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FEG901
MODULE 1
The Art of Defence
Iain Fyffe
Fifth Element Games Modules are simple, straightforward products with a narrow
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terms of the Open Game Licence version 1.0a.
THE ART OF DEFENCE
NEW FEATS
To those versed in its intricacies, swordplay is more
than mere swordplay. It is elevated to an art form:
the art of defence.
Half-Sword Fighting
You can fight while gripping the blade of your
sword with your (gauntleted) off-hand. This
enables you to deflect blows more easily.
Prerequisites : Proficiency with weapon used,
Weapon Focus with weapon used, base attack
bonus +2.
Benefit : When wielding a sword in one hand, and
not using a shield, you gain a +1 deflection bonus to
AC. In addition, you gain a +4 bonus to your attack
rolls when someone attempts to disarm you. You
must be wearing a gauntlet on your off-hand to
receive this benefit.
Special : A fighter may select Half-Sword Fighting
as one of his fighter bonus feats.
There are many forms within this art. One is two-
weapon fighting, and the rules cover that form well.
Another is ranged weapon fighting, and again, that
is covered in the rules. But other forms of the art of
defence are not addressed in the rules. As such, they
are presented in this module.
The Art of Defence presents 12 new feats similar in
theme to the Two-Weapon Fighting feats, as well as
a few new weapons with special properties. All
feats presented are general feats, and may be
selected by a fighter as a bonus feat.
Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published
by Wizards of the Coast, Inc. ‘d20 System' and the 'd20 System' logo are trademarks of
Wizards of the Coast, Inc. and are used according to the terms of the d20 System License
version 6.0. A copy of this License can be found at www.wizards.com/d20.
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THE ART OF DEFENCE
Improved Thrown-Weapon Fighting
You can throw a weapon that is not designed to be
thrown.
Prerequisites : Proficiency with weapon used, Point
Blank Shot, Thrown-Weapon Fighting.
Benefit : When you throw a weapon that is not
designed to be thrown as a ranged attack, you suffer
no penalty to your attack roll.
Normal : Throwing a weapon that is not designed to
be thrown incurs a -4 penalty to the attack roll (see
“Thrown Weapons” in Chapter 7 of the PHB).
Special : A fighter may select Improved Thrown-
Weapon Fighting as one of his fighter bonus feats.
Improved Weapon-and-Shield Fighting
You are expert at fighting with a weapon in one
hand and a shield in the other.
Prerequisites : Martial Weapon Proficiency, Shield
Proficiency, Weapon-and-Shield Fighting, base
attack bonus +4.
Benefit : When wielding a weapon and shield, you
receive a +1 deflection bonus to AC. This bonus
stacks with the bonus from Weapon-and-Shield
Fighting. You also receive a +2 bonus to attack rolls
when making a shield bash attack.
Special : A fighter may select Improved Weapon-
and-Shield Fighting as one of his fighter bonus feats.
Improved Two-Shield Fighting
You are expert at fighting with a shield in each hand.
Prerequisites : Shield Proficiency, Two-Weapon
Fighting, Two-Shield Fighting.
Benefit : When wielding two shields, you receive a
+1 bonus to attack rolls and a +1 bonus to damage
rolls when making a shield bash attack with the
shield in either hand.
Special : A fighter may select Improved Two-Shield
Fighting as one of his fighter bonus feats.
Knife Fighting
You are especially deadly when wielding a dagger.
Prerequisites : Proficiency with dagger, Weapon
Focus with dagger.
Benefit : When wielding a dagger or a punching
dagger, your threat range increases by one, and your
critical multiplier is increased by one (see “Critical
Hits” in Chapter 8 of the PHB).
Special : A fighter may select Knife Fighting as one
of his fighter bonus feats.
Improved Two-Handed-Weapon Fighting
You are expert at fighting with certain two-handed
weapons.
Prerequisites : Martial Weapon Proficiency, Two-
Handed-Weapon Fighting, proficiency with weapon
used, base attack bonus +6.
Benefit : When using a heavy flail, greataxe,
greatclub, greatsword, halberd or spear, you have
reach with the weapon. This reach does not prevent
you from attacking opponents in adjacent square.
When using such a weapon as a reach weapon, you
apply only the normal 1-½ times your Strength
bonus to damage rolls (that is, the benefits of Two-
Handed-Weapon Fighting do not apply). In
addition, due to the increased difficulty of landing a
solid blow, the critical range or multiplier is
reduced; rather than x3 or 19-20/x2, it is x2.
Normal : These weapons do not give reach.
Special : A fighter may select Improved Two-
Handed-Weapon Fighting as one of his fighter
bonus feats.
Reach-Weapon Fighting
You can use reach weapons to attack opponents
adjacent to you.
Prerequisites : Proficiency with weapon used, base
attack bonus +2.
Benefit : When wielding a reach weapon (glaive,
guisarme, lance, longspear, ranseur, spiked chain or
whip) with which you are proficient, you can attack
a creature in an adjacent square (or creatures 10 feet
away if you are Large).
Normal : When wielding a reach weapon, you can
attack a creature 10 feet away (or 15 if you are
Large), but not a creature in an adjacent square (or
within 10 feet if you are Large).
Special : A fighter may select Reach-Weapon
Fighting as one of his fighter bonus feats.
Single-Weapon Fighting
You can make unarmed attacks when wielding a
one-handed weapon without provoking attacks of
opportunity.
Prerequisites : Proficiency with weapon used.
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THE ART OF DEFENCE
You still lose the AC bonus from the shield in your
off-hand if you make a shield bash attack with it.
