Combat maneuvers are specific actions available during the appropriate phase of the combat sequence. Each maneuver replaces or supplements the standard attack action unless noted otherwise. All maneuvers resolve within the three-phase combat sequence established in the Combat Sequence section — declarations in Phase 1, resolution in the appropriate Phase 2 step, cleanup in Phase 3.
Characters perform one maneuver per round during the appropriate combat phase unless they possess Multiple Attacks.
Standard Maneuvers #
| Phase | Maneuver | Description | Users |
|---|---|---|---|
| Maneuver and Missile | Throw | Use thrown weapons — daggers, axes, and similar. Add DEX modifier and magic to HR. Add STR modifier and magic to damage. | All |
| Maneuver and Missile | Fire | Use missile weapons — bows, slings — or monster breath powers. Add DEX modifier to HR. | All |
| Magic and Manifestation | Cast Spell | Cast from memory or scroll. Use non-breath non-melee monster magical powers. | All |
| Magic and Manifestation | Use Magic Item | Activate potions, wands, or non-offensive item powers. | All |
| Melee | Attack | Standard hand-to-hand combat. Add STR modifier and magic to both HR and damage. | All |
| Melee | Withdrawal | Controlled disengagement at half Encounter movement rate. No attack unless enemy follows — if they follow attack at end of their movement phase. If unengaged next round may transition to Running speed. | All |
| Melee | Retreat | Move at half to full Encounter speed. Lose Shield AC bonus. Opponents gain +2 HR against the retreating character. | All |
Movement and Tactical Maneuvers #
Lance Attack Available to Fighters, Dwarves, and Elves. Requires a mount moving at least 20 yards before the strike. Deals double damage — roll damage, multiply by 2, then add modifiers. If the mount is stationary damage is normal. Resolves during Phase 2 Step 3 Melee.
Set Spear vs. Charge Available to Fighters, Demi-humans, and Mystics. Brace a polearm or lance against a charging enemy approaching within one yard. Must be declared in Phase 1 before Melee begins. Deals double damage and resolves during the enemy’s Maneuver and Missile phase as their charge carries them onto the weapon.
Parry Available to all classes except Magic-Users. No attack roll made. The character spends the round blocking — all opponents suffer -4 HR against this character for melee and thrown attacks. Missile attacks are unaffected by Parry. Parry is declared in Phase 1 Intentions.
Multi-Attack When a character’s modified HR roll can hit a target on a result of 2 they qualify for Multiple Attacks. The number of attacks available is level-based:
Fighters and Mystics:
| Level | Attacks per Round |
|---|---|
| Qualifies (modified 2) | 2 attacks |
| 12th level | 3 attacks |
| 24th level | 4 attacks |
All other classes and Demi-humans:
| Level | Attacks per Round |
|---|---|
| 12th level | 2 attacks (requires modified 2 qualification) |
| 24th level | 3 attacks |
| 36th level | 4 attacks |
Multiple Attacks may mix Attack, Throw, Lance, and Disarm maneuvers within the same round. The modified roll of 2 qualification must be met before any level threshold grants additional attacks — level alone is insufficient.
Advanced Combat Movement #
The 5-Foot Rule: Any character may adjust position by up to 5 feet within a Melee Zone without triggering a Misstep penalty and without expending their Move action. This adjustment may occur before or after any combat action in the character’s phase.
Misstep: Moving more than 5 feet while inside a Melee Zone — even while remaining engaged — triggers Misstep penalties:
- Opponent gains +2 HR against the moving character
- Moving character loses Shield AC bonus and Mastery AC bonus
- Moving character cannot attack back that round
Parting Blow: Exiting a Melee Zone without using Withdrawal or Retreat triggers a Parting Blow. The opponent may immediately attack out of turn sequence. During a Parting Blow the fleeing character loses both DEX modifier and Shield AC bonus — they are caught in motion with no defensive positioning. The opponent may use any remaining Multiple Attacks during their normal phase later in the round.
