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Secondary Skill Categories
Table of Contents
Every character receives 2 free secondary skills, based on Class and Race. Each level a character also receives an additional secondary skill point that the player can use to take a new secondary skill (which must be taught by someone who already has at least 2 points in that particular Secondary Skill) or to upgrade an existing secondary skill at will. Upgrading secondary skills makes them more potent and useful. Secondary skills are arranged in a Rank system. Typically putting 1 additional point into a given secondary skill levels it up to the next Rank, however some particularly powerful secondary skills may require more than 1 point to level.
Those who have seen many battles and suffered many wounds yet live to tell the tale are some of the toughest and most resilient opponents you will encounter. They last longer on the battlefield than any other and inspire the young and inexperienced to greatness. Obviously this comes with experience and as such you must be at least Level 3 to gain this skill.
Rank1 – Permanently add +1 Stamina (up to a maximum of 20)
Rank2 – Reduces the chances of injuries becoming permanent by 20%.
Rank3 – Last Stand: once/day (instant ability, add 25% of max HP to current HP, cannot be used to increase HP past max)
Rank4 – “Come on ya young pups, ya wanna live fer’ever”: once/day (instant ability, if outnumbered may grant self and 3 other friendlies double your regular movement, up to 10”, if it will result in base contact with an enemy).
This is the skill of Generals and Warlords, a natural for all leaders. On the battle field you very presence inspires awe and your voice can always be heard above the sounds of battle. Men will follow you and enemies will fear you. You are a commander of men and a brilliant strategist. A commander must be aware of what's happening on the battlefield at all times and be quick to react to each new threat. Therefore a character cannot be a Commander unless their Initiative, and
Sight or Hearing are at least 12.
Rank1 – Allows any friendlies w/in 6" (or in a base contact combat formation) to take Initiative Stat tests off of the Commanders Initiative Stat instead of their own if they so choose. This does not affect Initiative Score in anyway.
Rank2 – Whenever the Commander elects to act last ("going to the bottom of queue"), he/she may assign up to 1 Initiative Score per level (with a maximum equal to their own Initiative Stat) split amongst their allies, thereby effecting the turn order of all combatants.
Rank3 – While Commander is conscious all friendlies (including self) w/in 6” gain +50% resistance to any power or effect that would cause them to move against their own free will (i.e. fear, taunt, etc...)
Rank4 – The party may make a free movement and/or non-combat action before the battle begins. If the party is surprised then may only move at half speed or take a non-combat action (in lieu of moving), if enemy commanders are present then roll off.
Rank5 – If the Commander is knocked unconscious the remaining party members gain +5 damage on all attacks for the rest of the battle (+10 if he is slain) and any friendlies w/in 1” of the body gains an additional 25% of their max HP, +10 to hit, and continue to benefit from Rank2 skill until they move from that spot (only applies to those genuinely loyal to the Commander).
This is the art of wielding one weapon in each hand in combat. The user will be granted the ability to fight without the negatives of using two weapons. The higher the Rank the increase of options, and weapons. In case where one weapon is larger than the other, the smaller weapon ALWAYS goes in the off hand.
Rank1 – Exempts
when using two small weapons or one small and one medium weapon.
Rank2 – Exempts
when using two medium weapons or one small and one large weapon.
Rank3 – Exempts
when using one medium, and one large weapon (minimum 12 agility required).
Rank4 – Exempts
when using two large weapons (minimum 15 Agility required).
Note - Extra large weapons can NEVER be used in conjunction with Dual Wield, even if possessing
There are many adventurers in the wide world, most have very color full backgrounds, some of which include stints in the military in some form or another, while others may have been trained in the Military style but never served. Whatever the case it is valuable training that helps in numerous situations. It is a definite favorite for soldiers.
Rank1 – Can remain standing/conscious even when HP's go below 0, and instead only go unconscious upon receiving enough damage to cause Serious
Rank2 – Receives +1 dam and +5 hit (melee only) when an enemy moves into base contact, no bonus is awarded if the character is the one that moves. This bonus remains until the enemy is destroyed or the character moves out of combat.
Rank3 – When fighting two or more opponents alone, gain an extra main hand melee attack each round (see the global rules for
Multiple Attack Actions
Rank4 – May re-roll your initiative score at the start of a battle and any failed initiative test at any time, only using the second roll if you so desire
A mounted man is worth at least five of his equal on foot. Fighting from the back of a mount whether it be a horse, a warg, a griffon, or even a dragon greatly increases mobility on the battlefield and can position you for deadly attacks upon your foes.
Rank1 – Can ride most normal mounts in combat (including directing mounts attacks)
Rank2 – Can ride most normal & exotic mounts in combat (including directing mounts attacks)
Rank3 – Can ride most normal, exotic, & flying mounts (including directing mounts attacks)
Rank4 – Can ride most normal, exotic, flying, & special mounts (including directing mounts attacks)
for details on racial and skill level restrictions
Casters, whether using spirit or faith as their source, spend long hours practicing the craft. However no amount of practice can prepare them for casting in the heat of combat. It can be extremely difficult to concentrate on spell-work when an enraged ogre is swinging a massive warhammer at your head. In times such as this, only experience counts. Battle Casters are those spirit and faith casters that have proven the mettle in combat and are comfortable casting regardless of the battle raging around them.
Only spirit and faith classes that are at least Level 3 or higher can take this skill
Rank1 – May immediately use a direct damage ranged/LOS power against an enemy that moves into base contact so long as the caster was not in base contact with any enemy on the previous turn. Doing so negates any
Rank2 – Gain +2 damage with any melee based spirit or faith power and +2 effectiveness to any shielding or healing power cast while in base contact with an enemy
Rank3 – After a successful armor-save, parry, block, or ward-off; may move up to 1" (sideways or backwards) & cast a direct damage offensive action power out of turn, does not count as Disengaging from Combat
Rank4 – Once per battle you may elect to roll as many hit rolls as there are enemies in base contact with you, selected the preferred set of d100 dice from among all those rolled
A non-lethal approach to combat allows the those trained in its methods to pull back on blows that would otherwise be lethal to their victims. This is especially useful to those who abhor killing or to those who simply wish to capture an enemy alive.
Rank1 – When a target is at 20% HP or less, may choose to cut your damage in half after having rolled damage dice, but before the GM announces any result
Rank2 – Any attack that would result in the target's death instead inflicts only enough damage to reduce the target's HP to -10. For some low stamina targets this may still result in fatal injuries. If the attack was a critical hit resulting in death, instead reduce the target's hp to -20. Target must apply the appropriate level of injury for being reduced to -10 or -20. See
page for details.
Rank3 – Any damage overrun lost as a result of Rank of NOn-LEthal COmbat can be applied to your next attack on another target (I.e. if inflicting 50 damage with a regular hit on a target with only 30HP, the damaged target drops to -10HP, resulting in 10 damage that can be applied to your next attack)
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