Rows of labeled potion bottles and scrolls on wooden shelves with glowing magical ambiance.

Advanced Combat Systems

This section covers the complete monster Force framework, monstrous combat traits, weapon-specific Force specializations, the combat sidebar reference, and tactical combination rules. These systems build on the HR/FR/FD framework established in Part 1 and the maneuver rules established in Part 2.


Weapon-Specific Force Specializations #

At Skilled rank a character chooses one Force specialization based on their weapon type. This specialization determines how their weapon interacts with the FR/FD framework beyond the standard Shove and Wrestling rules. The specialization is permanent for that weapon — a character may hold different specializations for different weapons.

The Hafted Guard (Polearms, Staves, Spears) #

Leverage: Because of the long reach and two-handed grip the character treats their Size Category as one level larger when calculating FD. A Medium character with a polearm has the FD of a Large creature.

Vault: If a Force Maneuver would displace the character they may pole-vault to any adjacent empty square instead of being pushed in the forced direction. The character still moves but controls the destination within the displacement distance.

Reach Advantage: The character may initiate Shove from 10 feet away. The defender’s Resist gains +1 due to reduced leverage at extended range.


The Bastion (Shields, Heavy Mauls, Greatswords) #

Mass: Once per combat encounter as a Steel Wall maneuver the character adds their weapon’s damage die as a flat bonus to FD. A Shield Bash (d4) adds 4. A Greatsword (d10) adds 10. This bonus applies for one round and must be declared at the start of the character’s phase.

Shield Interpose: By spending one Class Skill slot permanently the character may use their FD to protect an adjacent ally. When an adjacent ally is targeted by a Force Maneuver the character may substitute their own FD for the ally’s as an immediate reaction.


The Flowing Deflection (Rapiers, Daggers, Sabres) #

Redirection: The character does not resist Force — they redirect it. When targeted by an FR check the character may use their HR bonus instead of their FR bonus to calculate FD. A skilled duelist turns the attacker’s momentum into a positioning advantage rather than absorbing it.

Slip the Hook: On a successful FD check using Redirection the character may move 5 feet in any direction without triggering a Parting Blow or Misstep penalty. They slip through the Force rather than stopping it.


Force Defense Training #

Mastering Force Defense requires live physical training that classroom instruction cannot replicate.

Wrestling Pit Requirement: Training for FD-specific masteries requires a live sparring partner of equal or higher rank. Training without a qualified partner halves the Chance of Training Success.

The Iron Body — Mote Interaction: A character possessing both the Knowledge Arcana Mote at Magical Engineering elevation and a Meditation Mote may spend one week of Alternative Training (8 hours per day) to add their INT bonus to their FD permanently. This represents the mental discipline of body awareness applied to physical defense — the mind reinforcing the body’s stance through continuous low-level arcane attunement.


Monstrous Force Traits #

Monsters interact with the FR/FD system through specialized traits that reflect their physical nature. The following traits represent recurring monstrous abilities — individual creature entries in Anvil content assign specific HR, FR, and FD values for each monster.

Standard Monstrous Traits:

Improved Grab: Specific attacks — Bite, Claw, Tentacle — grant a free FR check to initiate a Grapple immediately on a successful HR hit. No separate initiation action required.

Crushing Weight: Huge or larger monsters deal automatic damage equal to their FR bonus at the start of every round to any creature currently Grappled. AV applies to this damage.

Swallow Whole: If a target is Restrained by a monster two size categories larger the monster rolls FR vs. FD to attempt to swallow. If swallowed the victim may only use Light weapons to cut free — rolling HR vs. a static FD of 10 + monster CON modifier. AV does not apply to damage dealt from inside — the attack bypasses external armor entirely.

Swarm Bonus: Creatures that naturally fight in groups gain +1 FR for every adjacent ally participating in the same Grapple or Shove attempt. A swarm of Kobolds can collectively displace targets far beyond what their individual FR suggests.

