First of all, these look like some great advancement options. Let's make sure, though, that we know the rules for how many perks are allowed. It depends on what rules we're using, Martial Arts or Power-Ups 2: Perks . If we use PU2 , for Combat Perks, you get 1 per 20 points in combat/military skills. See page 4 for details and additional notes, but ignore that "extra perk per 10 points" stuff as it's talking about martial arts styles (e.g., "Dragon-Man Kung Fu"). Since we're not using the martial arts styles that MA uses, PU2 is what we'll go by. Let's leave skills like Armory and Connoisseur (can't believe I spelled that right on the first try) out of "combat" skills. You might make a case for considering them "military," but what it means is skills like indirect-fire artillery and such. You have roughly 42 points in combat skills, so that would leave room for two Combat Perks. Even if we counted most if not all of your edge-case skills, you wouldn't have another 20 points in combat skills, so it would be a moot argument. Anyway, I think Shield Wall Training and your magic large shield will be a big upgrade! Parry Missile Weapon is a great skill, though it seems niche protected by the monk character. It's listed under Chi skills on DF1, p. 22. Still, it's not even cinematic and has no prerequisites, so I can't imagine it would be a problem. I dislike monks anyway. Never did like them, even in OD&D days. So, yeah, it's a good buy. No problemo with Grip Mastery. It's a good one. We talked in person about Named Possession and I mentioned I never noticed it before. It's really cool. I really like it. Let me put some thought into it and get back with you. Sac Parry is good as is Acrobatics, though Acrobatics is treading on that niche protection again that Dungeon Fantasy like to uphold. If it's an alternate, I'd wait on it. Delver's Webbing is awesome. So, yeah, looks really cool, man! :-)