Over the years of development of the
AD&D® game, much has been done to
expand the many and varied spell-casting
classes. Magic-users, illusionists,
clerics,
and druids have all had their spells
extensively
expanded in Unearthed Arcana.
New spell-casting classes (such as the
witch) have appeared in past issues of
DRAGON® Magazine. In general, there has
been a considerable orientation in the
AD&D game toward spell-casters and
away from fighter-types. The following
special abilities go far to set straight this
inequality.
Fighters are hereby given a number of
combat maneuvers that add to their options
in a round of melee. Cavaliers, paladins,
clerics, and all other classes (except for the
bard class, as fighter levels are initially
obtained) do not gain the use of these abilities.
Rangers and barbarians may, at the
DM's option, gain these abilities as well,
unless it is felt that they have enough special
abilities of their own. These combat
maneuvers were developed from skilled
practice in the fighting profession?s major
strength: fighting. Table 1 lists the number
of combat maneuvers gained initially and
per level beyond the first.
All combat maneuvers performed by a
fighter, ranger, or barbarian require a
level check to be successful. A level check
requires 1d30 to be rolled, the result of
which is compared to the character's level.
A roll equal to or less than the character?s
level indicates success. The character's
effective level for the purpose of this level
check is increased or decreased by subtracting
the character's dexterity-based
Defensive Adjustment (reflecting battle
reactions) and adding the character's Magical
Attack Adjustment (representing
judgment
in battle); see the Players Handbook,
page 11, for both adjustments. No other
modifications, magical or otherwise, are
applicable. Thus, a 12th-level fighter with
both an 18 dexterity and wisdom rolls a 20
or less on 1d30 to be successful.
Only one combat maneuver may be used
at a time (except for the Target maneuver);
other than that, these combat maneuvers
may be used as often as allowed. The
intent to use a specific combat maneuver
must be declared at the start of a melee
round, before any attacks are declared or
rolled. The combat maneuver is then made
when appropriate during the round. If the
combat situation changes during the
round (e.g., a fighter planning to use the
Feign Death maneuver suddenly sees his
foe slain by another warrior), the maneuver
may be discarded if it has not already
been performed. Just because a maneuver
turns out to be harmful is not sufficient
reason to discard it after the maneuver
has been made (e.g., if a fighter uses the
Feint maneuver on an orc who is smarter
than the fighter is).
Furthermore, these combat maneuvers
are largely meant to be used against
armed, humanlike opponents. The DM
must decide in all cases whether a particular
combat maneuver can be used against
an opponent (one cannot disarm a ghoul,
for instance, nor stun a brontosaurus).
If a 30-sided die is not available, the use
of 1d6 and 1d10 can produce numbers
from 1 to 30. Roll 1d6 and 1d10. If the ld6
roll is 1 or 2, the number generated is 1-10
as rolled on the 1d10. If the 1d6 roll is 3 or
4, the number generated is 11-20, determined
by adding 10 to the result of the
1d10. If the ld6 roll is 5 or 6, the number
generated is 21-30, determined by adding
20 to the roll of the 1dl0.
Combat maneuvers
The various combat maneuvers are
described below. Again, note that they
cannot all be acquired at once, but must
be learned according to Table 1.
Parry: Parrying normally involves
applying a character's strength-based ?to
hit? bonus to his opponent?s ?to hit? roll (as
per the Players Handbook, page 104).
However, fighters with this combat
maneuver may make a level check on
1d30; if successful, all ?to hit? bonuses
(with an additional +2 bonus) may be
added to the fighter?s parrying ability. This
combat maneuver substitutes for a single
melee attack unless the character?s dexterity
or less is rolled on 3d10, in which case
the character is allowed an attack at - 2 to
hit immediately afterward. Thus, a 13th.
level fighter may parry once and attack
once in a melee round, and might even
gain another attack if his dexterity check
is made. Two or more parrying attempts
may be made in a round only if the parrying
fighter has the ability to make two or
more normal attacks with a melee weapon
in a round, and if he is fighting either an
opponent with two or more weapon
attacks, or two or more opponents.
Parrying is best used against an opponent
with an especially dangerous weapon
or melee ability (weapons that decapitate
or sever a limb, attacks that can immediately
cripple or kill, etc.). Parrying can
only be used against opponents of ogresize
or smaller which lack giant strength
(19 + ) and which are using melee (nonmissile)
weapons. No attack roll is required to
use the Parry maneuver; the action is
simply declared.
Feint: This combat maneuver is a measure
of the character?s intelligence, as he is
attempting to fool his opponent by making
a mock attack at one place merely as a
distraction from the real attack, which is
made immediately afterward. If the fighter
?s intelligence is higher than his opponent
?s, a successful level check grants the
fighter a + 1 to hit for each point of difference
between the intelligence scores. If
there is no difference in the score, there is
no modification. If the opponent is of a
higher intelligence than the character ?
or if the character failed his level check ?
a - 2 is applied to the character?s ?to hit?
chance. This ability must be used in conjunction
with an attack; it does not replace
an attack. It can be used once per round at
most ? but beware of intelligent orcs and
goblins!
Dodge: A successful level check grants
a +4 to the AC of the fighter in
situations where the Defensive Adjustment
due to dexterity would also add to either
AC or to a saving throw against
spells which can be dodged. Failure on the
initial level check results in a -4 to hit on
the character's next melee attack in that
round. Furthermore, if a character who
has been successful on his level check also
rolls his DEX or less on 2d12,
he may
make his melee attacks as he normally
would. Failure on this DEX check
causes a loss of one attack in a round. The
Dodge maneuver stays in effect for the
whole round in which it is attempted
(assuming the character remains in melee
with his opponent). It can be used but
once per round against a single attacker; it
is useless against multiple attackers.
