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Melee weapon have fallen out of favor in the modern age, but some melee experts own the battlefield.

Stances: Many Melee Combat feats allow a character to enter a named “stance.” A character may benefit from only one stance at a time. Characters without a Stance feat, or not using a stance feat ability, are considered to be in “normal stance,” which offers no special benefits or modifiers. Entering a stance requires 1 half action, while returning to normal stance is a free action. Characters who become helplessA helpless character is vulnerable. Further, attacks targeting him within Melee Range gain a +4 bonus. Finally, he may be targeted with a Coup de Grace action., proneA prone character is intentionally lying on the ground. He may not take Standard Move, Bull Rush, Run, or Withdraw actions. He also suffers a –2 penalty with melee attacks, but may still take standard 5-ft. bonus steps to crawl along the ground and may Brace as a free action. Finally, non-adjacent attackers suffer a –2 penalty with all ranged attacks made against prone characters. , or sprawledA sprawledcharacter has been knocked off his feet. He is vulnerable and may not take any movement actions other than Crouch, Drop Prone, or Stand Up. Finally, he suffers a –2 penalty with all attack checks., or who make any attack other than a melee attack, immediately return to normal stance.

Tricks: Many Melee Combat feats grant additional tricks that the character may use in conjunction with certain attack actions. Unlike standard tricks, a character may benefit from only 1 trick granted by a Melee Combat feat at any time. Further, you may only apply 1 trick granted by a Melee Combat or Unarmed Combat feat to each action. This includes the Total Defense Action.

Note that melee "Moves" feats, unlike "Mastery" feats, do not have their corresponding "Basics" feats as prerequisites.

All-Out Attack

You hit hard. Really hard.

Prerequisites: Str 13+.

Benefit: Before making a melee attack, you may accept a penalty with your attack check up to your Strength modifier + 2 to gain a bonus to the attack’s damage equal to twice that number. If the attack misses, you become flat-footedA flat-footed character is vulnerable. He stops being flat-footed when he takes an action, or is successfully attacked..

Axe Basics

You’re formidable with any sort of axe.

Prerequisites: Weapon proficiency (Edged).

Benefit: While you hold a readied axe, the weapon gains the armor-piercingThis quality applies to weapon damage, reducing damage reduction. (2) quality and you gain a +1 gear bonus with skill checks made as part of a Trip action and melee attack checks made as part of a Disarm action. Further, you gain the following stance and trick.

Menacing Stance (Stance): While you’re in this stance, each of your melee attacks inflicts 2 points of stress damage (in addition to any other damage inflicted).

Chop! (Trick): You may make a full-action Standard Attack with an axe, gaining a +3 bonus with your attack check and damage. This attack gains the takedownThe kinetic energy delivered by this weapon has near-cinematic “knockdown power.” Each time a character suffers damage from an attack with this weapon, he must make a Fortitude save (DC equal to the damage he sustained before DR was applied). With failure, he becomes sprawled. If the character loses 1 or more wound points due to this attack, the save DC increases by 10. quality.

Axe Moves

Your powerful swings tear through most defenses to leave the enemy dazed.

Prerequisites: Weapon proficiency (Edged), base attack bonus +3 or higher.

Benefit: You gain the following tricks.

Axe Drag (Trick): With a successful Standard Attack using an axe against an adjacent opponent, you may inflict only 1 point of lethal damage, exchange locations with the target, and force the opponent to make a succesful Reflex save (DC 10 + your Strength modifier + the number of Melee Combat feats you possess) or become proneA prone character is intentionally lying on the ground. He may not take Standard Move, Bull Rush, Run, or Withdraw actions. He also suffers a –2 penalty with melee attacks, but may still take standard 5-ft. bonus steps to crawl along the ground and may Brace as a free action. Finally, non-adjacent attackers suffer a –2 penalty with all ranged attacks made against prone characters. .

Overhand Chop (Trick): As a full action, you may make a Standard Attack using an axe against an adjacent opponent who has not moved since your Initiative Count during the last round. The target is considered vulnerableA vulnerable character loses his Dexterity bonus to Defense (if positive), as well as all dodge bonuses to Defense. He may also be targeted with a variety of special effects, such as sneak attack damage. during this attack.

Sunder (Trick): With a successful Standard Attack using an axe, you may inflict the weapon’s damage and choose 1 piece of gear on the target’s person to make a Damage save against the same damage.

Axe Supremacy

Your axe attacks dominate the field of battle.

Prerequisites: Base attack bonus +12 or higher, Axe Basics, Axe Moves.

Benefit: You may use any axe as a hurled weapon with a range increment of 10 ft. and a maximum range of 4 increments. Further, you’re considered proficient with an axe used in this way even if you don’t possess the Hurled proficiency. Finally, you gain the following tricks.

Cleave in Twain (Trick): With a successful Standard Attack using an axe against a standard character possessing a lower Strength score than yours, you may instantly kill the target.

Dark Justice (Trick): As a full action, you may make a Standard Attack with an axe. If the damage inflicted exceeds the target’s Constitution score, he must also consult the Table of Ouch.

Battering Blows

You can unleash a devastating combo if you can get close to your opponent.

Benefit: You gain the following grapple trick.

Clobber (Grapple Trick): While you hold a readied melee weapon, you may make an Athletics (Str) check with a –2 penalty if the weapon is 1-handed, or a –4 penalty if the weapon is 2-handed. With success, you inflict your standard unarmed damage, followed by the weapon’s standard damage. If you also possess the Darting Weapon feat, you inflict the weapon’s damage a second time. If you also possess the Flashing Weapon feat, you inflict the weapon’s damage a third time. Further, each time the target suffers the weapon’s damage, he is subject to the takedownThe kinetic energy delivered by this weapon has near-cinematic “knockdown power.” Each time a character suffers damage from an attack with this weapon, he must make a Fortitude save (DC equal to the damage he sustained before DR was applied). With failure, he becomes sprawled. If the character loses 1 or more wound points due to this attack, the save DC increases by 10. quality. Finally, your opponent is moved into any adjacent unoccupied square (of your choice). Whether your Athletics check is successful or not, the grapple immediately ends and you may not target the same opponent with attack actions for the duration of the current round.

Cleave Basics

Your blows can be terrifyingly powerful.

Prerequisites: Base attack bonus +1 or higher.

