This is the complete list of Vigor Skills. All Vigor classes get 2 free level 0 skills upon Character creation. These do not count towards the ‘skill per level maximum’. To learn additional level 0 skills requires training and spending additional skill points.
Skill Name | Discipline | Skill ID | Level | Vigor Cost | Use | Description | Description raw | Prerequisite | Class Restriction | Description formatted |
---|---|---|---|---|---|---|---|---|---|---|
Defensive Stance | Defense | V.D.A.1 | 0 | 4 | instant | Adopt a battle stance that favors defense and counter attacks, granting the following features for the duration of battle or until switching stances: • +2 AC/-1 physical dam taken • if block/parry gain +5% crit on next attack • -1 Vigor cost to all Vigor skills from the Defense Discipline (to a minimum of 1) |
Adopt a battle stance that favors defense and counter attacks, granting the following features for the duration of battle or until switching stances:; +2 AC/-1 physical dam taken; if block/parry gain +5% crit on next attack; -1 Vigor cost to all Vigor skills from the Defense Discipline (to a minimum of 1) | choose 2 lvl0 skills at character creation, requires training after that | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors defense and counter attacks, granting the following features for the duration of battle or until switching stances: • +2 AC/-1 physical dam taken • if block/parry gain +5% crit on next attack • -1 Vigor cost to all Vigor skills from the Defense Discipline (to a minimum of 1) |
Taunt | Defense | V.D.B | 1 | 2 | instant | forces a humanoid target within (Range = to thier Perception) that fails a Resolve test, to attack you on their next turn or move to attack you | forces a humanoid target within (Range = to thier Perception) that fails a Resolve test, to attack you on their next turn or move to attack you | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | forces a humanoid target within (Range = to thier Perception) that fails a Resolve test, to attack you on their next turn or move to attack you |
Hunker Down | Defense | V.D.C | 1 | 2 | instant | for one full round gain the following benefits: • re-roll a failed parry, block or ward-off • gain double the AC benefit of being behind Cover • reduce incoming AoE or environmental damage by 50% • gain the Impale effect on your main hand weapon if it does not already have it |
for one full round gain the following benefits:; re-roll a failed parry, block or ward-off; gain double the AC benefit of being behind Cover; reduce incoming AoE or environmental damage by 50%; gain the Impale effect on your main hand weapon if it does not already have it | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | for one full round gain the following benefits: • re-roll a failed parry, block or ward-off • gain double the AC benefit of being behind Cover • reduce incoming AoE or environmental damage by 50% • gain the Impale effect on your main hand weapon if it does not already have it |
Intercept | Defense | V.D.D | 2 | 6 | reaction | When you see an opponent about to move into base contact to attack a friendly or using a ranged attack against a friendly, if you have not used your full movement this round, as a reaction you may use some or all of remaining movement for this round to intercept the attack. • If intercepting an attack results in base contact with an enemy you may make a regular mainhand melee attack after the enemy has completed their turn. |
When you see an opponent about to move into base contact to attack a friendly or using a ranged attack against a friendly, if you have not used your full movement this round, as a reaction you may use some or all of remaining movement for this round to intercept the attack.; If intercepting an attack results in base contact with an enemy you may make a regular mainhand melee attack after the enemy has completed their turn. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | When you see an opponent about to move into base contact to attack a friendly or using a ranged attack against a friendly, if you have not used your full movement this round, as a reaction you may use some or all of remaining movement for this round to intercept the attack. • If intercepting an attack results in base contact with an enemy you may make a regular mainhand melee attack after the enemy has completed their turn. |
Improved Defensive Stance | Defense | V.D.A.2 | 2 | 7 | instant | Adopt a battle stance that favors defense and counter attacks, granting the following features for the duration of battle or until switching stances: • +4 AC/-2 physical dam taken • if block/parry gain +10% crit on next attack • -2 Vigor cost to all Vigor skills from the Defense Discipline (to a minimum of 1) |
Adopt a battle stance that favors defense and counter attacks, granting the following features for the duration of battle or until switching stances:; +4 AC/-2 physical dam taken; if block/parry gain +10% crit on next attack; -2 Vigor cost to all Vigor skills from the Defense Discipline (to a minimum of 1) | Defensive Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors defense and counter attacks, granting the following features for the duration of battle or until switching stances: • +4 AC/-2 physical dam taken • if block/parry gain +10% crit on next attack • -2 Vigor cost to all Vigor skills from the Defense Discipline (to a minimum of 1) |
Battering Ram | Defense | V.D.E.1 | 3 | 5 | action | Move 2" directly forward and gain +10 armor for 1 full turn (only if moving). If you get into base contact with a target inflict collision damage equal to 1d6 per tabletop inch moved (max 2d6). Counts as a charge and can benefit from movement base damage modifiers such as Bull Charge. | Move 2" directly forward and gain +10 armor for 1 full turn (only if moving). If you get into base contact with a target inflict collision damage equal to 1d6 per tabletop inch moved (max 2d6). Counts as a charge and can benefit from movement base damage modifiers such as Bull Charge. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Move 2" directly forward and gain +10 armor for 1 full turn (only if moving). If you get into base contact with a target inflict collision damage equal to 1d6 per tabletop inch moved (max 2d6). Counts as a charge and can benefit from movement base damage modifiers such as Bull Charge. |
Strength of Will | Defense | V.D.F | 3 | 3 | instant | increases all resistances by 15 for one full round | increases all resistances by 15 for one full round | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | increases all resistances by 15 for one full round |
Aggro Strike | Defense | V.D.G | 4 | 5 | action | A regular mainhand melee attack that counts as a strike and if causing any amount of damage will make most oppponents turn their attention to the attacker and ignore others in base contact on their next turn (since this is not true CC it can be done on multiple rounds, but is also subject to GM discretion). | A regular mainhand melee attack that counts as a strike and if causing any amount of damage will make most oppponents turn their attention to the attacker and ignore others in base contact on their next turn (since this is not true CC it can be done on multiple rounds, but is also subject to GM discretion). | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | A regular mainhand melee attack that counts as a strike and if causing any amount of damage will make most oppponents turn their attention to the attacker and ignore others in base contact on their next turn (since this is not true CC it can be done on multiple rounds, but is also subject to GM discretion). |
Greater Defensive Stance | Defense | V.D.A.3 | 4 | 10 | instant | Adopt a battle stance that favors defense and counter attacks, granting the following features for the duration of battle or until switching stances: • +6 AC/-3 physical dam taken • if block/parry gain +15% crit on next attack • -3 Vigor cost to all Vigor skills from the Defense Discipline (to a minimum of 1) |
Adopt a battle stance that favors defense and counter attacks, granting the following features for the duration of battle or until switching stances:; +6 AC/-3 physical dam taken; if block/parry gain +15% crit on next attack; -3 Vigor cost to all Vigor skills from the Defense Discipline (to a minimum of 1) | Improved Defensive Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors defense and counter attacks, granting the following features for the duration of battle or until switching stances: • +6 AC/-3 physical dam taken • if block/parry gain +15% crit on next attack • -3 Vigor cost to all Vigor skills from the Defense Discipline (to a minimum of 1) |
