AD&D Weapons Styles


Players Option: Combat & Tactics states that characters may spend a weapon proficiency slot to become familiar with a ‘local fighting style’. Available to warriors, rogues, and those multiclassed in warrior or rogue, these styles allow a character to receive bonuses he might not otherwise receive. Each style varies by region and race and history, and entails a different bonus. The maximum and minimum numbers of weapon proficiencies (min/max) that may be spent in a style are listed below, as well as the benefits available, for each style. The styles are divided into four groups: melee weapons, ranged weapons, armor and shield, unarmed combat, and combined styles. All styles indicated by a splat (*) are styles named for nations; all combatants from those nations are assumed to have the style unless otherwise indicated.

Melee Weapon Styles
Sepulkon 1/2 An ancient style that emphasizes calm and control, it allows a character to reduce the speed of his attack by +2 -- though it can never be reduced beyond 0.
Rakanador* 1/2 Allows a two-handed weapon a parry, once per round, as though the character were using 'sword and shield' style; this does not detract from the number of attacks per round.
Lirish 1/2 Grants characters the ability to utilize pole-arms in a highly defensive mode, due to the superior use of leverage over strength; grants a +1 bonus to Armor Class for each slot spent. This style is primarily used by females.
Karanal* 1/1 Allows a character a +1 bonus to THAC0 with bladed weapons in melee, due to its extremely aggressive form of attack.
Bridelan* 1/1 Allows a character a free disarm manuever with axes and hammers, without sacrificing attacks, every other round.
Alekdan* 1/2 Grants a character a +1 bonus to damage in melee, due to its heavy emphasis on violence and power.
Voristan 1/2 Allows melee combatants to throw their bladed melee weapons at a target (10, 15, 20y range), for bTHAC0+DEX(MA); weapon deals normal melee damage, but is considered lost for one round after the attack.
Laekbanic* 1/1 Allows warriors to decrease by 2 any applicable morale checks against a melee victim and his allies; emphasis on belligerence and intimidation.
Gordanic* 1/3 Grants fighters the ability to take a -1 penalty to THAC0, in order to gain a +1 bonus to Armor Class; the fighter stays on the defensive; action declared at the beginning of each round.
Cidalic* 1/2 Grants fighters the ability to gain a +1 bonus to THAC0, at the expense of -1 to Armor Class; the fighter goes on the offensive; action declared at the beginning of each round.
Chaserak 2/2 Grants multi-classed warrior/wizards and warrior/rogue/wizards the ability to incorporate their weapons into some somantic components, thus allowing them to make their melee weapon attacks while still casting spells as though they were two levels less than they are.
Ranged Weapon Styles
Banocbae* 1/2 Allows bowmen and crossbowmen to negate by 1, the penalty to their THAC0 at short and medium ranges, because of extraordinary time and practice spent with targets; does not give pluses To Hit.
Alekdal* 1/1 Grants characters the ability to increase all range categories by 5 yards with knives, daggers, dirks, darts, stars, and similar, small weapons.
Franal* 1/4 Grants bowmen the ability to deflect one arrow per round that comes at them, due to their experience with them; characters can make bTHACO+DEX(MA) rolls against AC-2.
Banocbal* 1/2 Allows bowmen and crossbowmen to increase the distances in all ranged weapon categories by 10 yards; this simulates their familiarity with their weapons, and their ability to 'tweak' them.
Lanith 1/1 Grants bowmen a +1 to their THACO at medium, long, and extreme ranges, due to the emphasis on practice with featherless arrows.
Tamifan* 1/2 Lets those who throw stars and specially designed daggers slide the weapons in air around corners, to attack unseen opponents, giving them a -2 penalty to their cover bonuses.
Armor and Shield Styles
Chandralic* 1/1 Those that wear bracers can gain the same Armor Class benefit as a buckler strapped to an arm, provided that sparring partners are available on a regular basis.
Karmaic* 1/2 Allows a shield an additional parry per round.
Unarmed Combat Styles
Fugohan* 1/infinite Grants a character +1 bonus to AC, due to the fluid nature of the Chilleth continent's martial arts and weapons abilities; this style is negated by any metal heavier than scale mail, and any armor stiffer than scale mail (no more than three can be spent, at 1st level).
Adrahanse 1/4 This martial arts style allows the character to work with his hands, fists, and upper body in offensive attacks; damage is 1d4 points per strike, with 3/2 attacks per round. High mastery is attainable with four slots spent.
Nariko'nae 1/5 Grants a character the ability to use their feet, legs, and lower body in an offensive martial art; damage is 1d6 points per strike, with 1 attack per round. Specialization progresses as per normal weapons.
Hummingbird
aka UCE
1/5 The priests of Whalin have made this style extremely common, spreading it to all corners of the globe; it is a defensive martial art that allows the character to deal subdual damage when engaged in attacks; the damage is 1d4 points per strike, with 2/1 attacks per round.
Hammer 1/3 Allows a character to deal hard strikes against opponents with hands, feet, and head; damage is 1d6 points of subdual damage each round. Advancement can extend to Mastery.
All of the unarmed combat styles save Fugohan are compatible with the Alekdan, Laekbanic, and Gordanic weapon styles. These three melee weapon styles, as well as the unarmed combat styles, are also available to priests at no extra cost.
Combined Weapons Styles
Krulkef 1/1 Lets specialists in 'one-handed style' spend a potentially infinite number of slots in the style; one slot in Gordanic is required before this style can be learned.
Wolf Strike 1/2 Some experts could make a flurry of fast attacks within the space of a hearbeat that might as well have been one attack. For each slot spent in this style, up to three separate attacks may be combined into one -- one THAC0 for three fast and furious attacks. This style requires one slot in Fugohan, and one slot in Sepulkon. The Fugohan slot must be active (i.e. meeting the armor restrictions) to function.
Takdalatan 1/1 Allows a melee attack to make a critical attack that delivers triple damage (six times norm on a natural 20); Takdalatan strike may be used once per day without destroying wielder's muscle tissue; requires one slot in Alekdan style.
Meisay 1/1 Forces opponents to make an immediate morale check if a called shot is successful (-4 penalty to hit); requires one slot in Karanal style, and one slot in Laekbanic style.
Tholish 1/2 Reduces penalty to pin an opponent's weapon by 2, reducing the penalty from -4 to -2 (or -2 to 0); this requires one slot in Gordanic.
Kame
aka Turtle
1/1 Grants those who have a minimum of three slots in Fugohan (Mastery equivalent), the ability to wear forearm and shin bracers for additional defense; the wearer's Armor Class is increased by 2 points.
Gayunel 1/1 Allows rogues and multiclassed rogues the ability to deal two backstabs to a target, though the backstabs must be spaced apart with at least one round between the attacking rounds. A character that has spent one slot in Fugohan and one slot in Alekdan, and takes this style, can gain the ability to bend light around himself; his Hide in Shadows (if successful) allows his will to bend the barrier between the Prime and the para-elemental Shadow realm.

All styles require denotations; for example, a character cannot simply have 'Voristan Style'. Characters must specify, where applicable, what weapons the style pertains to. Someone with Voristan in longswords would not be familiar enough with shortswords to throw them without a penalty. However, pertaining to the The Complete Fighter's Handbook, one can spend slots for tight groups, and broad groups, as well. Voristan requires one slot, but characters may spend up to two. This means that the first slot allows a character to throw one melee weapon, per round, for the style. Two slots means that a character could conceivably throw two longswords or two bastard swords, in a round. Spending an additional slot would allow the character to throw 'tight group'; i.e., any long-bladed weapon could be thrown. An additional slot would allow for the throwing of all bladed weapons.


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