Benefit: Once per round, if one of your melee attacks renders an opponent unconsciousAn unconscious character is helpless and may take no actions. A character loses this condition after 2d4 full hours of sleep. or deadA character with –10 to –24 wound points is dead. Except during a standard scene in a campaign with the revolving door quality, the character leaves active play, never to return (except perhaps as a plot point)., you may immediately make 1 “cleave” melee attack with the same weapon against another opponent.

Cleave Mastery

“Surrounded” is just another way of saying “you’re about to get yours.”

Prerequisites: Base attack bonus +6 or higher, Cleave Basics.

Benefit: Any number of times per round, if one of your melee attacks renders an opponent unconsciousAn unconscious character is helpless and may take no actions. A character loses this condition after 2d4 full hours of sleep. or deadA character with –10 to –24 wound points is dead. Except during a standard scene in a campaign with the revolving door quality, the character leaves active play, never to return (except perhaps as a plot point)., you may immediately make 1 “cleave” melee attack with the same weapon against another opponent. Further, your threat range with melee attacks against standard characters increases by 1.

Cleave Supremacy

You casually mow down lesser foes.

Prerequisites: Base attack bonus +12 or higher, Cleave Mastery.

Benefit: You may move 5 ft. before each “cleave” attack you make, so long as the total distance you travel does not exceed your Speed. Further, your action die cost to activate a critical hit with a melee attack against a standard character decreases by 1 (minimum 0).

Club Basics

You’re here to administer some severe blunt trauma.

Prerequisites: Weapon proficiency (Blunt).

Benefits: When holding a readied club, you may convert lethal damage to subdual damage and vice versa at no penalty. Further, you may use an improvised club without suffering the standard –2 penalty with your attack checks. Finally, you gain the following stance and trick.

Furious Stance (Stance): At the end of each round while you’re in this stance, your Initiative Count increases by the number of melee attacks you made during the round.

Out of the Park (Trick): You may make a full-action Standard Attack with a club, gaining a +2 bonus with your attack check and damage. Your threat range with this attack increases by 2.

Club Moves

It’s kind of ugly what you can do with a club.

Prerequisites: Weapon proficiency (Blunt), base attack bonus +3 or higher.

Benefit: You gain the following tricks.

Drum Beat (Trick): When you take a Press action and use the bonus half action to make a Standard Attack with a club, your Initiative Count decreases by 10 instead of 20.

Rhino Lift (Trick): With a successful Standard Attack using a club while on foot, you may increase your damage by the number of 5 ft. squares you’ve moved during the current round.

Ugly Stick (Trick): With a successful Standard Attack using a club, you may force your opponent to make a Fortitude save (DC 10 + your Constitution modifier + the number of Melee Combat feats you possess). With failure, he suffers 1 point of Charisma damage in addition to the attack’s standard damage. This may not decrease the target’s Charisma score to less than 1/2 his standard (rounded down). At the end of the current scene, the target heals 1/2 of all Charisma damage inflicted by this trick (rounded up); the rest of the damage heals as standard.

Club Supremacy

Your club attacks are shockwaves of lethal power.

Prerequisites: Base attack bonus +12 or higher, Club Basics, Club Moves.

Benefit: While you hold a readied club, the weapon gains the guardWhen a character possessing the appropriate proficiency holds this weapon ready, he gains the bonus following the quality in parentheses to Defense against melee and unarmed attacks. If a character possessing the appropriate proficiency holds 2 such weapons, he gains both bonuses to Defense. (+1) quality. If it already possesses the guardWhen a character possessing the appropriate proficiency holds this weapon ready, he gains the bonus following the quality in parentheses to Defense against melee and unarmed attacks. If a character possessing the appropriate proficiency holds 2 such weapons, he gains both bonuses to Defense. quality, the quality increases by an additional +1. Further, you gain the following tricks.

Brained (Trick): With a successful Standard Attack using a club, you may inflict your standard damage + 4 and the target must make Fortitude save (DC 10 + your Strength modifier + the number of Melee Combat feats you possess). With failure, he is sent reelingA reeling character loses his next 2 half actions. A character may not be sent reeling 2 or more times simultaneously..

Earth Shaker (Trick): While armed with a club, you may make a full-action Trip attempt, targeting all opponents in a 10-ft. cone to whom you possess line of sight. You roll only once for all Trip actions, while each opponent rolls to resist separately.

Darting Weapon

Your strikes are almost too fast to follow.

Prerequisites: Base attack bonus +3 or higher, at least 1 other Melee Combat feat.

Benefit: At the start of your Initiative Count, you may choose to gain 1 final melee or hurled attack. If you do so, you suffer a –2 penalty with all attack and skill checks — including the final attack — for 1 full round.

Dueling Basics

You’re a master of one-on-one combat.

Prerequisites: Base Defense bonus +1 or higher.

Benefit: During your Initiative Count, you may choose 1 opponent of whom you’re aware. You gain a +2 dodge bonus to Defense against all attacks made by that opponent for 1 full round. If you do not choose an opponent, you gain a +1 dodge bonus against all attacks for 1 full round. Further, once per round when making a melee attack, you may target an opponent 5 ft. beyond your Reach. If the attack misses, however, you become flat-footedA flat-footed character is vulnerable. He stops being flat-footed when he takes an action, or is successfully attacked..

Dueling Mastery

Your weapon is an extension of your body, and you incorporate it into your martial arts techniques.

Prerequisites: Base Defense bonus +2 or higher, Dueling Basics.

Benefit: You gain a +1 bonus to Defense while you hold a readied melee weapon. Further, any time an adjacent opponent misses you with an attack, his Initiative Count decreases by 2. Finally, you may attack with a melee weapon while benefiting from an unarmed combat stance.

Dueling Supremacy

Your melee weapon attacks are fluid and flawless.

Prerequisites: Base Defense bonus +4 or higher, Dueling Mastery.

Benefit: You gain a +2 dodge bonus to Defense. Further, any time you hit an opponent with a melee weapon, your Initiative Count increases by 1.

Fencing Basics

You’re as graceful and poised as your blade.

Prerequisites: Weapon proficiency (Edged).

Benefit: While holding a readied 1-handed sword possessing the finesseWhen a character makes a trained attack with this weapon, he may substitute his Dexterity modifier for his Strength modifier when inflicting damage. In this case, he gains no benefit for using the weapon with 2 hands. quality, you gain a +2 gear bonus with skill checks made as part of a Feint action, and with melee attack checks made as part of a Disarm action. Further, you gain the following stance and trick.

