AD&D 2e Updated Fighting Styles

Knowing how to use a particular fighting style is almost as important as being proficient with a weapon. While many classes know how to fight with different types of weapons, specializing in a fighting style is an entirely different matter. Warriors automatically know each fighting style, and so can begin specializing in them immediately.   In addition to simply knowing a style, warriors, priests, and rogues can specialize in that method of fighting by spending a weapon proficiency slot. The exact effects of style specialization vary from style to style. Note that warriors can specialize in a weapon, and then specialize in an appropriate style. In fact, warriors can specialize in as many styles as they like, as long as they have the proficiency slots available. Priests and rogues can only specialize in one style.

Great Weapon Style

Great Weapon Style
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 a secondary weapon, but he does have a lot of offensive capability.

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 longbow or halberd unless it is made specifically for him (which reduces the damage dice by 1 size).

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.

One-Handed Weapons Used Two-Handed

Several other weapons are normally one-handed weapons that can be used two-handed if the wielder so desires. There’s no particular reason to do this, unless the character’s too small to wield the weapon any other way. These weapons include the battleaxe, club, footman’s flail, horseman’s flail, long sword, footman’s mace, horseman’s mace, morning star, footman’s pick, horseman’s pick, and warhammer.

Specialization

Many weapons are so large that a character is required to use both hands to wield them. The rule of thumb is simple: a character can use a weapon with a size equal to or less than her own in one hand and can use a weapon one size larger than herself if she wields it two-handed.

Skilled

Becoming skilled in great weapon style costs an additional weapon proficiency slot. Skilled users gain a +2 bonus to damage rolls with great weapons.   Additionally, once per round, users can attempt to parry melee attacks by making an attack roll against the attacker. If the user's attack roll is higher, the user takes only half damage from the attack.

Expert

Becoming an expert in great weapon style costs an additional weapon proficiency slot. Expert users can sacrifice accuracy for raw power in the form of a crushing blow by willingly taking a -5 penalty to an attack roll to gain a +6 bonus to the damage roll of that attack.

Master

Becoming a master in great weapon style costs an additional weapon proficiency slot. Master users gain an additional +2 bonus to damage rolls with great weapons and can attempt to parry two attacks per round.

Grandmaster

Becoming a grandmaster in great weapon style costs an additional proficiency slot. Grandmaster users only take a -3 penalty when attempting to make a crushing blow instead of a -5 penalty.
 

Missile or Thrown Weapon Style

Missile or Thrown Weapon Style
Fighting with missiles or thrown weapons is an excellent option, as long as you can keep your target at a range where you can hit him without being hit. Once an enemy threatens an archer or slinger, it’s a good idea to either withdraw or change weapons.   Regardless of a character’s size, using a bow, crossbow, sling, blowgun, or firearm at its normal rate of fire requires both hands. Crossbows and firearms can be loaded with both hands and then aimed and fired in one hand, if the attacker’s size is equal to the weapon’s size or larger. However, heavy crossbows, arquebuses, calivers, and muskets suffer a –2 penalty to the attack roll if aimed one-handed.   All player characters, regardless of class, know the missile or thrown weapon fighting style.

Specialization

Skilled

Becoming skilled with missile or thrown weapon style costs an additional weapon proficiency slot. A skilled user can move up to half their normal movement rate and still attack with their full rate of fire, or make a full move and attack at half their rate of fire.   Additionally, they gain a bonus of -1 to their AC against enemy missile fire while attacking with a ranged weapon.

Expert

Becoming an expert with missile or thrown weapon style costs an additional weapon proficiency slot. An expert user can move up to their full movement rate and still attack with their full rate of fire.   If the user does not move during their turn, they can aim better, gaining a +1 bonus to attack rolls with missile or thrown weapons.

Master

Becoming a master with missile or thrown weapon style costs an additional weapon proficiency slot. A master user is entitled to an increased rate of fire equal to 1/2. For example, a ROF of 1/1 would become 3/2, due to the second attack being added on the second round. A ROF of 4/1 would become 9/2.

Grandmaster

Becoming a grandmaster with missile or thrown weapon style costs an additional weapon proficiency slot. A grandmaster user's bonus rate of fire increases by 1/2 to a total of 1/1, granting the user one additional attack each round.   Additionally, they gain an additional bonus of -1 to their AC against enemy missile fire while attacking with a ranged weapon.
 

