Combat Perks
When matters are no longer civilized, Combat Perks will largely influence how a Character behaves during Combat situations. A Combat Perk could indicate a style, technique, instinct, or training that gives a Character an edge during a fight. Combat Perks can also offer effective upgrades to tactical factors of gameplay, such as Ambushes, Maneuvers, or Attacks of Opportunity. Combat Perks may have a prerequisite requirement of specific Class Abilities or other Combat Perks before becoming accessible.
Ambuscading Ambush
Prerequisite: Stealth Class Ability
When Acting during an Ambush, Unaware Creatures Targeted by your Heroic Actions suffer a minus Five(-5) Penalty to any Physical Saves or Force Saves.
Anatomical Aim
Prerequisite: Apothicine Class Ability
Your Weapon Attacks can bypass any Immunity to Critical Hits or Sneak Attacks.
Backup Weapon
Prerequisite: None
As a Reaction to being Empty-handed, you can instantly Equip your Reserve Slot Weapon.
Battle Provocateur
Prerequisite: Intimidation Class Ability
You can Taunt as a Maneuver in place of an Intimidation Ability Check.
Reckless Rage
Prerequisite: Battle Provocateur
Creatures Taunted by you lose their Equipment Bonuses to Physical and Force Armor.
Bully
Prerequisite: Intimidation Class Ability
You gain a plus Two(+2) Bonus per Size Category difference to any Attack and Damage Rolls made against a Creature Smaller than you.
Combat Reflexes
Prerequisite: None
You can perform a number of Attack of Opportunities per Round equal to Half(½) of your Skill Attribute. However, using even a single Attack of Opportunity will still consume your Reaction.
Company Rivals
Prerequisite: Culture Class Ability
Specify a group or organization such as a Corporation, Sect, or Mercenary Company. You gain a plus Five(+5) bonus to your Attack and Damage Rolls made against members of this organization.
Cunning Intuition
Prerequisite: None
When Readying an Action, you are no longer required to Declare your Action until you are ready to Act.
Death From Above
Prerequisite: Drive Class Ability
You gain a plus Five(+5) bonus to any Attack or Damage Rolls made while Flying.
Death Or Glory
Prerequisite: Intimidation Class Ability
You gain a plus Two(+2) Bonus per Size Category difference to any Attack and Damage Rolls made against a Creature Larger than you.
Defensive Maneuvers
Prerequisite: None
You gain a plus Five(+5) bonus to Maneuvers when Targeted by a Maneuver.
Defensive Weapon Training
Prerequisite: None
Select a Weapon Training. You gain a plus Five(+5) bonus to Physical and Force Armor when Targeted by Attacks from the selected Weapon.
Disarm, Skilled
Prerequisite: None
You gain a plus Two(+2) bonus to Maneuvers when attempting to Disarm your Target. Your Disarm Maneuvers no longer trigger an Attack of Opportunity against you.
Break Guard
Prerequisite: Disarm, Skilled
Whenever you successfully Disarm your Target due to a Maneuver, you can perform an Off-hand Weapon Attack against your Target as a Free, Immediate Action.
Disarming Parry
Prerequisite: Disarm, Skilled & Parry Training
Whenever your Parry exceeds an incoming Melee Weapon Attack by Five(5) or greater, the Attacker is automatically Disarmed.
Disarm, Practiced
Prerequisite: Disarm, Skilled
You enhance the bonus of 'Disarm, Skilled' to plus Five(+5) to Maneuvers when attempting to Disarm your Target. In addition, when successfully Disarming a Target, you may throw their Weapon up to Three(3) Paces away as a Free, Immediate Action.
Blade Catch
Prerequisite: Disarm, Practiced
You can attempt a Disarm Maneuver against your Attacker as a Reaction to taking Hit Point Damage from a Melee Weapon Attack.
Disarming Throw
Prerequisite: Disarm, Practiced
When throwing a Disarmed Weapon as a part of 'Disarmed, Practiced'’ you can instead make a Free, Immediate Thrown Ranged Weapon Attack against a Target within Thrown Weapon Range, using the Disarmed Weapon as your projectile.
Dodge
Prerequisite: None
You gain a plus Two(+2) bonus to your Physical Armor and Force Armor. This bonus increases to plus Five(+5) when Active Dodging.
Area Denial
Prerequisite: Dodge
You gain a plus Five(+5) bonus to your Physical Saves when attempting to cut Area of Effect Damage in Half(½).
Liquid Step
Prerequisite: Dodge
After a successful Active Dodge, you can Sidestep as a Free, Immediate Action.
Mobility
Prerequisite: Dodge
You gain a plus Three(+3) bonus to Physical Armor and Force Armor when Targeted by an Attack of Opportunity for moving through a Threatened Space.