Side Stance (Stance): While in this stance, you gain 1 die of sneak attack damage with your next attack against an opponent upon whom you’ve successfully performed a Feint action. However, your Defense decreases by 1 and you may not move farther than 20 ft. during any round.

Remiss (Trick): When you miss with a Standard Attack action using a 1-handed sword possessing the finesseWhen a character makes a trained attack with this weapon, he may substitute his Dexterity modifier for his Strength modifier when inflicting damage. In this case, he gains no benefit for using the weapon with 2 hands. quality, but do not suffer an error, you may immediately make 1 final attack against the same opponent with the same weapon.

Fencing Moves

You make swords dance.

Prerequisites: Weapon proficiency (Edged), base attack bonus +3 or higher.

Benefit: You gain the following tricks.

Foot Stab (Trick): While armed with a 1-handed sword possessing the finesseWhen a character makes a trained attack with this weapon, he may substitute his Dexterity modifier for his Strength modifier when inflicting damage. In this case, he gains no benefit for using the weapon with 2 hands. quality, you may take a Cheap Shot action targeting an opponent’s Speed. With success, the opponent also becomes sprawledA sprawledcharacter has been knocked off his feet. He is vulnerable and may not take any movement actions other than Crouch, Drop Prone, or Stand Up. Finally, he suffers a –2 penalty with all attack checks. and his Initiative Count decreases by the number of Melee Combat feats you possess (maximum 10).

Stop Thrust (Trick): When you take a Total Defense action while armed with a 1-handed sword possessing the finesseWhen a character makes a trained attack with this weapon, he may substitute his Dexterity modifier for his Strength modifier when inflicting damage. In this case, he gains no benefit for using the weapon with 2 hands. quality, you may force each opponent who moves into a square adjacent to you to make a Reflex save (DC 10 + your Dexterity modifier + the number of Melee Combat feats you possess). With failure, the opponent automatically suffers your standard damage with the weapon. This effect lasts until the start of your Initiative Count during the round after you take the Total Defense action.

Mark of Shame (Trick): With a successful Standard Attack against a special character when you’re using a 1-handed sword possessing the finesseWhen a character makes a trained attack with this weapon, he may substitute his Dexterity modifier for his Strength modifier when inflicting damage. In this case, he gains no benefit for using the weapon with 2 hands. quality, you may inflict only 1 point of lethal damage to gain 1 bonus action die. If not used by the end of the current combat, this action die is lost.

Fencing Supremacy

The grace and speed of your attacks is staggering.

Prerequisites: Base attack bonus +12 or higher, Fencing Basics, Fencing Moves.

Benefit: Your threat range with all melee weapons possessing the finesseWhen a character makes a trained attack with this weapon, he may substitute his Dexterity modifier for his Strength modifier when inflicting damage. In this case, he gains no benefit for using the weapon with 2 hands. quality increases by 1. Further, you gain the following tricks.

Heart Stopper (Trick): With a successful Standard Attack using a 1-handed sword possessing the finesseWhen a character makes a trained attack with this weapon, he may substitute his Dexterity modifier for his Strength modifier when inflicting damage. In this case, he gains no benefit for using the weapon with 2 hands. quality against a standard character possessing a lower Dexterity score than yours, you may instantly kill the target.

Slash Fountain (Trick): You may apply the Burst trick when attacking with a 1-handed sword possessing the finesseWhen a character makes a trained attack with this weapon, he may substitute his Dexterity modifier for his Strength modifier when inflicting damage. In this case, he gains no benefit for using the weapon with 2 hands. quality.

Finesse Basics

Your control of melee weapons is exceptional.

Prerequisites: Base attack bonus +1 or higher.

Benefit: Any 1-handed melee weapon you use may gain the finesseWhen a character makes a trained attack with this weapon, he may substitute his Dexterity modifier for his Strength modifier when inflicting damage. In this case, he gains no benefit for using the weapon with 2 hands. quality. Further, when attacking with a 2-handed melee weapon possessing the massiveWhen a character whose Strength score is 14 or lower attacks with this weapon, he suffers a –4 penalty with his attack check. Further, each attack with this weapon decreases the character’s Initiative Count by an amount equal to 4 minus his Strength modifier (minimum 0). quality, your Initiative Count does not decrease as standard.

Finesse Mastery

You’re quite good at hitting tiny targets.

Prerequisites: Base attack bonus +6 or higher, Finesse Basics.

Benefit: Your threat range with melee attacks increases by 1.

Finesse Supremacy

When you draw steel, people have a tendency to die abruptly.

Prerequisites: Base attack bonus +12 or higher, Finesse Mastery.

Benefit: Your threat range with melee attacks increases by an additional 1 (for a total increase of 2). Further, your action die cost to activate a critical hit with a melee attack decreases by 1 (minimum 0).

Flail Basics

Your opponents have to watch really closely to see the swing that takes them out.

Prerequisites: Weapon proficiency (Exotic (Blunt)).

Benefit: While holding a readied flail, you gain a +2 gear bonus with melee attack checks made as part of a Cheap Shot trick, or skill checks made as part of a Feint action. Further, you gain the following stance and trick.

Punishing Stance (Stance): While you’re in this stance, each of your melee attacks inflicts 2 points of subdual damage (in addition to any other damage inflicted).

Double Twirl (Trick): When you miss with a Standard Attack action using a flail, but do not suffer an error, you may immediately make 1 final attack against the same opponent with the same weapon.

Flail Moves

When you spin up, people think they’re seeing double.

Prerequisites: Weapon proficiency (Exotic (Blunt)), base attack bonus +3 or higher.

Benefit: You gain the following action and tricks.

Shifting Grip (Incidental Action): As a half action, you may shift your grip on a readied flail. Thereafter, the weapon operates like a pair of light clubs or a garrote, at your discretion. This effect lasts until the end of the current combat or until you use this action again to shift back, whichever comes first.

Endless Strikes (Trick): When you take a Press action and use the bonus half action to make a Standard Attack with a flail, your Initiative Count decreases by 10 instead of 20.

