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Skills

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Fighting Styles: Local Fighting Styles to Natrual Fighting
Local Fighting Styles (Physical 50) — Many specialized forms of combat have evolved throughout the world in various locations. Some Keton gladiators are trained to fight with net and trident; The Knights of Erus are credited with developing the joust; and martial arts evolved throughout southern and eastern portions of Fälgorna. If a character comes from an area where a unique form of combat has evolved, he may learn it by spending 50 physical skill points or at the DM's discretion begin play with knowledge of the style at no skill point cost.
Some examples of specialized fighting styles include: sabre fighting, fighting sticks or nunchuks, katana and wakizashi, and so on.
Specialization: If a character spends 50 physical skill points to specialize in one of these local styles, he can choose one of the following benefits:
  • +1 bonus to Armor Class;
  • +1 bonus to hit;
  • The ability to make a free block or trap maneuver without spending an attack to do so;
  • The negation of penalties for fighting with two weapons;
  • A free unarmed punch or kick.
For example, specialization in fighting with matched sticks or nunchuks may confer the negation of the normal -2/-4 attack penalty for fighting with two weapons. The DM is the final judge of what bonus a particular style provides and whether or not a character can specialize in it.
Missile- or Thrown-weapon Style (Physical 50) — All characters are trained in this basic fighting style. Firing missiles and throwing handheld weapons (including splashing holy water or oil) is another basic action that is very common in combat. The character can stand still and attack at his full rate of fire or he can make a half-move action and fire or throw missiles at half his normal rate.
The one exception to this move-and-fire routine is for missile weapons that have a rate of fire (ROF) less than 1/1 (this includes heavy crossbows). In this case, the character wielding such a weapon can move half his normal rate and still fire the weapon only on the initial discharge of the weapon. The weapon is assumed to be loaded and cocked. After the first shot, the character can only fire the weapon as a no-move action.
Fighting with missiles or thrown weapons is an excellent option, as long as you can keep your target at a range where you can hit it without being hit. Once an enemy threatens an archer or slinger, it’s a good idea to either withdraw or change weapons.
Regardless of a character’s size, using a bow, crossbow, sling or blowgun at its normal rate of fire requires both hands. Crossbows can be loaded with both hands and then aimed and fired in one hand, if the attacker’s size is equal to the weapon’s size or larger. However, heavy crossbows suffer a -2 penalty to the attack roll if aimed one-handed.
Multiple Loaded Weapons: If a character is able to cock and load several crossbows, he can get several shots off very quickly. As long as the character has loaded crossbows close at hand, he can triple his normal rate of fire. When he runs out of loaded weapons, he’ll have to resume firing at the normal rate.
Thrown Weapons: Most thrown weapons only require one hand to use; there’s no reason why a character couldn’t carry a shield or a second weapon in his off-hand. A character can’t throw weapons and make a melee attack in the same round — he has to choose one or the other. (At the DM's discretion, some magical weapons, such as a +3 dwarven throwing hammer, allow exceptions to this rule.)
Size M or larger thrown weapons can be used in conjunction with a charge attack. The character performs his charge as normal, but he pulls up short of his target by 10 to 20 feet and uses his momentum to add to the strength of the javelin or axe throw. This attack confers the movement and a attack bonus of a charge, but the attacker also suffers the normal charge penalties.
Covering a Target: A character with this fighting style can also cover a target as detailed on page 25 of Player’s Option: Combat and Tactics. See this text for more information on the use of missile weapons.
Specialization: Some heroes specialize in fighting with ranged weapons; Robin Hood and William Tell spring to mind as good examples. A character who spends 50 physical skill points to specialize in missile or thrown-weapon style gains two benefits. First, he can move up to half his normal movement rate and still attack at his full rate of fire, or he can make a full move and attack at half his rate of fire. Second, the character gains a +1 AC bonus against enemy missile fire when he is attacking with a ranged weapon.
Mounted Missile Combat: A proficient archer with a Riding skill score of at least 50% who specializes in Missile or Thrown-weapon Style gains a special benefit when mounted. Any penalties he suffers for shooting or throwing a weapon while mounted are reduced by two. Normally, a character suffers a -2 penalty to missile attacks if his mount is moving at up to half its normal speed, and a -4 penalty if his mount is moving at full speed. A character skilled in mounted missile combat suffers no penalty for half-speed firing, and only a -2 penalty for firing at full speed.
Natural Fighting (Physical 100) — This skill, at the basic level, costs 100 physical skill points and allows a character with natural weaponry (claws, fangs, tails, etc.) a +1 damage bonus on all natural weapon attacks. In addition, he receives a free natural attack beyond the normal attacks allowed in a round. A character who spends 150 points on this skill gains a +2 damage bonus on all natural weapon attacks.
Racial modifiers: This skill is only usable by the following PC races: goblins, half-orcs, half-ogres, hobgoblins, kobolds, lizardmen and orcs.

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