Improved Battering Ram | Defense | V.D.E.2 | 5 | 8 | action | Move up to 4" directly forward and gain +20 armor for 1 full turn (only if moving). If you get into base contact with a target inflict collision damage equal to 1d6 per tabletop inch moved (max 4d6). Counts as a charge and can benefit from movement base damage modifiers suchas Bull Charge. | Move up to 4" directly forward and gain +20 armor for 1 full turn (only if moving). If you get into base contact with a target inflict collision damage equal to 1d6 per tabletop inch moved (max 4d6). Counts as a charge and can benefit from movement base damage modifiers suchas Bull Charge. | Battering Ram | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Move up to 4" directly forward and gain +20 armor for 1 full turn (only if moving). If you get into base contact with a target inflict collision damage equal to 1d6 per tabletop inch moved (max 4d6). Counts as a charge and can benefit from movement base damage modifiers suchas Bull Charge. |
Counter Attack | Defense | V.D.H.1 | 5 | 6 | reaction | Immediately following an single opponent attacking you with all of its melee attacks, make a minimum damage main hand melee attack against that opponent. Can also be used after a sucessful block or parry without costing an additional reaction. | Immediately following an single opponent attacking you with all of its melee attacks, make a minimum damage main hand melee attack against that opponent. Can also be used after a sucessful block or parry without costing an additional reaction. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Immediately following an single opponent attacking you with all of its melee attacks, make a minimum damage main hand melee attack against that opponent. Can also be used after a sucessful block or parry without costing an additional reaction. |
Bounce Back | Defense | V.D.I | 6 | 6 | action | Self heal for 1d12 +2 per extra Vigor spent. Use melee hit roll/modifiers to determine a critical failure or critical sucess. | Self heal for 1d12 +2 per extra Vigor spent. Use melee hit roll/modifiers to determine a critical failure or critical sucess. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Self heal for 1d12 +2 per extra Vigor spent. Use melee hit roll/modifiers to determine a critical failure or critical sucess. |
Superior Defensive Stance | Defense | V.D.A.4 | 6 | 13 | instant | Adopt a battle stance that favors defense and counter attacks, granting the following features for the duration of battle or until switching stances: • +8 AC/-4 physical dam taken • if block/parry gain +20% crit on next attack • -4 Vigor cost to all Vigor skills from the Defense Discipline (to a minimum of 1) |
Adopt a battle stance that favors defense and counter attacks, granting the following features for the duration of battle or until switching stances:; +8 AC/-4 physical dam taken; if block/parry gain +20% crit on next attack; -4 Vigor cost to all Vigor skills from the Defense Discipline (to a minimum of 1) | Greater Defensive Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors defense and counter attacks, granting the following features for the duration of battle or until switching stances: • +8 AC/-4 physical dam taken • if block/parry gain +20% crit on next attack • -4 Vigor cost to all Vigor skills from the Defense Discipline (to a minimum of 1) |
Greater Battering Ram | Defense | V.D.E.3 | 7 | 11 | action | Move up to 6" directly forward and gain +30 armor for 1 full turn (only if moving). If you get into base contact with a target inflict collision equal to 1d6 per tabletop inch moved (max 6d6). Counts as a charge and can benefit from movement base damage modifiers suchas Bull Charge. | Move up to 6" directly forward and gain +30 armor for 1 full turn (only if moving). If you get into base contact with a target inflict collision equal to 1d6 per tabletop inch moved (max 6d6). Counts as a charge and can benefit from movement base damage modifiers suchas Bull Charge. | Improved Battering Ram | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Move up to 6" directly forward and gain +30 armor for 1 full turn (only if moving). If you get into base contact with a target inflict collision equal to 1d6 per tabletop inch moved (max 6d6). Counts as a charge and can benefit from movement base damage modifiers suchas Bull Charge. |
Locked in Combat | Defense | V.D.J | 7 | 7 | instant | Prevents all targets in base contact from using thier regular movement to leave base contact. Special skills can still be used to leave base contact. | Prevents all targets in base contact from using thier regular movement to leave base contact. Special skills can still be used to leave base contact. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Prevents all targets in base contact from using thier regular movement to leave base contact. Special skills can still be used to leave base contact. |
Tortoise Strike | Defense | V.D.K.1 | 8 | 8 | action | A main hand strike that converts damage dealt into bonus AC. Bonus AC is lost if moving more than 1" on your turn (or when the battle ends). Does not stack. | A main hand strike that converts damage dealt into bonus AC. Bonus AC is lost if moving more than 1" on your turn (or when the battle ends). Does not stack. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | A main hand strike that converts damage dealt into bonus AC. Bonus AC is lost if moving more than 1" on your turn (or when the battle ends). Does not stack. |
Matchless Defensive Stance | Defense | V.D.A.5 | 8 | 16 | instant | Adopt a battle stance that favors defense and counter attacks, granting the following features for the duration of battle or until switching stances: • +10 AC/-5 physical dam taken • if block/parry gain +25% crit on next attack • -5 Vigor cost to all Vigor skills from the Defense Discipline (to a minimum of 1) |
Adopt a battle stance that favors defense and counter attacks, granting the following features for the duration of battle or until switching stances:; +10 AC/-5 physical dam taken; if block/parry gain +25% crit on next attack; -5 Vigor cost to all Vigor skills from the Defense Discipline (to a minimum of 1) | Superior Defensive Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors defense and counter attacks, granting the following features for the duration of battle or until switching stances: • +10 AC/-5 physical dam taken • if block/parry gain +25% crit on next attack • -5 Vigor cost to all Vigor skills from the Defense Discipline (to a minimum of 1) |
Victory Strike | Defense | V.D.L | 9 | 10 | action | If you sucessfully blocked, parried, warded-off, or armor saved an attack since your last turn, make a regular mainhand melee attack that inflicts +50% damage | If you sucessfully blocked, parried, warded-off, or armor saved an attack since your last turn, make a regular mainhand melee attack that inflicts +50% damage | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | If you sucessfully blocked, parried, warded-off, or armor saved an attack since your last turn, make a regular mainhand melee attack that inflicts +50% damage |
Improved Counter Attack | Defense | V.D.H.2 | 9 | 15 | reaction | Immediately following an single opponent attacking you with all of its melee attacks, make a regular damage main hand melee attack against that opponent. Can also be used after a sucessful block or parry without costing an additional reaction. | Immediately following an single opponent attacking you with all of its melee attacks, make a regular damage main hand melee attack against that opponent. Can also be used after a sucessful block or parry without costing an additional reaction. | Counter Attack | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Immediately following an single opponent attacking you with all of its melee attacks, make a regular damage main hand melee attack against that opponent. Can also be used after a sucessful block or parry without costing an additional reaction. |
Improved Tortoise Strike | Defense | V.D.K.2 | 10 | 14 | action | A main hand strike that converts damage dealt into bonus AC and Resistance. Bonus AC and resistance is lost if moving more than 1" on your turn (or when the battle ends). Does not stack. | A main hand strike that converts damage dealt into bonus AC and Resistance. Bonus AC and resistance is lost if moving more than 1" on your turn (or when the battle ends). Does not stack. | Tortoise Strike | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | A main hand strike that converts damage dealt into bonus AC and Resistance. Bonus AC and resistance is lost if moving more than 1" on your turn (or when the battle ends). Does not stack. |
Last Stand | Defense | V.D.M | 10 | 25 | instant | if at least 50% of your party is unconscious or if your current HP dip below 25%, gain your current HP as additional temporary HP which will dissapear at the end of the battle | if at least 50% of your party is unconscious or if your current HP dip below 25%, gain your current HP as additional temporary HP which will dissapear at the end of the battle | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | if at least 50% of your party is unconscious or if your current HP dip below 25%, gain your current HP as additional temporary HP which will dissapear at the end of the battle |
Iron Mettle | Defense | V.D.N | 11 | 10 | reaction | If suffering a critical hit, reduce the damage taken by half | If suffering a critical hit, reduce the damage taken by half | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | If suffering a critical hit, reduce the damage taken by half |
