony where you swear to protect them from harm and they swear to help you against those who oppose you.

When a Warrior uses a Warcry feat, his Comrades-in-arms can benefit from it as long as he or she is next to the Warrior. Champions and Soldiers also gain special benefits with this skill. A Champion can use his own defense Feats to negate attacks upon his Comrades while a Soldier can use the Camouflage skill on his Comrades if they are within weapon reach. Any Warrior with the Intervene skill can use it for 0 SP on one of their Comrade-in-arms.

When your choice of Comrades is made, you can only change them once per Period, forswearing your oath and taking your favor from them; you can then grant your favor and your protection to someone else of your choosing. In addition, the effects of this Skill fade after a month.

Although this ability is not magical, being designated as a Comrade-in-Arms ability counts as a latent effect for the purposes of determining how many latent effects a character can have (maximum of 3 at 1st level, 5 at 5th level and 7 at 10th level).

Physical Representation: A colored piece of cloth that bears the Warrior’s personal symbol and colors. Some noble Warriors derive their own personal symbol from a modified symbol of their House, their Lord or their Religion.

 

Field-Repair Armor

Description: Armor protects its wielder from injury, from steel and even from burning flame. However, when armor is beaten and severely damaged, it can no longer provide the necessary protection of its design. When a Smith and workshop are unavailable, many learn how to jury-rig and improvise repairs upon their armor; breathing life back to its damaged form and allowing it to continue its vital task.

Those with this skill will usually find a safe spot to perform this task, either doing this hidden from enemies or behind an established perimeter or battle-line of allies. Creating a place of safety is especially important for those who wish to repair their own armor because of the necessary liabilities it creates for them.

Usage: To use this skill, you must spend at least 100 seconds counting aloud (“Field-repair 1, Field-repair 2…Field-repair 100”) while simulating repair procedures and mending methods on up to 6 armor pieces. A breastplate or a mail hauberk is considered 1 armor piece while a pair of gauntlets is considered to be two armor pieces. Therefore, you can repair an entire suit of armor while doing this (a helm, two gauntlets, two greaves and a torso piece).

When an armor piece is successfully Field-repaired, the AP it grants is restored to half the maximum amount. This means if you repair a Breastplate that normally grants 20 AP, using this skill will bring it to 10 AP no matter what it was before. If you use this skill on an armor piece that has been Hardened through advanced Smithing techniques, it is instead restored to its maximum AP.

If you are distracted by damage, a Control effect or are otherwise sidetracked from your craft, you must restart your Field-repair count from the beginning.

You do not need a workshop or the Inn to use this skill but you cannot Field-repair any armor that is being worn.

Special Note: In order to restore an armor piece to its maximum potential, you need an Armorsmith and a Workshop (or the Inn). Certain Grey Witches and some Priests of Creation can also repair armor to its full potential.

Field-repair Weapon

Description: Woe to he who wields a broken weapon, for it is of little use in attacking anything. Woe to he who wields a broken shield, for it is more liability than protector.

For those in the thick of combat and far away from the workshop, the Field-repair weapon skill exists to restore some utility to an otherwise useless weapon or shield. While the improvised mending and repair-work that this skill applies does not completely restore a shield or a weapon to optimum utility, the result is more than enough to allow its wielder to snatch victory from woe’s grasp.

Usage: To use this skill, you must spend at least 100 seconds counting aloud (saying “Field-repair 1, Field-repair 2…Field-repair 100”) while simulating repair procedures and mending methods on a single weapon or shield.

If you are distracted by damage, a Control effect or are otherwise sidetracked from your craft, you must restart your Field-repair count from the beginning.

When a weapon is successfully Field-repaired, it inflicts its normal damage minus 1. It contrast, a broken weapon used to attack will never inflict more than 1 point of damage.

You do not need a workshop or the Inn to use this skill; you can Field-repair a weapon while in the middle of a battle-field, so long as you are not disturbed or distracted.

