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