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 |