Pass: Available during mounted, flying, or swimming movement. The character strikes as soon as the target enters range rather than waiting for the Melee phase. Pass attacks use HR with STR modifier and resolve during Phase 2 Step 1 Maneuver and Missile. Every opponent the character passes may attempt a Parting Blow as they exit reach. If the character has Multiple Attacks the DM determines whether all attacks land on one target or must be spread across multiple targets along the movement path.
Smash #
Available to Fighters, Demi-humans, and Mystics.
The character commits entirely to a single devastating blow, abandoning speed and defensive positioning for maximum destructive force. Smash automatically loses initiative regardless of the round’s Initiative result. Apply -5 to HR. Weapon Mastery benefits do not apply — the character fights at Basic statistics for this attack. CB expenditure on Mastery Surge is not permitted during a Smash round. CB may still be spent on non-Mastery Peak Actions such as Force Move or Endurance Save.
On a hit add the character’s entire STR score — not just the modifier — to damage along with all normal bonuses. Against high-AV targets this massive damage bonus ensures meaningful damage even after reduction.
Design note: Smash’s raw damage output justifies fighting through the severe HR penalty precisely because AV reduces damage after the hit. A Smash that deals 30 damage before AV against a Plate-armored opponent (AV 6) still delivers 25 damage after the guaranteed penetration and AV reduction — a result no normal attack could achieve.
Disarm #
First available at 9th level to Fighters and Mystics. Available to Demi-humans at 9th level by default — specific Anvil content adjusts thresholds for individual demi-human classes.
Disarm can only be used against weapon-wielding opponents. The character makes a normal HR attack with STR modifier and magic adjustments. A hit deals no damage. Instead the victim rolls 1d20, subtracts their DEX bonus, and adds the attacker’s DEX bonus. If the final result exceeds the victim’s DEX score the weapon is dropped.
Off-Balance Result: If the victim succeeds on their DEX check by 3 or less they retain their weapon but are knocked off-balance. They lose their DEX bonus to AC and cannot use their shield for the remainder of the round.
Disarm Recovery: A disarmed victim has two options for their next action:
- Switch Weapons: Draw a replacement weapon. The only penalty is losing initiative in the following round.
- Retrieve Weapon: Must perform a Retreat maneuver to recover the dropped weapon.
Mastery Synergies: Weapon Mastery rank enhances Disarm when the character uses a weapon they have trained:
| Rank | Disarm Enhancement |
|---|---|
| Expert | Victim suffers additional -2 penalty to their DEX check |
| Master | On success the attacker chooses where the weapon lands — up to 10 feet away or caught in an empty off-hand |
| Grand Master | Disarm and Strike — the attacker deals half damage rounded down and forces the Disarm check in a single fluid motion |
Follow-Through: If the attacker holds Expert rank or higher with their weapon a successful Disarm grants an immediate free Hilt Strike (1d2 + STR damage) as they move into the space the opponent’s weapon previously occupied.
Advanced Disarm Techniques — Level 12: At 12th level a character may select one of the following specialized techniques:
| Technique | Effect |
|---|---|
| Entangling Disarm | Usable with whips, nets, or flails. On success the weapon is entangled — the victim must spend a full round to recover it once they reach it |
| Breaking Point | Instead of displacement the attacker strikes the weapon’s stress point. Victim must immediately roll Save vs. Crushing Blow for the weapon at -2 |
| Pressure Point | Victim is disarmed and suffers -2 to all attack rolls for 1d4 rounds due to a numbed limb |
Feint #
A deceptive strike intended to bypass an opponent’s guard. Feint replaces one attack during the round. Available to all classes except Magic-Users. Restricted to opponents of Medium size or smaller who rely on sight. No effect against Undead, Constructs, or Oozes.
Feint Resolution: Roll d20 + HR + CHA modifier vs. target’s Insight Defense (10 + WIS modifier + Level or HD).
For monsters without a WIS score Insight Defense equals 10 + HD.