Polearm Style

Polearm Style
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 a secondary weapon, but he does have a lot of offensive capability.   Many polearms and extended-range weapons that provide the wielder with special tactical benefits in addition to their raw damage potential. Note that 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, but he can’t attack until he gets both hands on the weapon again.   Warriors, priests, and mages normally know the polearm fighting style.

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 longbow or halberd unless it is made specifically for him (which reduces the damage dice by 1 size).

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.

Specialization

Many weapons are so large that a character is required to use both hands to wield them. The rule of thumb is simple: a character can use a weapon with a size equal to or less than her own in one hand and can use a weapon one size larger than herself if she wields it two-handed.

Skilled

Becoming skilled with two-handed weapon style costs an additional weapon proficiency slot. A skilled user is entitled to a single attack with such a weapon when an enemy enters their range, even if they do not have such a weapon set against a charge. Such an attack can only happen once per round.

Expert

Becoming an expert with two-handed weapon style costs an additional weapon proficiency slot. An expert user is able to make two such attacks per round, and gains a +2 bonus to damage rolls to their normally allotted attacks each round, but not to these bonus attacks.

Master

Becoming a master with two-handed weapon style costs an additional weapon proficiency slot. A master user is able to make three such attacks per round, and takes no penalties from fighting in the tight corridors of a dungeon or similar location, so long as the user is not forced to squeeze through such passages. Truly, the wielder becomes one with the weapon, treating it as a true extension of his or her own body. When fighting outside of such conditions, the wielder gains a +1 bonus to attack rolls.

Grandmaster

Becoming a grandmaster with two-handed weapon style costs an additional weapon slot. A grandmaster user is able to make four such attacks per round, and gains an additional +1 bonus to attack and damage rolls with such weapons.
 

Single Weapon Style

Single Weapon Style
In single-weapon style, the character wields a one-handed weapon and leaves his off-hand empty. There are some disadvantages to this style, in that the character is shorting himself the protection of a shield or the extra offense of a secondary weapon. However, single-weapon style does leave the character with a hand free for using magical items, grabbing, or punching an opponent.   If the single-weapon character makes an off-hand attack, such as a punch or grab, he's considered to be fighting with two weapons. His primary weapon suffers a –2 penalty to attack rolls and his secondary attacks suffer a –4 penalty to hit. These penalties are offset by the character's reaction adjustment for his Dexterity score.   The character is always free to treat his empty hand as a “secondary weapon” and punch, grab, or otherwise annoy anyone he is fighting. The normal penalties for using two weapons apply. If the character is also familiar with the two-handed weapon style and his weapon can be used either one- or two-handed, he can switch back and forth between the two styles at the beginning of every round of combat.   All player characters, regardless of class, know the single-weapon fighting style.

Specialization

Skilled

Becoming skilled with single weapon style costs an additional weapon proficiency slot. Skilled users gain a special AC bonus of +1 while fighting with a one-handed weapon and no shield or off-hand weapon.

Expert

Becoming an expert with single weapon style costs an additional weapon proficiency slot. An expert user is entitled to an additional attack per two rounds. This can increase the attacks to 3/2 from 1 attack per round, or to 2 attacks per round from 3/2 for example.

Master

Becoming a master with single weapon style costs an additional weapon proficiency slot. A master user gains an additional attack per two rounds, effectively gaining one full attack per round. Additionally, master users gain a +2 bonus to AC and a +2 bonus to damage rolls and a +1 bonus to attack rolls with their weapon.

Grandmaster

Becoming a grandmaster with single weapon style costs an additional weapon proficiency slot. A grandmaster user gains an additional +2 bonus to damage rolls with their weapon, and an additional +1 bonus to attack rolls with their weapon.
 

Two-Weapon Style

Two-Weapon Style
Not to be confused with the two-handed weapon style, two weapon style uses a weapon in each of the character's hands. 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.   The character can use any one-handed weapon in his primary hand, but his secondary weapon must be a size smaller than his primary weapon. Knives and daggers can always be used, regardless of the primary weapon's size. The character suffers a –2 penalty to attacks with the primary weapon, and a –4 to attacks with the secondary weapon. This penalty is offset by the character's reaction adjustment for high Dexterity.   Warriors and rogues know two weapon fighting style.