Special Note: In order to restore a weapon to its maximum potential, you need a Weaponsmith and a Workshop (or the Inn). Certain Grey Witches and some Priests of Creation can also repair armor to its full potential.

Great Strength
Description: Innate ability and/or intense training have given fruit to this: a prodigious amount of strength that has its uses on and off the field of battle. When you strike, your weapon shivers with the force of your blows. Tasks that would take the strength of two or three people are trivial chores for you.

Some who gain this skill do so through sheer muscle. However, a few who gain this skill do so through a melding of will and flesh that makes one’s strength beyond the norm. Although these two methods differ greatly, the result is the same: sheer destructive prowess.

Usage: The Great Strength skill grants the following benefits.

          All of your normal melee attacks deal one more point of damage.

          Also, you can perform a feat of strength once every minute by saying “Great Strength” and then performing the action.

          While performing a feat of Strength, you may not perform any other action such as casting a spell or attacking and you need to have at least one hand free.

          Feats of Strength include (but are not limited to):

o        throwing an object or a helpless creature (such as an ally’s body) up to 10 paces away.

o        carrying one heavy object (such as a body) for 60 paces at a slow walk.

o        breaking free of a Snare or a Grapple effect; you incur 10 damage in the process.

o        After a 10-second loud and vocal count (“Breaking 1, Breaking 2…Breaking 10”), you can break an basic Lock.  

Iron Fist
Description: A warrior without his weapon is like a magic-user without his voice – utterly defenseless and utterly useless. To counter this, the Iron Fist skill gives a warrior a death grip-like grasp of his weapon, preventing him from losing it from those who would disarm him through spell or feats.

Usage: Whenever you are the target of a Disarm effect, you may respond with “Iron Fist” and retain your weapon or shield. “Iron Fist” does not help you when you drop your weapon through a mishap or when your opponent disarms you without using game-rules, Feats or Spells.

Using this Skill does not cost any SP.

Rumormonger

Description: You are proficient in the ways of gossip and rumor. Not only do you have the necessary contacts and talents to find out about the latest hearsay, but you can make rumors of your own. Some rumors may reveal the presence of buried treasure in the woods while others might be the rumblings of a future conflict.

Usage: Once per period, you may use Rumormonger to pick, read and then return a rumor from the Rumor Box. Alternatively, you may plant a rumor instead, writing it down on parchment paper and then placing it in the Rumor Box.

You need the presence and guidance of a Staff member to perform this skill.

 

Persistence
Description: You are possessed of a fleetness of foot and a resistance to standing still. When the winds of change blow against you, you can dance with it and let it guide you. When something threatens to you immobilize you and imprison you, it cannot hold you for long.

Usage: Force effects with a duration (such as Snare, Shackle or Grapple)only affect you for half the duration, rounding up. Likewise, when you are affected by a Knockback effect, you are only pushed back for half the amount (rounding up).

When the effect would end, say “Persistence”. However, Persistence will not reduce a Force effect that has already been reduced.

Like most skills, Persistence does not cost SP to use. You may use this skill as many times as you need.

Resilience
Description: You are no stranger to pain and to suffering. Your body has borne wound, scar and bruise countless times and it has learned to recover from these and quickly. Pain may stop you… but not for very long.

Usage: Pain effects with a duration (such as Stun, Daze or Cripple Limb)only affect you for half the duration, rounding up. When the effect would end, say “Resilience”. However, Resilience will not reduce a Pain effect that has already been reduced.

Like most skills, Resilience does not cost SP to use. You may use this skill as many times as you need.

 

Willpower
Description: Through long hours of training or perhaps through a penchant for stubbornness, your mind can break free of outside influences. With this skill, you have an easier time than others when seeing through the manipulation of others.

Usage: Charm effects with a duration such as (Pacify, Taunt or, Befriend) only affect you for half the duration, rounding up. When the effect would end, say “Willpower”. However, Willpower will not reduce a Charm effect that has already been reduced.

Like most skills, Willpower does not cost SP to use. You may use this skill as many times as you need.