Target: A successful level check (with
the appropriate modifier shown on Table 2
applied to the die roll) allows the character
to select an exact area of his opponent?s
body where his blow is to be directed. Of
course, the part of the opponent?s body
targeted must be within range of the
character?s attack. This is useful against
creatures that have more than one armor
class (beholders, bulettes, etc.), or if a
critical hit is rolled (assuming the DM uses
such a system). This is the only ability that
may be used in conjunction with any other
combat maneuver, with cumulative
bonuses and penalties. Failure on the level
check indicates that the blow may hit, but
it has a -2 to hit penalty and cannot be
targeted.
Body Bash: On a successful level
check, the fighter forces an opponent to
make a STR check on 1d30 or be
knocked to the ground, using the following
modifications: -2 for every 2? of
defender?s height above attacker, +2 for
every 2? of attacker?s height above
defender, + 2 if a shield is used to bash the
opponent, and - 1 for each of the opponent
?s magical armor bonuses (not including
a shield). Prayer spells, rings
of
protection, and the like do not have any
effect on the save. A natural roll of 1 is
always a save, and a natural roll of 20
always results in the defender being
bashed. This maneuver only applies to
humanlike opponents of ogre-size or
smaller.
The effects of a successful Body Bash
maneuver are found by rolling 1d4 and
consulting the following list:
1. Knocked to one knee. If the bashed
opponent has not made all of his attacks
when he is bashed, he loses one of those
attacks this round. A bashed
opponent
with multiple attacks by virtue of his class
or by magic (not because 2 weapons are
being used) may take the remainder of his
attacks, made at - 1 to hit, but not until all
other melee attacks are completed
against
him. Additional attacks by the person who
scored the knockdown, and any others
who are fighting the bashed opponent, are
at + 1 to hit against the bashed opponent
until the end of the round, when the opponent
is assumed to get up.
2. Knocked to both knees. The bashed
opponent loses all further attacks for 1
round (the current round unless
initiative
has already been taken, in which case the
next round is lost), and is at +2 to be hit
for the remainder of that time, after
which he gets up.
3. Knocked to sitting position. The
bashed individual loses 1 round,
as
above, and all remaining attacks against
him are at + 3 to hit. In addition, on the
round following the lost round, the bashed
individual automatically loses initiative
while he gets up.
4. Knocked down flat. The bashed individual
loses 1 round, as in #2 above.
All
opponents are allowed an additional attack
during the round the person is knocked
down; these attacks are at +4 to hit. The
additional attack applies only to hand-to-hand
attacks, though the bonus to hit still
applies for missile weapons.
The attacking character may still make a
normal melee attack if he rolls his dexterity
or less on 3d10. Otherwise, this combat
maneuver replaces one attack in a melee
round. At the DM?s option, modifiers for
opponent height may be added to the 1d4
results roll above ( + 1 to the roll for every
2? in height the attacker has over the
defender, and - 1 for every 2? the
defender has over the attacker).
Back Out: This combat maneuver
allows a character to back out of melee
range and have a chance at a parting
attack as he exits. The character must roll
his DEX score or less on 3d8
to obtain
the parting blow, once the level check has
been rolled to determine if the character
will be allowed to back out. The Back Out
maneuver normally replaces 1 attack in
a round.
For example, a 13th-level fighter who
has 2 blows per round chooses to attack
normally with his first blow, but decides
on his second blow that he would like to
be out of melee range at the beginning of
the next round (he wants to charge a
different opponent without allowing his
current opponent an additional attack
routine against him when he flees melee
range). If he successfully makes a level
check, the fighter is able to back out of
range this round. Furthermore, if he rolls
his dexterity or less on 2d12, he gets a
parting blow at his opponent.
Failure to make the level check forces
the fighter to stay in melee range unless
he wishes his opponent to get a free attack
routine against him as he flees, and he will
also not obtain a blow unless he makes the
dexterity check on 3d8. (Note that if the
fighter failed his level check, he cannot
choose to make his dexterity check and
then flee melee range, allowing his opponent
a bonus attack routine. He would, in
this case, need to choose to flee melee
range before the dexterity check is made,
and he would not obtain a parting blow if
this was his choice. Clearly, he would be
better off staying in range this round and
trying to make the dexterity check, then
simply charging out of range toward his
new opponent at the beginning of the next
round -- assuming he gets the initiative!
Feign Death: By successfully making
a
level check at - 6 on the die roll when
struck by a blow, this ability allows the
fighter to fake his death from the
blow. A
successful level check made at -6 on the
die roll indicates that all viewing the character
believe the character was slain,
unless a percentage equal to or less than
each viewer?s intelligence is rolled. Only
viewers of the Feign Death maneuver are
allowed this intelligence check, although
anyone feeling for the ?dead? PC?s pulse
will, of course, find one. If the character is
attacked while on the ground, he is at +4
to be hit, and damage inflicted upon him
will be the maximum possible for each
blow struck. Whether successful or not,
an attack on the character upon the
ground reveals the ruse.
Failing to make the level check results in
a free blow from the primary weapon or
melee attack of all opponents in range.
Thus, a lion or a character with two weapons
could each make only a single attack
not a complete attack routine. Players
should be prohibited from attacking an
opposing fighter, ranger, or barbarian who
has successfully made a level check to
feign death, unless the character either
views the Feign Death maneuver and
makes the successful percentage die roll
based upon intelligence or the character
has a compelling reason to investigate
further.
