Fighting Style Specialization (POSP)

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Fighting styles represent broad categories of battle tactics that can be employed by characters. They are described in detail in the Combat and Tactics book. Even without that volume, however, players of the Skills and Powers rules can spend weapon proficiencies on fighting styles, gaining some bonuses in battle.
There is a difference between knowing a style and specializing in that style. Every character with a weapon proficiency knows at least one fighting style—the style used with that weapon. There is no cost to acquire the fighting style; it comes with the proficiency. Indeed, if a weapon can be used with two or more different styles, the character is assumed to know all of those styles. A long sword, for example, can be used with the one-handed weapon fighting style, the weapon and shield fighting style, or the two-handed weapon fighting style. Thus, a character with proficiency in the long sword knows all three of these fighting styles.
Character classes put some limitations on learning fighting styles. Table 52 shows the classes that can normally learn a specific style. While a rogue, for example, can use a long sword, he does not automatically learn the two-handed weapon style with this blade.
 Table 52: Fighting Styles by Character Class
Fighting Style 	Eligible Classes
One-handed Weapon 	All
Weapon and Shield 	Warriors, Priests
Two-handed Weapon 	Warriors, Priests, Mages
Two Weapon 	Warriors, Rogues
Missile 	Warriors, Rogues
Horse Archer 	Warriors, Rogues
Thrown Weapon/Sling	All
Special* 	Varies
: * This category includes styles specific to certain weapons and/or cultural backgrounds. Examples include the net and trident style used by some Roman gladiators, or the twin sais of a skilled ninja.
A character can spend an additional character point when he purchases a weapon proficiency to learn a style that is not normally provided to his character class. The rogue, for example, spends 3 character points for his long sword proficiency slot, but only learns it as a one-handed weapon. If he spends a 4th character point, he can learn the two-handed style or the weapon and shield style as well; or he can spend a total of 5 character points and learn the long sword and all three of its styles.
A character can spend a weapon proficiency slot to specialize in the use of one of these fighting styles, as long as he already knows that style. Warriors can specialize in as many styles as they wish to purchase. Priests and rogues can only specialize in one style. Wizards can specialize in a single fighting style, but only by paying an extra character point to acquire the weapon proficiency slot.
Each of the styles has specific benefits when acquired as a specialization. These are described below:
==One-handed Weapon==
The character can use his empty hand as a secondary weapon, using it to punch, grab, throw, etc. while he is wielding his one-handed weapon. Normal penalties for using two weapons apply.
A character who specializes in the one-handed weapon style of battle gains an AC bonus of +1 when he fights with a weapon in one hand, and no shield or weapon in his other hand. By spending 2 additional character points, the character can improve this AC bonus to a maximum of +2.
If the character is also familiar with the two-handed weapon style, and is wielding a weapon that can be used either way, he can switch back and forth at the start of every round of combat.
==Weapon and Shield==
A character who specializes in this style can gain a +1 benefit to his AC (in addition to his regular shield effects) or a +1 on his attack roll during any melee round when he holds a shield and wields a weapon. Alternately, this benefit can be superseded by the more detailed shield rules in the Combat and Tactics book.
==Two-handed Weapon==
A character who specializes in the two-handed weapon style improves (lowers) the speed factor of a weapon by 3—if that weapon is wielded with two hands. In addition, if the character is using a one-handed weapon with two hands, the weapon gains a +1 bonus to all damage rolls.
==Two Weapon==
The proficiency slot spent to specialize in this difficult style requires 1 additional character point when it is first acquired—except for rangers, who can buy it for the same cost as any other fighting style specialization.
A character who specializes in the two weapon style counters some of the penalties inherent in using two weapons. Normally, a character suffers a –2 to attacks with the primary hand, and –4 to attacks with the secondary hand; this specialization reduces the penalty to 0 for the primary hand, and –2 for the secondary hand. Additionally, if a character has the trait of ambidexterity coupled with this specialization, he suffers no penalty for either hand.
The secondary weapon must be one size smaller than the primary weapon—unless the primary weapon is size S. If a character spends 2 additional character points on this specialization, however, he can learn to use two weapons of equal size, so long as each of the weapons can be wielded in one hand.
==Missile==
A character who specializes in the missile fighting style gains a significant bonus. He can move up to half his normal movement rate and still make all of his allowed missile attacks during a turn. Or he can move his full movement rate and make half as many attacks.
Additionally, a character who has specialized in this fighting style gains a +1 bonus to his AC when attacked by missile fire, but only if the specialist character is also using a missile weapon and attacking on that round.
===Horse Archery===
A character who specializes in the horse archery fighting style can shoot with accuracy even while mounted. The normal penalties for shooting from the saddle are reduced by 2. Thus, archers suffer no penalty if the horse is moving at up to half its normal speed, and they suffer only a –2 penalty if the horse is moving faster.
==Thrown Weapon==
A character who specializes in this fighting style gains the same bonuses as a character who specializes in the missile fighting style.
==Special==
There are numerous types of fighting styles that originated and were perfected in different historical and geographical areas. A character can spend a proficiency slot to specialize in one of these types, though the DM is the final arbiter of what types of fighting styles might be allowed. Players are encouraged to do a little research before they try to build a case for a specific fighting style.
Some suggested benefits for the use of one of these styles include:
–1 bonus to Armor Class.
+1 bonus to hit or damage rolls.
The character can ignore penalties for fighting with two weapons.
The character gets a free kick or punch as well as his weapon attack.