Earth-Shaking Stomp: Available to Giants and Behemoths. The creature stomps the ground as an action. All Medium or smaller creatures within 10 feet must roll FD vs. the monster’s FR. Failure pushes affected creatures 5 feet away and forces a Save vs. Paralysis or fall Prone.

Flying Snatch: Available to flying creatures — Griffons, Rocs, and similar. While airborne the creature makes HR vs. AC to snatch a target. On success follows with FR vs. FD — success Grapples the target and lifts them immediately. On its next turn the creature may use a Shove Double Success to launch the target from its claws dealing standard falling damage.

Adhesive Grip (Oozes and Carrion Crawlers): Any creature striking an Ooze with a melee weapon must roll FD vs. the Ooze’s FR. Failure means the weapon is Grappled by the creature. Freeing the weapon requires a Shove Resist check as an action.

Constrictor’s Coil (Giant Snakes, Purple Worms): If the creature hits with a Bite or Tail attack it may immediately make a free FR check to Grapple the target. While the Grapple is maintained the target takes damage equal to the creature’s FR bonus at the start of each round. AV applies.

Tail Sweep: Available to Dragons and large reptilian creatures. Targets in a 20-foot cone must roll FD vs. the creature’s FR or be thrown the standard displacement distance for the creature’s size and knocked Prone.

Immense: Creatures of Gargantuan size automatically Pin any creature they successfully Grapple — no Grind phase required. The Grappled target is immediately Restrained.


Monster Force Reference Table #

Individual monster HR, FR, and FD values are documented in Anvil bestiary content. The following table provides representative values for common creature types as a DM reference framework. Use the Shove Resist formula for any creature not listed:

Resist Formula: Size base + 1/2 HD (round down) + STR modifier + FR bonus

CreatureSizeHDFR BonusFDShove ResistSpecial Trait
Normal RatTiny<1+092Hard to Pin: +2 to Escape rolls
KoboldSmall1/2+0103Swarm: +1 FR per adjacent ally
GoblinSmall1-1+1103Swarm: +1 FR per adjacent ally
OrcMedium1+2124Brute Push: Shove as Swift Action
OwlbearLarge5+7168Improved Grab: Free Grapple if both claws hit
OgreLarge4+81810Club Smash: HR hit forces FD check or Prone
Hill GiantHuge8+122214Stomp: Earth-Shaking Stomp 10ft radius
Gold DragonGargantuan11+203225Immense: Auto-Pin. Tail Sweep 20ft cone

Quick FD Generation for Unlisted Monsters: Size modifier + STR modifier + Armor FD bonus + 10 = base FD. Add Mastery bonus if the creature has trained combat ability.


Tactical Combination Rules #

The following combinations represent established tactical sequences that integrate multiple systems. These are not separate maneuvers — they are recognized applications of existing rules that produce specific outcomes when chained correctly.

The Takedown Combo: #

A two-phase sequence combining Shove and Wrestling for rapid control establishment.

  1. Phase 1 — Shove: Roll Double Resist to knock the target Prone (10 feet displacement, save vs. Paralysis at -2 or Prone).
  2. Phase 2 — Wrestle: Immediately initiate Wrestling against the Prone target. The Prone condition applies -2 to the target’s FD for the Grip step.

Result: A character who successfully executes the Takedown Combo has their target Prone and Grappled in a single round — establishing dominant position from which the Grind phase begins at maximum advantage.

The Feint-to-Force Combo: #

A two-phase sequence combining Feint’s AC/FD reduction with an FR follow-up.

  1. Phase 1 — Feint: Roll d20 + HR + CHA vs. Insight Defense. Success reduces target’s AC and FD by Mastery Penalty (up to -10 at Grand Master).
  2. Phase 2 — Force: Use the reduced FD to execute Shove, Wrestling initiation, or Trip. The Feint opens the target’s defenses for the Force attack.

Result: At Expert rank a successful Feint reduces target FD by 6 — turning a marginally difficult Shove into a reliable displacement. At Grand Master the -10 FD reduction makes even Gargantuan Force Defense penetrable for a sufficiently skilled practitioner.