Whirling Wall (Trick): When you take a Total Defense action while armed with a flail, you may force each opponent who moves into a square adjacent to you to make a Reflex save (DC 10 + your Dexterity modifier + the number of Melee Combat feats you possess). With failure, the opponent’s movement ends in the last square entered before the triggering square. This effect lasts until the start of your Initiative Count during the round after you take the Total Defense action.

Flail Supremacy

You might just be as good as Bruce.

Prerequisites: Base attack bonus +12 or higher, Flail Basics, Flail Moves.

Benefit: You gain a +4 bonus with all Initiative checks. Further, you gain the following tricks.

Crushing Arc (Trick): When making a Standard Attack using a flail, but before the attack roll is made, you may increase your standard damage with the weapon by the number of Melee Combat feats you possess. If the attack misses, however, you become flat-footedA flat-footed character is vulnerable. He stops being flat-footed when he takes an action, or is successfully attacked..

Rolling Thunder (Trick): After a successful Standard Attack using a flail, you may gain a +4 bonus with all attack checks made using the same weapon against the same target. If you do so, you also suffer a –2 penalty to Defense. These modifiers last until you hit the same opponent again, attack a different opponent, are hit by any attack, or until the end of the current combat, whichever comes first.

Flashing Weapon

Your weapon is a blur.

Prerequisites: Base attack bonus +12 or higher, Darting Weapon, at least 2 other Melee Combat feats.

Benefit: When you use your Darting Weapon feat ability to gain 1 final attack, you may increase your attack and skill check penalty to –4 in order to gain 1 additional final melee or hurled attack (for a total of 2 final attacks).

Garrote Basics

You’ve choked the life from your strongest enemies.

Prerequisites: Weapon proficiency (Blunt).

Benefit: While you hold a readied garrote, your threat range with skill checks made as part of a Grapple action increase by 2. Further, each opponent you successfully hold automatically becomes muteA mute character may not speak, shout, or make any skill check with the Language tag.. Finally, you gain the following stance and grapple trick.

Stalking Stance (Stance): While in this stance, you gain a +3 bonus with Sneak checks made in combat. However, you may not move farther than 20 ft. during any round.

Tighten the Noose (Grapple Trick): If you score a threat or critical hit against one of your heldA held character is vulnerable and may not move or take any non-free action except to attempt a full action Athletics (Str) check to escape the hold. This check possesses the Armor Check Penalty tag. opponents, the target must immediately begin making Fortitude saves as if he’d already held his breath for a number of rounds equal to twice his Constitution score. This continues until you release him, until he escapes the hold, or until the target dies.

Garrote Moves

You can turn a simple cord into a dominating all-purpose combat tool.

Prerequisites: Weapon proficiency (Blunt), base attack bonus +3 or higher.

Benefit: You gain the following tricks.

Loop and Bind (Trick): When you take a melee Disarm action using a garrote and your attack check succeeds by 4 or more, you may immediately take a Trip action against the same target as a free action.

Choke (Grapple Trick): When armed with a garrote, you may use a grapple benefit to inflict your standard unarmed damage and force your opponent to make a Reflex save (DC 10 + your Wisdom modifier + the number of Melee Combat feats you possess). With failure, your opponent suffers 1 point of Strength damage. This may not decrease the target’s Strength score to less than 1/2 standard (rounded down). At the end of the current scene, the target heals 1/2 of all Strength damage inflicted by this trick (rounded up); the rest of the damage heals as standard.

Seeing Stars (Grapple Trick): When you’re armed with a garrote and score a threat or critical success with an Athletics check made as part of a grapple, you may use 1 grapple benefit to inflict your standard unarmed damage and leave your opponent stunnedA stunned character is vulnerable, may take no actions, and may not hold any objects in his hands. for 1 full round.

Garrote Supremacy

In close or at range, your mastery of the garrote is unchallenged.

Prerequisites: Base attack bonus +12 or higher, Garrote Basics, Garrote Moves.

Benefit: If you’re armed with a garrote, you do not become vulnerableA vulnerable character loses his Dexterity bonus to Defense (if positive), as well as all dodge bonuses to Defense. He may also be targeted with a variety of special effects, such as sneak attack damage. when engaged in a grapple. Further, you gain the following tricks.

Engulfing Web (Trick): When you take a Total Defense action while armed with a garrote, you may force each opponent who moves into a square adjacent to you to make a Reflex save (DC 10 + your Wisdom modifier + the number of Melee Combat feats you possess). With failure, the opponent drops all held items, including weapons. This effect lasts until the start of your Initiative Count during the round after you take the Total Defense action.

Neck Breaker (Grapple Trick): When you’re armed with a garrote and have heldA held character is vulnerable and may not move or take any non-free action except to attempt a full action Athletics (Str) check to escape the hold. This check possesses the Armor Check Penalty tag. an opponent in a grapple for 3 consecutive full rounds, you may target him with a Coup de Grace action as a free action once per round that you continue to hold him.

Great Sword Basics

You swing the mightiest of weapons with ease.

Prerequisites: Weapon proficiency (Exotic (Edged)).

Benefit: While holding a readied 2-handed sword, you gain a +2 gear bonus to Defense against melee attacks, and with skill checks made to defend against a Trip action. Further, you gain the following stance and trick.

Power Stance (Stance): While in this stance, your Initiative Count increases by your Strength score. However, you may not move farther than 10 ft. during any round.

Hack! (Trick): You may make a full-action Standard Attack with a 2-handed sword, gaining a +1 bonus with your attack check and a +4 bonus with damage. Your threat range with this attack increases by 1.

Great Sword moves

Your powerful cuts destroy lesser foes.

Prerequisites: Weapon proficiency (Exotic (Edged)), base attack bonus +3 or higher.

Benefit: You gain the following tricks.

Blade Wall (Trick): When you take a Total Defense action while armed with a 2-handed sword, you may force each opponent who moves into a square adjacent to you to make a Will save (DC 10 + your Strength modifier + the number of Melee Combat feats you possess). With failure, the opponent’s movement ends in the last square entered before the triggering square. This effect lasts until the start of your Initiative Count during the round after you take the Total Defense action.

Great Slash (Trick): As a half action, you may use a 2-handed sword to make a Strafe attack targeting up to 3 adjacent opponents.

Ogre Slayer (Trick): With a successful Bull Rush action while holding a readied 2-handed sword, you may also inflict your standard damage with the weapon, applying the armor-piercingThis quality applies to weapon damage, reducing damage reduction. (4) quality to the sword damage.