Specialization

Skilled

Becoming skilled with two weapon style costs an additional weapon proficiency slot. The penalty for two weapon fighting for those skilled in this style reduce the penalties for two weapon fighting to 0 and -2 for main and offhand attacks. Ambidextrous characters who specialize in this style suffer no penalty with either attack.

Expert

Becoming an expert with two weapon style costs an additional weapon proficiency slot. An expert user gains the ability to make an additional offhand attack per round at an additional -4 (-6 total). This means the character can make three attacks at the following penalties: 0, -2, -6.

Master

Becoming a master with two weapon style costs an additional weapon proficiency slot. A master user can make a counterattack when hit by a melee weapon attack. Only one such attack can be made each round.   Additionally, attacks with the user's main hand weapon gain a +2 bonus to damage rolls.

Grandmaster

Becoming a grandmaster with two weapon style costs an additional weapon proficiency slot. A grandmaster user can make two such counterattacks.   Additionally, offhand penalties are reduced by an additional 2, for respective totals of 0, 0, and -4.
 

Weapon and Shield Style

Weapon and Shield Style
One of the most common fighting styles in the AD&D game, this style provides the character with the defensive benefits of a shield and still allows a decent offense.   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 character's arm and take a full round to remove.   Warriors and priests normally know the weapon and shield fighting style.

Specialization

Skilled

Becoming skilled with weapon and shield style costs an additional weapon proficiency slot. A skilled user gains a -1 bonus to AC when using a shield. Additionally, they can make a shield bash attack once per round as an offhand attack. If they do, they lose the AC benefits of their shield—including the -1 bonus to AC from this style—until the user's next turn.
ShieldSizeDamage
SmallS1d3
MediumM1d4
LargeL1d6
TowerL1d8

Expert

Becoming an expert with weapon and shield style costs an additional weapon proficiency slot. An expert user gains an additional +1 bonus to AC when using a shield.

Master

Becoming a master with weapon and shield style costs an additional weapon proficiency slot. A master user can make a shield bash attempt each round without losing the AC benefits of his or her shield, and reduces the penalty for the shield bash attack by 2 (-2 total).   Additionally, the user can give up their shield bash attempt to make a block. If the user is hit by an attack, they must make an attack against AC 4. If the user succeeds on this attack and scores a higher roll than their attacker, the attack deals no damage.

Grandmaster

Becoming a grandmaster with weapon and shield style costs an additional weapon proficiency slot. A grandmaster user only needs to succeed on an attack against AC 8 to successfully block (though must still score higher than the attacker's attack).   Additionally, a grandmaster user can interpose their shield to grant an adjacent creature a +2 bonus to AC, or to grant themselves a +2 bonus to an applicable saving throw against breath weapon or spell, but only while wielding a large or tower shield. The DM has the final say whether a saving throw is applicable. For example, a red dragon's flame breath or a fireball spell could be blocked, but a green dragon's chlorine gas breath or a cloudkill spell would easily get around a shield.
 

Local Fighting Styles

Many specialized forms of combat evolved throughout the world in various locations. Some Roman gladiators were trained to fight with net and trident; Western Europe developed the joust; and martial arts evolved throughout southern and eastern Asia. If a character comes from an area where a unique form of combat has evolved, she may spend a weapon proficiency slot to specialize in that form of fighting.   The following are only a small collection of the available local fighting styles found throughout Elaris. Talk to your DM to see if you qualify for any of these, or if there is one that you are looking for that does not appear on this list. Styles of Botar
Biting Spear Style
The Biting Spear Style comes from Botar and emphasizes agility, reach, and the ability to strike quickly from a distance. It is a versatile style, allowing the wielder to switch between offensive thrusts and defensive maneuvers.

Specialization

Skilled

Becoming skilled in biting spear style costs an additional weapon proficiency slot. A skilled user gains a +1 bonus to attack rolls with spears and can make a quick thrust attack when an enemy enters your reach, allowing for one additional attack once per round.

Expert

Becoming an expert in biting spear style costs an additional weapon proficiency slot. Expert users are able to thrust with a twisting motion, digging deeply and gaining a +2 bonus to damage rolls with spears. They can also use the butt of the spear to make a secondary attack at a -4 penalty, dealing 1d4 bludgeoning damage on a hit.