The Feint-to-Strike Combo: #

Available to characters with Multiple Attacks at Master or Grand Master rank.

  1. First Attack — Feint: Roll d20 + HR + CHA vs. Insight Defense. Success Misdirects the target — their AC is reduced by Mastery Penalty until end of attacker’s next turn.
  2. Second Attack — Strike: Attack the Misdirected target at their reduced AC using full weapon damage and Mastery benefits.

Result: A Grand Master Feint-to-Strike reduces target AC by 10 and guarantees the follow-up attack hits automatically on a Critical Success (Natural 20 Feint). The combination is the defining technique of high-level rapier and dagger masters.

The Defensive Shove — Escape from Grapple: #

A specific application of Shove used to break free from Wrestling.

  1. Declare Defensive Shove: Instead of a standard Escape roll use a Shove attempt.
  2. Resolution: If the Shove succeeds the character is free and the former grappler is pushed 5 feet — creating distance that prevents immediate re-establishment.
  3. FR Advantage: If the escaping character’s FR bonus exceeds the grappler’s FR bonus gain +2 to the Shove-to-Escape roll.

Advantage over standard Escape: Standard Escape on success ends the Grapple but leaves both parties adjacent — the grappler may immediately attempt to re-establish on their next action. Defensive Shove creates physical separation.

The Push-Out — Maintaining Hold Through Displacement: #

A Wrestling technique that allows repositioning while maintaining a Grapple.

  1. While Grappling: Declare Push-Out instead of a Grind maneuver.
  2. Resolution: Roll Shove Die vs. Resist without a new HR roll — the Grapple provides the physical contact needed.
  3. Double Resist Result: Move with the defender maintaining the Wrestling hold while displacing them 10 feet. The defender remains Grappled at the new position.

Tactical application: Shoving a Pinned opponent off a ledge while maintaining the hold — the attacker controls where the target lands. Dragging a Restrained opponent into a hazard area. Repositioning a Grappled spellcaster to disrupt their line of effect.

The Chop ’til You Drop Chain: #

A kill-chain technique available as an Advanced Mastery.

  1. Trigger: Kill an opponent with a melee weapon attack during the Melee phase.
  2. Chain Attack: Gain an immediate additional attack against any adjacent opponent.
  3. Continuation: Each kill during the chain grants another attack — maximum additional attacks equal to character level.
  4. CB Cost: After the character’s normal Multiple Attacks for the round are exhausted each additional kill-chain attack costs 1 CB. Reaching 0 CB while chaining ends the chain immediately — the character becomes Winded regardless of remaining adjacent opponents.

Example: A 10th level Fighter with CB 10 kills an opponent during their normal attack routine. They chain into an adjacent Goblin — this first chain attack costs 0 CB as it replaces no normal attack (their normal attacks are exhausted). Wait — the first chain attack beyond normal attacks costs 1 CB. Killing that Goblin grants another attack at 1 CB cost. The next kill costs 2 CB. With CB 10 they could theoretically chain 4 additional attacks beyond their normal routine — but doing so leaves them Winded entering the next round.


Combat Sidebar — Quick Reference #

A condensed reference for all combat rating systems. Suitable for a DM screen or character sheet attachment.


Core Formulas #

RatingFormula
HR bonusClass Skill slots + STR modifier + magic
FR bonusClass Skill slots + STR modifier + magic
AC11 + Shield bonus + DEX modifier
FD10 + STR or CON modifier + Size modifier + Armor FD bonus
AV (melee)Armor type value — see table
AV (missile)Armor type missile value — see table
Insight Defense10 + WIS modifier + Level or HD
Shove ResistSize base + 1/2 HD or Level + STR modifier + FR bonus

Force Defense Modifiers Quick Reference #

SizeFD ModifierArmorFD Bonus
Tiny / Small-2 / -1None+0
Medium+0Leather / Scale / Thyatian+1
Large / Huge+2 / +4Chain / Banded / Shield+2
Gargantuan+8Plate / Suit+4
Dwarven Plate+5

Wrestling Flow Reference #

Step 1 — The Gap: HR vs. AC. Hit = hand on target.