Offensive Stance | Offense | V.O.A.1 | 0 | 3 | instant | Adopt a battle stance that favors offensive melee combat, granting the following features for the duration of battle or until switching stances: • +2 hit/+1 damage (physical melee attacks only) • -1 Vigor cost to all Vigor skills from the Offense Discipline (to a minimum of 1) |
Adopt a battle stance that favors offensive melee combat, granting the following features for the duration of battle or until switching stances:; +2 hit/+1 damage (physical melee attacks only); -1 Vigor cost to all Vigor skills from the Offense Discipline (to a minimum of 1) | choose 2 lvl0 skills at character creation, requires training after that | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors offensive melee combat, granting the following features for the duration of battle or until switching stances: • +2 hit/+1 damage (physical melee attacks only) • -1 Vigor cost to all Vigor skills from the Offense Discipline (to a minimum of 1) |
Hamstring | Offense | V.O.B | 1 | 4 | action | minimum damage melee attack that on wounding prevents the target from moving on their next turn and reduces their movement speed by half for the remainder of battle, healing cancels both effects | minimum damage melee attack that on wounding prevents the target from moving on their next turn and reduces their movement speed by half for the remainder of battle, healing cancels both effects | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | minimum damage melee attack that on wounding prevents the target from moving on their next turn and reduces their movement speed by half for the remainder of battle, healing cancels both effects |
Concentration | Offense | V.O.C.1 | 1 | 4 | instant | next normal melee/ranged attack or any type of 'strike' or 'shot' has +15 hit/cast | next normal melee/ranged attack or any type of 'strike' or 'shot' has +15 hit/cast | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | next normal melee/ranged attack or any type of 'strike' or 'shot' has +15 hit/cast |
Overpowering Blows | Offense | V.O.D | 2 | 4 | action | make a regular damage main hand and off hand attack (if applicable) that ignores all parry, block, impale or ward-off defensive reactions • if the target has no defensive reactions (or chooses not to use one), instead gain +10 hit on each attack |
make a regular damage main hand and off hand attack (if applicable) that ignores all parry, block, impale or ward-off defensive reactions; if the target has no defensive reactions (or chooses not to use one), instead gain +10 hit on each attack | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | make a regular damage main hand and off hand attack (if applicable) that ignores all parry, block, impale or ward-off defensive reactions • if the target has no defensive reactions (or chooses not to use one), instead gain +10 hit on each attack |
Improved Offensive Stance | Offense | V.O.A.2 | 2 | 6 | instant | Adopt a battle stance that favors offensive melee combat, granting the following features for the duration of battle or until switching stances: • +4 hit/+2 damage (physical melee attacks only) • -2 Vigor cost to all Vigor skills from the Offense Discipline (to a minimum of 1) |
Adopt a battle stance that favors offensive melee combat, granting the following features for the duration of battle or until switching stances:; +4 hit/+2 damage (physical melee attacks only); -2 Vigor cost to all Vigor skills from the Offense Discipline (to a minimum of 1) | Offensive Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors offensive melee combat, granting the following features for the duration of battle or until switching stances: • +4 hit/+2 damage (physical melee attacks only) • -2 Vigor cost to all Vigor skills from the Offense Discipline (to a minimum of 1) |
Hawk Strike | Offense | V.O.E.1 | 3 | 6 | action | max damage main hand melee attack | max damage main hand melee attack | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | max damage main hand melee attack |
Strength of Arms | Offense | V.O.F | 3 | 5 | instant | the next time you roll dice to inflict damage with a melee weapon you are proficient with, choose a single dice to roll twice, selecting the most desirable result | the next time you roll dice to inflict damage with a melee weapon you are proficient with, choose a single dice to roll twice, selecting the most desirable result | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | the next time you roll dice to inflict damage with a melee weapon you are proficient with, choose a single dice to roll twice, selecting the most desirable result |
Guardian Strike | Offense | V.O.G | 4 | 4 | action | make a regular mainhand melee attack that Taunts the target for 1 round if failing a Resolve test, also add +0.5 damage/current level of honor | make a regular mainhand melee attack that Taunts the target for 1 round if failing a Resolve test, also add +0.5 damage/current level of honor | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | make a regular mainhand melee attack that Taunts the target for 1 round if failing a Resolve test, also add +0.5 damage/current level of honor |
Greater Offensive Stance | Offense | V.O.A.3 | 4 | 9 | instant | Adopt a battle stance that favors offensive melee combat, granting the following features for the duration of battle or until switching stances: • +6 hit/+3 damage (physical melee attacks only) • -3 Vigor cost to all Vigor skills from the Offense Discipline (to a minimum of 1) |
Adopt a battle stance that favors offensive melee combat, granting the following features for the duration of battle or until switching stances:; +6 hit/+3 damage (physical melee attacks only); -3 Vigor cost to all Vigor skills from the Offense Discipline (to a minimum of 1) | Improved Offensive Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors offensive melee combat, granting the following features for the duration of battle or until switching stances: • +6 hit/+3 damage (physical melee attacks only) • -3 Vigor cost to all Vigor skills from the Offense Discipline (to a minimum of 1) |
Off-hand Strike | Offense | V.O.H | 5 | 5 | action | If no special abilities were used with your main hand attack, make an off-hand melee attack with a Small weapon or any shield with triple damage • can not benefit from other damage multipliers (i.e. critical hits) |
If no special abilities were used with your main hand attack, make an off-hand melee attack with a Small weapon or any shield with triple damage; can not benefit from other damage multipliers (i.e. critical hits) | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | If no special abilities were used with your main hand attack, make an off-hand melee attack with a Small weapon or any shield with triple damage • can not benefit from other damage multipliers (i.e. critical hits) |
Improved Concentration | Offense | V.O.C.2 | 5 | 8 | instant | next normal melee/ranged attack or any type of 'strike' or 'shot' has +30 hit/cast | next normal melee/ranged attack or any type of 'strike' or 'shot' has +30 hit/cast | Concentration | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | next normal melee/ranged attack or any type of 'strike' or 'shot' has +30 hit/cast |
Kodiak Strike | Offense | V.O.E.2 | 6 | 9 | action | max damage main hand melee attack that knocks the target back 4" | max damage main hand melee attack that knocks the target back 4" | Hawk Strike or Shot | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | max damage main hand melee attack that knocks the target back 4" |
Superior Offensive Stance | Offense | V.O.A.4 | 6 | 12 | instant | Adopt a battle stance that favors offensive melee combat, granting the following features for the duration of battle or until switching stances: • +8 hit/+4 damage (physical melee attacks only) • -4 Vigor cost to all Vigor skills from the Offense Discipline (to a minimum of 1) |
Adopt a battle stance that favors offensive melee combat, granting the following features for the duration of battle or until switching stances:; +8 hit/+4 damage (physical melee attacks only); -4 Vigor cost to all Vigor skills from the Offense Discipline (to a minimum of 1) | Greater Offensive Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors offensive melee combat, granting the following features for the duration of battle or until switching stances: • +8 hit/+4 damage (physical melee attacks only) • -4 Vigor cost to all Vigor skills from the Offense Discipline (to a minimum of 1) |
Invigorating Strike | Offense | V.O.I | 7 | 7 | action | make a regular main hand melee attack but roll two sets of damage dice, choose the higher for damage and add the other as Vigor points | make a regular main hand melee attack but roll two sets of damage dice, choose the higher for damage and add the other as Vigor points | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | make a regular main hand melee attack but roll two sets of damage dice, choose the higher for damage and add the other as Vigor points |