Stun: A character who scores a hit in
melee with a blunt or flat-sided weapon
(excluding spiked weapons like morning
stars, flexible weapons like whips
or garrots,
or missile weapons) may use this
ability to attempt to stun his opponent.
After a successful ?to hit? roll is made, a
successful level check indicates that the
opponent of the character is stunned,
leaving him at +2 to be hit and making
him unable to concentrate enough to use
psionics or cast spells. A stunned opponent
may attack and defend himself using regular
melee weapons and a shield, with a -1
to hit and a -1 on armor class. The opponent
remains stunned for 1-3 rounds. No
hit-point damage is done to an opponent
who has been stunned. An opponent who
is currently stunned when struck and
stunned a second time must save vs. paralysis
or fall unconscious for 1-6 rounds;
subsequent stunning attacks, if the opponent
remains conscious, each offer a
cumulative ?1 penalty on this save, as
well as ?1 penalties on attack rolls and
armor class. No penalties can exceed -4.
When using the Stun maneuver, the
guidelines in the DMG concerning attacks
against helmetless opponents (page
28)
should be considered.
Disarm: Unearthed Arcana outlines
a
system for disarming opponents
on page
109. If a fighter makes his level check,
however, he gains a +2 bonus to hit on
the Disarm maneuver, and his opponent
suffers ?2 on his saving throw vs. petri-
fication to avoid losing his weapon. This
maneuver replaces one of the fighter?s
attacks in a melee round. Failure to make
the level check when attempting a Disarm
maneuver still allows the maneuver to go
through, but with a ?2 penalty ?to hit?
and normal saving?throw chances for the
opponent to retain his weapon. No damage
is done to the opponent in any event, and
the guidelines in Unearthed Arcana must
be followed.
Final thoughts
Only 1 combat maneuver may be used
during or in place of a blow, with the
exception of the Target maneuver. With
the addition of the above abilities, fighters
(along with rangers and barbarians) will
become more interesting to play. Players
who have fighters for characters will have
more to decide than which opponent to
attack. It may very well be more critical
for a fighter to choose the correct combat
maneuver than for a spell?caster to choose
the correct spell. Undoubtedly, the above
combat maneuvers add a wide range of
choices to players whose characters like to
settle their differences in an ?up close and
personal? manner.
Table 1
Combat Maneuver Acquisition for Fighters
| Class | Initial number | Additional number |
| Fighter | 2 | 1 per 3 levels |
| Ranger | 1 | 1 per 4 levels |
| Barbarian | 1 | 1 per 4 levels |
Table 2
Target Maneuver Modifications
| Body region | Modifier to die roll |
| Foot | +2 |
| Leg | - |
| Groin | +3 |
| Spine | +3 |
| Chest | +1 |
| Hand | +2 |
| Arm | +2 |
| Shoulder | +2 |
| Arm or shoulder (50% either) | - |
| Neck | +3 |
| Face | +3 |
| Head | +3 |
| Face or head (50% either) | +2 |
| Special monster parts | DM's discretion |
Part 2:
Maneuvering for Victory
Special maneuvers for AD&D® 1st Edition game fighters
by Cory S. Kammer
Artwork by Terry Dykstra
| - | - | - | - | - |
| Dungeons & Dragons | Dragon magazine | - | Classes | The Dragon #165 |
Elrion Drowslayer hid in the rocky pass,
at the base of a narrow path leading to a
natural stone bridge. The bridge arched
across a canyon, the only entry to the
Arch-Mage?s mountain sanctuary. Three
ogres guarded the bridge. Beyond them
was a spire of stone riddled with twisting
passages, laboratories, lairs, and the
dungeon in which Elrion?s comrades were
entrapped. With luck, they still lived.
The bridge had been carved eons ago,
with no cover or rails, by Aerdrie Faenya,
the goddess of the winds. The ogres had
no missile weapons, but they were at least
a bowshot away. Elrion?s arrows had long
been exhapsted, and he could not rely on
stealth to get past the sentries. He would
need his quickness and fighting skills. So
b e i t.
Elrion bellowed a challenge and sprinted
from hiding, runesword in hand, his elven
boots dancing silently across the rocky
path. As he had hoped, two of the ogres
charged him with their own insults, swinging
their clubs in high orcs. As the first
drew near, Elrion feinted, then thrust
sharply, drawing blood and driving the
ogre over the brink. An instant later, his
shield arm rang with sudden pain as
Elrion?s second assailant was upon him.
The impact of its club, just barely parried,
numbed his shield arm and shoulder. With
a quick riposte, a second blow was deflected
sideways, and Elrion thrust his
blade deep into the ogre?s breast. The ogre
crumpled, and Elrion paused to free his
sword.
Instead of signaling for aid, the final
ogre stared impassively. Its massive arms
flexed, one hand patiently resting on his
upright mallet, as if posing for a portrait.
But as Elrion closed, its two mighty hands
closed on the tremendous hammer and
hefted it above the ogre?s shoulder. The
thing grunted obscenities in its native
tongue. Bending under the ogre?s swipe,
Elrion caught the maul on the overlong
crosspiece of his long, sword, wrenched,
and levered it from the beast?s grip.
Weaponless, the creature was no match
for Elrion. It was a short battle before
Elrion, spotted with blood and covered in
scratches, stood alone. Elrion then set off
across the great span toward the dark
tunnel at the end. Knowing it premature
to feel triumph, he hoped his skills would
serve him as well in the battles to come?
and he prayed that his comrades still lived.