Mastery Skills:

Axe Expertise

Requires: Axe Proficiency skill

Description: The axe and the scythe are the weapons of the woodsman and the farmer – for all their common origins however, they are tried and true tools of war. In the hands of an expert, an axe can tear through mail and flesh with even greater ease, combining heft and edge into devastating strikes.

Usage: Having this skill grants you the following benefits:

          Ad
d 1 to the damage inflicted by your Normal melee strikes with an Axe-type or Scythe-type weapon. This is an Expertise bonus to your damage.

          You may also add 1 to the damage of Normal thrown attacks with a throwing axe. This is an Expertise bonus to your damage.

Axe Mastery

Requires: Axe Expertise skill

Description: In the hands of a mastery, the death-dealing properties of an axe weapon is magnified. When you strike with the sharpened weight of an Axe, you can carve destruction and desolation into the ranks of your enemies like a scythe in the hands of the reaper.

Usage: Having this skill grants you the following benefits:

          The damage boosting benefits of Axe Expertise are improved: you now inflict 2 extra damage with each Normal melee strike. This benefit applies whether you are using a melee or a thrown axe.

          Some Feats are now better when you use them while wielding an Axe-type weapon.

          Whenever you use a melee attack feat (basic or complex only), you can choose to have it affect two enemies instead of one. You may then make two attacks with the Feat (instead of just one), prefacing each damage or effect with the word “Wave” (e.g. “Wave! Cripple Limb 10!” or “Wave! Crit 10 damage!”). If you have the Great-Weapon Mastery skill, you can affect three enemies instead of two.

          You gain access to the Discipline of the Reaper feat.

Blade Expertise

Requires: Blade Proficiency skill

Description: The dagger and the sword – these are weapons of precision and power instead of sheer brutality. In your hands, the blade is more than a mere weapon… it is an extension of your flesh and your will. Flesh tears, scales fly apart and bone itself breaks when you are one with the blade.

Usage: Having this skill grants you the following benefits:

          Add 1 to the damage inflicted by your Normal melee strikes with a Sword-type or Dagger-type weapon.  This is an Expertise bonus to your damage.

          You may also add 1 to the damage of Normal thrown attacks with a throwing dagger. This is an Expertise bonus to your damage.

Blade Mastery

Requires: Blade Expertise skill

Description: In the hands of a master, the blade is not merely a sharpened piece of steel but flowing, writhing death to those who oppose your cause. You may be a precise blade-master, piercing organs and slicing extremities, or a battle-crazed fighter, hacking and slashing to your bloodthirsty heart’s desire; either way, the blade awaits your command and strikes only when you command.

Usage: Having this skill grants you the following benefits:

          The damage boosting benefits of Blade Expertise are improved: you now inflict 2 extra damage with each Normal melee strike. This benefit applies whether you are using a Swords or Daggers in melee or as thrown weapons.

          Some Feats are now better when you use them while wielding a Sword-type or Dagger-type weapon.

          You gain a +1 bonus to the damage of all Critical Strike attacks.

          You gain access to the Discipline of the Lotus feat.

Mace Expertise

Requires: Mace Proficiency skill

Description: Power is in the hearts of the hammer and the mace: unquestioning, unrelenting and uncompromising power. In the hands of an expert, the mace’s strength melds with yours into a deadly, brutal whole. No fear, no hesitation – just might.

Usage: Having this skill grants you the following benefits:

          Add 1 to the damage inflicted by your Normal melee strikes with a Mace-type or Hammer-type weapon. This is an Expertise bonus to your damage.

          You may also add 1 to the damage of Normal thrown attacks with a throwing Hammer. This is an Expertise bonus to your damage.

Mace Mastery

Requires: Mace Expertise skill

Description: As a master of the mace and the hammer, you have mastered the fury of steel and strength. You have learned how to manage the deadly weight of your weapon to your satisfaction, driving it into your enemies and knowing that there is no hiding from the strength of your strikes.

Usage: Having this skill grants you the following benefits:

          The damage boosting benefits of Mace Expertise are improved: you now inflict 2 extra damage with each Normal melee strike. This benefit applies whether you are using a melee or a thrown Mace or Hammer.

