Weapon Specialist

Weapon Specialist Skills allows the user to master the art of fighting with a particular type of weapon. However such is the dedication required to specialize in a particular weapon type, most classes may only ever specialize in one type. Soldiers and Barbarians are an exception to this rule and may Specialize in up to two different types of weapons if spending the appropriate amount of Secondary Skill Points.

The Weapon Specialist secondary skill is typically recorded on your character sheet as a compound skill name (i.e. for Swords, it would appear as Weapon Specialist – Swords, or Weapon Specialist (Swords), Weapon Specialist: Swords, or simply Sword Specialist). Unarmed attacks can not benefit from Weapon Specialist.
Any bonuses or skills gained through Weapon Specializations only apply while fighting with that specific weapon type Specialization. If for some reason during combat you no longer meet the requirement for that Weapon Specialization (i.e. Sword Specialist is disarmed and forced to switch to back up weapon like such as a Knife)  all benefits immediate cease until the condition is met again..

Knife


Rank1 – Receive +5 hit and +1 damage when attacking with any type of Knife
Rank2 – Receive +5% Critical hit chance and -5% Critical miss when attacking with any type of Knife
Rank3 – Throat Slash: If not using any special abilities that round (including instants AND actions), can elect to use a knife to Throat Slash a living humanoid target of roughly equally size or less who is unaware of your presence (i.e. attacking from behind or otherwise undetected); if hitting (no dodge allowed) Throat Slash instantly reduces HP to -8; if not healed within 1 round in combat (or 20 seconds out of combat) the target is dead; this counts as an “insta-kill”
Rank4 – Quick Blade: Any knife equipped in the main hand can be used to attack twice as part of the same action; the second attack cannot benefit from special abilities of any kind and is done after any off-hand attack; if the first attack with the main hand knife was a throw then the second attack is lost (even when used in conjunction with the “of Returning” enchant); if the first attack with the main hand knife was a melee attack the second attack can be a throw

Sword


Rank1 – Receive +5 hit and +1 damage when attacking with any type of Sword (1 or 2 handed)
Rank2 – Receive +5% Critical hit chance and -5% Critical miss when attacking with any type of Sword (1 or 2 handed)
Rank3 – Pommel Strike: If not using any action based special abilities that round, can instead elect to use a sword to do a Pommel Strike; if hitting Pommel Strike inflicts minimum damage but stuns the target for 1 round if they fail a Stamina test; counts as a Strike
Rank4 – Riposte: During enemy turns, any time you successfully parry a melee attack immediately make a free half-damage attack with your sword against the parried target, does NOT include when adding block to parry

Bludgeon


Rank1 – Receive +5 hit and +1 damage when attacking with any type of Bludgeon (1 or 2 handed)
Rank2 – Receive +5% Critical hit chance and -5% Critical miss when attacking with any type of Bludgeon (1 or 2 handed)
Rank3 – Guard Break: If not using any action based special abilities that round, can instead elect to use a bludgeon weapon to do a Guard Break; if hitting Guard Break causes half-damage but prevents the target from using any defensive measures for 1 full round (i.e. block, parry, ward-off, Reversal, Catch Weapon, etc…)
Rank4 – Stagger: Anytime you fail to stun a target from the bludgeon weapon effect you may instead choose to stagger the target; a staggered target is forced to move 1″ backwards after which you may either immediately move 1″ ahead in order to stay in base contact and then attack again at half-damage (as part of the same action) OR the target loses their instant on their next turn

Axe


Rank1 – Receive +5 hit and +1 damage when attacking with any type of Axe (1 or 2 handed)
Rank2 – Receive +5% Critical hit chance and -5% Critical miss when attacking with any type of Axe (1 or 2 handed)
Rank3 – Momentum Blow: When an enemy moves into base contact and attacks you, you may elect to use an axe to do a Momentum Blow immediately following the enemy attack; if hitting Momentum Blow cause +1 damage per inch that the enemy moved to come into base contact with you; using a Momentum Blow prevents using any action based special abilities on your next turn
Rank4 – Execution: If after any attack made with an axe, the target has HP less than or equal to the damage they just received (before Critical hit or any other damage multipliers), you may attack again with the same axe (as part of the same action)

Hand Weapon


Rank1 – Receive +5 hit and +1 damage when attacking with any type of Hand Weapon
Rank2 – Receive +5% Critical hit chance and-5% Critical miss when attacking with any type of Hand Weapon
Rank3 – Single Strike: If not using any action based special abilities that round, can instead elect to use both the hand weapons together (main-hand and off-hand combined) as a Single Strike; the Single Strike gains +5 to hit and 15% overpowering, and if hitting, inflicts the weapon damage from both weapons but treats damage bonuses (and fury gains) as though it were a single 2-handed attack; counts as a strike
Rank4 – Disarm: Any time you combine the parry of your two hand weapons into a single parry you also gain disarm equal to half of the combined parry value plus any existing disarm chance (i.e. twin Reaper Claws when combined have a parry value of 20%, therefore they also have 10% disarm, this stacks with the existing 6% disarm for a total disarm of 16%)

