| Name
| Notes
| Description
|
| Ambidexterity
|
| Off-hand penalty is equal to On-hand penalty
| | Blind-fighting
|
| -2 instead of -4 when attacking blind
| | Charging
|
| +2 TH when attacking while running at someone
|
| Close-quarter Fighting
|
| No penalty when fighting in a small area
| | Defender
|
| Can parry to protect someone else
| | Exceptional Constitution
|
| Exc.Con bonus (#slots: Wiz=4,Pri=2,Rog=3,Psi=4,Cust=3,Mon=3)
|
| Exceptional Dexterity
|
| Exc.Dex bonus (#slots: War=2,Wiz=3,Pri=4,Psi=4,Cust=3,Mon=3)
| | Exceptional Strength
|
| Exc.Str bonus (#slots: Wiz=4,Pri=3,Rog=2,Psi=4,Cust=3,Mon=3)
| | Extreme Range
|
| One more range bracket (Extreme Long), -8 TH
|
| Fast Drawing
|
| +1 Att on first round with missile weapon
| | Kicking
|
| Can use 1 V action to kick (1d2 dmg)
| | Magnetic Weapon Use
|
| +4 TH vs. armored opponents when using magnetism
|
| Martial Arts Use
|
| (4 slots or 1 kit) Ability to use martial arts
| | Missile Deflection
| *
| Can use non-piercing weapon to deflect missiles
| | Mount's Weaponry Use
| *
| Can use a mount's hooves, bite, etc.
|
| Movement
| &
| +1 to base movement rate
| | Natural Fighting
|
| +1 Att/r, +2 TH with natural weapons
| | Offensive Dexterity
|
| Lose AC adj., gain it as an adjustment TH
|
| Point Blank Range
|
| Double damage at ½ short range with bow
| | Poison/Acid/Oil Use
|
| Can efficiently use poisons, acid, oil
| | Prone Fighting
|
| -2 instead of -4 when attacking prone
|
| Punching
|
| #Att is 2 instead of 1 with fists
| | Pushing
|
| Str contest, loser pushed back 5' (might fall)
| | Quickness Proficiency
| &
| +1 initiative
|
| Shield Proficiency
| &
| -1 AC w/shield (max # slots: S=2,M=3,L=4)
| | Slay Race
| &*
| +2 half-plusses vs. one race (dragon,giant,etc.)
| | Speed Proficiency
| &
| +1 effective level on #Att chart
|
| Spell to Weapon Conduction
|
| Can conduct touch effects through weaponry
| | Stun/Incapacitate Race
| &
| When race hit, save vs.RSW or stunned 1d4 r
| | Throwing
|
| No penalty when throwing non-weapon object
|
| Thrown/Missile Assassination
| *
| Can assassinate with a missile weapon
| | Thrown/Missile Backstabbing
| *
| Can backstab with a missile weapon
| | Two-Weapon Fighting
|
| On/Off hand penalty gains +2/+2 (can't be bonus)
|
| War/Siege Machine Proficiency
|
| Proficient with siege machines
| | Weapon Group Prof. (broad)
| *
| (4 slots) Proficient with a broad group
| | Weapon Group Prof. (tight)
| *
| (2 slots) Proficient with a tight group
|
| Weapon Improvisation
|
| Can construct better weapons from scratch
| | Weapon Mastery
| &*
| +1 half-plus with a weapon (combines w/Spec.) (limit=highest level)
| | Weapon Proficiency
| *
| Proficient with a weapon with on-hand
|
| Weapon Proficiency (dbl)
| *
| Acts as a buffer vs. -1 slot penalty w/off hand
| | Weapon Specialization (sng)
| *
| +3 half-plusses & higher #Att (need Weapon Prof)
| | Weapon Specialization (dbl)
| *
| +3 more half-plusses (need sng Spec.)
|
| Weapon Specialization (trp)
| *
| Acts as a buffer vs. -1 slot penalty w/off hand
| | Wild Fighting
| *
| +1 AC & +1 dmg/hit penalty to get +1 TH/+1 dmg
| | Wrestling
|
| Proficient with wrestling maneuvers
|
|