Secret Passes of the Sheilds of Clangeddin

Secret Passes
Secret passes are combat manuevres that can be learned by Warrior PCs for use in melee. They are specialised techniques that must be taught from a master to student. To learn a secret pass, the PC must find a master, and have met the prerequisites for the style.
To learn a secret pass, the PC must first learn the basics of the style, which cost one weapon proficiency slot, which can be spent at first level if a willing master is available. To learn a secret pass costs a further slot per pass. ie to know two basic and one difficult pass would require 2 slots (for axe specialisation), 1 slot for the style and 1 slot for each pass equals six slots. In order to learn a Difficult pass, the PC must know at least two Basic passes. In order to know a Master Stroke, the PC must know two Difficult passes, and so on
In order to use a secret pass, the PC must win initiative, and score a hit as per normal. The PC must also roll at least 4 points higher than required 'to hit'; for example, warrior with THACO of 16, opponent with AC of 4, warrior must roll 16+ (4 better than required) to use a basic secret pass.
More difficult passes need 'to hit' rolls as follows:
| Pass | Roll |
| Basic | +4 |
| Difficult | +6 |
| Master | +8 |
| Death | +10 |
Clangeddin Axe & Sheild:
Minumum 14 Strength
Must be a Dwarf
Minimum 3rd level Warrior (only available to Fighters)
Have Two Weapon proficiency slots free
Be specialised in either battle, war or hand-axe
Basic Passes
Dwarven Salute: This technique uses the flat of an axe to cuff an opponent on the skull. It does weapon damage + 2 (+ STR bonus), and the recipient must make a CON check at -4 or be stunned for 1 round, automatically missing his next attack.
Ogre Stomp: A forceful attack that will do weapon damage (+ STR bonus) and opponent must make a DEX check at -4 or fall prone, taking one full round to get up.
Sheild Rush: PC attacks opponent with a sheild rush, and opponent must make STR check at -4 or be pushed back 6 feet + PC's damage bonus (ie Dwarf with 18(51) STR would push opponent back 6' plus 3' for 9' total)
Aghar Masquerade: The axeman distracts the opponent and russhes in, knocking his weapon to the ground. The PC automatically gains initiative on the next round and a +2 bonus 'to hit'. This attack does no damage.
Difficult Passes
Iron Lunge: PC doubles the damage of the attack and adds +2.
Kobold's Courage: The axeman buries his axe in his opponent, doing maximum damage. The opponent must make a saving throw vs. paralysation at -2 or flee.
Shattering Ram: Dwarf strikes his opponents weapon with his axe using all his strength. Opponent's weapon must successfully save vs. crushing blow or be shattered. This attack does no damage.
Master Strokes
Dwarven Handshake: This gruesome technique attacks the weapon arm of the opponent. A succesful attack severs the weapon hand of the opponent, doing double weapon damage (+ STR bonus). The opponent must recieve curative magic within 1-4 hours (cure serious wounds or better) or die from blood loss.
In Yer Eye: In this technique, the PC uses the butt of his axe to attack the eyes of the opponent. On a succesful attack, the PC rams the butt of his axe into the eye of the opponent, gouging out an eye. Opponent receives a -2 penalty to attack rolls and initiative rolls, and a +2 to AC until the eye is magically regenerated. If both eyes are gouged out, a 4 point penalty occurs.
Death Move
Nod-Off: This technique quite simply beheads the opponent. The opponent can no longer fight and must receive major curative magic (cure critical wounds or better) within 2 rounds or dies, if he makes a successful DEX check at a -6 penalty. A save indicates he got enough of his neck out of the way that his head is still held on enough to be cured. If the DEX check fails, its good night Irene, and the opponent 'nods-off'.
For those reading this that instantly think 'munchkin', do the maths as to how many weapon proficiencies it takes to get the final/Death move in this weapon style. The fighter would need to be 19th level, and only proficient in one weapon (axe). Being that most characters assign all their weapon proficiencies at first level, the character would need to be 23rd level to be able to use all of these secret passes. And he still has to find someone to teach him.


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