Elite Martial Skills

Elite
Martial Skills

Elite skills require a huge investment of time and
resources, You select a martial weapon and choose to add an Elite martial skill
i.e Longsword-Hammer on the anvil, Mace-Leaf on the Wind etc.

### HAMMER ON THE ANVIL

Trade DR for Damage at a 1to1 ratio up to a maximum equal to
your skill in hammer on the anvil.

Might focus

***Passive Ability***

*Requires 5 skill*

You gain advantage on opposed
strength checks for martial skills while using this weapon

Fatality – Dismember

***Triggered Ability***

*Requires 10 skill*

When you kill an enemy and use
dismember you may make a free intimidate check against all enemies in sight.

### LEAF ON THE WIND

Trade damage for AC at a 1to1 ratio up to a maximum equal to
your skill in leaf on the wind.

Agility Focus

***Passive Ability***

*Requires 5 Skill*

You gain advantage on reflex checks
for martial skills while using this weapon

Fatality - Meat Shield

***Triggered Ability***

*Requires 10 skill*

When you kill an enemy in combat
you may use their lifeless body as a meatshield for the rest of the round,
anyone attempting to attack you has disadvantage on their attack rolls due to
you being obscured by the body.

### RIVER CUT THE CANYON

Trade accuracy for damage at a 1to1 ratio up to a maximum
equal to your skill in river through the canyon.

Hardy Focus

***Passive Ability***

*Requires 5 skill*

You gain advantage on body saves
caused by martial skills while using this weapon

Fatality – Provocation

***Triggered Ability***

*Requires 10 skill*

When you kill an enemy in combat
you may make a provoking taunt against another enemy, they must make a keep
calm save against 10+ your bluff rank or gain disadvantage on melee rolls
against anyone but you for the next two rounds

### THREAD THROUGH THE NEEDLE

Trade damage for accuracy at a 1to1 ratio up to a maximum
equal to your skill in thread through the needle

Opportunity

***Passive Ability***

*Requires 5 skill*

You gain a free attack against
anyone trying to cast a spell, use an item, drink a potion or use a channelling
ability while within range of your weapon.

Fatality - Disarm and throw

***Triggered Ability***

*Requires 10 skill*

When you kill an enemy in combat
you may take any weapon they were wielding, you may either use this weapon or
throw it as a melee attack as a free action.’

=== Claw of
the Bear ===
Trade AC for Damage at a 1to1 ratio up to a maximum equal to
your skill in claw of the bear.

Reckless Strike

***Passive Ability***

*Requires 5 skill*

You gain an additional damage
dice on critical hits for each time you have been struck in melee this round

Fatality – Power Kick

***Triggered Ability***

Requires 10 skill

When you kill an enemy you may
kick the body at the nearest enemy, the body will fly a number of hexes equal
to your strength modifier, any enemy hit by the body must make a reflex save DC
20+ your skill in Claw of the Bear or be knocked prone

### Scorpion Fire

Trade accuracy for damage at a 1to1 ratio with bows or
thrown weapons up to a maximum value equal to your skill in impact fire

Pin Down

***Passive Ability***

*Requires 5 skill*

You may make a single shot
against an enemy, if you succeed your opponent must make a body save with a DC
equal to 20 + your skill in pin down or lose their next move action.

Fatality - Vital Pierce

***Triggered Ability***

*Requires 10 skill*

When you kill an enemy with a
shot in combat you may roll an additional attack against the next enemy behind
them

### Wasp Fire

Trade damage for accuracy at a 1to1 ratio with bows or
thrown weapons up to a maximum value equal to your skill in Wasp Fire.

Triple Shot

***Passive Ability***

*Requires 5 skill*

You may fire three simultaneous
arrows or throw three single handed throwing weapons at the same target and
make three separate attack rolls at your maximum skill against that target

Fatality - Pin up

***Triggered Ability***

*Requires 10 skill*

When you kill an enemy with a
shot in combat you may pierce the body and nail to the closest wall behind it
(within a number of hexes equal to your strength modifier) or the closest other
enemy, they must make an opposed strength check to pull out the arrow and
remove the body, Until they do they get disadvantage on all other rolls.