          Some Feats are now better when you use them while wielding a Mace-type or Hammer-type weapon.

          Whenever you use the Pierce Shield feat, you now inflict the same amount of damage as your Critical Strike.

          You gain access to t
he Discipline of the Maker feat.

Pole-arm Expertise

Requires: Pole-arm Proficiency skill

Description: A long length of wood – that is what most folk see when they look upon your weapon. But for all its simplicity, all of its heft, it is a tool of death when it is in your hands. You have the advantage of reach when striking foes from afar and the advantage of defense when fighting enemies up close. All this and more are yours when the pole-arm is at your side.

Usage: Having this skill grants you the following benefits:

          Add 1 to the damage inflicted by your Normal melee strikes with Pole-arms and Staffs. This is an Expertise bonus to your damage.

Pole-arm Mastery

Requires: Pole-arm Expertise skill

Description: No mere tool of death is your weapon, but death itself in your hands. Reach and defense, added with the true control of a two-handed grip are the parts to a dangerous whole. Those who engage you in melee know the dangerous truth to your riddle: even to approach you is courting death itself. To be within your grasp is to be a fool.

Usage: Having this skill grants you the following benefits:

          The damage boosting benefits of Pole-arm Expertise are improved: you now inflict 2 extra damage with each Normal melee strike. This benefit applies whether you are using a Staff or a Pole-arm in melee.

          Some Feats are now better when you use them while wielding a Staff or Pole-arm.

          You gain access to the Discipline of the Oak feat.

Armor Expertise
Requires: Armor Proficiency skill

Description: Anyone can wear armor, but only a Warrior can wield armor like a true defense. For you, it is more like a second skin and you reflexively move to wield it more efficiently than others. Each blow you take and each strike you receive – to these you react and allow them to strike you where the mail is the thickest and the plate is the hardest. You are a warrior and skill is your true shield.

Usage: Whenever you are wearing Torso Armor of any kind, that armor piece grants you 5 more Armor Points (AP) than normal. If you are wearing armor on your Torso, Head, both Legs and both Arms, (i.e. a full suit of armor) this Skill grants an additional 10 AP to your Torso instead of 5 AP.

If you are wearing multiple pieces of Torso armor, this Skill only grants its benefits to the strongest one.

Armor Mastery

Requires: Armor Expertise skill

Description: As a master of leather, mail and plate, you know the exact way to react when a blow hits you. You have trained to absorb the force of hits and to allow your armor to take their brunt. Axes and flame, frost and hammers, all of these are mere obstacles instead of whirling, approaching death.

Usage: The benefit provided by the Armor Expertise skill is expanded as follows:

          The AP bonus granted for wearing Torso armor of any kind is improved to 10 AP.

          The AP bonus granted for wearing a full suit of armor is improved to 15 AP.

          You gain access to the Discipline of the Mountain.

          You may respond “Armor Mastery” to reduce the damage of a melee attack to 1 point of damage. However, you must follow the restrictions below:

o        The attack must inflict damage, not a Control effect.

o        The attack cannot be from behind you.

o        The attack cannot be Bane-type damage of the correct type (Demon-Bane for Nightkin, Spirit-bane for Beastlings and Mortal-bane for all player character Races).

o        Once you do this, you cannot do this again until you complete a Short Rest.

Shield Expertise
Requires: Shield Proficiency skill and Knockback feat
Description: This skill represents a knowledge of shield usage, of how to deflect blows and cushion strikes. Those with this skill can gird themselves in the heat of battle against injury as well as repel enemies that assault them, becoming true pillars of defense in the battlefield.

This is a Weapon Style skill and therefore, mutually exclusive in use to other weapon style skills.

Usage: You gain the following benefits when you are wielding a shield and a weapon at the same time:

          Whenever you receive damage from a melee attack while you are wielding a Shield, you may strike at your opponent and say “Knockback 3” in mid-swing. If you hit, your opponent must take 3 steps back from you. Doing this costs 0 SP.

