ADVANCED DUNGEONS & DRAGONSŪ

2nd Edition Player's Handbook Rules Supplement

The Complete Fighter's Handbook

Table of Contents

Introduction

Character Creation

Ability Scores

Races

Classes

Alignment

Warrior Kits

Proficiencies

Armorer

The Workshop

Apprentices and Overseers

Time to Craft Armor

Cost to Craft Armor

Chance of Failure

Added Expenses

Player-Character Workshops

Repairing Armor

Repairing Magical Armor

Bowyer/Fletcher

Weaponsmithing

Weaponsmithing Failure

Weapon Quality

Weapons Not Shown

Money and Equipment

Magic

Experience

Warrior Kits

Kits and Warriors

Kits and the Warrior Classes

Kits and Character Creation

The Warrior Kits

Amazon

Barbarian

Beast-Rider

Berserker

Cavalier

Gladiator

Myrmidon

Noble Warrior

Peasant Hero

Pirate/Outlaw

Samurai

Savage

Swashbuckler

Wilderness Warrior

Recording Kits on the Character Sheet

Warrior Kits and Multi-Class Characters

Warrior Kits and Dual-Class Characters

Abandoning a Kit

Modifying the Kits

Creating New Kits

Role-Playing

Warrior Personalities

The Brash Youth

The Crude Crusher

The Dangerous Antagonist

The Doomed Champion

The Fated Philosopher

The Merry Showoff

The Natural Leader

The Sneaky Thinker

Changing Personality Types

The Warrior Campaign

Magical World vs. Nonmagical World

Magical World

Mostly Nonmagical World

Strictly Nonmagical World

The Mixed-Warrior-Type Campaign

The One-Warrior-Type Campaign

Amazons

Barbarians and Berserkers

Beast Riders

Cavaliers

Gladiators

Myrmidons

Noble Warriors

Peasant Heroes

Pirates and Outlaws

Good-Guy Outlaws and Pirates

Bad-Guy Outlaws and Pirates

Samurai

Savages

Swashbucklers

Wilderness Warriors

The Military Campaign

Campaign vs. Mini-series

Combat Rules

New Combat Rules

Off-Hand Weapons Use

Kneeling and Sitting

Range and Initiative

Weapon Proficiency Slots

Intelligence and Proficiencies

Single-Weapon Proficiency Weapon Specialization

Weapon-Group Proficiency

Tight Groups

Broad Groups

Non-Groups

Weapon Specialization and Weapon Groups

Ambidexterity

Style Specialization

Punching and Wrestling Specialization

Martial Arts

Fighting Styles

The Four Fighting Styles

Specializing in the Styles

Guidelines

Multiple Style Specializations

Limitations on Style Specialization

Single-Weapon Style

Two-Hander Style

Weapon and Shield Style

Two-Weapon Style

Sample Style Specialization

Melee Maneuvers

Called Shots

Striking a Specific Body Part

Smashing Something Being Held

Bypassing Armor

Special Results

Disarm

Thrown-Weapon and Missile Disarms

Expert Disarms

Grab

Grabbing a Person

Grabbing a Monster

Hold Attack

Characters with Multiple Attacks

Parry

Choice of Parries

Polearm Parries

Missile Weapon Parries

Parrying from the DMG

Pin

Pull/Trip

Use of Polearms

Sap

Shield-Punch

Shield-Rush

Strike/Thrust

Surprise and Flash Maneuvers

Don't Say No; Determine Difficulty

Maneuvers in the Campaign

Punching, Wrestling, and Martial Arts

Specializing With Punching and Wrestling

Normal Punching Attacks

Punching Specialization

Normal Wrestling Attacks

Wrestling Specialization

Martial Arts

Martial Arts Results

Descriptions of the Maneuvers

Specializing in Martial Arts

More Than One Style

Continuing Specialization

The Complete Martial Artist

In Oriental Campaigns

Barehanded Maneuvers

Called Shots: Punching and Martial Arts

Called Shots: Wrestling

Disarm

Grab

Hold Attack

Parry

Pin

Pull/Trip

Sap

Shield-Punch

Shield-Rush

Strike/Thrust

Hit Locations

The "Numbed" and "Useless" Numbers

Body Locations

General Effects of Called Shots

Specific Effects of Called Shots

Recording These Injuries

Individual Injuries and Healing Magic

Permanent and Crippling Effects

Monsters and Hit Locations

This System and Low-Level Characters

Recovery

Recovery of Temporary Damage

Recording Temporary Damage

Recovering From Temporary Damage

Magical Healing and Temporary Damage

Recovery From Knockout

Temporary Damage and Knockout

Magical Healing and Knockout

Combat Conditions

Darkness and Blindness

Unstable Ground

Mounted Combat

Jousting

Lance Specialization

Horseback Archery

Tournaments

The Basic Tournament

The Joust List

The Jousting Competition

Blunted Lances

Queen of Love and Beauty

Prizes

Other Events

Archery Competition

Foot Lists

Merchants' Stalls

Dancing, Socializing

When to End Combat

When Characters Don't Accept Surrender

When Characters Always Chase Escapees

When Characters Never Negotiate

Notes on the Combat Sequence

Tactics

Shield Walls and Polearms

Wolf-pack Tactics

Tactical Mix

Rotation

Spear-Carriers

Directing Traffic

Campaign Tactics

Just Arriving in Town

The Combat Sheet

Equipment

Old Weapons

One-Hand, Two-Hand

New Weapons

Gladiator Weapons

Pirate Weapons

Samurai Weapons

Savage Weapons

Swashbuckler Weapons

New Armor

Gladiator Armor

Samurai Armor

Effects of Armor

Effects on AC

Effects on Speed

Effects on Dexterity Checks

Effects on Vision and Hearing

Other Helms and Helmets

What Head Protection Doesn't Do

Vision and Hearing Checks

No Head Protection

Variant Armor

Racial Armor

Armor Fitting

High-Quality Racial Armor

Piecemeal Armor

Weight of Piecemeal Suits

Magical Armor

Gladiator Armor

Damage to Armor

Piecemeal Armor

Magical Armor

Repairing Armor

Effects on the Campaign

Magical Items

Miscellaneous Equipment

Tables

Martial Arts Results

Combat Modifiers for Darkness and Blindness

One-Handed or Tywo-Handed Weapons

Armor Fitting

Piecemeal Armor

New Weapon List