Combat Perk Table

Perk NameTierPrerequisitesSynopsis
Armchair TacticianApprenticeAcademia 40+Use Academia modifier for Initiative
ChargeApprentice-+{Level÷2} damage when moving 4+ hexes before attacking
Combat AwarenessApprenticePerception 40+Use defensive reactions normally while Blinded
Counter AttackerApprentice-+2 damage on reaction attacks
Critical FocusApprentice-Expand critical range by 1 per Tier
FleetApprenticeAgility 40+Base movement speed increases by 2 hexes
Heavy Armor ProficiencyApprenticeMedium Armor ProficiencyCan wear heavy armor
Kip UpApprenticeAgility 40+Standing up from prone costs 1 AP and doesn’t provoke reactions
Light Armor ProficiencyApprentice-Can wear light armor
Lightning ReflexesApprenticeAgility 40+Gain +4 to Initiative rolls
Medium Armor ProficiencyApprenticeLight Armor ProficiencyCan wear medium armor
Quick ThinkingApprenticeWillpower 40+Use Willpower modifier for Initiative
Shield ProficiencyApprenticeEndurance 40+Become proficient with Shields
Tavern BrawlerApprenticeWeapon Proficiency (Brawl)Removed penalties for improvised weapons, increased damage, flow actions
Two-Weapon FighterApprentice-Extra attack with off-hand for +1 AP at -10
Weapon ProficiencyApprentice-Become proficient with a new weapon category
Battle DanceJourneymanAgility 50+Free 1 hex movement after each enemy kill
Brutal CriticalJourneymanCritical FocusCritical hits cause 1d6 Persistent Bleed
Combat AwarenessJourneyman-Gain +1 Reaction Point per turn
Danger SenseJourneyman-Cannot be surprised, act normally in surprise attacks
Death DefianceJourneyman-Death Saving Throws treated as one tier higher, no failure to success
Dual WieldJourneyman-Remove all penalties for dual wielding
HardyJourneyman-Gain +{Level} additional Health Points
IronhideJourneymanEndurance 50++1 DR, stackable for +1/+2/+3/+4/+5
Last StandJourneymanEndurance 50+Tiered bonuses when below half HP
Seasoned BrawlerJourneymanTavern BrawlerGain advanced Flow Action for improvised weapons, quick pickup of new weapons
Shield MasterJourneymanShield Proficiency+1 DR when using shields
TitanfallJourneymanAthletics 50+Shove/Disarm larger enemies
Basically A WeaponExpertSeasoned Brawler, Athletics 60+You may wield creatures as weapons
Two-Weapon MasterExpertTwo-Weapon FighterRemove the -10 penalty from Two-Weapon Fighter
Devastating BlowLegendaryBrutal CriticalCritical hits deal triple damage instead of double

Combat Perk Descriptions

Apprentice Tier

Armchair Tactician

Prerequisites: Academia 40+ Effect: Use Academia modifier instead of Agility modifier for Initiative rolls.

Charge

Prerequisites: None Effect: When you move at least 4 hexes before making a melee attack, deal +{Level÷2} additional damage with that attack.

Combat Awareness

Prerequisites: Perception 40+ Effect: You can use defensive reactions (Dodge, Parry) normally while Blinded, suffering no penalties from the condition.

Counter Attacker

Prerequisites: None Effect: Your Reaction Attacks deal +2 additional damage.

Critical Focus

Prerequisites: None Effect: Your critical hit range expands by 1. This is a Tiered Perk; the range automatically expands by an additional 1 per Class Tier (maximum expansion of 5).

Class TierCritical Range
Apprentice≤06
Journeyman≤07
Expert≤08
Master≤09
Legendary≤10

Fleet

Prerequisites: Agility 40+ Effect: Your base movement speed increases by 2 hexes.

Heavy Armor Proficiency

Prerequisites: Medium Armor Proficiency Effect: You can wear heavy armor (though you still suffer the standard penalties without Armor Training).

Kip Up

Prerequisites: Agility 40+ Effect: Standing up from prone costs 1 AP and does not provoke Reaction Attacks.