False Opening
Prerequisite: Mobility
You can provoke an Attack of Opportunity from a Creature that Threatens you as a Move Action.
Mobile Combatant
Prerequisite: Mobility
Your Movement can now be spread out between your other Actions, allowing you to partially use your Movement, take an Action, then continue the remainder of your Movement.
Out Of Reach
Prerequisite: Dodge
You gain a plus Three(+3) bonus to Physical Armor and Force Armor when Targeted by a Melee Weapon Attack by a Creature that is not Adjacent to you.
Dual Wield
Prerequisite: None
Your Off-hand Weapon Attacks are made at a minus Five(-5) Penalty instead of the standard minus Ten(-10) Penalty.
Ambidextrous
Prerequisite: Dual Wield
Your Off-hand Weapon Attacks retain any Equipment Bonuses to Damage earned through Training.
Off-hand Lethality
Prerequisite: Dual Wield
Your Off-hand Weapon Attacks retain any Attribute Bonuses to Damage.
Feint, Skilled
Prerequisite: None
You gain a plus Two(+2) bonus to Maneuvers when attempting to Feint your Target. Your Feint Maneuvers no longer trigger an Attack of Opportunity against you.
Disengaging Feint
Prerequisite: Feint, Skilled
When attempting a Feint Maneuver, you can move up to Half(½) of your Speed.
Ranged Feint
Prerequisite: Feint, Skilled
You can use Feint Maneuvers with a Ranged Weapon Equipped on Targets within your Weapon Range.
Feint, Practiced
Prerequisite: Feint, Skilled
You enhance the bonus of ‘Feint, Skilled' to plus Five(+5) to Maneuvers when attempting to Feint your Target. You can use Feint Maneuvers as a Move Action.
Flicker Strike
Prerequisite: Feint, Practiced
Your successful Feint Maneuvers inflict Minimum Weapon Damage to the Target.
Friendly Swap
Prerequisite: None
You can trade places with an Adjacent Comrade as a part of using Sidestep.
Grapple, Skilled
Prerequisite: None
You gain a plus Two(+2) bonus to Maneuvers when attempting to Grapple your Target. Your Grapple Maneuvers no longer trigger an Attack of Opportunity against you.
Rapid Grappler
Prerequisite: Grapple, Skilled
You select Two(2) Actions as a part of Maintaining a Grapple.
Stand Still
Prerequisite: Grapple, Skilled
When performing an Attack of Opportunity against a Target that is moving through a Space that you Threaten, you can alternatively attempt a Grapple Maneuver to halt the Target's Movement immediately.
Stay Down
Prerequisite: Stand Still & Trip, Skilled
A successful Maneuver to halt Movement as a part of 'Stand Still' will also Trip the Target.
Grapple, Practiced
Prerequisite: Grapple, Skilled
You enhance the bonus of ‘Grapple, Skilled' to plus Five(+5) to Maneuvers when attempting to Grapple your Target. As a result, you no longer suffer a Penalty for Grappling with One(1) Hand.
Leveraged Hold
Prerequisite: Grapple, Practiced
You can attempt to Pin Creatures that are a Size Category Larger than you.
Impale, Skilled
Prerequisite: None
You gain a plus Two(+2) bonus to Maneuvers when attempting to Impale your Target. Your Impale Maneuvers no longer trigger an Attack of Opportunity against you.
Javeliner
Prerequisite: Impale, Skilled
You can attempt Impale Maneuvers using Thrown Weapons that deal Piercing Damage at Targets within your Thrown Weapon Range.
Impaling Grapple
Prerequisite: Impale, Skilled & Grapple, Skilled
You can use a successful Impale Maneuver to initiate control of a Grapple as a Free Action.
Impale, Practiced
Prerequisite: Impale, Skilled
You enhance the bonus of ‘Impale, Skilled' to plus Five(+5) to Maneuvers when attempting to Impale your Target. In addition, forcefully removing an Object or Weapon from a Creature now deals Standard Melee Weapon Damage up from Minimum Damage.
Jouster
Prerequisite: Impale, Practiced & Mounted Fighter
You can implement an Impale Maneuver as a part of any Melee Weapon Attack made during a Charge while Mounted or Driving a Vehicle.
Improvisational Fighter
Prerequisite: None
You retain your Equipment Bonuses to Damage while wielding an Improvised Weapon.
Lasting Improvised Weapons
Prerequisite: Improvisational Fighter
Improvised Weapons created by you can withstand Twice(2*) as many Attacks or Parries before breaking.
The World Is My Weapon
Prerequisites: Improvisational Fighter
You retain your Attribute Bonuses to Damage while wielding an Improvised Weapon.