Concussion | Offense | V.O.J | 7 | 8 | instant | next melee/ranged attack with any kind/chance of stun effect stuns the target for up to four rounds (any subsequent damage will cancel the stun) | next melee/ranged attack with any kind/chance of stun effect stuns the target for up to four rounds (any subsequent damage will cancel the stun) | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | next melee/ranged attack with any kind/chance of stun effect stuns the target for up to four rounds (any subsequent damage will cancel the stun) |
Sweeping Strike | Offense | V.O.K.1 | 8 | 9 | action | a main hand melee attack that hits two adjacent targets for the same damage (roll everything except damage separately) | a main hand melee attack that hits two adjacent targets for the same damage (roll everything except damage separately) | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | a main hand melee attack that hits two adjacent targets for the same damage (roll everything except damage separately) |
Matchless Offensive Stance | Offense | V.O.A.5 | 8 | 15 | instant | Adopt a battle stance that favors offensive melee combat, granting the following features for the duration of battle or until switching stances: • +10 hit/+5 damage (physical melee attacks only) • -5 Vigor cost to all Vigor skills from the Offense Discipline (to a minimum of 1) |
Adopt a battle stance that favors offensive melee combat, granting the following features for the duration of battle or until switching stances:; +10 hit/+5 damage (physical melee attacks only); -5 Vigor cost to all Vigor skills from the Offense Discipline (to a minimum of 1) | Superior Offensive Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors offensive melee combat, granting the following features for the duration of battle or until switching stances: • +10 hit/+5 damage (physical melee attacks only) • -5 Vigor cost to all Vigor skills from the Offense Discipline (to a minimum of 1) |
Mammoth Strike | Offense | V.O.E.3 | 9 | 11 | action | max damage main hand melee attack that knocks the target back 4" and then stuns for 1 round | max damage main hand melee attack that knocks the target back 4" and then stuns for 1 round | Kodiak Strike or Shot | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | max damage main hand melee attack that knocks the target back 4" and then stuns for 1 round |
Greater Concentration | Offense | V.O.C.3 | 9 | 12 | instant | next normal melee/ranged attack or any type of 'strike' or 'shot' has +45 hit/cast | next normal melee/ranged attack or any type of 'strike' or 'shot' has +45 hit/cast | Improved Concentration | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | next normal melee/ranged attack or any type of 'strike' or 'shot' has +45 hit/cast |
Improved Sweeping Strike | Offense | V.O.K.2 | 10 | 20 | action | a main hand melee attack that hits up to three adjacent targets for the same damage (roll everything except damage separately) | a main hand melee attack that hits up to three adjacent targets for the same damage (roll everything except damage separately) | Sweeping Strike | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | a main hand melee attack that hits up to three adjacent targets for the same damage (roll everything except damage separately) |
Thrill of the Kill | Offense | V.O.L | 10 | 8 | instant | Every time you land a killing blow in melee, regain 10% of your Vigor max. If it was a Strike regain 20%. Effects ends after 5 killing blows. | Every time you land a killing blow in melee, regain 10% of your Vigor max. If it was a Strike regain 20%. Effects ends after 5 killing blows. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Every time you land a killing blow in melee, regain 10% of your Vigor max. If it was a Strike regain 20%. Effects ends after 5 killing blows. |
Mongoose Strike | Offense | V.O.M | 11 | 18 | action | a main hand melee attack that, if hitting, immediately causes another auto-hitting attack on the same target (counts as a separate attack) | a main hand melee attack that, if hitting, immediately causes another auto-hitting attack on the same target (counts as a separate attack) | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | a main hand melee attack that, if hitting, immediately causes another auto-hitting attack on the same target (counts as a separate attack) |
Mark Target | Ranged | V.R.A | 0 | 2 | action | Select a single target. All ranged attacks made against that target have +5 to hit plus an additional +1 hit per level until the target is destroyed or the battle has ended. If the Marking of that target can be communicated to allies (verbally, hand gestures, etc...), they too benefit from the same +hit. | Select a single target. All ranged attacks made against that target have +5 to hit plus an additional +1 hit per level until the target is destroyed or the battle has ended. If the Marking of that target can be communicated to allies (verbally, hand gestures, etc...), they too benefit from the same +hit. | choose 2 lvl0 skills at character creation, requires training after that | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Select a single target. All ranged attacks made against that target have +5 to hit plus an additional +1 hit per level until the target is destroyed or the battle has ended. If the Marking of that target can be communicated to allies (verbally, hand gestures, etc...), they too benefit from the same +hit. |
Pinning Shot | Ranged | V.R.B | 1 | 4 | action | a half damage main hand ranged attack that Snares the target for 1 round | a half damage main hand ranged attack that Snares the target for 1 round | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | a half damage main hand ranged attack that Snares the target for 1 round |
Focused Stance | Ranged | V.R.C1 | 1 | 3 | instant | Adopt a battle stance that favors ranged combat, granting the following features for the duration of battle or until switching stances: • +3 hit/cast with ranged physical attacks and Spirit/Faith powers • -1 Vigor cost to all Vigor skills from the Ranged Discipline • Treat all Ranged Vigor skills of equal or lesser level as Stealthy • if no damage was taken in the previous round gain +1d2-1 Focus at the start of each turn |
Adopt a battle stance that favors ranged combat, granting the following features for the duration of battle or until switching stances:; +3 hit/cast with ranged physical attacks and Spirit/Faith powers; -1 Vigor cost to all Vigor skills from the Ranged Discipline; Treat all Ranged Vigor skills of equal or lesser level as Stealthy; if no damage was taken in the previous round gain +1d2-1 Focus at the start of each turn | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors ranged combat, granting the following features for the duration of battle or until switching stances: • +3 hit/cast with ranged physical attacks and Spirit/Faith powers • -1 Vigor cost to all Vigor skills from the Ranged Discipline • Treat all Ranged Vigor skills of equal or lesser level as Stealthy • if no damage was taken in the previous round gain +1d2-1 Focus at the start of each turn |
Hail of Arrows | Ranged | V.R.D | 2 | 8 | action | fire two arrows at -10 to hit, three arrows at -15 to hit, or four arrows at -20 to hit • can hit multiple targets if in a 90 degree firing arc • bows/no-reload crossbows only • each arrow is a separate attack with its own separate hit rolls and therefore (as per the global rules for Multiple Attack Actions) no more than 2 arrows can be allocated to a single target |
fire two arrows at -10 to hit, three arrows at -15 to hit, or four arrows at -20 to hit; can hit multiple targets if in a 90 degree firing arc; bows/no-reload crossbows only; each arrow is a separate attack with its own separate hit rolls and therefore (as per the global rules for Multiple Attack Actions) no more than 2 arrows can be allocated to a single target | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | fire two arrows at -10 to hit, three arrows at -15 to hit, or four arrows at -20 to hit • can hit multiple targets if in a 90 degree firing arc • bows/no-reload crossbows only • each arrow is a separate attack with its own separate hit rolls and therefore (as per the global rules for Multiple Attack Actions) no more than 2 arrows can be allocated to a single target |
Lethal Aim | Ranged | V.R.E.1 | 2 | 2 | instant | +5% crit to next regular main hand ranged attack or LOS Spirit/Faith power or any type of Shot | +5% crit to next regular main hand ranged attack or LOS Spirit/Faith power or any type of Shot | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | +5% crit to next regular main hand ranged attack or LOS Spirit/Faith power or any type of Shot |
Hawk Shot | Ranged | V.R.F.1 | 3 | 8 | action | max damage main hand ranged attack | max damage main hand ranged attack | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | max damage main hand ranged attack |
