

This weapon style is based upon the use of a shortsword and spiked buckler. As with the Clangeddin Sheild Style, the PC must meet some prerequisites (outlined below) and have free weapon proficiency slots. A full description of how these special passes work is detailed in the link to the Clangeddin style. When a Dwarf has joined the 'Swords, he gets buckler as a bonus weapon proficiency.
Moradin's Swords
Prerequisites:
12 Strength
12 Dexterity
Weaponsmith Proficiency
Specialised in Shortsword
And obviously, a Dwarf
Basic Passes
Moradin's Two-Step: This attack can only be used on the Dwarf's first attack for the round, and be with his shortsword. With it, he sets up his attack with his buckler, getting a +2 'to hit' bonus.
Swift Sting: This attack inflicts a wound to the opponent's weapon arm. Opponent fights at a -2 'to hit' penalty until damage is healed. The attack is cumulative, until -10 when the foe loses the use of the arm (until healed).
Heel-and-Toe: This attack forces the opponent back onto his heels, putting him off balance until the end of the next round. The foe suffers a +2 AC penalty (AC 2 becomes AC 4). The attack itself does no damage.
Hammer and Anvil: The Dwarf shoulder blocks the opponent using his buckler, and the opponent must make a DEX check at a -4 penalty or be knocked to the ground, taking his next action to get up. The Dwarf can choose to execute this pass for no damage, otherwise it does buckler damage (+ STR bonus).
Difficult Pass
Anvil Kiss: With this attack, the Dwarf smacks the opponent in the face with the sword hilt. The opponent must make a CON check at -6 or be stunned, losing all attacks for that round.
Moradin's Ironsnap: Dwarf pins the opponent's weapon. If the foe has one weapon, the Dwarf's next attack automatically hits for maximum damage unless opponent wins initiative (if he hasn't already used it) to make a successful STR check, freeing his weapon. If the STR check fails, the weapon must save vs. crushing blow or break. The attack itself inflicts no damage.
Two-Handed Farewell: No matter which attack it is performed with, this pass inflicts maximum damage for both sword and buckler. It does not negate the opponent's attacks for the round.
Master Strokes
Block and Strike: This must be performed on the first attack of the round. The first weapon inflicts no damage, but the second weapon inflicts maximum damage (if it hits). The Dwarf automatically gains initiative for the next round. If the opponent has not attacked that round, his next attack is effectively parried.
Goblin's Eyebrow: The Dwarf slashes the opponent on the forehead, inflicting maximum damage and temporarily blinding foe, who attacks with a -2 penalty and a +2 penalty to AC for 1d4+1 rounds.
Death Move
Belly-Ache: This attack lives up to it's name! The dwarf disembowels foe, who can no longer fight, and will die in 2d4 rounds. Only healing spells (cure serious wounds or better) can be used to repair damage.


Links to other sites on the Web
Swords-n-stuff: Where the picture of the Celtic-style sword on the page came from. Have a look at the .jpg catalogues on their site.
International Guild of Role-Players Great forum for AD&D Chat