Knockback, Skilled
Prerequisite: None
You gain a plus Two(+2) bonus to Maneuvers when attempting to Knockback your Target. Your Knockback Maneuvers no longer trigger an Attack of Opportunity against you.
Knock Vertical
Prerequisite: Knockback, Skilled
You can use any Spaces of Forced Movement by your Knockback Maneuver to Move its Target vertically rather than laterally.
Forceful Parries
Prerequisite: Knockback, Skilled & Parry Training
Your successful Attacks made Parry an incoming Melee Weapon Attack function as a Knockback Maneuver against your Attacker.
Knockback, Practiced
Prerequisite: Knockback, Skilled
You enhance the bonus of ‘Knockback, Skilled' to plus Five(+5) to Maneuvers when attempting to Knockback your Target. As a result, your successful Knockback Maneuvers incur Twice(2*) as much Forced Movement in the Target.
Fierce Knockback
Prerequisite: Knockback, Practiced
Your successful Knockback Maneuvers now inflict Minimum Weapon Damage.
Long Drop
Prerequisite: Knockback, Practiced
Any Falling Damage dealt as a result of your Knockback Maneuver is rolled as Maximum Damage.
Landing Roll
Prerequisite: Acrobatics Class Ability
You can Sidestep as a Reaction to being Knocked Prone.
Maneuver Training
Prerequisite: None
You gain a plus Two(+2) bonus to your Maneuvers.
Mounted Fighter
Prerequisite: Drive Class Ability
As a Reaction to your Mount or Vehicle being the Target of an Attack, you can perform a Contested Drive Ability Check against the Attack Roll. The Attack fails to exceed your Drive Ability Check; the Attack is Negated.
Mounted Gunner
Prerequisite: Mounted Fighter
You reduce the Penalty for making a Ranged Weapon Attack from a Moving Mount or Vehicle, eliminating the Penalty at Half Speed and suffering a minus Five(-5) Penalty at Full Speed.
Trampler
Prerequisite: Mounted Fighter
Creatures Moved Through as a part of a Mounted Charge Attack will always be Knocked Prone.
Parry Training
Prerequisite: None
You gain a plus Two(+2) bonus to your Attack Rolls made to Parry an incoming Attack.
Duelist
Prerequisite: Parry Training
Increase your bonus from ‘Parry Training’ up to plus Five(+5) to Attack Rolls made to Parry incoming Attacks while your Off-Hand is Free.
Glancing Blows
Prerequisite: Parry Training
Your successful Parries of Melee Weapon Attacks inflict Minimum Weapon Damage on your Attacker.
Scare Tactics
Prerequisite: Intimidation Class Ability
You can use a Maneuver in place of an Intimidation Ability Check made to Demoralize.
Solitary Fighter
Prerequisites: None
You gain a plus Five(+5) Bonus to your Weapon Attack and Damage Rolls while you do not have a Comrade within Five(5) Paces from you.
Stance Shift
Prerequisite: Acrobatics Class Ability
You can alter between Prone and Standing as a Rapid Action instead of a Move Action.
Staunch
Prerequisite: None
You can no longer be Moved Through against your will as a part of an Acrobatics Ability Check.
Steal, Skilled
Prerequisite: None
You gain a plus Two(+2) bonus to Maneuvers when attempting to Steal from your Target. Your Steal Maneuvers no longer trigger an Attack of Opportunity against you.
Cutpurse
Prerequisite: Steal, Skilled
You gain a plus Three(+3) bonus to Maneuvers when attempting to Steal while hidden by Stealth. This bonus only applies if your Target is unaware of your presence.
Steal, Practiced
Prerequisite: Steal, Skilled
You enhance the bonus of ‘Steal, Skilled' to plus Five(+5) to Maneuvers when attempting to Steal from your Target. Creatures you have stolen from during Combat are unaware of the theft until they try to access the stolen item or object.
Sticky Fingers
Prerequisite: Steal, Practiced
You can Steal Two(2) Items or Objects during a successful Steal Maneuver.
Trip, Skilled
Prerequisite: None
You gain a plus Two(+2) bonus to Maneuvers when attempting to Trip your Target. Your Trip Maneuvers no longer trigger an Attack of Opportunity against you.
Drag Down
Prerequisite: Trip, Skilled
As a Reaction to being Knocked Prone, you may attempt a Trip Maneuver on an Adjacent Target.
Trip, Practiced
Prerequisite: Trip, Skilled
You enhance the bonus of ‘Trip, Skilled' to plus Five(+5) to Maneuvers when attempting to Trip your Target. Creatures Tripped by you provoke an Attack of Opportunity for any Threatening Creatures.
Sweeping Escape
Prerequisite: Trip, Practiced
You can attempt a Trip Maneuver to escape or counter a Grapple Maneuver.