For simplicity's sake, the drama of battle
is lost in AD&D® 1st Edition games. Fighting
is divided into an attack roll against an
armor class, followed by a damage roll.
Feints, parries, and ripostes are assumed
to occur during the space of a round to
facilitate the game. But this is unfair to
fighters. Mages, clerics, and druids dominate
combat with fabulous spells that alter
reality, and thieves can slink and hide
before striking critical backstabs. Until the
advent of specializations, fighters had no
special skills in battle other than a better
chance to hit.
Enter Oriental Adventures. After its
appearance, the whole new world of martial
arts and special maneuvers emerged
for those who adventured in the mystic
realms of Kara-Tur. The special maneuvers
were made simple to use, with few additional
die rolls; the emphasis was on versatility,
fun, and creativity. Each new
character could have his own distinctive
martial-arts style. Always seeking to simulate
the feint, thrust, dodge, and parry of
real melee combat, this became the perfect
avenue to create special combat maneuvers
for fighters.
This article expounds on how gamers
can utilize special combat maneuvers to
improve play and versatility. Potentially,
each fighter can create a combat style
unique to himself.
Special combat maneuvers are actions
and abilities acquired through intensive
training and skill. Some maneuvers are
actions that must be announced at the
start of each round during a fight (Feint,
Parry, Evasion). Others are always in effect
(All-Around Sight, Resist Unconsciousness,
Dexterity). Sometimes combat
maneuvers are risky because failure leaves
the character in an exposed or dangerous
position. Some are weapon-based skills,
and others deal with intellectual and physical
power.
Maneuvers are categorized into principal
methods of fighting. All special combat
maneuvers are ranked from easiest to
most difficult to master within each category.
The lower a maneuver?s number, the
easier it is to master and execute. When
choosing a maneuver, a character must
select them in a progression from #1 on
up. A more difficult maneuver can be
learned only when those before it are
mastered.
If a character wishes to be schooled in
abilities from several categories, all maneuvers
must be learned in order. For
example, Kyrik Wulfgar begins his career
learning skills in the Movement category.
After learning Feint, Parting Blow, and
Drive, he chooses to improve other skills,
so he next masters Dodge and Evasion in
the Grappling category. At this point, he
decides to return to the Movement category
to learn the Speed maneuver, which
is possible only because he previously
earned the first three skills. Should he
later decide to extend his expertise to
another category, Kyrik will start at the
beginning maneuver yet again.
Special combat maneuvers are the distinct
province of the fighter class. Each is
earned by expending one weapon proficiency
slot. There is no limit to the number
of skills that may be learned, but a
character must be proficient with at least
one weapon type before attempting them.
Players must consider their choices carefully,
because even a 16th-level fighter has
only nine slots to divide among weapon
proficiencies, specializations, and weapon
maneuvers. Nonweapon proficiency slots
cannot be used for these maneuvers.
Training for maneuvers is long and
rigorous. First, an individual must seek a
qualified teacher who knows the special
maneuver desired. In a large city, there
may be fighting schools where a variety of
disciplines are taught. In an isolated community,
a character may be restricted to
the skills of a few well-trained individuals.
Characters with military training might
have received their skills through constant
drilling with their units; thus, specific
skills might be quite common to a region.
It is quite likely an entire adventure could
hinge on locating or rescuing the master
of a difficult maneuver, just as a mage
might go on a quest for an arcane tome.
Having found a suitable instructor, the
student begins strict training, similar to
level-advancement training. Mastery of a
skill is earned in 1-4 weeks, depending
upon a character?s performance in prior
adventuring. Special combat maneuvers
can never be acquired through selftraining.
Coupled with level training, training
time for combat maneuvers may be
reduced by one week, but the total training
period may never be less than a week.
Training costs are highly variable. The
degree that a maneuver is known throughout
a region will affect the price of training,
as well as the teacher?s predisposition
to his student. Generally, the base cost per
week of special-maneuver training is
equivalent to the costs for level training.
The prices tend to escalate the more one
excels in a category, because few fighters
ever achieve those higher pinnacles of skill
and they treasure their unique standings.
Costs for rare maneuvers may be exceptionally
high.
Special combat maneuvers were intended
to function as a special ability of
the fighter class. A DM may decide other
fighter subclasses merit, special combat
maneuvers as well, but these subclasses
must satisfy their other class requirements
before expending weapon proficiencies for
maneuvers.
Monsters are also candidates for using
special weapon maneuvers. Some logic
must be used, or variety will be lost if
every creature possesses them. For the
most part, humanoids of lawful alignments
and of average or better intelligence are
prime choices to adopt combat maneuvers,
because of their intellect and tendency
toward regimented training. With their
warlike organizations, orcs and hobgoblins
commonly acquire special maneuvers.
This can make those one-hit-dice orcs
surprisingly tough. Ogres, bugbears,
gnolls, and trolls, who tend to be disorganized,
should be without maneuvers, except
for the rare leader types among them. Not
all chaotic alignments should be excluded
from special maneuvers, though. The
drow, for instance, are chaotic evil but
enjoy a structured society that encourages
excellence in combat; they could learn
weapon skills.
A DM must use common sense in assessing
those situations in which combat maneuvers
are effective. Some skills are
always in effect, but events might circumvent
their use. A character stumbling into
a pit of spikes will be impaled, so it is
improbable that he could use his Fall maneuver
to roll when hitting the ground
and suffer only half damage. Obviously, it
is ridiculous to attempt stunning or incapacitating
a red dragon by pummeling;
and entangling a creature with no limbs is
impossible, if not pointless. The DM dictates
whether or not it is possible to use a
given maneuver in each case, just as he
would judge the effects of a spell. As a
rule of thumb, an opponent must be from
halfling to ogre size in order for a special
combat maneuver to work against it.