Success: The target is Misdirected. Their AC and FD are reduced by the attacker’s Mastery Penalty (see table below) until the end of the attacker’s next turn.
Critical Success (Natural 20): The target is Staggered. They lose their DEX bonus to AC and the attacker gains an immediate Follow-up Attack at +4 HR.
Failure: The Feint is transparent. The defender gains +2 HR against the attacker on their next turn due to the attacker’s overextension.
Shield Interaction: A defender carrying a shield gains +2 to their Insight Defense against Feint — the extra layer of protection provides psychological grounding against deception.
Multiple Attacks and Feint: A character with Multiple Attacks at Master or Grand Master rank may Feint with their first attack and Strike with their second in the same round — the Misdirection from the Feint applies to the follow-up Strike.
Weapon Training Requirement: The universal Feint maneuver requires Skilled rank or higher in a finesse-capable weapon — Dagger, Rapier, Main Gauche, or Sabre — to use the full resolution mechanic. Characters without this training may attempt a basic Feint using only the standard combat maneuver table entry (see below).
Feint Mastery Progression: #
| Rank | AC/FD Penalty to Target | Follow-up Bonus | FR Synergy |
|---|---|---|---|
| Basic | -2 | +2 HR | If Feint succeeds next FR roll is at +2 |
| Skilled | -4 | +4 HR | May Feint as part of action if Push with FR succeeds first |
| Expert | -6 | +4 HR | Successful Feint allows FR Trip as a free action |
| Master | -8 | +6 HR | After successful Feint next FR roll deals 1d6 + STR physical damage |
| Grand Master | -10 | Automatic Hit | Successful Feint allows FR Disarm or Throw of 10 feet |
Feint Defensive Bonus: The Feint practitioner gains the following AC bonus while wielding their trained weapon and not surprised and not moving more than 5 feet:
| Rank | AC Bonus |
|---|---|
| Basic | — |
| Skilled | +1 vs. 1 attacker |
| Expert | +1 vs. 2 attackers |
| Master | +2 vs. 2 attackers |
| Grand Master | +4 vs. 3 attackers |
The Feint-to-Force Combination: Feint integrates directly with FR maneuvers as a setup tool. A successful Feint reduces the target’s FD by the Mastery Penalty — making subsequent FR attacks dramatically more effective:
- Phase 1 (Setup): Roll d20 + HR + CHA vs. Insight Defense. Succeed — target’s AC and FD reduced by -6 at Expert rank.
- Phase 2 (Opening): Target’s reduced FD makes the follow-up FR attack significantly easier.
- Phase 3 (Force): Roll FR vs. reduced FD. The Feint-to-Throw combination is a classic duelist maneuver — reduce the target’s defenses then use raw force to displace them over a ledge or into a wall.
Defensive Stance #
Declared in Phase 1 Intentions as the character’s primary action for the round. A character in Defensive Stance makes no attacks. They focus entirely on defense, positioning, and physical recovery.
Defensive Stance Grants:
- Mastery-scaled FD bonus for the full round (see table below)
- Access to Catch Your Breath
- Soft style CB recovery if applicable (see Weapon Mastery — Combat Breath section)
- Compatible with Warding Wield maneuver (1 CB expenditure for additional +2 AC)
FD Bonus by Mastery Rank:
| Rank | FD Bonus During Defensive Stance |
|---|---|
| Basic | +1 |
| Skilled | +2 |
| Expert | +3 |
| Master | +4 |
| Grand Master | +6 |
Catch Your Breath: When in Defensive Stance the character may use Catch Your Breath during that round. Roll 1d6 and add CON modifier — the result is HP recovered. This represents controlled breathing and deliberate physical recovery during a moment of reduced combat engagement. Catch Your Breath may be used once per encounter regardless of how many rounds Defensive Stance is maintained.
