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This chapter focuses on the skills and equipment related to physical combat.  Each section will cover the skill set first.  Under the description of each individual skill will be a table that carries examples of specific basic equipment or actions that fall into that description.

SPECIALIZED PHYSICAL COMBAT SKILLS Edit

Physical combat comes in a variety of skills including weapon and armor use, various special moves, and tactics.  Each skill listed below is given with a basic description, the secondary characteristics that apply, when using the skill and how to apply them, and any numerical modifications the skill offers in combat including advantages and disadvantages. There are many more possibilities that may exist. These are provided to get you started.

Weapon Skills Edit

This specialized skill pertains to general weapon combat of a particular kind of weapon.  It uses only 1 primary and 1 secondary characteristic.  The primary characteristic gets its full bonus to add to the skill. Secondary skills only gain half their bonus truncated.  If more than one Primary Characteristic is listed, the one not selected can be used as a Secondary Characteristic.  

Each weapon class is listed in the table with the appropriate primary characteristic and any possible secondary characteristics.  The numbers apply to any weapon of that class regardless of specific properties of an individual weapon, which stack with the skill. Remember, these are skills with particular equipment, not a list of the equipment itself. The skills will apply to any particular weapon classified under that skill.

To Learn:  As with all mundane skills, learning how to use a weapon simply requires a character to attempt the skill with no training or experience. That means they get to use the Primary Characteristic but no Secondary Characteristic when wielding the weapon. They also have no Base Points or Trained Points to add to it. They roll the appropriate Base Skill: Melee Combat or Ranged Combat. If they roll higher than the DS of the weapon type, they may then add that weapon type to their skill list and start earning XP.

Any weapon with additional bonuses, specials, or other effects may only use those bonuses, specials, or other effects and add the Secondary Characteristic when the character has at least 1 BP or 1 TP in the appropriate skill. TP is earned normally.

Weapon Types Edit

Weapon Type Basic Skill Primary Characteristic Secondary Characteristics DS
1H Melee Melee Combat AGL/STR PRC/SPI 10
2H Melee Melee Combat STR PRC/SPI 12
Double Ended Melee Combat STR PRC/SPI 20
Polearm Melee Combat STR/AGL PRC/SPI 12
Flails Melee Combat STR PRC/SPI 14
Whips Melee Combat AGL PRC/SPI 16
Hand to Hand Melee Combat AGL/PRC/SPI STR 8
Shield Melee Combat STR PRC/SPI 8
Swordbreaker Melee Combat AGL/STR PRC/SPI 15
Thrown Weapons Ranged Combat AGL/PRC SPI 16
Bows Ranged Combat AGL/PRC SPI 14
Crossbows Ranged Combat PRC/AGL ~~ 12
Guns Ranged Combat PRC/AGL ~~ 10

Armor Skills Edit

This specialized skill pertains to general physical armor use.  It uses only 1 primary and 1 secondary characteristic.   The primary characteristic gets its full bonus to add to the skill. Secondary skills only gain half their bonus truncated.  If more than one Primary Characteristic is listed, the one not selected can be used as a Secondary Characteristic.  

Each armor type is listed in the table with the appropriate primary characteristic and any possible secondary characteristics.  The numbers apply to any armor of that type regardless of specific properties of an individual suit of armor, which stack with the skill.

Armor Skill checks are used in opposition to all Physical Attack Skills.

To Learn:  As with all mundane skills, learning how to use armor simply requires a character to use the Physical Defense skill with no training or experience in the armor. That means they get to use the Primary Characteristic while wearing the armor in combat, but they have no Secondary Characteristic, Base Points, or Trained Points to add to it. Any armor with additional bonuses, specials, or other effects may only use those bonuses, specials, or other effects when the character has at least 1 BP or 1 TP in the appropriate skill. TP is earned normally.

Armor Types Edit

Armor Type Basic Skill Primary Characteristic Secondary Characteristics DS
Natural/No Armor Physical Defense AGL PRC 10
Light Armor Physical Defense AGL PRC 12
Medium Armor Physical Defense STR AGL/PRC 14
Heavy Armor Physical Defense STR CON 16
Light Shields Physical Defense AGL PRC 13
Heavy Shields Physical Defense STR PRC 15

Navigation Edit

Hero's Guild Players Handbook Home Edit

Chapter 1 - Creature Kinds Edit

Chapter 2 - Base Characteristics Edit

Chapter 3 - Skills Edit

Chapter 4 - Traits and Foibles Edit

Chapter 5 - Physical Combat Skills Edit

Chapter 6 - Mystical Skills Edit

Chapter 7 - Equipment Edit

Chapter 8 - Crafting Edit

Chapter 9 - Social and Movement Skills Edit

Chapter 10 - Optional ClassesEdit

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