Additionally, remember that these are
highly experimental additions to the game.
Adjustments may have to be made to
maintain game balance. Campaigns relying
heavily on fighters will benefit from having
more versatile characters, but the
strength of the opponents might need to
be increased (or fewer combative situations
might be encountered, limiting the
use of such special maneuvers). Campaigns
with few fighters will benefit as the warriors
will be better able to fill their roles to
defend their allies and attack foes. If fighters
come to overshadow other classes,
however, these maneuvers should be
trimmed down or left unused
The descriptions of special combat maneuvers
follow and are arranged by category,
from least difficult to most difficult,
as given on the Special Combat Maneuvers
Tables.
Balance
Fall: This maneuver enables a character
to roll with a fall or to position himself to
lessen damage from a fall. Once learned,
this maneuver is constantly in effect. A
character thus protected suffers only half
damage from falls; his carried equipment
receives a +2 bonus to save vs. fall.
Instant Stand: Knowing this skill
allows
a character to instantly regain his
feet, whether he?s knocked off balance,
prone, or recovering from a fall. The
character loses only the ability to move
that round and suffers no defensive penalties.
Only nonbulky armor may be worn
when executing an Instant Stand. At the
DM?s discretion, this maneuver is allowed
to function in magical bulky armor, due to
its greater flexibility and lesser weight.
Prone Fighting: This maneuver has
many functions. First, a fighter with this
skill is empowered to fight as effectively
when knocked to the ground as if he were
on his feet. The only limitation is that no
other special maneuvers except Instant
Stand may be used when fighting in this
manner. Second, all die rolls made to escape
a grappling-attack gain a +1 bonus.
Third, this maneuver allows a character to
overcome penalties when fighting in tight
places, such as a cavern with a low ceiling,
due to the character?s practice in fighting
in unusual or off-balance positions. All
functions are constantly in effect.
Dexterity: After an initial training
time
of double the normal length, a fighter is
introduced to a regimen of exercises that
creates greater agility, nimbleness, speed,
and flexibility. He gains one point on his
dexterity score. This reflects commitment
and hard work, and it takes an hour per
day of exercises to keep this bonus. Failure
to keep this regimen causes these
skills to atrophy quickly. A character who
misses training for more than three consecutive
days loses the benefit of the dexterity
bonus and requires two day?s of
double workouts for every day missed, or
must begin intensive retraining as if the
skill had never been learned. A new proficiency
slot need not be used, however.
If the DM allows a paladin or cavalier to
gain this skill, the results differ. When the
paladin or cavalier advances a level and is
allowed his 2d10 roll for additional dexterity
percentile points, he receives a bonus
of + 5% to this roll, thanks to the maneuver.
No other benefit is received, not even
the gaining of a full dexterity point, but no
additional training is necessary, either.
Movement
Feint: 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 +2 attack bonus. This is a consequence
of drawing the opponent?s attention away
from the point at which the character will
strike next. 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.
Parting Blow: By saving at least one
attack and allowing all melee opponents
their remaining attacks, an individual may
strike the final blow in a round. Should
the attack hit successfully, the attacker
may withdraw 10? without any opponents
pursuing or striking at him (unless he is
restrained or surrounded). This allows the
character to close the distance with a
different opponent, lend aid in another
portion of the battle, or get a head start if
he intends to flee on the following round.
If the Parting Blow fails, the character is
still engaged in melee combat.
A fighter with multiple attacks who fells
an enemy with his first blow may use
Parting Blow to move up to 10? and attack
a second foe within that range, as long as
he is allowed another attack in that round.
It is possible to strike a Parting Blow but
lose initiative in the following round. An
opponent who closes in such a case negates
the previous round?s Parting Blow
movement advantage.
Drive: By strength and skill, an attacker
may attempt to push or direct his opponent
backward. On a successful hit, the
opponent may be driven back 1? per level
of the attacker. If the distance an opponent
is pressed back is greater than 3?, the
victim must save vs. paralyzation to remain
on his feet. In addition, should a
victim be driven over 3? into a solid object
or wall, he takes 1 hp damage. A victim
may also be pushed over a brink. Should
an opponent remain standing, he may
melee with his attacker normally.
Because of the aggressive nature of this
attack, should the Drive fail, the attacker
is exposed and loses any bonuses to armor
class due to dexterity for the remainder of
the round.
Speed: Through concentration and
muscle control, the character gains double
the amount of melee attacks and twice his
normal combat movement rate. This maneuver
is very tiring and can be done only
once per day for five rounds. After this
time, an individual can fight normally for
1-4 rounds more, then must rest for 2-8
rounds, during which time he can move at
only half speed and can only defend himself
(no spell-casting or psionics). He may
fight and move normally thereafter.
Missile Deflection: This maneuver
may be executed with a shield or with a
weapon 3-6? in length. Lightning-fast reflexes
allow a defender to deflect up to
two missile attacks per round. If a large
shield is employed, three missiles may be
avoided. The skill always functions, but
the defender must be aware of his assailant.
The attempt to deflect missiles must
be announced before the to-hit rolls for
the missiles are made. If the defender
saves vs. paralyzation, he has successfully
deflected a missile attack and sustains no
damage. A failed save allows a standard
chance to be hit.
Missiles that cannot be deflected include
exceptionally large ones, such as gianthurled
boulders or catapult missiles, and
missiles created by magic, like Melf?s minute
meteors, fireball, or magic missile
spells. Enchanted missiles, such as arrows
or quarrels, subtract one per magical
bonus of the missile from a defender?s
saving throw.
