Update to Beta-0.24.0.
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1. **Berserker**: After striking a killing blow while in melee with multiple foes, may immediately make a free attack against another foe at –2.
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2. **Dual-Wielder**: Gains [Dual Wielding](/rules/combat.html#dual-wielding). If DEX > 13 and wielding both a one-handed weapon and a Light weapon (in off hand), may make an attack with each weapon.
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1. **Berserker**: After striking a killing blow while in melee with multiple foes, may immediately make a free attack against another foe at –2 (cumulative).
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2. **Dual-Wielder**: Gains [Dual Wielding](/rules/combat.html#dual-wielding). If DEX > 13 and wielding both a one-handed weapon and a Light weapon (in off hand), may make an attack with each weapon (-2 to second attack).
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3. **Environmental Expert**: Can either ignore any special restrictions on combat while in a specific environment (ex: underwater) or gains +1 to attack and damage rolls while in combat in that environment (ex: aerial, astral). The environment type (and resulting effect) must be determined when this expertise is selected.
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4. **Hunter**: +1 to attack and damage rolls when in combat with foes of a specific type (ex: undead, clerics, dragons, giants). The type of foe must be chosen when this expertise is selected.
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5. **Leader**: Mercenaries or retainers under command and within 60' gain a +1 bonus to morale and loyalty checks. All allies within 60' get +1 bonus to saves against fear effects.
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6. **Specialist**: Expertise with a specific type of weapon (ex: whips, one-handed swords, crossbows, etc.) grants +1 to attack and damage rolls when using one. The type of weapon must be chosen when this expertise is selected.
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7. **Tank**: While in melee with an adjacent foe, if that foe tries to attack anyone else, that attack gets –2.
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<!--
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8. **Mounted**: +1 to attack rolls when mounted
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-->
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@@ -1,15 +1,18 @@
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- **Ammunition**: Requires ammunition of the indicated type.
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- **Blunt**: No cutting edge, may be wielded by a cleric.
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- **Charge**: While mounted, damage may be doubled by moving at least 60' before attacking.
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- **Entangle**: On successful hit, target must **Save** or become [Entangled](/rules/adventuring.html#entangled).
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- **Light**: May be used in offhand when [dual-wielding](#dual-wielding).
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- <strong id="weapon-property-loud">Loud</strong>: The first use of a [missile attack](/rules/combat.html#missile-attacks) triggers a [complication check](/rules/adventuring.html#complication-check) and causes untrained animals (and some smaller humanoids of 2HD or less) to make a morale check or flee.
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- **One-shot**: Missile attack may only be used once per combat for the damage listed.
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- **Reach**: Grants extra 5' reach for determining melee range.
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- **Reload**: After being used the indicated number of times, it takes one full round to reload.
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- **Slow**: Always attacks last in a round.
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- **Spread**: May be used to make a single attack at -2 which targets up to two creatures within 5' of each other, dealing half damage (round up) to each.
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- **Stealth**: May only be used to attack unaware humanoid creature from behind (4+1 HD max).
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- **Thrown**: May be used as ranged weapon (short, medium, and long range indicated).
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- **Two-handed**: Requires two hands to use.
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- **Versatile**: May gain _Slow_ and _Two-handed_ to deal indicated damage.
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- **Ammunition**: Requires ammunition of the indicated type.
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- **Bashing**: Can be wielded in melee combat for the indicated damage, but if the attack fumbles, the weapon breaks and can't be used again at all until fixed.
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- **Blunt**: No cutting edge, may be wielded by a cleric.
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- **Charge**: While mounted, damage may be doubled by moving at least 60' before attacking.
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- **Entangling**: On successful hit, target must **Save** or become [Entangled](/rules/adventuring.html#entangled).
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- **Light**: May be used in offhand when [dual-wielding](#dual-wielding).
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- <strong id="weapon-property-loud">Loud</strong>: The first use of a [missile attack](/rules/combat.html#missile-attacks) triggers a [complication check](/rules/adventuring.html#complication-check) and causes untrained animals (and some smaller humanoids of 2HD or less) to make a morale check or flee.
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<!-- - **One-shot**: Missile attack may only be used once per combat for the damage listed. -->
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- **Point Blank**: May be used in melee combat with +1 attack.
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- **Reach**: Grants extra 5' reach for determining melee range.
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- **Reload**: After being used the indicated number of times, it takes one full round to reload.
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- **Slow**: Always attacks last in a round.
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- **Splashing**: On successful hit, container breaks, dousing target with liquid which deals indicated damage for up to 2 rounds.
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- **Spread**: May be used to make a single attack at -2 which targets up to two creatures within 5' of each other, dealing half damage (round up) to each.
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- **Stealth**: May only be used to attack unaware humanoid creature from behind (4+1 HD max).
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- **Thrown**: May be used as ranged weapon (short, medium, and long range indicated).
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- **Two-handed**: Requires two hands to use.
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- **Versatile**: May gain _Slow_ and _Two-handed_ to deal indicated damage.
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@@ -0,0 +1,4 @@
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### Hand Axe Properties
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- **Light**: May be used in offhand when [dual-wielding](/rules/combat.html#dual-wielding).
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- **Thrown**: May be thrown and used as a ranged weapon (10' / 20' / 30').
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@@ -1,4 +1,4 @@
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### Whip Properties
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- **Entangle**: On successful hit, target must **Save** or become [Entangled](/rules/adventuring.html#entangled).
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- **Reach**: Grants extra 5' reach for determining melee range.
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- **Entangling**: On successful hit, target must **Save** or become [Entangled](/rules/adventuring.html#entangled).
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- **Reach**: Grants extra 5' reach for determining melee range.
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