Normal : When using a shield as a weapon, you lose
its AC bonus until your next action (see “Shield Bash
Attacks” in Chapter 7 of the PHB).
Special : A fighter may select Two-Shield Fighting as
one of his fighter bonus feats.
Benefit : When wielding a one-handed weapon and
making an unarmed strike with your off-hand, you
do not provoke an attack of opportunity. In
addition, due to your opponent focusing more on
your weapon than your empty hand, you gain a +1
bonus to such an attack roll.
Normal : Making an unarmed strike provokes an
attack of opportunity (see “Unarmed Attacks” in
Chapter 8 of the PHB).
Special : A fighter may select Single-Weapon
Fighting as one of his fighter bonus feats.
Weapon-and-Shield Fighting
You are skilled at fighting with a weapon in one
hand and a shield in the other.
Prerequisites : Martial Weapon Proficiency, Shield
Proficiency.
Benefit : When wielding a weapon and shield, and
using either the Fighting Defensively or Total
Defence option, you receive a +2 bonus to AC.
Special : A fighter may select Weapon-and-Shield
Fighting as one of his fighter bonus feats.
Thrown-Weapon Fighting
You can make a ranged attack with a thrown
weapon without provoking attacks of opportunity.
Prerequisites : Proficiency with weapon used, Point
Blank Shot.
Benefit : When making a ranged attack with a
thrown weapon (dagger, club, shortspear, spear,
dart, javelin, throwing axe, light hammer, shuriken
or net), you do not provoke attacks of opportunity.
Normal : Making a ranged attack provokes attacks of
opportunity.
Special : A fighter may select Thrown-Weapon
Fighting as one of his fighter bonus feats.
NEW WEAPONS
Bladed Shield
The bladed shield is just what it sounds like; it is a
small steel shield, with a short sword blade
protruding from one side, enabling the user to make
a thrusting attack. The user must have Shield
Proficiency to use a bladed shield as a shield, and
Martial Weapon Proficiency to use the blade as a
weapon.
Two-Handed-Weapon Fighting
You are skilled at fighting with a two-handed
weapon.
Prerequisites :
Martial
Weapon
Proficiency,
proficiency with weapon used.
Benefit : When using a two-handed weapon, you
apply 2-½ times your Strength bonus to damage
rolls for melee attacks.
Normal : You apply 1-½ times your Strength bonus
to damage rolls for melee attacks.
Special : A fighter may select Two-Handed-Weapon
Fighting as one of his fighter bonus feats.
A proficient user can decide at each of his actions
whether to use the bladed shield as a shield or a
weapon for the next round. Once decided, this use
of the bladed shield remains until the user’s next
action, at which point he can change it if desired.
Cost: 25 gp
Weight: 8 lb.
Two-Shield Fighting
You are skilled at fighting with a shield in each hand.
Prerequisites : Shield Proficiency, Two-Weapon
Fighting.
Benefit : When wielding two shields, you can make
a shield bash attack with the shield in your primary
hand without losing the AC bonus from that shield.
Damage (S): 1d4/1d2 (blade/shield bash)
Damage (M): 1d6/1d3 (blade/shield bash)
Critical: x2
Shield Bonus: +1
Armor Check Penalty: -2
Arcane Spell Failure Chance: 10%
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THE ART OF DEFENCE
Flambard
Tuck Sword
The flambard is a longsword with a wavy blade. It
is designed to give the wielder greater effectiveness
against opponents wearing metal armour; its form
also makes it easier for the wielder to parry incoming
blows, as it deflects the opponent’s blade more easily.
A tuck sword is slightly longer than a longsword.
Its distinguishing characteristic is two small flanges
that protrude from each side, about midway up the
blade. These flanges are designed to prevent the
sword from becoming lodged in plate armour when
the sword is used as a piercing weapon. The section
of blade between the hilt and these flanges does not
have a sharp edge.
When using a flambard, you gain a +1 bonus to
attack rolls against opponents wearing metal armour
(chain shirt, scale mail, chainmail, breastplate, splint
mail, banded mail, half-plate, or full plate).
However, you suffer a -1 penalty to attack rolls
against opponents wearing other types of armour
(padded, leather, studded leather, or hide), which
the blade does not cut through as effectively. There
are no special modifiers when fighting an opponent
with natural armour.
This section of blunt blade allows the wielder to use
Half-Sword Fighting without having a gauntlet on
his off-hand. Unfortunately, the flanges do make it
easier to be disarmed, and the wielder suffers a -2
penalty to his attack rolls when his opponent
attempts to disarm him.
Cost: 20 gp
Weight: 4 lb.
Also, when using a flambard, you gain a +1
deflection bonus to AC. This bonus does not apply
against opponents using natural weapons.
Damage (S): 1d6
Damage (M): 1d8
Critical: 19-20/x2
Effective use of the flambard requires an Exotic
Weapon Proficiency.
Cost: 25 gp
Weight: 5 lb.
Damage (S): 1d6
Damage (M): 1d8
Critical: x2
Copyright and Trademark Information
The Art of Defence is 8 Iain Fyffe, 2006. All rights reserved.
Reproduction of non-Open Game Content of this work by
any means without permission is expressly prohibited.
The Art of Defence is presented under the Open Game
License version 1.0a. Dungeons & Dragons, Player’s
Handbook, and Wizards of the Coast are trademarks of
Wizards of the Coast, Inc. in the United States and other
countries and are used with permission. Fifth Element
Games is a trademark of Iain Fyffe, all rights reserved.
Contact Information
Please contact us at info@5egames.com .
Find us on the web at www.5egames.com .
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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original
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