Defense
Parry: This maneuver may be used
once per round per attack permitted to
the fighter. If parrying with a melee
weapon, all of the character?s bonuses to
attack from strength, magic, or specialization
may be subtracted from the adversary
?s attack roll. Should an attacker roll a
natural 20, the penalty from a parry is
negated. The Evasion maneuver may
never be coupled with a Parry.
Weapon's Length: A character using
this maneuver, and employing a thrusting
weapon (e.g., spear) of equal or greater
length than his foe?s in melee, may strike
the first blow when closing with a foe
regardless of initiative rolls or weaponspeed
factors. If the blow is successful, the
opponent is also forced to remain just
beyond the thrusting weapon?s reach,
unable to close with the character. Failure
to deal a successful blow allows the opponent
within the character?s guard, and the
opponent hits with a +2 bonus. The maneuver
cannot be reestablished after failure
until a round when the opponent fails
to attack successfully. Additionally, if the
opponent attempts to rush the character,
the character may remain in place but
thrust at the attacker, striking first and
doing double damage as if his weapon
were set for a charge. Both of these functions
are effective against only one attacker,
and both require sufficient room in
which to wield the thrusting weapon.
Shield: With this special maneuver, the
fighter?s training has granted him superior
prowess with a shield, giving a +1 bonus
to armor class, beyond any other bonuses,
which is always in effect. Magical and
dexterity bonuses are counted as well.
Thus, a nonmagical medium shield offers a
+2 bonus to armor class, and a shield +2
offers a +4 bonus to armor class. Shields
may counter only a specific number
of
attacks per round, as outlined
in the 1st
Edition Players Handbook (page 36), and
this does not change with this maneuver.
Riposte: This maneuver is an attack as
well as a defense. To use this skill, a character
must withhold at least one attack
allowed to him in a round and have an
equal or greater initiative roll than his
antagonist. The character waits until his
foe begins his assault, then parries with
his weapon and rapidly strikes his own
blow. The success of the Riposte is determined
just as a normal Parry maneuver
would be; if the Riposte deters the opponent
?s attack, the character?s subsequent
attack is at a +2 bonus (strength and
specialization bonuses still apply). If an
opponent?s blow lands despite the parry,
the Riposte is negated and the character
makes his attack with normal bonuses.
Weapon Catch: When parrying a
weapon thrust with his melee weapon, a
character tries to catch his opponent?s
weapon in place by leverage. The character
?s weapon must be of at least half the
size and weight of the opponent?s weapon.
If Weapon Catch is announced at the start
of a round, the opponent?s weapon is
caught and rendered ineffective if his
attack fails and if the character makes a
successful attack roll (which does no damage
to the opponent). The opponent may
drop his weapon or may sacrifice his next
attack to automatically pull his weapon
free. Should the opponent?s weapon be
trapped with an entangling weapon, a
1d20 dexterity check is required to break
free.
An individual who has caught an opponent
?s weapon may strike a blow with his
free hand at a +2 attack probability, either
during the same round (if he has
attacks left to make) or during the next
round (if the opponent has not released or
freed his weapon). He may disarm his foe
instead. The opponent is allowed a save vs.
paralyzation to retain his weapon, but the
character?s bonuses to hit with his melee
weapon are subtracted from the opponent
?s save. The DM should administer this
maneuver carefully, with an eye toward
realism and logic.
Strike
Pummel: When using Weaponless
Combat System I from Unearthed
Arcana,
blows from fists do 1-4 hp damage rather
than the usual 1-2 hp. If using Weaponless
Combat System II, small, soft objects
inflict
1-4 hp damage; small, hard objects inflict
1-6 hp; and all large objects inflict 1-8 hp
damage on any hit, plus applicable
strength bonuses.
Crushing Blow: This maneuver is
constantly in effect. Damage from pummeling
attacks are at an additional +½ hp
per level. This bonus also applies to shield
smashes. Furthermore, when using Weaponless
Combat System II (from Unearthed
Arcana), the chance to stun a victim is
+1% per level greater than normal. The
maximum chance to stun is 95%.
Vital Area: This carefully aimed pummeling
attack increases damage by 1 hp
per level. This bonus is used instead of the
+½ hp gained from the Crushing Blow
special maneuver. The force of the blow
also will incapacitate a victim?s limb (selected
randomly, excluding the head) on a
roll of four or more better than needed to
hit his armor class. Again, this bonus
applies to shield smashes, and the chance
to stun an adversary remains the same as
under Crushing Blow.
Stun/Incapacitate:
On a successful
pummeling attack, besides damage gained
as per Vital Area, the impact may stun or
incapacitate the victim if he fails to save
vs. paralyzation. If the save fails, the opponent
is stunned for 1-6 rounds; if a second
saving throw vs. paralyzation fails, the
victim is knocked unconscious for 2-8
turns. This bonus does not apply to shield
smashes, and the normal chance to stun
when pummeling is disregarded when
attempting this maneuver.
Grappling
Dodge: This maneuver may be used in
place of an attack, bestowing a bonus of
+2 to a character?s armor class against all
melee attacks. The defender must be
aware of all of his attackers. The dodge
maneuver is not negated until the character
attacks. This skill constantly gives +1
to saves vs. breath weapons and other
magical attacks that may be dodged, or a
+2 if the user currently has this maneuver
in effect. This maneuver cannot be
used if the character is wearing any armor
other than non-bulky.