Great Sword Supremacy

Your heavy blade acrobatics are astounding.

Prerequisites: Base attack bonus +12 or higher, Great Sword Basics, Great Sword Moves.

Benefit: Your Strength score increases by 1. Further, you gain the following tricks.

Spiral Cut (Trick): As a full action, you may make a Standard Attack using a 2-handed sword without choosing a target. At the beginning of your Initiative Count during the following round, your attack check result is compared to the Defense of all characters within 10 ft. to whom you possess line of sight. Each character hit suffers your standard damage with the weapon.

Skewer (Trick): When you make a successful Standard Attack with a 2-handed sword against an adjacent opponent and the damage exceeds the target’s Constitution score, you may prevent the target from leaving his current square by any means until you make another attack with the same weapon or until you’re no longer adjacent to him, whichever comes first.

Hammer Basics

You often finish enemies with one crushing blow.

Prerequisites: Weapon proficiency (Blunt).

Benefit: While you hold a readied hammer, the weapon gains the armor-piercingThis quality applies to weapon damage, reducing damage reduction. (2) quality and you gain a +2 gear bonus with Intimidate checks. Further, you gain the following stance and trick.

Driving Stance (Stance): Each time you hit with a melee attack while in this stance, your opponent is pushed 5 ft. away from you (unless the square is occupied or blocked, in which case he suffers 1d4 subdual damage). If your opponent is pushed back, you may move 5 ft. toward him.

Crush! (Trick): You may make a full-action Standard Attack with a hammer, gaining a +2 bonus with your attack check and a +5 bonus with damage.

Hammer Moves

Your devastating hammer blows knock enemies senseless.

Prerequisites: Weapon proficiency (Blunt), base attack bonus +3 or higher.

Benefit: You gain the following tricks.

Bell Ringer (Trick): As a full action, you may make a Standard Attack with a hammer against an adjacent opponent who has not moved since your Initiative Count during the last round. You suffer a –2 penalty with this attack check but if you hit, you inflict triple your standard damage with the weapon.

Bone Crusher (Trick): With a successful Standard Attack using a hammer, you may force your opponent to make a Fortitude save (DC 10 + your Constitution modifier + the number of Melee Combat feats you possess). With failure, he suffers 1 point of Constitution damage in addition to your standard damage with the weapon. This may not decrease the target’s Constitution score to less than 1/2 standard (rounded down). At the end of the current scene, the target heals 1/2 of all Constitution damage inflicted by this trick (rounded up); the rest of the damage heals as standard.

Wrecker (Trick): With a successful Standard Attack against an object using a hammer, you may inflict double your standard damage with the weapon.

Hammer Supremacy

Your hammer blows inspire fear and destruction.

Prerequisites: Base attack bonus +12 or higher, Hammer Basics, Hammer Moves.

Benefit: Your Constitution score increases by 1. Further, you gain the following tricks.

Dread Smash (Trick): As a full action, you may make a Standard Attack with a hammer. With a hit, your opponent must make a successful Will save (DC 10 + your Strength modifier + the number of Melee Combat feats you possess) or become frightenedA frightened character moves away from the source of his fear as quickly as possible. If unable to flee, he becomes sickened. A character remains frightened until the end of the current scene or until the source of the condition has been out of his line of sight for 10 consecutive rounds. Alternately, a frightened character may be pacified with a successful 1-minute Impress (Cha) check (DC 20). This check may be re-tried and possesses the Disposition, Hearing, and Language tags. of you.

Splatter (Trick): With a successful Standard Attack using a hammer against a standard character with a lower Constitution score than yours, you may instantly kill the target.

Improvised Weapon Basics

You can turn almost anything into a deadly weapon.

Benefit: You gain a +3 bonus with Gear checks made to find improvised weapons. Further, you suffer no gear penalty with attack checks or damage when using an improvised weapon.

Improvised Weapon Mastery

Your ability to find and exploit improvised weapons is so impressive, it’s a wonder you even carry weapons.

Prerequisites: Base attack bonus +3 or higher, Improvised Weapon Basics.

Benefit: When you make a successful Gear check to find an improvised weapon, you may choose the improvised weapon type found, and the weapon is always located in an adjacent square. Further, you may make a Gear check to find an improvised weapon once per combat without spending an action die.

Knife Basics

Knives dance in your hands.

Prerequisites: Weapon proficiency (Edged).

Benefit: You may draw a knife as a free action, and any knife on your person is always considered readied. Further, you gain the following stance and trick.

Circling Stance (Stance): While you’re in this stance, if at least 1 square adjacent to you is unoccupied, and you make a melee attack, your target’s dodge bonus to Defense decreases to 1/2 standard (round up). Following this attack, you automatically move into an unoccupied adjacent square of your choice.

Between the Ribs (Trick): You may make a full-action Standard Attack with a knife, inflicting 1 die of sneak attack damage with a hit.

Knife Moves

Dirty street fighting is always on deck when you’re in play.

Prerequisites: Weapon proficiency (Edged), base attack bonus +3 or higher.

Benefit: You gain the following tricks.

Above the Eyes (Trick): While armed with a knife, you may take a Cheap Shot action targeting an opponent’s Wisdom score. With success, the opponent also becomes blindedA blinded character is vulnerable and cannot see anything. His result cap with each skill check possessing the Vision tag is reduced by 20 (minimum 0). Further, his targets gain a bonus to Defense, and his opponents gain a +2 bonus with attack checks made against him. Finally, a blinded character’s Speed is reduced to 1/2 standard (rounded down). for a number of rounds equal to the number of Melee combat feats you possess or until he takes a full action to wipe his face, whichever comes first.

Flick the Bull (Trick): With a successful Standard Attack using a knife, you may inflict only 1 point of lethal damage to force the target to make a Will save (DC 10 + your Charisma modifier + the number of Melee Combat feats you possess). With failure, he becomes enragedWhen attacking, an enraged character may only attack the nearest opponent and must do so at least once per round. If he is unable to attack an opponent, he must take a Run action toward the nearest opponent. When attacking, an enraged character must employ the most damaging lethal attack available to him, and may not employ any character option that penalizes his attack check or converts lethal damage to subdual damage. An enraged character completely ignores all dying, helpless, sleeping, and unconscious opponents. While enraged, a character gains a +8 bonus with any save made to resist becoming enraged, but if he is enraged a second time, he instead becomes frenzied. (See more) for 1d6+1 rounds.