Light Armor Proficiency

Prerequisites: None Effect: You can wear light armor without penalty.

Lightning Reflexes

Prerequisites: Agility 40+ Effect: Gain +4 to Initiative rolls.

Medium Armor Proficiency

Prerequisites: Light Armor Proficiency Effect: You can wear medium armor (though you still suffer the standard penalties without Armor Training).

Quick Thinking

Prerequisites: Willpower 40+ Effect: Use Willpower modifier instead of Agility modifier for Initiative rolls.

Shield Proficiency

Prerequisites: Endurance 40+ Effect: You become proficient at wielding Shields

Tavern Brawler

Prerequisites: Brawl Weapon Proficiency Effect: Picking up/drawing a new improvised weapon from the environment or your person becomes a Free Action. Describe what you would like to pick up from around you or from your pack, within reason for the environment or what you might be carrying.

Two-Weapon Fighter

Prerequisites: None Effect: You can make an additional attack with an off-hand weapon for +1 AP. This attack suffers a -10 penalty to hit.

Weapon Proficiency

Prerequisites: None Effect: Choose a weapon category you are not proficient with. You become proficient with that category.

Journeyman Tier

Battle Dance

Prerequisites: Agility 50+ Effect: Each time you kill an enemy, you can immediately move 1 hex without provoking Reaction Attacks.

Brutal Critical

Prerequisites: Critical Focus Effect: When you score a critical hit with any physical attack, the target takes 1d6 Persistent Bleed damage each round.

Combat Awareness

Prerequisites: None Effect: Gain +1 Reaction Point per turn.

Danger Sense

Prerequisites: None Effect: You cannot be surprised. You act normally during surprise attacks instead of being limited to 0 AP/RP/FP.

Death Defiance

Prerequisites: None Effect: When making Death Saving Throws, treat your roll as one success tier higher. This does not turn failures into successes, but can turn critical failures into normal failures.

Dual Wield

Prerequisites: None Effect: Remove all penalties for dual wielding weapons.

Hardy

Prerequisites: None Effect: Gain +{Level} additional Health Points.

Ironhide

Prerequisites: Endurance 50+ Effect: Gain +2 DR against all physical damage. This is a Tiered Perk: The DR bonus automatically increases by +1 per Class Tier above Journeyman (maximum +5 DR total).

Perk TierDR Bonus
Journeyman+2
Expert+3
Master+4
Legendary+5

Last Stand

Prerequisites: Endurance 50+ Effect: When you are below half HP, gain bonuses based on how many stacks of this perk you have taken. Each stack grants you the next benefit, cumulatively.

Perk StacksBonus
1+2 Move Speed
2+4 damage to all attacks and spells
3+1 RP per turn
4Advantage on Endurance checks
5Immune to fear and mental effects

Seasoned Brawler

Prerequisites: Tavern Brawler Effect: Gain advanced Flow Action for improvised weapons, quick pickup of new weapons

Shield Master

Prerequisites: Shield Proficiency Effect: When using a shield, gain +1 DR in addition to the shield’s normal benefits.

Titanfall

Prerequisites: Athletics 50+ Effect: You may now Shove or Disarm enemies 1 size category larger than you.

Expert Tier

Basically A Weapon

Prerequisites: Seasoned Brawler, Athletics 60+ Effect: You may now wield an adjacent creature your size category or lower as if they were an Improvised Weapon. First, you must already be Grappling them. You may make attacks with them at a -10 penalty (instead of Disadvantage, as described in Grapple rules) as if they were a 2h Improvised Melee Weapon. Any attack you hit with also does 1d4 bludgeoning damage to the creature you are wielding (reduced by their DR). Enemies you wield as such can still attempt to break free as a normal Grapple each round. You may not use any Flow Actions while doing this, and the “weapon breaking” rules do NOT apply._

Two-Weapon Master

Prerequisites: Two-Weapon Fighter Effect: Remove the -10 penalty from your Two-Weapon Fighter attacks. Your off-hand attacks now use your normal attack bonus.

Master Tier

Legendary Tier

Devastating Blow

Prerequisites: Brutal Critical Effect: Your critical hits deal triple damage instead of double damage.