Evasion: This lets a character evade
melee attacks directed at him in a round in
which he has the initiative. Such attacks
can be normal melee attacks or magical
attacks that affect a 10?-square area or
less. The character?s evasion chance is 3%
per level and can never exceed 45%. The
Evasion chance is rolled for a character
before the to-hit roll is made by an attacker.
This special combat maneuver
cannot be used while the character is
wearing bulky armor.
In the event a fighter/thief-acrobat takes
this skill, he gains an additional 2% bonus
to his thief-acrobat evasion ability each
time he earns a new level; this is subject to
a thief?s armor class restrictions.
Slam: A fighter with this maneuver
throws his body weight into an opponent
to knock him off balance. With a successful
attack, the Slam staggers the defender,
giving him a -2 to hit and -2 to his initiative
for his following attack. A failed attack
leaves the character off balance,
applying a -2 to his next attack initiative.
Clinch: A character may execute this
maneuver when he has initiative for the
round. Provided an opponent?s attack
misses, the fighter exploits the opening by
pinning the opponent?s weapon arm to his
side or behind his back, with no attack roll
necessary. Successive attacks made by the
character are at +2 to hit, and the opponent
?s dexterity bonuses are neutralized.
The opponent?s future attacks must be
used to negate the hold; any method mentioned
in Weaponless Combat System II
may be used to do so. Once applied, this
maneuver is in effect until the opponent
breaks free.
Mental Training
All-Around Sight: The character?s
training attunes him to his immediate
surroundings so he is able to detect opponents
on all sides, provided they are not
invisible. Characters with this maneuver
may never be struck from behind or suffer
a penalty from a back attack in melee.
Missile attacks still strike normally. This
skill constantly functions but is negated by
wearing a great helm or similar device.
Mental Resistance: The mental
exercises
and ordeals of the individual?s training
have toughened and strengthened his
will so that he receives + 2 bonus on all
saving throws against mental attacks,
including: charm, hold, and illusion spells.
This maneuver is always in effect.
Blind Fighting: In darkness, when
blinded, or faced by invisible enemies, a
character with this skill suffers only a -1
penalty on attack rolls and saves. While
this maneuver is always in effect, any of
these instances can be combined with a
silence spell to render the character effectively
blind again.
Intelligence: After undergoing an
extensive initial learning program of at
least three times the normal training
time, a fighter gains + 1 to his intelligence
score. However, if a mind is not
constantly challenged, it gets lethargic
and knowledge is forgotten. To keep full
effectiveness, a fighter must spend 1½
hours of study or reading a day. After
more than a month without sufficient
reading, study, or research (at the DM?s
discretion), this ability will be lost. to
regain it requires two full days of study
for each week of reading missed, or extensive
retraining as if the skill had never
been learned (a new proficiency slot need
not be used).
Physical Training
Ironskin: By physical training and
toughening, a character makes himself
more resistant to physical damage, improving
his armor class by one step. Dexterity
bonuses, rings or cloaks of
protection, bracers of defense, shields,
and like items may be used with this skill,
but Ironskin cannot be used when wearing
any type of armor.
Resist Unconsciousness: When
a
character applying this maneuver reaches
zero hit points or lower, but not below -9
hp, he may function for two segments per
level before falling unconscious. The character
might have time to call for aid, bind one
wound, drink a potion, or even slay his
attacker before blacking out. Note that a
character in negative hit points continues to
lose 1 hp each round, nonetheless.
Perception: Perception instructs an
individual to focus his senses more effectively.
He gains a +2 bonus on 1d20 rolls
(or + 10% on 1d100 rolls) to: find secret or
concealed doors; hear noises; find traps;
penetrate an assassin?s disguise; save vs.
illusions lacking visual, audible, tactile, or
olfactory sensations; and all similar situations
that affect the senses. Likewise,
surprise rolls are modified by +2, but a
roll of a 1 always fails. Some of the skills
that will benefit from this maneuver might
not be possessed by a fighter who is not
multi- or dual-classed.
Health & Fitness: Following
double
normal training time, consisting of running
and aerobic exercise, an individuals
stamina is increased enough to gain one
point on his constitution score. An additional
hour of exercise is necessary each
day to retain this bonus. Neglect allows
the body to lose its form quickly. Missing
exercises for more than three consecutive
days disallows the constitution bonus and
requires two days of double workouts for
every day missed. The other option would
be to retrain as if the maneuver were
never learned, but the character need not
expend a new proficiency slot.
As with the Dexterity maneuver, this
ability changes if a DM allows cavaliers to
gain special maneuvers. When a cavalier
achieves a new level, then makes his 2d10
roll for additional constitution percentile
points, he benefits by gaining +5% to the
roll. No other benefit is gained, not even
the full point of constitution, but no additional
training is required outside the
cavalier?s normal regimen.
Strength: Already physically fit, a
fighter may now build on his physical
power. An initial training time of twice
normal duration is required. Through
strength-building exercises and weightlifting,
an individuals strength score will
increase by one point, or one level of
exceptional strength (18 percentile) to a
maximum strength of 18/00. Only half an
hour of additional exercise per day is
required to sustain this ability. In all other
aspects, this maneuver behaves as the
previous skill, Health & Fitness.
Assuming cavaliers and paladins are
entitled to gain special combat maneuvers,
they receive bonuses to their strength
percentile as detailed under Health &
Fitness, with the same restrictions.
Weapon Skill
Entangle/Fast Draw:
This maneuver
is exceptional in that there are two possibilities
to choose from. Entangle is often
preferred, but few characters use weapons
with entangling attacks; therefore,
Fast Draw is offered as an alternative.