Gash (Trick): When making a Standard Attack with a knife, you may accept a –2 penalty with your attack check to grant the bleedEach time a character suffers damage from an attack with this weapon, he must make a Reflex save (DC equal to the damage inflicted before DR is applied). With failure, he begins bleeding. If the character loses 1 or more wound points due to this attack, his Reflex save DC increases by 10. quality to the attack.

Knife Supremacy

Your knife fighting style is a combination of rapid lethal stabs and incredible dicing action.

Prerequisites: Base attack bonus +12 or higher, Knife Basics, Knife Moves.

Benefit: When you hit with a knife attack, you inflict 1 die of sneak attack damage. Further, you gain the following tricks.

Blade Flurry (Trick): With a successful Standard Attack using a knife, you may grant your target a cumulative +2 bonus to Defense against every melee attack you make for the duration of the current round in order to make another Standard Attack against that opponent using a knife. You may use this trick any number of times per round.

Shank! (Trick): Once per round, you may make a Standard Attack using a knife. The target is considered vulnerableA vulnerable character loses his Dexterity bonus to Defense (if positive), as well as all dodge bonuses to Defense. He may also be targeted with a variety of special effects, such as sneak attack damage. during this attack.

Polearm Basics

You twirl polearms with deadly velocity.

Prerequisites: Weapon proficiency (Exotic (Edged)).

Benefit: While holding a readied polearm, you gain a +1 gear bonus to Defense. Further, you may attack adjacent opponents with a polearm without suffering the standard –5 penalty. Finally, you gain the following stance and trick.

Striking Stance (Stance): Once per round while you’re in this stance, you may make 1 melee final attack against any opponent who moves into a square adjacent to you. However, you may not move farther than 5 ft. during any round.

Fend (Trick): You may immediately move 5 ft. after any Standard Attack action with a polearm, whether the attack is successful or not.

Polearm Moves

Your polearm sweeps and defensive spins are so graceful that the weapon seems like an extension of your body.

Prerequisites: Weapon proficiency (Exotic (Edged)), base attack bonus +3 or higher.

Benefit: You gain the following action and tricks.

Controlled Grip (Incidental Action): As a half action, you may shift your grip on a readied polearm. Thereafter, the weapon operates like a long staff. This effect lasts until the end of the current combat or until you use this action again to shift back, whichever comes first.

Drag Down (Trick): With a successful Standard Attack using a polearm, you may force your opponent to make a Reflex save (DC 10 + your Wisdom modifier + the number of Melee Combat feats you possess). With failure, you may move him into any unoccupied square adjacent to him, after which he becomes sprawledA sprawledcharacter has been knocked off his feet. He is vulnerable and may not take any movement actions other than Crouch, Drop Prone, or Stand Up. Finally, he suffers a –2 penalty with all attack checks..

Spinning Shield (Trick): When you take a Total Defense action while holding a readied polearm, you may gain a number of points of damage reduction against hurled attacks equal to the number of Melee Combat feats you possess.

Polearm Supremacy

Your polearm attacks crush bodies and spirits alike.

Prerequisites: Base attack bonus +12 or higher, Polearm Basics, Polearm Moves.

Benefit: You may move into an unoccupied adjacent square each time you’re hit with a melee or unarmed attack, even if your stance would typically prevent you from doing so. Further, you gain the following tricks.

Gut Thrust (Trick): You may accept a –4 penalty with a full action attack check using a polearm. If the damage inflicted exceeds the target’s Constitution score, he becomes sickenedA sickened character suffers a –2 penalty with all attack checks and skill checks, as well as all damage rolls and saves. until the end of the combat. If the attack misses, however, you become flat-footedA flat-footed character is vulnerable. He stops being flat-footed when he takes an action, or is successfully attacked..

Skull Crack (Trick): With a successful Standard Attack using a polearm against a standard character with a lower Wisdom score than yours, you may instantly kill the target.

Spear Basics

You’re a master spear combatant.

Prerequisites: Weapon proficiency (Exotic (Edged)).

Benefit: While holding a readied spear, you gain a +2 gear bonus with skill checks made as part of a Bull Rush or Trip action. Further, you gain the following stance and trick.

Gripping Stance (Stance): While in this stance, you may use 2-handed weapons with 1 hand, but you suffer a –2 penalty with attack checks when doing so.

Spear Charge (Trick): You may make a full-action Standard Attack with a spear. You may move up to your Speed — and must move at least 10 ft. toward your target — immediately before making this attack. You suffer a –2 penalty with this attack check, but your threat range increases by 3 and you gain a +3 bonus with damage.

Spear Moves

You’ve learned to use a spear to debilitate a foe by degrees.

Prerequisites: Weapon proficiency (Exotic (Edged)), base attack bonus +3 or higher.

Benefit: You gain the following tricks.

Wide Grip (Incidental Action): As a half action, you may shift your grip on a readied spear. Thereafter, the weapon operates like a quarterstaff. This effect lasts until the end of the current combat or until you use this action again to shift back, whichever comes first.

Hamstring (Trick): With a successful Standard Attack using a spear, you may force your opponent to make a Fortitude save (DC 10 + your Dexterity modifier + the number of Melee Combat feats you possess). With failure, he suffers 1 point of Dexterity damage in addition to your standard damage with the weapon. This may not decrease the target’s Dexterity score to less than 1/2 standard (rounded down). At the end of the current scene, the target heals 1/2 of all Dexterity damage inflicted by this trick (rounded up); the rest of the damage heals as standard.

Piercing Lance (Trick): With a successful Standard Attack using a spear that exceeds the target’s Defense by 4 or more, you may cause the target to gain the bleedingAt the end of each round while bleeding, a character suffers 1 point of subdual damage. If the character takes 1 or more attack or movement actions during the round, he suffers 1d4 lethal damage instead. This condition is eliminated with a 1-minute Medicine/First Aid check (DC 20). condition for a number of rounds equal to the number of Melee combat feats you possess.

Spear Supremacy

When you use a spear to draw a line around you, those who cross suffer.

Prerequisites: Base attack bonus +12 or higher, Spear Basics, Spear Moves.

Benefit: Your Reach increases by 5 ft. when you attack with a spear. Further, you gain the following tricks.