Improved Focused Stance | Ranged | V.R.C.2 | 3 | 6 | instant | Adopt a battle stance that favors ranged combat, granting the following features for the duration of battle or until switching stances: • +6 hit/cast with ranged physical attacks and Spirit/Faith powers • -2 Vigor cost to all Vigor skills from the Ranged Discipline • Treat all Ranged Vigor skills of equal or lesser level as Stealthy • if no damage was taken in the previous round gain +1 Focus at the start of each turn |
Adopt a battle stance that favors ranged combat, granting the following features for the duration of battle or until switching stances:; +6 hit/cast with ranged physical attacks and Spirit/Faith powers; -2 Vigor cost to all Vigor skills from the Ranged Discipline; Treat all Ranged Vigor skills of equal or lesser level as Stealthy; if no damage was taken in the previous round gain +1 Focus at the start of each turn | Focused Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors ranged combat, granting the following features for the duration of battle or until switching stances: • +6 hit/cast with ranged physical attacks and Spirit/Faith powers • -2 Vigor cost to all Vigor skills from the Ranged Discipline • Treat all Ranged Vigor skills of equal or lesser level as Stealthy • if no damage was taken in the previous round gain +1 Focus at the start of each turn |
Guardian Shot | Ranged | V.R.G | 4 | 4 | action | make a regular main hand ranged attack that Taunts the target for 1 round if failing a Resolve test, also add +0.5 damage/current level of honor | make a regular main hand ranged attack that Taunts the target for 1 round if failing a Resolve test, also add +0.5 damage/current level of honor | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | make a regular main hand ranged attack that Taunts the target for 1 round if failing a Resolve test, also add +0.5 damage/current level of honor |
Steady Aim | Ranged | V.R.H | 4 | 5 | instant | If no movement was taken this round gain +3 physical damage to the next Shot or mainhand and offhand throw taken in the same round | If no movement was taken this round gain +3 physical damage to the next Shot or mainhand and offhand throw taken in the same round | training | Soldier, Warrior, Guardian, Weapon Master, Ranger | If no movement was taken this round gain +3 physical damage to the next Shot or mainhand and offhand throw taken in the same round |
Steady Cast | Ranged | V.R.I | 4 | 5 | instant | If the caster has not moved gain +3 Spell Damage or Healing to the next Ranged action Spirit or Faith Power used this round, increases to +5 if it is a Shot, Missile, or Blast power | If the caster has not moved gain +3 Spell Damage or Healing to the next Ranged action Spirit or Faith Power used this round, increases to +5 if it is a Shot, Missile, or Blast power | training | Cleric, Battlemage | If the caster has not moved gain +3 Spell Damage or Healing to the next Ranged action Spirit or Faith Power used this round, increases to +5 if it is a Shot, Missile, or Blast power |
Dive Roll | Ranged | V.R.J | 5 | 8 | action | A regular mainhand ranged attack that can only be made if having been knocked down (or rolling with the blow) during the last turn. After the the attack is made you may move up to 1/2 movement speed and land on your feet. | A regular mainhand ranged attack that can only be made if having been knocked down (or rolling with the blow) during the last turn. After the the attack is made you may move up to 1/2 movement speed and land on your feet. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | A regular mainhand ranged attack that can only be made if having been knocked down (or rolling with the blow) during the last turn. After the the attack is made you may move up to 1/2 movement speed and land on your feet. |
Greater Focused Stance | Ranged | V.R.C.3 | 5 | 9 | instant | Adopt a battle stance that favors ranged combat, granting the following features for the duration of battle or until switching stances: • +9 hit/cast with ranged physical attacks and Spirit/Faith powers • -3 Vigor cost to all Vigor skills from the Ranged Discipline • Treat all Ranged Vigor skills of equal or lesser level as Stealthy • if no damage was taken in the previous round gain +1d2 Focus at the start of each turn |
Adopt a battle stance that favors ranged combat, granting the following features for the duration of battle or until switching stances:; +9 hit/cast with ranged physical attacks and Spirit/Faith powers; -3 Vigor cost to all Vigor skills from the Ranged Discipline; Treat all Ranged Vigor skills of equal or lesser level as Stealthy; if no damage was taken in the previous round gain +1d2 Focus at the start of each turn | Improved Focused Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors ranged combat, granting the following features for the duration of battle or until switching stances: • +9 hit/cast with ranged physical attacks and Spirit/Faith powers • -3 Vigor cost to all Vigor skills from the Ranged Discipline • Treat all Ranged Vigor skills of equal or lesser level as Stealthy • if no damage was taken in the previous round gain +1d2 Focus at the start of each turn |
Kodiak Shot | Ranged | V.R.F.2 | 6 | 11 | action | max damage main hand ranged attack that knocks the target back 4" | max damage main hand ranged attack that knocks the target back 4" | Hawk Strike or Shot | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | max damage main hand ranged attack that knocks the target back 4" |
Improved Lethal Aim | Ranged | V.R.E.2 | 6 | 6 | instant | +10% crit to next regular main hand ranged attack or LOS Spirit/Faith power or any type of Shot | +10% crit to next regular main hand ranged attack or LOS Spirit/Faith power or any type of Shot | Lethal Aim | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | +10% crit to next regular main hand ranged attack or LOS Spirit/Faith power or any type of Shot |
Invigorating Shot | Ranged | V.R.K | 7 | 7 | action | make a regular main hand ranged attack but roll two sets of damage dice, choose the higher for damage and add the other to your current Vigor | make a regular main hand ranged attack but roll two sets of damage dice, choose the higher for damage and add the other to your current Vigor | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | make a regular main hand ranged attack but roll two sets of damage dice, choose the higher for damage and add the other to your current Vigor |
Superior Focused Stance | Ranged | V.R.C.4 | 7 | 12 | instant | Adopt a battle stance that favors ranged combat, granting the following features for the duration of battle or until switching stances: • +12 hit/cast with ranged physical attacks and Spirit/Faith powers • -4 Vigor cost to all Vigor skills from the Ranged Discipline • Treat all Ranged Vigor skills of equal or lesser level as Stealthy • if no damage was taken in the previous round gain +1d3 Focus at the start of each turn |
Adopt a battle stance that favors ranged combat, granting the following features for the duration of battle or until switching stances:; +12 hit/cast with ranged physical attacks and Spirit/Faith powers; -4 Vigor cost to all Vigor skills from the Ranged Discipline; Treat all Ranged Vigor skills of equal or lesser level as Stealthy; if no damage was taken in the previous round gain +1d3 Focus at the start of each turn | Greater Focused Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors ranged combat, granting the following features for the duration of battle or until switching stances: • +12 hit/cast with ranged physical attacks and Spirit/Faith powers • -4 Vigor cost to all Vigor skills from the Ranged Discipline • Treat all Ranged Vigor skills of equal or lesser level as Stealthy • if no damage was taken in the previous round gain +1d3 Focus at the start of each turn |
Kill Shot | Ranged | V.R.L | 8 | 10 | action | main hand ranged attack that ignores normal critical hit chance and instead has a critical hit chance equal to the % of missing HP of the target, however if it does not crit it automatically misses | main hand ranged attack that ignores normal critical hit chance and instead has a critical hit chance equal to the % of missing HP of the target, however if it does not crit it automatically misses | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | main hand ranged attack that ignores normal critical hit chance and instead has a critical hit chance equal to the % of missing HP of the target, however if it does not crit it automatically misses |
Improved Steady Aim | Ranged | V.R.M | 8 | 8 | instant | If no movement was taken this round gain +5 physical damage to the next Shot or mainhand and offhand throw taken in the same round | If no movement was taken this round gain +5 physical damage to the next Shot or mainhand and offhand throw taken in the same round | training | Soldier, Warrior, Guardian, Weapon Master, Ranger | If no movement was taken this round gain +5 physical damage to the next Shot or mainhand and offhand throw taken in the same round |
