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Weapon & Armor Skills: Fast Draw (Iaijutsu) to Jousting
Fast Draw (Iaijutsu) (Physical 1, Dexterity/Balance)—This skill is learned and used with a particular weapon, however, it is a skill that can be learned by anyone willing to devote the time and effort. Fast draw (known as Iaijutsu in Oriental cultures) is the art of unsheathing and sheathing a melee weapon with blinding speed. Characters with High Mastery in a weapon are considered to automatically have this skill for their weapon of high mastery. However, Fast Draw can be learned separately for weapons the character is not specialized in. A character who learns this skill for a weapon that is not a weapon of high mastery reduces its speed factor by one phase, that is a slow weapon speed becomes an average weapon speed, average becomes fast, etc.
Upon selecting this skill, the player must state what weapon it applies to. The weapon must be specific, not a general class. Thereafter, the character can change to or from that weapon without penalty (changing a weapon normally requires one round) and under certain situations a character with this skill has a better chance of surprising an opponent as described below.
A character with this skill has a special opportunity to surprise an opponent because of the lightning speed with which he draw his weapon. Because of the nature of the skill, however, this modifier only applies in special situations. When a character, in a non-combat encounter, decides to suddenly draw his weapon and attack, the Fast Draw modifier for surprise is used. If a character has the Fast Draw skill and his opponent does not, the opponent's surprise roll is penalized by -1. If both the character and the opponent have the Fast Draw skill both combatants surprise rolls are penalized by -1. This modifier reflects the startling speed with which the Fast Draw trained character can bring his weapon into action.
For example, if two characters are kneeling beside each other with their weapons sheathed and the situation grows tense and the Fast Draw trained character decides to draw his weapon and attack without warning, then the opponent's surprise roll is penalized. Obviously, the surprise modifier does not apply to all situations. No modifier is applied when weapons are already drawn or when the opponent has reason to expect an attack. The Fast Draw surprise modifier only applies when an otherwise peaceful situation erupts into a bloody conflict.
Feint (Physical 50)—To employ this maneuver, a character must announce that he intends to make a feint before making an attack roll. A normal attack roll is then made. If the blow hits the opponent, the character’s next attack on the same opponent will be at a +2 attack bonus. This is a consequence of drawing the opponent’s attention away from the point at which the character will strike next. However, there is some risk involved in this manuever and during the round in which it is attempted the attacker’s Armor Class is penalized by -1. Against a rival countering with a Riposte there is no chance whatsoever to land a feint; however, the Riposte will be at a -4 attack probability.
This skill may only be learned by warriors, crusaders and rogues.
Fencing (Mental 1 or Physical 1, Observation)—With this skill, a character can judge the approximate skill of enemy by sparring with him for one round. The character does not make any real attacks during this round. Instead, he performs feints to test the opponent's reaction. At the end of the round, the character can make a skill check. If the check succeeds, the character can estimate the enemy's modified THAC0 used during that round (which might well be his natural THAC0 modified by Strength, magic weapon, specialization, spells, and situational modifiers). The DM can give the character a score that is within one or two points, by rolling on Table 5.9.1 below.

Table 5.9.1: Estimated THAC0
d6 Estimated THACO
1-2 1 high
3-4 accurate
5 1 low
6 2 low

Jousting (Mental 1, Physical 1, Charisma/Appearance, Dexterity/Balance)—This skill includes the combat skills necessary for a successful joust, as well as the manners, behavior, and flair needed to impress an audience. A character with this skill also has an expert knowledge of the rules, traditions and customs concerning tournament jousting.
To take this skill, a character must first have weapon proficiency with the lance.
A character with this skill on a successful skill check modifies his attack rolls in a jousting match by +2. The use of this skill presumes that the character has an adequate lance, shield and mount.
Should a character win a match, on a successful skill check his stylish performance favorably impresses the audience. Audience members with a special interest in the match (such as royalty, gamblers or potential paramours) who later encounter the jouster modify their reaction rolls by +2. If he wins several matches in a tournament, the bonuses doesn’t rise above +2. If he later loses a match or two in the same tournament he still earns the bonus. However, if the jouster has an especially disastrous day—say, if he follows a winning joust with a long string of losses—the audience may dismiss the win as a fluke unless and the DM may cancel the bonus unless the character makes a successful skill check.
Specialized characters: A character who has expended skill points to become specialized with the lance receives a bonus to their Jousting skill as listed on Table 5.9.2 below:

Table 5.9.2: Jousting for Lance Specialists
Weapon skill Bonus
Proficient 0
Expertise +5%
Specialization +10%
Mastery +15%
High Mastery +20%
Grand Mastery +25%

Underwater jousting: Many underwater cultures utilize marine creatures — such as dolphins, whales, seahorses and so on — as mounts. In some cases, these mounts serve in much the same way as surface dwelling cvalary horses and thus can be used for jousting. For more information on underwater jousting see Of Ships and the Sea, pg. 80.
Racial modifiers: Arrakian humans receive a +10% bonus to their skill score. Paladian elves receive a +5% bonus to their skill score.

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