Force Defense Mastery — Defensive Benefits: Beyond the Stance bonus each Mastery rank unlocks a specific defensive ability usable while in Defensive Stance or while wielding a mastered weapon:
| Rank | Special Mastery Ability |
|---|---|
| Basic | Brace: Use an immediate reaction to add STR or CON modifier (whichever is higher) to FD against one incoming Force Maneuver |
| Skilled | Rooted: Cannot be moved or tripped by any creature of equal or smaller size unless they roll a Natural 20 |
| Expert | Counter-Leverage: If an attacker fails a Force Maneuver against this character they may immediately make a free FR check to Trip the attacker |
| Master | Unshakable: Advantage on FD checks against creatures up to two size categories larger |
| Grand Master | Iron Mountain: Immune to being Pushed or Thrown. Any creature that fails an FR check against this character is automatically knocked Prone |
Shove #
A Shove replaces a normal attack. The character commits to physical displacement rather than damage — driving an opponent backward, off a ledge, into a wall, or into a hazard.
Shove is treated as a Two-Handed attack: the character loses initiative for that round and loses Shield AC bonus and Mastery AC bonus for the round.
Shove Resolution — Two Steps:
Step 1 — The Hit: Roll HR vs. target AC. For this roll ignore the target’s base armor AC contribution — only Shield AC, DEX modifier, and magical AC bonuses apply. The Shove targets exposed gaps and body mass rather than armored surfaces.
Step 2 — The Force: Roll Shove Die + FR bonus vs. Resist Value.
Resist Value Formula: Size base + 1/2 target HD or Level (round down) + STR modifier + FR bonus
Shove Results:
| Result vs. Resist | Outcome |
|---|---|
| Meets Resist | Standard Shove: Target pushed 5 feet. Spellcasting disrupted. Attacker moves into vacated space |
| Double Resist (2x) | Strong Shove: Target pushed 10 feet. Target saves vs. Paralysis at -2 or falls Prone |
| Overwhelming (4x Resist) | Crushing Shove: Target pushed 15 feet. Target falls Prone with no save. If target strikes a solid object they take 1d6 damage per 2 points of attacker’s FR bonus for unused travel distance. AV applies to this damage |
Force Multiplier in Shove: FR bonus adds directly to the d20 + FR roll. Additionally for every 3 points of FR bonus the Shove Die increases one step beyond the size baseline (d4 → d6 → d8 → d10 → d12 → 2d6 → 2d8).
Example: A Medium Fighter with FR +9 attacking a Large Ogre. Base Shove Die for Medium attacker is d6. FR +9 increases the die three steps to 2d6. The d20 + FR roll includes the full +9 bonus.
Defensive Shove: A character currently Grappled or in a Wrestling Hold may attempt a Shove to break free instead of a standard Wrestling Escape roll. If the Shove succeeds the character is free and the attacker is pushed 5 feet away — preventing immediate re-establishment of the hold. If the defender’s FR bonus exceeds the grappler’s FR bonus they gain +2 to this Shove-to-Escape roll.
Bracing: A character may forfeit their movement for the round to Brace. Bracing grants +2 to Resist and immunity to the Paralysis save from being knocked Prone — though they still move the Shove distance. Bracing must be declared in Phase 1 Intentions.
Weapon-Specific Shove Interactions: #
Polearms and Staves — Reach Shove: May attempt a Shove from 10 feet away. The defender’s Resist value gains +1 because the attacker has reduced leverage at extended range. If a creature moves toward a polearm user the character may use an immediate reaction to Shove them — a successful Shove ends the creature’s movement phase immediately.
Great-Hammer and Maul — Impact Shove: On a successful Shove the defender takes -2 to their Paralysis save to remain standing. On a Crushing Shove (4x Resist) the target is Stunned for 1 round in addition to all other results.
Shield — Aggressive Shove: When Shoving with a shield the character does not lose their Shield AC bonus for the round despite the standard Two-Handed attack penalty. The character also treats their size as one category larger for determining their Shove Die.