Should a character wish to gain both skills,
he must learn each as a separate skill
before advancing to the next weapon skill.
Entangle allows a character hitting successfully
with a weapon possessing entangling
capabilities (like a morning star with
chain, a whip, a flail, or a net) to entangle
an opponent?s weapon and disarm him,
unless the foe saves vs. paralyzation. If an
adversary?s saving roll turns out to be one
less than was needed to save, then both
the opponent?s and character?s weapons
are hopelessly entangled, taking a full
round to disengage them. Normal damage
is scored on a successful hit in any case.
Fast Draw is the art of unsheathing or
sheathing a melee weapon with blinding
speed. The character must specify which
weapon this skill applies to, and the
weapon must be a distinctive type, not a
general class. From that time on, the individual
may switch to or from that weapon
in an instant without penalty. In an attempt
to startle an opponent, a character
may Fast Draw his weapon, receiving a
-1 penalty on his opponent?s surprise roll.
If the rival is also skilled in Fast Draw, this
penalty is negated.
Stun: This risky move allows an attacker
to guide his blunt weapon, sword
pommel, spear butt, or like weapon to
land a blow that inflicts subduing damage
(as per the rules on pummeling in the 1st
Edition DMG, page 72) and stuns an enemy
for 2-12 segments. A stunned opponent
loses all shield and dexterity bonuses, may
not attack, and may not use spells or psionics.
A missed Stun attack leaves the
opponent an opening to strike at + 2 on
his next attack. If an adversary is currently
stunned and subsequently stunned
again, the following stun attacks add 3-18
segments to the time he is stunned.
Weapon Breaker: This jarring stroke
with a melee weapon will break a defender
?s weapon unless it saves vs. crushing
blow. Additionally, the defender must
save vs. paralyzation or drop the weapon.
The weapon breaker may operate against
shields or armor as well, destroying a
shield or weakening armor by one step of
armor class if it fails a saving throw vs.
crushing blow. Shields will be ruined, but
armor may be repaired although any
magic dweomer will be lost. The maneuver
causes no loss of hit points. Of course,
the character?s weapon should be solid
and heavy enough to break the opponent?s
weapon, and the opponent?s weapon must
be breakable. Magical bonuses of the
opponent?s weapon are added to its saving
throw.
Hit Location: Targeting a specific
area,
an attacker with initiative strikes a blow
for maximum damage. The targeted area
need not be determined, eliminating the
need for hit location charts, as it is assumed
that the fighter?s superior training
and skill guides his thrust to the leastprotected
area on his victim. This attack is
made at -4 attack penalty. If this maneuver
is coupled with the Stun maneuver,
the penalties are cumulative. Combining
this skill with Weapon Breaker penalizes
all the defender?s savings throws by -2.
Secondary Weapon: This maneuver
allows the character to fight two-handed
with none of the usual penalties for such
fighting. The weapon wielded in the primary
hand may be any of the sort that can
be used one-handed. The secondary
weapon may be any type, 2? or shorter in
length. At the DM's option, he may rule
that specializations are not effective for
weapons in the secondary hand.
For fighters who favor only a few weapons,
special combat maneuvers are a blessing.
Fighters have always had a multitude
of weapons proficiency slots available to
them; through personal experience, it is
apparent that at some point the slots become
excessive. A character with an intelligent
long sword, vorpal weapon will use
that weapon to the exclusion all others.
Despite the fact a character is proficient
with the morning star, long bow, pike, and
battle axe as well, the only weapon he will
use is that long sword. Special combat
maneuvers eliminate wasted weapon
proficiencies, enhance the capabilities of a
character?s favored weapon, and provide
bonuses in situations where a character
might normally be vulnerable.
Just as two mages differ in spell choices,
special combat maneuvers allow fighters
to evolve in completely separate directions.
A few maneuvers can change generic
character stats into a fighter of
formidable skill.
As always, the DM makes the final decision
on special combat maneuvers. He may
choose to eliminate specific maneuvers or
entire categories that are inappropriate
for his campaign. The variety of special
combat maneuvers added to the fighter
class opens a new realm of play. Don?t
forget to riposte!
FORUM
I would like to compliment
Cory S. Kammer
on a job well done in writing
"Maneuvering for
Victory," in issue #165.
I have been looking for
something like this since
the first time I rolled
the 1d20. Combat has always
been unrealistic
and, in most of our campaigns,
the downfall of
the game. At times I?ve even
dreaded it. It
always seemed to take the
creativity out of the
game. You go from describing
the evil grin on
the anti-paladin?s face to
?He rolls a seventeen!
He hits you for eight hit
points!? Boring, boring,
boring!
The glory ground for the fighter
is the field of
combat. But the glory was
always lost in a
jumble of die rolls and random
numbers. Now,
instead of hearing, ?It?s
a good thing I hit him
with a twenty!? we will hear
boasts something
like, ?so I did the unexpected
and feinted to one
side, came up on the other
side, and caught him
with his pants down!?
This is definitely a blessing
to the AD&D® 1st
Edition game fighters. The
only question I have
is when each maneuver needs
to be announced.
What I have below is the
best I could come up
with. Your corrections or
suggestions are much
needed. Keep up the good
work.
Announced before initiative:
Drive, Speed,
Slam.
Announced after initiative:
Feint, Parting
Blow, Parry, Weapon?s Length,
Riposte, Weapon
Catch, Dodge, Evasion, Clinch,
Stun, Weapon
Breaker, Hit Location.
Terry C. Parlett
Pueblo CO
(Dragon
#176)