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.