Guardian’s Circle (Trick): When you take a Total Defense action while holding a readied spear, you may gain a number of points of damage reduction against melee and unarmed attacks equal to the number of Melee Combat feats you possess.

Run Through (Trick): You may accept a –4 penalty with a full action attack check using a spear. If the damage inflicted exceeds the target’s Constitution score, he becomes nauseatedA nauseated character may take only 1 half action during each round, may not make more than 1 final attack per round, and may not make any skill check with the Concentration tag. for 1d6 rounds. If the attack misses, however, you become flat-footedA flat-footed character is vulnerable. He stops being flat-footed when he takes an action, or is successfully attacked..

Staff Basics

A simple stick is transformed into a brutal weapon in your hands.

Prerequisites: Weapon proficiency (Exotic (Blunt)).

Benefit: While holding a readied staff, you gain a +3 gear bonus with Acrobatics/Jump checks. Further, you gain the following stance and trick.

Whirling Stance (Stance): While in this stance, you may not become flankedA character is flanked if 2 opponents stand on directly opposite sides of him and within Reach or CQB Range. Opponents may only flank an adjacent character when unarmed or carrying a ready melee weapon, or a non-adjacent character when carrying a ranged weapon. For examples, see the Flanking Diagram. When a flanking opponent makes an attack against the character he’s flanking, he gains a +2 bonus with his attack check (if making an unarmed or melee attack), or a +1 bonus (if making a ranged attack). by characters with lower career levels.

Thread the Needle (Trick): You may make a Standard Attack using a staff. With a hit, the target suffers the weapon’s standard damage and becomes heldA held character is vulnerable and may not move or take any non-free action except to attempt a full action Athletics (Str) check to escape the hold. This check possesses the Armor Check Penalty tag. , retaining this condition until he escapes, you release him, or you move farther than 5 ft. from him.

Staff Mastery

With a staff in hand, you become the center of a spinning ball of concussive force.

Prerequisites: Weapon proficiency (Exotic (Blunt)), base attack bonus +3 or higher.

Benefit: You gain the following tricks.

Lever (Trick): You may make a Trip action using a staff against an opponent up to 10 ft. away. With success, you may also move the target into any square adjacent to you.

Turning Wheel (Trick): As a half action, you may make 2 Standard Attacks with a staff, suffering a –2 penalty with each attack check and inflicting 1 fewer point of damage per die rolled (minimum 1 damage per die).

Wall of Branches (Trick): When you take a Total Defense action while armed with a staff, you may force each opponent who moves into a square adjacent to you to make a Fortitude save (DC 10 + your Strength modifier + the number of Melee Combat feats you possess). With failure, the opponent’s movement ends in the last square entered before the triggering square. This effect lasts until the start of your Initiative Count during the round after you take the Total Defense action.

Staff Supremacy

Your precision control with a staff allows you to target sensitive areas, striking past a target’s typical defenses.

Prerequisites: Base attack bonus +12 or higher, Staff Basics, Staff Moves.

Benefit: While holding a readied staff, you gain a +3 gear bonus with Acrobatics checks and Reflex saves. Further, you gain the following tricks.

Nerve Jab (Trick): With a successful Cheap Shot action using a staff, the target also becomes sickened for a number of rounds equal to the number of Melee combat feats you possess.

Knock-Knock (Trick): You may accept a –4 penalty with a full action attack check using a staff. If the damage inflicted exceeds the target’s Constitution score, he becomes baffledA baffled character’s skill or Competence bonuses are each reduced to 1/2 standard (rounded up). While baffled, a character gains a +8 bonus with any save made to resist becoming baffled, but if he is baffled a second time, he instead becomes incompetent. until the end of the combat. If the attack misses, however, you become flat-footedA flat-footed character is vulnerable. He stops being flat-footed when he takes an action, or is successfully attacked..

Sword Basics

All swords are sweeping arcs of death in your hands.

Prerequisites: Weapon proficiency (Edged).

Benefit: After hitting an opponent using a 1-handed sword without the finesseWhen a character makes a trained attack with this weapon, he may substitute his Dexterity modifier for his Strength modifier when inflicting damage. In this case, he gains no benefit for using the weapon with 2 hands. quality, you may immediately move to the opposite side of the opponent (though only if the square is unoccupied). Further, you gain the following stance and trick. If a weapon you’re wielding ever gains the finesseWhen a character makes a trained attack with this weapon, he may substitute his Dexterity modifier for his Strength modifier when inflicting damage. In this case, he gains no benefit for using the weapon with 2 hands. quality, all of this feat’s benefits are immediately lost until the weapon loses the finesseWhen a character makes a trained attack with this weapon, he may substitute his Dexterity modifier for his Strength modifier when inflicting damage. In this case, he gains no benefit for using the weapon with 2 hands. quality.

Unbeatable Stance (Stance): While in this stance, you gain a +1 morale bonus with all attack checks made against opponents who have suffered damage from one of your melee weapons during the current combat.

Impale (Trick): You may make a Standard Attack with a 1-handed sword without the finesseWhen a character makes a trained attack with this weapon, he may substitute his Dexterity modifier for his Strength modifier when inflicting damage. In this case, he gains no benefit for using the weapon with 2 hands. quality, inflicting 1 additional point of damage per 2 points by which your attack result exceeds your opponent’s Defense.

Sword Moves

Sword training is often straightforward, as evidenced by these powerful moves.

Prerequisites: Weapon proficiency (Edged), base attack bonus +3 or higher.

Benefit: You gain the following tricks.

Bury the Blade (Trick): With a successful Standard Attack using a 1-handed sword without the finesseWhen a character makes a trained attack with this weapon, he may substitute his Dexterity modifier for his Strength modifier when inflicting damage. In this case, he gains no benefit for using the weapon with 2 hands. quality that exceeds the target’s Defense by 4 or more, you may apply the keenWhen a character hits with a trained attack with this weapon, his damage increases by the number following the quality in parentheses for two purposes only: determining whether a Fortitude save is required to avoid critical injury and determining the critical injury’s severity. (8) quality to your damage.

Flat Slap (Trick): With a successful Standard Attack using a 1-handed sword without the finesseWhen a character makes a trained attack with this weapon, he may substitute his Dexterity modifier for his Strength modifier when inflicting damage. In this case, he gains no benefit for using the weapon with 2 hands. quality, you may inflict only 1 point of lethal damage to force the target to make a Fortitude save (DC 10 + your Wisdom modifier + the number of Melee Combat feats you possess). With failure, he becomes stunnedA stunned character is vulnerable, may take no actions, and may not hold any objects in his hands. for 1 full round.