          Furthermore, in times of trouble, you can gird yourself against assault by staying in one place, by Fortifying yourself for 30 seconds, (i.e. count “Fortifying 1, Fortifying 2… Fortifying 30”). If you do this, you gain 5 Armor Points (AP)  that are the first to be depleted when you take damage.

You cannot Fortify yourself if you are currently benefiting from AP from any source. Also, these AP prematurely dissipate if you lose your shield (you are disarmed or it is broken) or if you move at a pace faster than 1 step per 2 seconds (such as a fast walk or a run).

Shield Mastery

Requires: Shield Expertise skill

Description: In the hands of a master, a Shield becomes a true bulwark of protection in the battlefield and an extension of your unbreakable willpower. Not only can you fortify yourself to a greater degree, but you can also block elemental or spell attacks through sheer skill and unshakable fortitude.

This is a Weapon Style skill and therefore, mutually exclusive in use to other weapon style skills.

Usage:  You gain the following benefits when you are wielding a shield and a weapon at the same time:

          When you Fortify yourself with the Shield Expertise skill, you are granted 10 AP instead of 5 AP. All limitations outlined in the Shield Expertise skill still apply.

          Furthermore, whenever you use the Block feat, you may choose to Augment it to negate the damage of a spell that hits you. When you do this, you must say “Elemental Block” instead of “Block”. A Feat may only benefit from one Augment or Modification at a time.

          You gain access to the Discipline of the Protector feat.

 

Dual-Weapon Expertise
Requires: Dual-Weapon Proficiency skill and Critical Strike feat
Description: For many who wield two weapons at the same time, it is about convenience – for you, it is an art. Your weaponry exists as offense and defense both, working together to destroy your enemies and to defend yourself. Each time you defend yourself is a new opportunity to end your opponents; likewise, each missed attack that you deliver is yet another opened door to a deadly assault.

This is a Weapon Style skill and therefore, mutually exclusive in use to other weapon style skills.

Usage: While you are holding two weapons, you can use this skill in the following methods:

          Whenever you use a melee attack Feat (basic or complex only) and you miss or the attack is otherwise negated, you may retry the same feat on the same target for no SP cost. You must use your other weapon and preface the effect invocation with “Off-Hand” (e.g. “Off-hand Knockback 10” or “Off-hand Crit 10 damage!”)

          Whenever you use the Parry feat, you can follow it up with a free (0 SP) use of the Critical Strike feat. When you do this, preface the Critical Strike with the word “Off-Hand” as above. This function of the Dual Weapon Expertise skill can only be used once every minute.

Dual-Weapon Mastery

Description: In your hands, the hands of a master, the art of wielding two weapons has apexed into a deadly new genre. Your weapons act in tandem to undermine your foe’s defenses and to destroy them completely. Each time that you strike an enemy with a special attack, your other weapon moves of its own accord to wreak even more havoc upon your foes. Similarly, when you raise your weaponry in defense, you defend yourself against up to two attacks instead of just one.

Usage: In addition to the benefits of the Dual-Weapon Expertise above, you gain the following benefits while you are holding two weapons:

          Whenever you successfully hit with a melee attack feat (basic or complex only), you gain a free (0 SP) use of the Critical Strike feat although you must use your other weapon to deliver it. Preface the effect invocation with “Off-hand” as above.

          Whenever you spend 1 SP to use the Parry feat, you may Augment it with this skill to improve its defensive value – You may immediately use “Parry” one more time for no additional SP cost (i.e. 0 SP); therefore negating a total of 2 melee attacks. For the second and free (0 SP) Parry, you must say “Off-Hand Parry” instead. A Feat may only benefit from one Augment or Modification at a time.

          You gain access to the Discipline of the Storm feat.

 

Great-Weapon Expertise
Requires: Knock back feat
Description: This skill represents an expertise in two-handed weapons – the perfect blend of reach and power in combat. Those who invest in this skill know all too well the benefits and disadvantages of using a two-handed weapon. With Great Weapon Expertise, you can push an enemy when you are on the attack or while you are defending. Furthermore, if you miss while performing a special attack, you can inflict a devastating backswing.