Master

Becoming a master in biting spear style costs an additional weapon proficiency slot. A master user can make two quick thrust attacks per round and gains an additional +1 bonus to attack rolls with spears. Additionally, while wielding a spear with one hand, the user gains an additional +1 bonus to damage rolls, or a +2 bonus to damage rolls while wielding it with two hands.   Lastly, a master of biting spear can attack from a rear flank, as though he or she were using a polearm.

Grandmaster

Becoming a grandmaster in biting spear style costs an additional weapon proficiency slot. A grandmaster user can make repeated quick jabs like the biting fangs of a snake. If the user does not move during their turn, he or she gains an additional melee attack with spears, or two additional attacks while wielding the spear with two hands. Additional attacks made in this way are made with a -4 penalty, and cannot be made if the user attacks with the butt of the spear.
 

 
Styles of Cetandar

 
Styles of the Fahrym Unions

 
Falling Rain Style
Styles of Lungao
The falling rain style emphasizes speed, precision, and a flurry of quick attacks, embodying the concept of "death by a thousand cuts". Practitioners of this style unleash a rapid succession of strikes, overwhelming their opponents with their sheer speed and accuracy.

Specialization

Skilled

Becoming skilled in the falling rain style costs an additional weapon proficiency slot. Skilled users gain a +1 bonus to attack rolls with katanas held in one hand with nothing in your other hand, and gain an additional attack every other round.

Expert

Becoming an expert in the falling rain style costs an additional weapon proficiency slot. Expert users can unleash a flurry of blows, making 3 melee attacks with a katana held in one hand with nothing in your other hand on a turn, but each attack deals only 1d6 damage rather than 1d10 damage.

Master

Becoming a master in the falling rain style costs an additional weapon proficiency slot. Master users gain can attempt to deflect incoming missiles by making a saving throw versus paralyzation while holding a katana in one hand with nothing in your other hand. They can attempt to do so once per round, but can only deflect normal-sized physical missiles in this way, similar to a monk. Additionally, when making a flurry of blows, a master user can instead make 4 melee attacks that each deal 1d4 damage.

Grandmaster

Becoming a grandmaster in the falling rain style costs an additional weapon proficiency slot. Grandmaster users can attempt to deflect two missiles per round, and can make 5 melee attacks that each deal 1d4 damage when making a flurry of blows. Each time a grandmaster user of the katana deals more than 4 damage using a one-handed katana, the damage is increased by 2.
 
Rising Sun Style
The Rising Sun style is a unique archery style developed specifically for the daikyu longbow, emphasizing precision, slow but powerful fire, and the ability to strike from great distances. Practitioners of this style can unleash powerful arrows that can pierce even the strongest of steel with deadly accuracy and speed, embodying the power and grace of the rising sun.

Specialization

Skilled

Becoming skilled in the rising sun style costs an additional weapon proficiency slot. Skilled users gain a +1 bonus to attack rolls with the daikyu bow. Additionally, a skilled user can reduce his or her rate of fire to 1/2 from 1/1. If he or she does so and does not move while aiming in this way, the skilled user scores a critical hit on a roll of 19 or 20.

Expert

Becoming an expert in the rising sun style costs an additional weapon proficiency slot. Expert users gain a +2 bonus to attack rolls with the daikyu bow and a +1 bonus to damage rolls. When using their precise aim, the expert user scores a critical hit on a roll of 18 to 20, and gains an additional +1 bonus to damage rolls.

Master

Becoming a master with the rising sun style costs an additional weapon proficiency slot. Master users gain a +3 bonus to attack rolls with the daikyu, and a +2 bonus to damage rolls. When using their precise aim, the master user doubles the short range of the daikyu bow, scores a critical hit on a roll of 17 to 20, and gains a +2 bonus to damage rolls.

Grandmaster

Becoming a grandmaster with the rising sun style costs an additional weapon proficiency slot. Grandmaster users gain a +4 bonus to attack rolls with the daikyu and a +3 bonus to damage rolls. When using their precise aim, the grandmaster user increases the damage roll from 1d8 to 1d12, scores a critical hit on a roll of 16 to 20, and gains a +3 bonus to damage rolls.
 

 
Styles of the Kuneirmeru Desert

 
Styles of Thornlay

 
Styles of the Dwarves

 
Styles of the Elves

 
Styles of the Felarids

 
Styles of the Gnomes

 
Styles of the Halflings

 
Styles of the Titanforged

 

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