Tactical Skills

Tactical
Skills

You may charge at an enemy and attempt to shoulder barge,
smash them to the ground.

**Encumbrance:** No

**Untrained:** Yes

**Try again: No**

**Usage:** You may
make a double move and bulrush your opponent, They must make a Body save or
balance check with DC equal to 10+ your skill in bulrush, If they fail they are
knocked prone.

This attack is ineffective against enemies more than 2 size
categories bigger than you

Your relentless style allows you to pursue and engage
enemies attempt to flee.

**Encumbrance:** Yes

**Untrained:** No

**Try again:** No

**Usage:** When an
opponent attempts to leave your combat range you may roll a single melee attack
against them, They may oppose this attack with Tumble, If you succeed they are
struck and lose their move action.

This attack is ineffective against enemies more than 2 size
categories bigger than you

When an enemy attempts to move past you then you may take
advantage of their lapses in footwork and balance to make additional attacks
against them
Encumbrance: **No**

**Untrained:** No

**Try again: No**

**Usage:** If an
opponent attempts to use a move action within your weapon range other than
moving into the first hex within your range  you may roll a single melee attack against
them, The bonus for this attack cannot exceed your skill in opportunist This
attack may be opposed with Tumble.

### Flanking

***Passive Ability***

You may use your ability to harass and distract your enemy
in unison with an ally to lower you enemy’s ability to defend themselves

**Encumbrance:** Yes

**Untrained:** No

**Try again:** No

**Usage:** When you
stand next to an enemy and you have an ally on the opposite side of that enemy
you may reduce their AC by 1 per 3 ranks you have in Flanking.

### Combat Assist

***Passive Ability***

You may work in unison with an ally to rain devastating
blows on a surrounded opponent dealing additional damage

**Encumbrance:** No

**Untrained:** No

**Try again:** No

**Usage:** When you
stand next to an enemy and you have an ally on the opposite side of that enemy
you may reduce their DR by 1 per 3 ranks you have in Combat Assist.

### Haymaker

***Triggered Ability***

When an enemy runs past you then you may make a single
powerful attack designed to force a desperate defence, this attack will knock
your opponent to the ground or trip them

**Encumbrance:** No

**Untrained:** Yes

**Try again: No**

**Usage:** When an
enemy moves directly past you then you may make a single melee attack against
them, your bonus for this attack cannot exceed your skill in haymaker, if you
succeed the attack deals 0 damage and your opponent is knocked prone.

This attack can be opposed by tumble and does not work
against enemies 2 or more size categories bigger than you.

### Bow Suppression

***Major Action***

You may fire a barrage of scattered shots forcing your
opponent to duck and dodge

**Encumbrance:** Yes

**Untrained:** No

**Try again: No**

**Usage:** Roll a
ranged attack against your target, your bonus to hit for this attack cannot
exceed your skill in bow suppression, if you succeed the attack deals 0 damage
and you expend 6 rounds of ammunition, your opponents move speed is halved
until your next turn.

### Hit & Run

***Full Action***

You may make a single harrying attack while making a quick
move away from an enemy

**Encumbrance:** No

**Untrained:** Yes

**Try again: No**

**Usage:** You may
make a single melee attack and then take a double move action the bonus to
accuracy for this attack cannot exceed your skill in hit & run.

### Charging attack

***Full Action***

You may make a single charging attack throwing all of your
speed and power into a single strike

**Encumbrance:** No

**Untrained:** Yes

**Try again: No**

**Usage:** You may
make a double move then roll a single melee attack against your opponent, If
you succeed you get 1 bonus damage for each hex you moved through on the way
there.
This attack may be opposed with tumble and your bonus to accuracy for this
attack cannot exceed your skill in Charging Attack.

### Low Profile

***Passive Ability***

You are skilled at taking advantage of cover and keeping low
to the ground making you much harder to hit when you have cover.

**Encumbrance:** No

**Untrained:** Yes

**Try again: No**

**Usage:** Bonus AC while
prone or in cover you gain a bonus to AC equal to your skill in Low Profile

### One for all

***Major Action***

You may lock your shield in place and become a stalwart
obstacle essentially becoming a walking barricade
Encumbrance: **No**

**Untrained:** No

**Try again: No**

**Usage:** If you
have a shield you may take a defensive stance and grant full cover bonuses to
allies standing behind you, they also gain a bonus +1 to AC for every 2 points
you have in one for All.

### Sentry

***Major Action***

You may take a vigilant stance heightening your reflexes and
preparing to strike at a moment’s notice
Encumbrance: **No**

**Untrained:** No

**Try again: No**

**Usage:** You may
hold a melee attack and wait for an enemy to arrive, as soon as that enemy
enters your field of vision you may interrupt their action and make a single attack
against them, this attack can be opposed with Tumble, the bonus to accuracy for
this attack cannot exceed your skill in Sentry.

### Battle rage

***Full Action***

You may whip yourself into a potent battle frenzy ignoring
wounds and attacking like a madman; this is exhausting however and takes its
toll after a while.

**Encumbrance:** No

**Untrained:** No

**Try again: No**

**Usage:** You may
enter a frenzied combat state and gain a bonus to DR and damage equal to your
skill in Battle Rage for a number of rounds equal to your Charisma modifier,
Once his time expires you gain a penalty for an equal amount and duration, you
may not enter battle rage again until the negatives expire.

Bonus for CH rounds, negative equal afterwards

### Hogtie

***Major Action***

You may quickly bind your opponent’s limbs and prevent them
from moving using a rope; your opponents have to be prone or helpless to use
this ability
Encumbrance: **Yes**

**Untrained:** No

**Try again: No**

**Usage:** You may use
a rope to hogtie a prone enemy, This attack may be opposed with a reflex save
DC 10+ your skill in hogtie, If your target wishes to break out they must make
a strength check with DC equal to 15 + your skill in hogtie, This attack cannot
be used against enemies more than 3 size categories bigger than you

### Saviour

***Triggered Ability***

You may act at a moment’s notice to catch and heal a falling
ally; you perform emergency triage and healing.
Encumbrance: **No**

**Untrained:** Yes

**Try again: -**4 Penalty
per attempt

**Usage:** If an ally
adjacent to you would be reduced to below 0 hitpoints you may make a free first
aid check to stabilise them, they cannot be reduced to a – number greater than
your skill in Saviour.