This is a Weapon Style skill and therefore, mutually exclusive in use to other weapon style skills.

Usage: You gain the following benefits when you are wielding a two-handed weapon:

          Whenever you hit an opponent with a melee attack feat (basic or complex only) or when you use a defense feat, you can opt to knock them back on your next swing within 10 seconds. On your next swing, you may say “Knockback 3” in mid-swing instead of inflicting damage. If you hit, your opponent must take 3 steps back from you. Doing this costs 0 SP.

          Whenever you use a melee attack Feat (basic or complex only) and you miss or the attack is otherwise negated, you gain a free (0 SP) use of the Critical Strike feat upon that same target. Preface the attack with “Two-handed” (e.g. “Two-handed Crit 10 damage!”). This attack can only be used once per minute.

Great-Weapon Mastery

Requires: Great Weapon Expertise skill and Great Strength skill

Description: In the hands of a master, your hands, you can manage and leverage the power and the reach of a two-handed weapon to your advantage. Not only can you perform deadly sweeping strikes with your weapon but you can also focus more of your strength into your normal attacks
.

Usage: You gain the following benefits when you are wielding a two-handed weapon:

          Whenever you use a melee attack feat (basic or complex only), you can choose to have it affect two enemies instead of one. You may then make two attacks with the Feat (instead of just one), prefacing each damage or effect with the word “Wave” (e.g. “Wave! Cripple Limb 10!” or “Wave! Crit 10 damage!”). If you have the Axe Mastery skill, you can affect three enemies instead of two.

          While you are wielding a two-handed weapon, the damage bonus granted by the Great Strength skill to your normal melee attacks is increased by 1; this means that you now add 2 to the damage of all of your normal melee attacks with a weapon.

          You gain access to the Discipline of the Titan feat.

 

Einhander Expertise
Requires: Critical Strike feat and Dodge feat or Parry feat
Description: Skill and precision is the way of the Einhander or “One-hander” in the Gotterdammerung dialect. By leaving one hand open, you are able to balance yourself while you are attacking and while you are defending. This means that you are able to push your opponent away when you are being attacked and you are able to inflict devastating counter assaults when you use your special defenses (such as Parry or Dodge).

This is a Weapon Style skill and therefore, mutually exclusive in use to other weapon style skills.

Usage: You gain the following benefits when you are wielding a one-handed weapon (not a Bastard-type weapon) in one hand and with no weapon or shield (strapped or held) in the other:

          Whenever you use the Parry feat or Dodge feat, you can follow it up with a free (0 SP) use of the Critical Strike feat. When you do this, preface the Critical Strike with the word “Einhander” (e.g.
“Einhander Crit! 10 damage!”). This function of the Einhander Expertise skill can only be used once every minute.

          Whenever you receive damage from a melee attack while you are wielding only a one-handed weapon, you may strike at your opponent and say “Knockback 3” in mid-swing. If you hit, your opponent must take 3 steps back from you. Doing this costs 0 SP.

Einhander Mastery

Description: You mastered the art of fighting with only a one-handed weapon and nothing else. Your balance and timing is as precise as your weaponcraft. You can inflict a greater amount of damage unto your enemies through sheer skill and precision as well as inflict a staggering blow or a disarming strike upon those who provoke your special defenses.

Usage: You gain the benefits below when you are wielding a one-handed weapon (not a Bastard-type weapon) in one hand and with no weapon or shield (strapped or held) in the other.

          Whenever you use the Parry feat or Dodge feat, you can now follow it up with a free (0 SP) use of either the Disarm feat or the Staggering Strike feat. When you do this, preface the effect with the word “Einhander” as above (e.g. “Einhander Daze 30” or “Einhander Disarm”!). This has the same limitations as the Einhander Expertise skill above.

          You inflict an extra point of damage with your normal melee attacks when wielding a one-handed weapon.

–      You gain access to the Discipline of the Wind.