Polearm


Rank1 – Receive +5 hit and +1 damage when attacking with any type of Polearm (1 or 2 handed)
Rank2 – Receive +5% Critical hit chance and -5% Critical miss when attacking with any type of Polearm (1 or 2 handed)
Rank3 – Trip Up: If not using any action based special abilities that round, can instead elect to use a polearm to Trip Up an opponent inside your Reach; if the target fails a dodge test they take minimum damage (as though you attacked with your polearm) and are immediately Knocked Down
Rank4 – Retaliate: During enemy turns, any time you successfully ward off an attack with your polearm you may immediately Retaliate against the target you just warded off by either making a free half-damage attack with your polearm or pushing the target back a distance equal to the Reach of your polearm

Staff


Rank1 – Receive +5 hit and +1 damage when attacking with any type of Staff (1 or 2 handed)
Rank2 – Receive +5% Critical hit chance and -5% Critical miss when attacking with any type of Staff (1 or 2 handed)
Rank3 – Spinning Strike: If not using any action based special abilities that round, can instead elect to use a staff to do a Spinning Strike; if hitting (with a single to-hit roll) everyone in base contact (friend or foe) takes minimum damage and if failing a dodge test is immediately knocked down; counts as a Strike
Rank4 – Disengage: During enemy turns, any time you successfully ward off an attack with your staff you may immediately disengage from combat without being attacked for doing so

Whip


Rank1 – Receive +5 hit and +1 damage when attacking with any type of Whip
Rank2 – Receive +5% Critical hit chance and -5% Critical miss when attacking with any type of Whip
Rank3 – Entwine: If not using any action based special abilities that round, can instead elect to use a whip to Entwine the limbs of a target that is not in base contact; if failing to dodge the target has a single limb entwined by the whip; entwined arms cannot be used to attack, while entwined legs cause the target to be knocked down if they move anywhere except directly towards you; on the targets next turn they can use an instant to dis-entwine themselves (must pass an Initiative test) or pull you into base contact (they must win a Strength vs Stamina test); on your own next turn if the opponents limb is still entwined you may use an instant to dis-entwine them (no roll required) or pull them into base contact (if you win a Strength vs Stamina test); not effective on targets that are considerably larger than you
Rank4 – Backlash: Any time a whip is used to attack, if there is an enemy target inside the 90 degree arc directly behind the direction you are attacking you may also hit them for a half damage attack; the rear attack is a separate attack with its own to-hit roll and is resolved prior to the intended frontal attack; while the rear attack does count as part of the same action it does NOT benefit from any special ability applied to the intended ed frontal attack

Bow


Rank1 – Receive +5 hit and +1 damage when attacking with any type of Bow
Rank2 – Receive +5% Critical hit chance and -5% Critical miss when attacking any type of Bow
Rank3 – Pinning Shot: If not using any action based special abilities that round, can instead elect to use a bow to do a Pinning Shot; if hitting pinning shot does half-damage but cuts the targets movement in half on their next turn; counts as a Shot
Rank4 – Quick Aim: Can fire an arrow, out of turn, at an enemy that will end its movement phase in base contact with you; can be a Pinning Shot if you do not use any special abilities in your next turn; if combining with a Pinning Shot the half movement is instead applied immediately, potentially preventing the enemy from getting into base contact

Crossbow


Rank1 – Receive +5 hit and +1 damage when attacking with any type of Crossbow
Rank2 – Receive +5% Critical hit chance and -5% Critical miss when attacking any type of Crossbow
Rank3 – Heavy Shot: If not using any action based special abilities that round, can instead elect to use a crossbow to do a Heavy Shot; the Heavy Shot does not benefit from armor piercing effects but if hitting does regular damage and knocks the target back up to 1″ for every 5 armor piercing; counts as a Shot
Rank4 – Quick Aim: Can fire a bolt out of turn, at an enemy that will end its movement phase in base contact with you; if using a reload-ranged Crossbow you cannot move on your next turn; can be a Heavy shot if you do not use any special abilities in your next turn; if combining with a Heavy Shot the knock back is applied against the enemies movement, potentially preventing them from getting into base contact

Shield


Rank1 – Receive +5 hit and increase the damage based on the following dice equivalents: 1d2->1d4, 1d3->1d4+1, 1d4->1d6, 1d5->1d6+1, 1d6->1d8, 1d8->1d10
Rank2 – Receive +5% Critical hit chance and -5% Critical miss when attacking any type of shield
Rank3 – Shield Bash: If not using any action based special abilities that round, can instead elect to use a shield blow that has 10x the stun chance
Rank4 – Sacrifice Shield: Can chose to ignore a single blockable attack (essentially 100% block) as well as a Critical hit, however the shield is then damaged and can no longer be used until repaired, must decide after roll to hit

Wand


Rank1 – Receive +5 hit and +1 damage when attacking with any type of Wand
Rank2 – Receive +5% Critical hit chance and -5% Critical miss when attacking with any type of Wand
Rank3 – Rapid Fire: If not using any action based special abilities that round, can instead elect to use a wand to do Rapid Fire; which is allows you to attack twice with your wand as part of the same action; the second attack cannot benefit from special abilities of any kind and is done after any off-hand attack
Rank4 – Wand Casting: May use your wand to assist in casting any spirit power; granting its equivalent damage dice as +hit; if using a wand to cast offensive LoS powers you can choose to instead add the wands damage dice as bonus damage (i.e. split among targets for AoE powers or only applying to the first target for multi-target powers)