borderborder

Skills

Character Creation main

Character creation intro

Skill system rules

Skill index

Credits

 
Fighting Styles: Weapon and Shield Style to Zero-Gravity Combat
Weapon and Shield Style (Physical 50) — This style provides the character with the defensive benefits of a shield and still allows a decent offense. Warriors, priests and psionicists normally know the Weapon and Shield fighting style.
There are two disadvantages to this style. First, the character is limited to using a single one-handed weapon, since his other hand has the shield. Secondly, if he wants to quickly empty a hand, he has to drop his weapon. Most shields are strapped to the arm and take a full round to remove.
A character employing a shield in his off-hand can: shield-rush, shield-punch, block or trap as if the shield were a secondary weapon (normal penalties for attacking with two weapons apply). The disadvantage is that the shield’s AC bonus is forfeited during any round in which it is used in this way.
Specialization: A character who specializes in Weapon and Shield Style can choose to make a secondary attack (shield-rush, shield-punch, trap or block) every round without losing the AC benefit for carrying a shield. In a heroic fray, the character only gets one secondary attack, not two, but his primary weapon attacks are still doubled.
Wilderness Fighting Style (Physical 50) — The wilderness is dangerous and an adventurer often run across orcs, ogres and even giants during his travels. The intelligent character seldom attacks such creatures by himself. With help from allies, however, he can utilize this fighting style to help bring down a more powerful enemy.
To learn the Wilderness Fighting Style, the character must fulfill three prerequisites. First, he must be proficient in a melee weapon of medium- to large-size. Second, he must possess either the One-handed Weapon or Two-Weapon Fighting Style. Third, the character must be a rogue, Variquesti elf or kobold to use this skill. When all three prerequisites have been met, the character may purchase this style for 50 physical skill points.
The wilderness style provides two benefits. First, it allows the character to make one attack of opportunity per round, but only if he can strike from behind or if he can strike while an ally is fighting the creature at simultaneously. Basically, the rogue leaps in, makes his attack, and then gets out of the way before he can be attacked himself. If conditions are right, the rogue may backstab with his attack of opportunity.
Second, a rogue with the Weakness Identification skill can use the distractions caused by the attacks of his allies to more effectively locate a vulnerability on a creature. To locate a weak spot in a creature requires the rogue to spend a round studying the opponent without attacking. Then, a Weakness Identification skill check is made with a +20% bonus to the skill score. If the check fails, the rogue cannot locate a weakness. If the check succeeds, the rogue has found a vulnerability in the creature and may attack that area using the same rules described for the Weakness Identification skill.
Wild Fighting (Physical 2, Constitution/Health) — A character with this fighting style, also known as berserking, has the ability to whip himself into an attack frenzy, employing a fierce combat style which is devoid of discipline.
To use Wild Fighting, the character must make a skill check just before combat ensues. If the check succeeds, he receives the following benefits and penalties:
  • One additional attack (beyond the normal limit) each round;
  • +3 bonus to all damage rolls;
  • Armor Class is penalized by 3 (to a limit of AC 10);
  • To hit rolls are penalized by -3.
If the check fails, the character receives both of the penalties but neither of the benefits. Regardless of whether the check succeeds or fails, the effects last for the duration of the battle or for one hour, whichever comes first.
After the battle ends or an hour passes, the character must rest for an hour before he can use the skill again. While he rests, the character may take no actions other than light travel (such as riding a slow-moving horse). If he must walk, he can’t use the skill again until four hours have passed. If he does not rest, he suffers the following penalties:
  • -15% penalty to all skill checks;
  • -5 penalty to Armor Class;
  • -5 penalty to hit;
  • +1 per die of damage suffered by the character.
The penalties remain in effect until the character rests for the indicated period.
Zero-Gravity Combat (Physical 50) — Only a character who has experience in Wildspace can learn this fighting style.
A character who learns the Zero-Gravity Combat fighting style is skilled in fighting in the absence of gravity. When fighting in conditions of zero-gravity, the character suffers only a one-phase penalty to action in combat and a -1 penalty to hit (as compared to a three-phase combat action penalty and -2 penalty to hit for characters without this skill). Furthermore, the character retains the ability to use special combat abilities, such as martial arts, while drifting in space. Finally, the character can roughly steer a course in space by throwing objects away from him and by shifting toward large objects. He cannot control his speed, however, and can only slightly affect his course.
Specialization: A character that spends 100 physical points (total) on this skill is considered a style specialist and negates all penalties when fighting in conditions of zero-gravity.

previousnext

Links | Search Site | Guestbook | Webrings | Vote for this Site | Subscribe to Archives | Contact Webmaster | Home | Entry Page

Advanced Dungeons and Dragons (AD&D) 2nd Edition Site