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Fighting Styles: Two-handed Weapon Style to Urban Fighting Style
Two-handed Weapon Style (Physical 50) — The largest and most damaging weapons available to PCs are usually two-handed weapons. Obviously, a character with a two-handed weapon is not going to be able to use a shield or secondary weapon, but he does have a lot of offensive capability.
Many two-handed weapons are polearms and extended-range weapons that provide the wielder with special tactical benefits in addition to their raw damage potential. Note, a character doesn’t have to use both hands just to hold a two-handed weapon; he can hang on to it with one hand to free up the other for another activity. However, he can’t attack until he gets both hands on the weapon again.
Size and Two-handed Weapons: Generally, a character can use a weapon equal to his own size in one hand, and a weapon one size larger in two hands. For example, a halfling (size S) can use a short sword or hand axe in one hand, since they’re size S weapons, but if he used a broadsword (size M) he’d have to use it two-handed, and there’s no way he could use a long bow or halberd.
One- or Two-handed Weapons: Several weapons can be used as one-handed or two-handed weapons. These include the bastard sword, harpoon, javelin, spear, long spear and trident. These weapons’ characteristics change when used two-handed (refer to Chapter Seven of Player's Option: Combat and Tactics).
One-handed Weapons used Two-handed: Several other weapons are normally one-handed weapons but can be used two-handed if the wielder so desires. There’s no particular reason to do this, unless the character is too small to wield the weapon any other way. These weapons include the battle axe, club, footman’s flail, horseman’s flail, long sword, footman’s mace, horseman’s mace, morning star, footman’s pick, horseman’s pick, and war hammer.
Warriors, priests, and mages normally know the Two-handed Weapon Style.
Specialization: If a character spends 50 physical skill points to specialize in Two-handed Weapon Style, he increases the speed of his weapon by one category (slow to average, average to fast) when he fights using a two-handed weapon.
The specialist also gains the speed benefit when using weapons that can normally be employed one-handed or two-handed and with weapons that are normally used one-handed but can be used two-handed (see above). In addition, the Two-handed Weapon Style specialist gains a +1 bonus to damage rolls when using a one-handed weapon in two hands.
Two-weapon Style (Physical 50) — Not to be confused with the Two-handed Weapon Style, Two-weapon Style allows a character to use a weapon in each hand. The advantage of this is clear: the character either has more attack power or can use the secondary weapon defensively to block incoming blows. Another benefit lies in the fact that even if the character loses a weapon, he’s still armed. Warriors and rogues know the Two-weapon Style at first-level.
This is a difficult style to master, since it requires exceptional coordination and skill. Normally, characters who fight with a weapon in each hand suffer a -2 penalty to attacks with their primary hand and a -4 penalty to attacks with their off-hand weapon. This can be partially or completely negated by the character’s reaction adjustment for Dexterity/Balance and through the acquisition of the Ambidexterity skill.
The character’s secondary weapon must be one size smaller than his primary weapon — but knives and daggers can always be used as secondary weapons, regardless of the size of the primary weapon. Note, this means that for man-size characters, the secondary weapon has to be size S.
Important Note: While a character receives his normal number of attacks for class, level and specialization with his primary weapon, he only receives only one additional attack with his secondary weapon.
Specialization: A character who spends 50 physical skill points to specialize in this style negates the attack penalty applied to the primary weapon when fighting with two weapons and reduces the penalty to -2 with his off-hand weapon. Ambidextrous characters who specialize in this style suffer no penalty to either attack.
A specialized character also gains the ability to use two weapons of equal size, as long as he can use each one as a one-handed weapon.
When fighting with Two-weapon Style, a character can choose to use both weapons for the same maneuver (for example, two strikes or two disarms) or can attempt to complete a different maneuver with each weapon (one strike and one disarm). If the two maneuvers are different both are penalized by -1 to hit. This penalty can be offset by high Dexterity (reaction adjustment) or the Ambidexterity skill.
Rangers and other characters who because of a high Dexterity/Aim ability score, Ambidexterity or a combination of factors have no penalty to hit when fighting with a weapon in their off-hand are considered to be specialized at no additional skill point cost.
Underwater Combat Fighting Style (Physical 100) — An adventurer traveling through a strange undersea environment need not go without defense. A character can become proficient in underwater combat and master practical fighting styles that prove effective in a marine environment. Through extensive training, a proficient character learns to compensate for the inexorable pull of underwater currents and the resistance of water to the motion of weapons.
A character who learns the Underwater Combat Fighting Style only adds two to his initiative rolls and only suffers a -2 penalty to his attack rolls when fighting underwater.
Specialization: A character can specialize in the Underwater Combat Fighting Style by expending an additional 100 physical skill points. A character who does so may add his combat bonuses (attack, damage and extra attacks) for a single weapon of specialization or expertise (assuming the character is already specialized or expert). However, under no circumstances can characters add the effects of weapon mastery or any higher degree of specialization to his attack and damage rolls.
Urban Fighting Style (Physical 50) — This style relies on speed and deceit and is interlaced with feints and special parries, with the idea of delaying the enemy while the character tries to escape.
To acquire this combat style, a character must fulfill two prerequisites. First, he must have skill in the Two-weapon Fighting Style. Second, the character must be proficient with both the rapier (or a similar light fencing weapon) and main gauche (or similar parrying weapon). If both of these requirements have been met, then the character can acquire this style by spending 50 skill points.
The style provides several benefits. The character gains a +1 bonus to his AC from one frontal melee attack per round. The character also gains a +2 bonus to all blocking attempts. If the character chooses to parry instead of attacking, he receives an AC bonus equal to half his level (rounded up). Finally, the character may attempt to use this fighting style in conjunction with the Feint skill to create an attack of opportunity against an opponent. If the Feint attack succeeds, the character has tricked the enemy and receives an attack of opportunity with a +2 bonus to hit, in addition to his normal action for the round.
The benefits of this fighting style may be applied only if the character is fighting living opponents of at least animal intelligence or better. The bonuses depend on the character being able to read the body and eye movements of the foe. Undead and animated creatures do not give off such subtle clues and mindless creatures are too stupid to fall for tricks. If the character is disarmed in a fight, he cannot use the benefits of this style until the weapon is recovered.
Specialization: A character who specializes in the Urban Fighting Style by spending an additional 50 skill physical points gains an additional +2 bonus on all disarming attempts.

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