Improved Steady Cast | Ranged | V.R.N | 8 | 8 | instant | If the caster has not moved gain +5 Spell Damage or Healing to the next Ranged action Spirit or Faith Power used this round, increases to +7 if it is a Shot, Missile, or Blast power | If the caster has not moved gain +5 Spell Damage or Healing to the next Ranged action Spirit or Faith Power used this round, increases to +7 if it is a Shot, Missile, or Blast power | training | Cleric, Battlemage | If the caster has not moved gain +5 Spell Damage or Healing to the next Ranged action Spirit or Faith Power used this round, increases to +7 if it is a Shot, Missile, or Blast power |
Mammoth Shot | Ranged | V.R.F.3 | 9 | 14 | action | max damage main hand ranged attack that knocks the target back 4" and then stuns for 1 round | max damage main hand ranged attack that knocks the target back 4" and then stuns for 1 round | Kodiak Strike or Shot | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | max damage main hand ranged attack that knocks the target back 4" and then stuns for 1 round |
Matchless Focused Stance | Ranged | V.R.C.5 | 9 | 15 | instant | Adopt a battle stance that favors ranged combat, granting the following features for the duration of battle or until switching stances: • +15 hit/cast with ranged physical attacks and Spirit/Faith powers • -5 Vigor cost to all Vigor skills from the Ranged Discipline • Treat all Ranged Vigor skills of equal or lesser level as Stealthy • if no damage was taken in the previous round gain +1d4 Focus at the start of each turn |
Adopt a battle stance that favors ranged combat, granting the following features for the duration of battle or until switching stances:; +15 hit/cast with ranged physical attacks and Spirit/Faith powers; -5 Vigor cost to all Vigor skills from the Ranged Discipline; Treat all Ranged Vigor skills of equal or lesser level as Stealthy; if no damage was taken in the previous round gain +1d4 Focus at the start of each turn | Superior Focused Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors ranged combat, granting the following features for the duration of battle or until switching stances: • +15 hit/cast with ranged physical attacks and Spirit/Faith powers • -5 Vigor cost to all Vigor skills from the Ranged Discipline • Treat all Ranged Vigor skills of equal or lesser level as Stealthy • if no damage was taken in the previous round gain +1d4 Focus at the start of each turn |
Drop Shot | Ranged | V.R.O | 10 | 12 | action | Fire a mainhand ranged projectile high into the air. At the start of your next turn you may designate any target for the Drop Shot, provided it is within 1/2 the regular range of the attack and you had knowledge of the target on your previous turn. The target has no Dodge contribution to AC and if hitting takes +5 Damage. | Fire a mainhand ranged projectile high into the air. At the start of your next turn you may designate any target for the Drop Shot, provided it is within 1/2 the regular range of the attack and you had knowledge of the target on your previous turn. The target has no Dodge contribution to AC and if hitting takes +5 Damage. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Fire a mainhand ranged projectile high into the air. At the start of your next turn you may designate any target for the Drop Shot, provided it is within 1/2 the regular range of the attack and you had knowledge of the target on your previous turn. The target has no Dodge contribution to AC and if hitting takes +5 Damage. |
Greater Lethal Aim | Ranged | V.R.E.3 | 10 | 10 | instant | +15% crit to next regular main hand ranged attack or LOS Spirit/Faith power or any type of Shot | +15% crit to next regular main hand ranged attack or LOS Spirit/Faith power or any type of Shot | Improved Lethal Aim | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | +15% crit to next regular main hand ranged attack or LOS Spirit/Faith power or any type of Shot |
Mongoose Shot | Ranged | V.R.P | 11 | 20 | action | a main hand ranged attack that, if hitting, immediately causes another auto-hitting attack on the same target (counts as a separate attack and must have ammo) | a main hand ranged attack that, if hitting, immediately causes another auto-hitting attack on the same target (counts as a separate attack and must have ammo) | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | a main hand ranged attack that, if hitting, immediately causes another auto-hitting attack on the same target (counts as a separate attack and must have ammo) |
Recuperate | Tactics | V.T.A | 0 | 0 | action | regenerate one Vigor per level | regenerate one Vigor per level | choose 2 lvl0 skills at character creation, requires training after that | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | regenerate one Vigor per level |
Flanking Maneuver | Tactics | V.T.B | 1 | 2 | action | use your action to make another full movement, provided that at the end of that movement you are not in the frontal arc of any enemy | use your action to make another full movement, provided that at the end of that movement you are not in the frontal arc of any enemy | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | use your action to make another full movement, provided that at the end of that movement you are not in the frontal arc of any enemy |
Tactical Stance | Tactics | V.T.C.1 | 1 | 5 | instant | Adopt a battle stance that favors advanced battle tactics, granting the following features for the duration of battle or until switching stances: • grants one additional regular mainhand melee attack if no primary skill actions were were used that round (must be on a separate target) • -1 Vigor cost to all Vigor skills from the Tactics Discipline (to a minimum of 1) • +1 Range on Honor Oaths |
Adopt a battle stance that favors advanced battle tactics, granting the following features for the duration of battle or until switching stances:; grants one additional regular mainhand melee attack if no primary skill actions were were used that round (must be on a separate target); -1 Vigor cost to all Vigor skills from the Tactics Discipline (to a minimum of 1); +1 Range on Honor Oaths | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors advanced battle tactics, granting the following features for the duration of battle or until switching stances: • grants one additional regular mainhand melee attack if no primary skill actions were were used that round (must be on a separate target) • -1 Vigor cost to all Vigor skills from the Tactics Discipline (to a minimum of 1) • +1 Range on Honor Oaths |
Tactical Charge | Tactics | V.T.D.1 | 2 | 3 | action | if it will bring you into base contact with an enemy, immediately move 2" and make a regular main hand attack • will also knock the target down if winning a Strength vs. Stamina stat roll-off |
if it will bring you into base contact with an enemy, immediately move 2" and make a regular main hand attack; will also knock the target down if winning a Strength vs. Stamina stat roll-off | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | if it will bring you into base contact with an enemy, immediately move 2" and make a regular main hand attack • will also knock the target down if winning a Strength vs. Stamina stat roll-off |
Shield Wall | Tactics | V.T.E | 2 | 4 | instant | Until the start of your next turn gain the Shield Wall formation, where you and aliies are standing in a line, roughly shoulder to shoulder, and at least every other member of the formation has a shield equipped. Everyone in the formation gains the sum total block advantage of any shields carried by allies in base contact on their left and right side (added to thier own if carrying a shield). Gain half this advantage for allies not in base contact but still within 1". Allies in formation must be conscious and free of physical forms of CC (such as Knock Down). Counts as fighting in Formation. Formation effects can stack. | Until the start of your next turn gain the Shield Wall formation, where you and aliies are standing in a line, roughly shoulder to shoulder, and at least every other member of the formation has a shield equipped. Everyone in the formation gains the sum total block advantage of any shields carried by allies in base contact on their left and right side (added to thier own if carrying a shield). Gain half this advantage for allies not in base contact but still within 1". Allies in formation must be conscious and free of physical forms of CC (such as Knock Down). Counts as fighting in Formation. Formation effects can stack. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Until the start of your next turn gain the Shield Wall formation, where you and aliies are standing in a line, roughly shoulder to shoulder, and at least every other member of the formation has a shield equipped. Everyone in the formation gains the sum total block advantage of any shields carried by allies in base contact on their left and right side (added to thier own if carrying a shield). Gain half this advantage for allies not in base contact but still within 1". Allies in formation must be conscious and free of physical forms of CC (such as Knock Down). Counts as fighting in Formation. Formation effects can stack. |