Shove Mastery Progression: Available for Shields, Polearms, Staves, and Great-Hammers:
| Rank | HR Bonus | FR Bonus | Mastery Ability |
|---|---|---|---|
| Basic | +0 | +0 | Shield Brace: Add Shield AC bonus to Shove Resist value |
| Skilled | +1 | +2 | Follow-Through: After successful Shove make one melee attack at -2 HR |
| Expert | +2 | +4 | Driving Charge: Moving 10 feet before Shoving rolls Shove Die twice and takes the better result |
| Master | +3 | +6 | Wallop: Double Success now pushes 15 feet instead of 10 and deals 1d8 + STR damage. AV applies |
| Grand Master | +4 | +8 | Juggernaut: May Shove creatures up to two size categories larger without size penalties |
Advanced Shove Maneuvers (Expert rank and higher):
Sweep (Polearms and Staves): Instead of pushing the target backward move them 5 feet left or right. If the target fails their Paralysis save they fall Prone.
Shield Pin: If the Shove pushes a target against a solid surface choose not to move them. Instead the target is Restrained as long as the character maintains the Shove each round by rolling FR vs. FD.
Vault (Staves only): Use the staff to push off the opponent. The character moves 10 feet backward and the defender is pushed 5 feet back. Neither character provokes Parting Blow attacks for this movement.
The Push-Out — Wrestling into Shove: If a character successfully Shoves a creature they already have Grappled no new HR roll is required — only the Shove Die vs. Resist. On a Double Success (2x Resist) the attacker may move with the defender maintaining the Wrestling hold while displacing them 10 feet. This allows shoving a pinned opponent off a ledge or into a hazard while keeping them restrained.
Wrestling #
Wrestling is a sustained Force contest. It resolves across three sequential steps and may continue for multiple rounds. All Wrestling damage is subject to AV.
Wrestling Eligibility: Any character class may wrestle. Humanoids and formerly-humanoid undead (Zombies, Ghouls) may be wrestled. Wrestling can be one-sided — a character may attempt to wrestle a tiger though the tiger continues using its normal attacks.
Wrestling Restrictions:
- An armed defender always wins Initiative automatically against an unarmed wrestler attempting to initiate
- Unintelligent monsters prioritize standard attacks over Wrestling unless magically commanded
- A character wearing a shield cannot initiate a Grapple while the shield is equipped
Wrestling Immunities:
- Incorporeal and Amorphous creatures (Wraiths, Spectres, Oozes, Slimes, Jellies) are immune to Wrestling
- Ethereal or Elemental beings can only be wrestled by opponents in the same form
Contact Hazards: Special touch effects — Energy Drain, Petrification, and similar — trigger automatically on contact. A wrestler must Save vs. the triggering effect every round they maintain contact with the creature.
Wrestling Resolution — Three Steps:
Step 1 — The Gap (Initiate): Roll HR vs. target AC. Success means the wrestler has established initial contact — a hand on the opponent.
Step 2 — The Grip (Establish): Roll FR vs. target FD.
- Apply -4 FR penalty per size category the target is larger than the wrestler
- Apply armor wrestling penalties from the Armor Wrestling Penalty table
- Success: Target is Grappled. Both the wrestler and the target are -4 AC against outside attackers
Step 3 — The Grind (Maneuver): Roll FR vs. target FD each subsequent round to execute Wrestling Maneuvers. The margin of success determines available maneuvers:
| Success By | Maneuver | Effect |
|---|---|---|
| 0+ | Headlock / Tie-up | Target is Grappled. Both are -4 AC to outside attackers |
| 3+ | Single-Leg Trip | Target is Prone but may attempt Escape next turn |
| 5+ | Bear Hug / Gator Roll | Deal 1d4 + STR damage (AV applies). Target is Restrained — movement 0 |
| 7+ | Double-Leg Takedown | Target is Prone and Restrained. Target takes -2 to all Escape rolls |
| 10+ | Hip Throw / Fireman’s Carry | Move target 5 feet. Target falls Prone and takes 1d6 + STR damage (AV applies) |
| 15+ | Suplex / Powerbomb | Move target 10 feet. Target is Prone and takes 2d6 + STR damage (AV applies) |
| 20+ | Joint Lock / Choke | Target is Helpless. Must Save vs. Death Ray or fall unconscious |
Maneuver Flavor: Gator Roll — Used when the target is already Prone or in a Headlock. The wrestler rolls their weight over the target dealing crushing damage and preventing them from standing.