No Defense Slash (Trick): When making a Standard Attack with a 1-handed sword without the finesseWhen a character makes a trained attack with this weapon, he may substitute his Dexterity modifier for his Strength modifier when inflicting damage. In this case, he gains no benefit for using the weapon with 2 hands. quality, you may deny your target all bonuses to Defense from the Fight Defensively and Total Defense actions. Further, if the attack succeeds, you may prevent the target from responding to the attack with any tricks requiring him to be using the Total Defense action.

Sword Supremacy

Your blade is swift enough to double as your shield.

Prerequisites: Base attack bonus +12 or higher, Sword Basics, Sword Moves.

Benefit: Your Wisdom score increases by 1. Further, you gain the following tricks.

Arrow Cutter (Trick): When you take the Fight Defensively action while holding a readied 1-handed sword without the finesseWhen a character makes a trained attack with this weapon, he may substitute his Dexterity modifier for his Strength modifier when inflicting damage. In this case, he gains no benefit for using the weapon with 2 hands. quality, you may gain a bonus to your Defense against hurled attacks equal to the number of Melee Combat feats you possess. If one of these attacks hits you, however, you become flat-footedA flat-footed character is vulnerable. He stops being flat-footed when he takes an action, or is successfully attacked..

Rending Slash (Trick): You may accept a –4 penalty with a full action attack check using a sword without the finesseWhen a character makes a trained attack with this weapon, he may substitute his Dexterity modifier for his Strength modifier when inflicting damage. In this case, he gains no benefit for using the weapon with 2 hands. quality. If the damage inflicted exceeds the target’s Constitution score and he is not already fatiguedA fatigued character may not Run, and his Strength and Dexterity scores are each reduced by 2. While fatigued, a character gains a +6 bonus with any save made to resist becoming fatigued, but if he is fatigued a second time, he instead becomes exhausted. A character loses this condition when he becomes exhausted, or after 8 hours of inactive rest. or exhaustedAn exhausted character may not Run, his Speed is reduced to 1/2 standard (rounded down), and his Strength and Dexterity scores are each reduced by 6. While exhausted, a character gains a +6 bonus with any save made to resist becoming fatigued or exhausted, but if he is fatigued, or exhausted a second time, he instead becomes unconscious. A character loses this condition after 1 full hour of sleep., he becomes fatiguedA fatigued character may not Run, and his Strength and Dexterity scores are each reduced by 2. While fatigued, a character gains a +6 bonus with any save made to resist becoming fatigued, but if he is fatigued a second time, he instead becomes exhausted. A character loses this condition when he becomes exhausted, or after 8 hours of inactive rest. until the end of the combat. If the attack misses, however, you become flat-footedA flat-footed character is vulnerable. He stops being flat-footed when he takes an action, or is successfully attacked..

Whip Basics

You do a fine job of keeping up with the Joneses.

Prerequisites: Weapon proficiency (Exotic (Blunt)).

Benefit: While holding a readied whip, you gain a +2 gear bonus with Acrobatics/Jump checks and skill checks made as part of a Trip action. Further, you gain the following stance and trick.

Intense Stance (Stance): While in this stance, you may make no attack checks for 1 full round to gain a +2 bonus with all melee attack checks and damage during the following full round.

Entwine (Trick): You may make a Standard Attack using a whip. With a hit, the target suffers the weapon’s standard damage and becomes heldA held character is vulnerable and may not move or take any non-free action except to attempt a full action Athletics (Str) check to escape the hold. This check possesses the Armor Check Penalty tag. , retaining this condition until he escapes, you release him, or you move farther than 10 ft. from him. Further, at the end of each round during which the target remains heldA held character is vulnerable and may not move or take any non-free action except to attempt a full action Athletics (Str) check to escape the hold. This check possesses the Armor Check Penalty tag. , you may shift him into an unoccupied square adjacent to him.

Whip Moves

Opponents sting for days after an encounter with you — assuming, of course, they walk away at all.

Prerequisites: Weapon proficiency (Exotic (Blunt)), base attack bonus +3 or higher.

Benefit: You gain the following tricks.

Disarming Attack (Trick): When you score a threat or critical hit during a Standard Attack with a whip, you may immediately make a Disarm attack against the target as a free action using the same attack roll.

Lash (Trick): With a successful Standard Attack using a whip, you may force your opponent to make a Fortitude save (DC 10 + your Dexterity modifier + the number of Melee Combat feats you possess). With failure, he suffers 1 point of Wisdom damage in addition to your standard damage with the weapon. This may not decrease the target’s Wisdom score to less than 1/2 standard (rounded down). At the end of the current scene, the target heals 1/2 of all Wisdom damage inflicted by this trick (rounded up); the rest of the damage heals as standard.

Wrap-Around (Trick): When you make a Standard Attack with a whip against a target benefiting from less than total cover, you may decrease your target’s cover by 1/4. If you do so, your target may not benefit from a shield, either.

Whip Supremacy

You’re a cyclone dynamo with a whip in hand.

Prerequisites: Base attack bonus +12 or higher, Whip Basics, Whip Moves.

Benefit: While holding a readied whip, you may move or toggle the controls of objects located up to 10 ft. away, applying your Strength and Dexterity to these actions as standard. Further, you gain the following tricks.

Rattlesnake (Trick): As a full action, you may make a Standard Attack using a whip without choosing a target. Your attack check result is compared to the Defense of all characters within a 15 ft. cone to whom you possess line of sight. Each character hit suffers 1/2 your standard damage with the weapon (rounded up).

Thrash (Trick): While armed with a whip, you may take a Cheap Shot action targeting an opponent’s Dexterity. With success, the opponent also becomes drunkA drunk character suffers a –2 penalty with all Dexterity- and Wisdom-based checks. Further, at the start of each round when standing, he automatically repositions 5 ft. in a random direction (per the Deviation Diagram). This doesn’t count toward the character’s allowed movement for the round. A character loses this condition after 4 full hours of sleep. for a number of rounds equal to the number of Melee Combat feats you possess.


Spycraft 2.0
Characters - Skills - Feats - Gear - Combat - Dramatic Conflict

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