Pincer Maneuver | Tactics | V.T.F | 3 | 5 | action | if attacking an enemy that is already engaged on their opposite side, make a +2 damage mainhand and offhand attack with the opponents AC reduced by 30 | if attacking an enemy that is already engaged on their opposite side, make a +2 damage mainhand and offhand attack with the opponents AC reduced by 30 | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | if attacking an enemy that is already engaged on their opposite side, make a +2 damage mainhand and offhand attack with the opponents AC reduced by 30 |
Tactical Retreat | Tactics | V.T.G | 3 | 4 | instant or reaction | Activate prior to moving to prevent enemies from making attacks for disengaging from combat. Extends to all friendlies on thier own turn, if they were in a formation when the retreat was called. | Activate prior to moving to prevent enemies from making attacks for disengaging from combat. Extends to all friendlies on thier own turn, if they were in a formation when the retreat was called. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Activate prior to moving to prevent enemies from making attacks for disengaging from combat. Extends to all friendlies on thier own turn, if they were in a formation when the retreat was called. |
Improved Tactical Charge | Tactics | V.T.D.2 | 4 | 5 | action | if it will bring you into base contact with an enemy, immediately move 3" and make a mainhand attack • will also knock the target down if winning a Strength vs. Stamina stat roll-off with +1 advantage |
if it will bring you into base contact with an enemy, immediately move 3" and make a mainhand attack; will also knock the target down if winning a Strength vs. Stamina stat roll-off with +1 advantage | Tactical Charge | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | if it will bring you into base contact with an enemy, immediately move 3" and make a mainhand attack • will also knock the target down if winning a Strength vs. Stamina stat roll-off with +1 advantage |
Backs Together | Tactics | V.T.H | 4 | 6 | instant | All friendlies either in base contact or within 1" and with backs facing each other gain +5AC, +1 damage, & +10 resistane to CC effects for each other friendly, while the formation is maintained. Counts as fighting in Formation. Formation effects can stack. | All friendlies either in base contact or within 1" and with backs facing each other gain +5AC, +1 damage, & +10 resistane to CC effects for each other friendly, while the formation is maintained. Counts as fighting in Formation. Formation effects can stack. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | All friendlies either in base contact or within 1" and with backs facing each other gain +5AC, +1 damage, & +10 resistane to CC effects for each other friendly, while the formation is maintained. Counts as fighting in Formation. Formation effects can stack. |
Diversionary Tactics | Tactics | V.T.I | 5 | 9 | action | Make a regular melee or ranged attack against an enemy (or other such suitable distracting action). All enemies in a 90 degree arc up to 10" directly behind the direction of the attack turn to face the direction of the attack. If failing a Wisdom test they are also treated as taunted. | Make a regular melee or ranged attack against an enemy (or other such suitable distracting action). All enemies in a 90 degree arc up to 10" directly behind the direction of the attack turn to face the direction of the attack. If failing a Wisdom test they are also treated as taunted. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Make a regular melee or ranged attack against an enemy (or other such suitable distracting action). All enemies in a 90 degree arc up to 10" directly behind the direction of the attack turn to face the direction of the attack. If failing a Wisdom test they are also treated as taunted. |
Improved Tactical Stance | Tactics | V.T.C.2 | 5 | 10 | instant | Adopt a battle stance that favors advanced battle tactics, granting the following features for the duration of battle or until switching stances: • grants one additional regular mainhand melee attack even if a primary skill action was used that round (must be on a separate target) • -3 Vigor cost to all Vigor skills from the Tactics Discipline (to a minimum of 1) • +2 Range on Honor Oaths |
Adopt a battle stance that favors advanced battle tactics, granting the following features for the duration of battle or until switching stances:; grants one additional regular mainhand melee attack even if a primary skill action was used that round (must be on a separate target); -3 Vigor cost to all Vigor skills from the Tactics Discipline (to a minimum of 1); +2 Range on Honor Oaths | Tactical Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors advanced battle tactics, granting the following features for the duration of battle or until switching stances: • grants one additional regular mainhand melee attack even if a primary skill action was used that round (must be on a separate target) • -3 Vigor cost to all Vigor skills from the Tactics Discipline (to a minimum of 1) • +2 Range on Honor Oaths |
Hold Them Back | Tactics | V.T.J | 6 | 5 | action | Make a wide swing with your mainhand weapon that inflicts minimum damage in a frontal 180 degree arc that forces any target damaged to back up 2" if possible. • This does not count as a knock back nor grant attacks for leaving base contact • Any damaged target must pass a resolve test to move past you (or any formation you are in) on their next turn. |
Make a wide swing with your mainhand weapon that inflicts minimum damage in a frontal 180 degree arc that forces any target damaged to back up 2" if possible.; This does not count as a knock back nor grant attacks for leaving base contact; Any damaged target must pass a resolve test to move past you (or any formation you are in) on their next turn. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Make a wide swing with your mainhand weapon that inflicts minimum damage in a frontal 180 degree arc that forces any target damaged to back up 2" if possible. • This does not count as a knock back nor grant attacks for leaving base contact • Any damaged target must pass a resolve test to move past you (or any formation you are in) on their next turn. |
Schiltron | Tactics | V.T.K | 6 | 8 | instant | Until the start of your next turn, all allies that are in base contact or within 1" gain Impale. Counts as fighting in Formation. Formation effects can stack. | Until the start of your next turn, all allies that are in base contact or within 1" gain Impale. Counts as fighting in Formation. Formation effects can stack. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Until the start of your next turn, all allies that are in base contact or within 1" gain Impale. Counts as fighting in Formation. Formation effects can stack. |
Greater Tactical Charge | Tactics | V.T.D.3 | 7 | 7 | action | if it will bring you into base contact with an enemy, immediately move 3" and make a main hand attack • will also knock the target down if winning a Strength vs. Stamina stat roll-off with +2 advantage |
if it will bring you into base contact with an enemy, immediately move 3" and make a main hand attack; will also knock the target down if winning a Strength vs. Stamina stat roll-off with +2 advantage | Improved Tactical Charge | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | if it will bring you into base contact with an enemy, immediately move 3" and make a main hand attack • will also knock the target down if winning a Strength vs. Stamina stat roll-off with +2 advantage |
Tactical Mastery (Soldier) | Tactics | V.T.L.s | 7 | 5 | instant | Soldier only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll) • if it is a Vigor skill its cost is cut in half |
Soldier only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll); if it is a Vigor skill its cost is cut in half | training | Soldier | Soldier only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll) • if it is a Vigor skill its cost is cut in half |
Tactical Mastery (Warrior) | Tactics | V.T.L.w | 7 | 5 | instant | Warrior only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll) • if it is a Fury skill its cost is cut in half |
Warrior only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll); if it is a Fury skill its cost is cut in half | training | Warrior | Warrior only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll) • if it is a Fury skill its cost is cut in half |
Tactical Mastery (Guardian) | Tactics | V.T.L.g | 7 | 5 | instant | Guardian only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll) • if it inflicts damage gain +1 Code stack |
Guardian only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll); if it inflicts damage gain +1 Code stack | training | Guardian | Guardian only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll) • if it inflicts damage gain +1 Code stack |
Tactical Mastery (Weapon Master) | Tactics | V.T.L.wm | 7 | 5 | instant | Weapon Master only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll) • if it is a Focus skill may also choose to re-roll the Focus dice and choose the most desireable outcome. |
