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Weapon Maneuvers

As I have previously told you, each fighting style in comprised of a series of different maneuvers. Each Maneuver is divided into one of nine basic categories of: Block, Kick, Lock, Movement, Strike, Throw, Vital Area, Weapon, and Mental/ Physical Training. Listed below are all of the commonly known maneuvers. Even I with my great knowledge of the fighting arts cannot profess this to be a complete list. Each Maneuver includes a brief desciption of its effects in combat. As a general rule, unless the ability specifically says so, none of them provide extra attacks and therefore must be taken from the fighters normal number of attacks.

Maneuver Effects
Blocks
1. Attack/ Parry Allows a fighter to attempt a parry for every attack they would normally recieve without losing attacks.
2. Parry All Costs all attacks; blocks up to 6 melee attacks; +2 to parry roll with shield
3. Grappling Block -2 to hit; Blocks 1 melee attack; pins weapon
4. Cloak Parry Must be wearing cloak, save vs. DEX to get -2AC vs. missle weapons
5. Arrow Parry -4 to parry; Costs all attacks; blocks all missle attacks.
6. Parry Heavy Costs 2 attacks; allows fighter to parry/ dodge blows from giant weapons.
7. Defensive Spin Costs all attacks; - 1/2 fighter level AC; attackers save vs. paralyzation or take 1/2 fighters level damage; maintaIn for CON rounds
Kicks
1. Backward Kick Costs 1 attack; allows fighter to kick opponent behind; basic damage.
2. Leg Sweep Costs all attacks; opponent save vs. dexterity-2 or fall prone
3. Head Butt Allows fighter to gain a suprise attack with head butt; opponent must be grappled or pinned; 1d4 damage
Locks
1. Choke hold Takes +1 round; victim passes out; must have free hand
2. Locking Block -4 to hit; Pins weapon/ limb; +4 to hit with other attacks
Movement
1. Feint Costs extra attack; +3 to hit
2. Prone Fighting Suffer no kneel/ sit/ prone penalties
3. Immovability Save vs. paralization to not budge
4. Charge 1d4 +STR damage; opponent save vs.DEX to avoid; +2 to hit and damage with shield
5. Leap Leap 4 feet high, 3 feet forward; add 1 foot per level
Movement 2
1. Quick Strike +1 bonus to initiative
2. Speed Check Dexterity; result/4=extra attacks; once per day
3. Slow resistance Immune to Slow Spells
4. Flowing Water -2AC through speed, agility, evasion
5. Feather Walk 1/2 Move; move in complete silence; -25% to Tracking
6. Great Shield Block 3 att +1/lvl; lasts 1/rnd per 3 exp. levels
Strike
1. Lethal Strike Opponents HD must be less than attackers by 5; successful hit made by 5 or more score double damage
2. Ballistic Spin Fighter recieves 1 attack per weapon on all opponents within range; -2 to AC during spin; May spin for CON # of rounds. -2 to hit and AC for 1d4 rounds after.
Throw
1. Fall Take half damage from falls
2. Instant Stand Stand quickly (negates 1-round penalty)
3. Hurl Hurl inanimate objects 1d6+STR feet; damage per object +STR bonus
4. Great Throw Throw humanoid missles 1d4+STR feet; lose all attacks
5. Sword Throw Throw sword as if dagger; base weapon damage +STR
Weapon
1. Weapon Breaker Automatically breaks normal weapons
2. Similar Weapon Use non-proficient weapons in broad groups as if proficient
Slash
1. Blind -4 to hit; 25% chance blind one eye; suffers -2 hit/AC per eye; 2% chance permanent
2. Vein -4 to hit; Inflicts 1hp damage, take additional 1 hp/ rnd til treated
3. Dismember Opponent save vs. death; attack roll at -4; lose all other attacks
4. Artery -4 to attack roll; Inflicts 1hp damage, take additional 3 hp/ rnd til treated; lose next attack on miss
Blunt
1. Heavy Blow Double Damage; lose next attack on miss
2. Crushing Blow Break inanimate objects, save vs. crushing-2
3. Limb Paralysis limb paralyzed for 24 hrs; suffer double damage; save vs. paralyzation to negate
4. Stunning Blow opponent stunned for 1d4 rnds; save vs. paralyzation to negate; lose next attack on miss
5. Great Blow 1 attack/rnd; triple damage; opponent unconscious for 1d4+2 rnds; save vs. paralyzation to negate unconsciousness
Pierce
1. Prod Force opponent back; +2 opponents next initiative
2. Ram Charge opponent; save vs. paralyzation to avoid; inflict double damage; +4 next initiative on miss
3. Pierce Vitals -4 to hit; Inflicts 1hp damage, take additional 1 hp/ rnd til treated
4. Impale -4 to hit; Inflicts Double damage, lose next attack on miss
5. Skewer -6 to hit; Inflicts triple damage, take additional 1 hp/ rnd til treated; lose next attack on miss
Mental and Physical Training
1. All-Around Sight Aware of attacks from all around
2. Mental Resistance +2 on saving throws vs. mental attacks
3. Blind Fighting No penalty for fighting in darkness
4. Endure Pain Continue Fighting regardless of serious injuries
5. Spell Block Fighters with this ability take no damage when a successful save is made.
6. Pause and Silence all attacks; successful attack grants +1 for remainder of combat


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Original content ©1999–2001 Brian D Swedorski. New content ©2025–2026 Jeff. User-submitted material remains the property of its respective authors.