Fireman’s Carry — Uses the target’s own momentum. If the target charged this round the wrestler gains +2 FR for this specific throw.
Single vs. Double Leg — A Single-Leg is easier (success by 3) but only trips. A Double-Leg drives the target into the ground making Escape significantly harder.
Escape: The Grappled character uses their action to roll FR vs. the wrestler’s FD, or Acrobatics vs. the wrestler’s FD if they have the Acrobatics skill. On success the Grapple ends. On success by 5 or more the escaping character moves 5 feet to an adjacent square.
Reversal (Expert rank and higher): If the escape roll succeeds by 10 or more the escaping character immediately becomes the Grappler — the original wrestler is now in a hold.
The Greased Option: A character in Leather or no armor who applies oil to their body or armor gains +5 FD specifically against Grapple initiation. They take -5 FR to maintain any hold they establish. This reflects the classic wrestling tactic of making oneself impossible to grip.
Wrestling Mastery Progression: #
| Rank | FR/HR Bonus | Mastery Ability |
|---|---|---|
| Basic | +0 | No special ability |
| Skilled | +2 | May choose any maneuver from the Success by 3+ tier even on a Success by 0 |
| Expert | +4 | Reversal: Escape success by 5+ allows immediate Single-Leg Trip or Headlock as free action |
| Master | +6 | Chain Wrestling: While target is in Headlock gain +4 FR to transition to Gator Roll or Suplex |
| Grand Master | +8 | Iron Grip: Maneuvers ignore Size penalties up to two size categories. May Fireman’s Carry a Large opponent on success by 10 |
Wrestling and Armor (Mastery): Characters with Wrestling or Gauntlet Weapon Mastery mitigate armor wrestling penalties:
| Rank | Armor Benefit |
|---|---|
| Skilled | Reduce armor FR wrestling penalty by 1 |
| Expert | May use Plate AV bonus as a damage bonus during Bear Hug — crushing them against the breastplate |
| Master | Armor Edges: Any creature attempting to Grapple this character takes 1d6 damage each round the hold is maintained |
| Grand Master | Iron Juggernaut: Ignore all wrestling penalties from Plate Armor. Gain +4 FR when using weight to Pin |
Size and Wrestling: The Leverage Rule applies throughout wrestling — -4 FR per size category the target is larger. However Shove and Wrestling interact differently at size extremes. A Medium character who cannot hope to Pin a Huge Giant through wrestling may still Shove them — using d6 vs. the Giant’s Resist 5 means a high FR roll or Force Multiplier can still displace a superior opponent representing a massive impact rather than a technical throw.
Two Size Categories Larger: If Grappled by a creature two or more size categories larger the character is automatically Pinned and Restrained. No Escape roll is permitted unless the character holds Master rank or higher in Wrestling.
Two-Weapon Combat #
A character wielding a weapon in each hand gains one extra attack per round with the off-hand weapon.
Standard Off-Hand Penalties:
- -4 HR penalty to the off-hand attack
- Off-hand weapon functions at one Mastery rank lower than trained (minimum Basic)
Specialized Off-Hand Weapons: The following weapons are designed for off-hand use and carry no penalties when used as the off-hand weapon:
- Cestus
- Horned Shield
- Knife Shield
- Sword Shield
Tusked Shield: Cannot be used alongside another weapon. The character gains their full number of attacks plus one extra — all with no penalty. The Tusked Shield is unique in providing extra attacks without any off-hand trade-off.
