Enhanced Strength

Category: Combat

Prerequisites: None

This skill may be bought multiple times, limited only by the character’s profession and race.

Each time this skill is purchased allows the player to call an additional point of damage with any melee or thrown weapon they have skill in.

It is rumored there are special bows and crossbows that can take advantage of a user’s strength as well, but it normally does not apply.

Strength does not apply to firearms.

For example, if the player purchased the Enhanced Strength skill twice they would add +2 damage when using a dagger, thus calling 3 normal, 1 base and +2 for this skill.

Furthermore, the Enhanced Strength skill always applies to both hands, thus right or left. Such that if a player has the skills to use two weapons, and is fighting with two daggers, and has only Enhanced Strength +2 they would call 3 normal when striking with daggers in both hands. (1 base +2 enhanced strength)

This skill, unlike all the damage skills, does not count for the prerequisites for the more advanced attacks such as Critical Strike.

This skill will stack with any other strength enhancing skills, talents or natural abilities such as an Ogrekin’s natural +1 Strength. It is limited by the character’s profession. Please note certain races can bypass the Enhanced strength limitation of a profession such as Orc blood and Ogrekin.

Enhanced strength may be used in other ways as well.

Confinements may be broken in the following manner:

+1 Strength may break all natural confining effects and taglines such as spider webs, on a 10 count, and a +2 Enhanced Strength will allow breaking them on a 5 count.

Enhanced Strength will allow a character to break confining magics of a level equal to or less than their total Enhanced Strength value on a 10 count, (i.e. Breaking 1, Breaking 2…) If their total Enhanced Stretch score is double the spell level, then they can break the spell on a 5 count. For example, a Warrior with an Enhanced Strength of +5 and a +1 Strength Amulet would be able to break 6th level or less confining magics on a 10 count and 3rd level or less confining magics on a 5 count.

Beings with Enhanced Strength may also perform certain feats such a running with a being rather than dragging them.

This is done as follows:

+1 Strength: Small creatures such as Hobbling and Faeries.

+2 Strength: Human Sized Creatures such as Dwarves, Elves and Men.

+3 Strength: Large Humanoids such as Minotaur and Ogrekin.

+4 Strength: Huge Humanoids / Lesser Constructs such as Full Ogres and Straw Golems

+5 Strength: Giant Humanoids / Greater Constructs such as Hill giants and Iron Golems.

A character that has Enhanced Strength may use it to throw a subdued or willing Human-sized or smaller creature 10 feet + 5 feet for each level of Enhanced Strength beyond the first. For larger creatures, having the base Enhanced Strength necessary to run with them will allow the character to throw them 10 feet, plus an additional 5 feet per Enhanced Strength beyond the minimum.

For Example: An Orc-Blooded Warrior with a total of +5 Strength could throw a Human or lesser sized creature 30 feet (10+5x4), a Large Humanoid 20 feet (10+(5-3) x5), a Huge Humanoid 15 feet (10+(5-4) x5), and a Giant Humanoid 10 feet.

There are other role-playing applications as well as adventure applications in which Enhanced Strength may be used. Such as bashing in a wooden door or moving a boulder blocking a passage. Always remember safety first and that the Staff/Story member running an adventure has final judgment on such uses of Enhanced Strength.

Purchase Limit:

Based on profession & race

Skill Costs:
Warrior: 15
Cavaliers: 15
Marauders: 15
Knight of Valor: 15
Knight of Strife: 15
Knight of Darkness: 15
Rangers: 15
Avenger: 15
Sentinel: 15
Vagabond: 15
Duelist: 15
Rogue: 15
Apothecary: 15
Tinkerer: 15
Smith: 15
Magi: 15
Sorcerer: 15
Artificer: 15
Squire: 15

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