| Full attack | Every iterative attack, off-hand and natural attack the build has, in order from the best bonus down; Haste and speed weapons add their extra attack. | Damage charts, breakdown pages (first attack and lowest attack) |
| Mounted charge | One attack at +2 (+4 with Cavalier's Charge), threat range doubled by Mighty Charge, damage multiplied after the critical multiplier (Spirited Charge x2, x3 with a lance; Transfixing Charge x3; the largest applies), Mythic Charge dice multiplied too, sneak attack not. A Cavalier is assumed mounted. | Separate dashed line on the damage chart ("one mounted charge"); the damage per round is still the full attack. Breakdown pages show the full-attack bonus without the charge bonus. |
| Pounce | From the Skald's Greater Beast Totem: a charge with the whole full attack. Used only in the opening round of team fights. | Not in the charts or breakdown pages. |
| Vital Strike | Fully modeled (2x/3x/4x weapon dice, Mythic Vital Strike, Rowdy's Vital Force), but the charts never swap it in for the full attack. No roster build takes it today. | Not in the charts; available in the engine for builds that take it. |
| Cleaving Finish | Only counted against a pack of identical enemies (another attack per kill). | Not in the charts, which use one target. |
| Dimension Strike | Magus arcana from 9: every melee attack that round is a touch attack. Costs 2 arcane pool points a round and the swift action, so Arcane Accuracy is given up that round. The pool (half the magus level + INT) is budgeted per day. | In spike fights, every round within the pool: the attack line drops Arcane Accuracy, and the damage view and damage charts weigh against touch AC. Ordinary fights keep Arcane Accuracy; their breakdown shows the touch-AC line raised by the Arcane Accuracy it would replace, and the fights per day. |
| Greater Invisibility, Prescient Attack | The enemy loses its DEX bonus (flat-footed AC); invisibility also gives +2 to hit. Blocked by See Invisibility, True Seeing or special senses (Mind Blank beats those), Blind-Fight and Uncanny Dodge. | Breakdown pages: the flat-footed line. Not in the damage charts. |
| Spell Combat and Spellstrike | Every round: -2 on all attacks, plus one Spellstrike Shocking Grasp through the weapon (from magus 2). Spell slots are not tracked. Transformation turns both off while it lasts. | Damage charts and breakdown pages. |
| Two-weapon fighting, flurry, natural attacks | Tabletop penalties and attack counts, with the game's differences noted in the rules below (flurry keeps the two-weapon penalty, claws replace unarmed strikes...). | Everywhere. |
| Power Attack, Piranha Strike | Switched on only when they raise the expected damage against the target. | Damage charts. |
| Fighting defensively, stances | Crane Style users fight defensively; skald stances are chosen per fight (Lethal by default, Reckless as an option for hard bosses). | Breakdown pages have switches for both. |
| Sneak attack | Flanking is assumed, so a build with sneak attack adds it to every hit; the dice are added after the critical multiplier. | Damage charts. |
| Smite Evil, Mark of Justice | One Mark of Justice and one Smite Evil on the big enemy in the once-a-day fight, up for the whole fight; in a normal spike Seelah only smites herself, so the main character gets no Mark. Their uses per day limit the fights per rest. | Damage charts and breakdown pages (once-a-day and spike fights). |
| Attacks of opportunity | Only from teamwork feats (Outflank, Seize the Moment) when an ally crits, in team fights. | Not in the charts. |
| Scrolls | The main character reads Transformation (or another spell on its class lists) from a scroll, with no slot or level needed. | Breakdown pages, "Spike + scrolls" tab only. |