Step 2 — The Grip: FR vs. FD. Success = Grappled. Both parties -4 AC to outsiders. Apply -4 FR per size category target is larger.

Step 3 — The Grind: FR vs. FD each round.

Success ByManeuverEffect
0+HeadlockGrappled. Both -4 AC
3+Single-Leg TripProne — Escape next turn
5+Bear Hug1d4 + STR damage. Restrained
7+Double-Leg TakedownProne and Restrained. -2 to Escape
10+Hip Throw5ft. Prone. 1d6 + STR damage
15+Suplex10ft. Prone. 2d6 + STR damage
20+Joint LockHelpless. Save vs. Death or unconscious

All Wrestling damage subject to AV.

Escape: FR vs. wrestler’s FD. Success ends Grapple. Success by 5+ moves 5ft. Success by 10+ (Expert+) triggers Reversal.


Shove Quick Reference #

Step 1: HR vs. AC (ignore base armor AC — Shield, DEX, magic only).

Step 2: Shove Die + FR vs. Resist.

ResultOutcome
Meets Resist5ft displacement. Spellcasting disrupted
2x Resist10ft. Save vs. Paralysis at -2 or Prone
4x Resist15ft. Prone (no save). Wall damage if applicable

Force Multiplier: Every 3 FR bonus increases Shove Die one step.

AV applies to all Shove damage.


Feint Quick Reference #

Roll: d20 + HR + CHA vs. Insight Defense (10 + WIS + Level/HD).

Success: Target AC and FD reduced by Mastery Penalty until end of attacker’s next turn.

Critical Success (Natural 20): Target loses DEX bonus to AC. Immediate follow-up attack at +4 HR.

Failure: Defender gains +2 HR against attacker next turn.

RankAC/FD PenaltyFollow-upFR Synergy
Basic-2+2 HR+2 to next FR roll
Skilled-4+4 HRFeint after successful Push
Expert-6+4 HRFR Trip as free action
Master-8+6 HRNext FR deals 1d6 + STR
Grand Master-10Auto HitFR Disarm or 10ft Throw

Two-Weapon Combat Quick Reference #

Off-Hand WeaponExtra AttacksHR PenaltyMastery Penalty
Standard+1-4-1 rank (min Basic)
Specialized (Cestus, Sword Shield, etc.)+1NoneNone
Tusked Shield+1NoneNone

Guild techniques modify these penalties — see Guild Dual-Wield Techniques.


Defensive Stance Quick Reference #

Declaration: Phase 1 Intentions. Replaces Attack action.

Benefits:

  • Mastery-scaled FD bonus (+1 Basic through +6 Grand Master)
  • Access to Catch Your Breath (1d6 + CON modifier HP — once per encounter)
  • Soft style CB recovery if applicable
  • Compatible with Warding Wield (1 CB for additional +2 AC)

Force Defense Mastery Abilities:

RankAbility
BasicBrace: Add STR or CON modifier to FD vs. one Force Maneuver
SkilledRooted: Cannot be moved by equal or smaller creatures (Natural 20 excepted)
ExpertCounter-Leverage: Free FR Trip if attacker fails Force Maneuver
MasterUnshakable: Advantage on FD vs. creatures two sizes larger
Grand MasterIron Mountain: Immune to Push and Throw. Attacker failure = automatic Prone

AV Damage Resolution Quick Reference #

  1. Hit lands — 1 point penetrates automatically
  2. Remaining damage minus AV
  3. Add 1 penetration point back to reduced damage
  4. Total is damage received (minimum 1)

Applies to: Melee hits, Missile hits, Wrestling damage, Shove damage. Does not apply to: Magic damage, Energy effects, Swallow Whole internal damage.

What are your feelings

Updated on March 14, 2026