Multiple Attacks and Two-Weapon Combat: A character with Multiple Attacks takes all normal class-based attacks with the primary weapon first. One off-hand attack is then added regardless of how many primary attacks were made. A 24th level Fighter with 4 attacks and a dagger off-hand makes 4 primary attacks at full bonus and 1 dagger attack at the off-hand penalty.
Shield-Weapons — Formal Weapon Entries: Shields equipped with weapon modifications follow Two-Weapon Combat rules when used offensively. Full Weapon Mastery tables for shield-weapons are provided in the Weapon Mastery section. At Basic Mastery a Shield Bash deals 1d4 damage with a chance to Stun or Knock Down Small to Medium opponents. Mastery progression follows the standard template format.
Guild Dual-Wield Techniques #
The following techniques are taught exclusively through Guild training. Learning any Guild technique requires Guild membership and expenditure of one Class Skill slot. Available to any class through the appropriate Guild. Further advancement costs one Class Skill slot per rank as normal.
Flowing Shadow: Guild training teaches the dual-wielder to use the weight and momentum of their primary strike to pull the off-hand weapon into perfect position.
- Reduces the standard off-hand HR penalty from -4 to -2
- If the primary attack hits the momentum is perfectly transferred — the off-hand attack carries no penalty at all that round
- Trade-off: The technique requires the primary strike to land first — against a target the character struggles to hit the off-hand penalty reduction provides no benefit
Twin Fang Backstab: Developed for assassination scenarios where a single devastating combined strike is more valuable than two separate attacks.
- When performing a Backstab while dual-wielding the character may strike with both weapons simultaneously
- Make one HR roll at -2 instead of two separate rolls
- If the roll hits combine the damage of both weapons before applying the Backstab multiplier
- Trade-off: The single roll at -2 means a miss wastes both weapons entirely — high risk, high reward against a sentry or surprised target
Parry and Riposte: Guild training emphasizes survival — not just killing.
- At the start of the round declare sacrifice of the off-hand attack
- Gain -2 AC bonus for the round as the second blade deflects incoming steel
- If any opponent misses this character while Parry and Riposte is active gain one immediate free Riposte attack at the end of the round
- Trade-off: Sacrificing the off-hand attack reduces offensive output — optimal when outnumbered or facing a significantly superior opponent
Silken Flurry — Guild Perk: A specialized recognition granted to members who demonstrate exceptional dual-wield proficiency.
- All Daggers and Short Swords are treated as Specialized off-hand weapons — no Mastery level reduction when dual-wielding them
- The off-hand HR penalty of -4 still applies unless Flowing Shadow is also trained
- Combination: A character with both Flowing Shadow and Silken Flurry dual-wielding daggers has no Mastery penalty and reduces the HR penalty to -2 with elimination on a primary hit
Clerical Shield Use #
Clerics using shields have two specific interactions worth noting:
Holy Symbol Integration: A Cleric may have their Holy Symbol emblazoned directly on their shield. This allows the shield hand to count as holding the focus for spells with Material components. Spells with Somatic components but no Material components technically require a free hand — DMs may adjudicate this strictly or allow the Cleric to briefly transfer the shield to cast, as appropriate to the situation.
Guardian Priest Techniques: The following techniques are available to Clerics who train Shield Weapon Mastery:
Interpose: Once per round when an adjacent ally is attacked the Cleric may sacrifice their own Shield AC bonus to add it to the ally’s AC instead. Declared as an immediate reaction.
Sacred Bash: If the Cleric hits with a Shield Bash they may immediately cast a Touch spell — Cure Light Wounds, Cause Light Wounds, or equivalent — on the same target as a single fluid action. The Touch spell does not require a separate attack roll.
Bulwark of Faith (Expert Mastery): The Cleric may Set their shield against a charge. If a creature charges them the Cleric gets a free Shield Bash dealing double damage with an automatic Knock Down check. Declared in Phase 1 before the charge resolves.