Weapon Master only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll); if it is a Focus skill may also choose to re-roll the Focus dice and choose the most desireable outcome. | training | Weapon Master | Weapon Master only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll) • if it is a Focus skill may also choose to re-roll the Focus dice and choose the most desireable outcome. |
Tactical Mastery (Ranger) | Tactics | V.T.L.r | 7 | 5 | instant | Ranger only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll) • if it is a ranged attack/skill add your critical hit chance with melee weapons • if it is a melee attack/skill add your critical hit chance with ranged weapons |
Ranger only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll); if it is a ranged attack/skill add your critical hit chance with melee weapons; if it is a melee attack/skill add your critical hit chance with ranged weapons | training | Ranger | Ranger only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll) • if it is a ranged attack/skill add your critical hit chance with melee weapons • if it is a melee attack/skill add your critical hit chance with ranged weapons |
Tactical Mastery (Cleric) | Tactics | V.T.L.c | 7 | 5 | instant | Cleric only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll) • if it is a melee attack/skill add your critical hit chance with Faith Powers • if it is a Faith power add your critical hit chance with melee weapons |
Cleric only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll); if it is a melee attack/skill add your critical hit chance with Faith Powers; if it is a Faith power add your critical hit chance with melee weapons | training | Cleric | Cleric only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll) • if it is a melee attack/skill add your critical hit chance with Faith Powers • if it is a Faith power add your critical hit chance with melee weapons |
Tactical Mastery (Battlemage) | Tactics | V.T.L.bm | 7 | 5 | instant | Battlemage only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll) • if it is a Spirit power its cost is cut in half |
Battlemage only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll); if it is a Spirit power its cost is cut in half | training | Battlemage | Battlemage only: next normal melee/ranged attack or any type of strike/shot may be re-rolled if it fails to hit (must keep second roll) • if it is a Spirit power its cost is cut in half |
Emboldening Strike | Tactics | V.T.M | 8 | 8 | action | a regular mainhand melee attack that if hitting, causes all friendlies to have +20% damage on the first attack of any kind they make on that same target on thier next turn. If fighting in formation, all friendlies in the formation gain the bonus damage against any target they choose. | a regular mainhand melee attack that if hitting, causes all friendlies to have +20% damage on the first attack of any kind they make on that same target on thier next turn. If fighting in formation, all friendlies in the formation gain the bonus damage against any target they choose. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | a regular mainhand melee attack that if hitting, causes all friendlies to have +20% damage on the first attack of any kind they make on that same target on thier next turn. If fighting in formation, all friendlies in the formation gain the bonus damage against any target they choose. |
Coordinated Charge | Tactics | V.T.N | 8 | 12 | instant | Activate prior to moving, to move yourself and all friendlies in a base contact formation or within 1" of each other directly forward up to +2" of the slowest moving friendly in the group. If this results in base contact for any friend involved, they count as having Charged and gain an additional +10 to hit & +2 damage on their next melee attack. Has no effect if no friendlies are in range. Counts as fighting in Formation. Formation effects can stack. | Activate prior to moving, to move yourself and all friendlies in a base contact formation or within 1" of each other directly forward up to +2" of the slowest moving friendly in the group. If this results in base contact for any friend involved, they count as having Charged and gain an additional +10 to hit & +2 damage on their next melee attack. Has no effect if no friendlies are in range. Counts as fighting in Formation. Formation effects can stack. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Activate prior to moving, to move yourself and all friendlies in a base contact formation or within 1" of each other directly forward up to +2" of the slowest moving friendly in the group. If this results in base contact for any friend involved, they count as having Charged and gain an additional +10 to hit & +2 damage on their next melee attack. Has no effect if no friendlies are in range. Counts as fighting in Formation. Formation effects can stack. |
Rally | Tactics | V.T.O | 9 | 15 | action | all allies within 10" (including self) that pass a Resolve test immediately have all CC and non-permanent persistent negative effects removed and regain 25% of their Vigor or Spirit | all allies within 10" (including self) that pass a Resolve test immediately have all CC and non-permanent persistent negative effects removed and regain 25% of their Vigor or Spirit | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | all allies within 10" (including self) that pass a Resolve test immediately have all CC and non-permanent persistent negative effects removed and regain 25% of their Vigor or Spirit |
Greater Tactical Stance | Tactics | V.T.C.3 | 9 | 15 | instant | Adopt a battle stance that favors advanced battle tactics, granting the following features for the duration of battle or until switching stances: • grants two additional regular mainhand melee attack even if a primary skill action was used that round (must be on separate targets) • -5 Vigor cost to all Vigor skills from the Tactics Discipline (to a minimum of 1) • +3 Range on Honor Oaths |
Adopt a battle stance that favors advanced battle tactics, granting the following features for the duration of battle or until switching stances:; grants two additional regular mainhand melee attack even if a primary skill action was used that round (must be on separate targets); -5 Vigor cost to all Vigor skills from the Tactics Discipline (to a minimum of 1); +3 Range on Honor Oaths | Improved Tactical Stance | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | Adopt a battle stance that favors advanced battle tactics, granting the following features for the duration of battle or until switching stances: • grants two additional regular mainhand melee attack even if a primary skill action was used that round (must be on separate targets) • -5 Vigor cost to all Vigor skills from the Tactics Discipline (to a minimum of 1) • +3 Range on Honor Oaths |
Superior Tactical Charge | Tactics | V.T.D.3 | 10 | 8 | action | if it will bring you into base contact with an enemy, immediately move 4" and make a max damage main hand attack • will also knock the target down if winning a Strength vs. Stamina stat roll-off with +3 advantage |
if it will bring you into base contact with an enemy, immediately move 4" and make a max damage main hand attack; will also knock the target down if winning a Strength vs. Stamina stat roll-off with +3 advantage | Greater Tactical Charge | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | if it will bring you into base contact with an enemy, immediately move 4" and make a max damage main hand attack • will also knock the target down if winning a Strength vs. Stamina stat roll-off with +3 advantage |
Hold the Line | Tactics | V.T.P | 10 | 4 | instant | For one full round you, and all allies in a base contact formation or 1" loose formation with you, become immune to fear and fear-like effects as well as any other effect that would cause anyone to break formation. | For one full round you, and all allies in a base contact formation or 1" loose formation with you, become immune to fear and fear-like effects as well as any other effect that would cause anyone to break formation. | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | For one full round you, and all allies in a base contact formation or 1" loose formation with you, become immune to fear and fear-like effects as well as any other effect that would cause anyone to break formation. |
Fixate Foe | Tactics | V.T.Q | 11 | 4 | instant | if the next action wounds the target they suffer -10 to all defenses and are taunted • lasts minimum one round or until passing an Resolve test on 2nd and subsequent rounds |
if the next action wounds the target they suffer -10 to all defenses and are taunted; lasts minimum one round or until passing an Resolve test on 2nd and subsequent rounds | training | Soldier, Warrior, Guardian, Weapon Master, Ranger, Cleric, Battlemage | if the next action wounds the target they suffer -10 to all defenses and are taunted • lasts minimum one round or until passing an Resolve test on 2nd and subsequent rounds |