2e Style & Talents List

Fighting Style
If a character's class doesn't naturally know a fighting style, they can learn it at the cost of a proficiency slot.


 * Weapon and Shield Fighting Style: Fighters and Clerics know by default
 * One-handed Weapon Fighting Style: All Classes know by default
 * Two-handed Weapon Fighting Style: Fighters, Clerics, and Wizards know by default
 * Two Weapon Fighting Style: Fighters and Theives know by default

Fighting Style Specialization
If a character knows a Fighting Style, they can Specialize in it at the cost of a proficiency slot. Non Fighters can only Specialize in one Fighting Style.


 * Weapon and Shield Fighting Style Specialization:
 * Don't lose Shield AC benefit when doing a shield-rush, shield-punch, block, or trap.


 * One-handed Weapon Fighting Style Specialization:
 * Gain a special AC bonus of +1 while fighting with a one-handed weapon and no shield or off-hand weapon.
 * By spending an additional proficiency slot, the character can increase his AC bonus to +2, but that is the max.
 * If the character also knows "Two-handed Weapon Fighting Style", with a weapon can be used either one- or two-handed, they can switch back and forth between the two styles at the beginning of every round of combat.


 * Two-handed Weapon Fighting Style Specialization:
 * Increases the speed of their weapon by 3 when using it two-handed weapon.
 * +1 to damage rolls when using a one-handed weapon in two hands.


 * Two Weapon Fighting Style Specialization:
 * Reduce the "To Hit Penalty", when using 2 weapons, of Main Hand from -2 to 0 and Offhand from -4 to -2.
 * Ambidextrous characters who specialize in this style suffer no penalty with either attack.
 * If a character spends a second proficiency slot on two-weapon style specialization, they gains the ability to use two weapons of equal size, as long as they can use each one as a one-handed weapon.
 * Rangers are considered to have the first slot of this style specialization for free as a character ability.

Special Talents
Weapon proficiencies can also be used to acquire a variety of special perks, traits, and characteristics useful for a fighter. Some of these talents were originally presented as nonweapon proficiencies and are noted with an asterisk; they can be purchased with either type of proficiency slot.

Alertness Ambidexterity Ambush Camoflage Dirty Fighting Endurance Fine Balance Iron Will Leadership Quickness Steady Hand Trouble Sense
 * All Classes, 1 proficiency slot
 * Wisdom Check +1
 * Reduces chance of being surprised by 1 in 10 if they makes a successful proficiency check.
 * In situations where surprise is automatic, the character may still attempt a proficiency check. If they pass, they is surprised at the normal chance instead of automatically.
 * Fighter, Thief, 1 proficiency slot
 * Gives the character "Ambidextrous" handedness.
 * Fighter, Thief, 1 proficiency slot
 * Initial rating: 5, Intelligence Check +0
 * A Character who spends a slot on this skill is able to create ambushes where ambushes wouldn’t normally be possible.
 * Can't use this ability if they have already spotted by the target.
 * If the ambushing party knows their quarry is coming to them, they can lay an ambush. If the attack is going to take place in difficult or unusual circumstances, a proficiency check may be called for; failure indicates that the victims have spotted the ambush before they walk into it. Otherwise, the ambush is guaranteed to achieve surprise.
 * Fighter, Theif 1 proficiency slot
 * Initial rating: 5, Intelligence Check +0
 * Unlike hiding in shadows, camouflage requires one of two things: good cover nearby or a lot of preparation.
 * It’s possible for a character to hide himself on a flat, rocky desert, but he’d need to have special clothes and time to ready a hiding spot.
 * On the other hand, almost anyone can duck behind a tree on short notice.
 * If the character passes their camouflage check, they are considered to be effectively invisible as long as they don't move. They can avoid encounters if they choose, or gain a –1 bonus on their chance to surprise someone who doesn’t spot him. The character’s check is modified as noted below:
 * Ground Cover: –4 penalty if no vegetation is nearby;
 * Terrain: +1 bonus if terrain is rocky, hilly, or broken, +2 if very rocky;
 * Preparation Time: –2 if character has only one round of warning, –4 if character has no warning.
 * Rangers and thieves gain a +40% to their chance to hide in shadows if they pass a camouflage check in conjunction with their attempt to hide in shadows.
 * Fighter, Theif Initial rating: 5, 1 proficiency slot
 * Fighter Initial rating: 3, 2 proficiency slots
 * Fighter, Thief Initial rating: 7, 2 proficiency slots
 * Fighter, Cleric Initial rating: 3, 2 proficiency slots
 * Fighter Initial rating: 5, 1 proficiency slots
 * Fighter, Thief Initial rating: 3, 2 proficiency slots
 * Fighter, Thief, 1 proficiency slots
 * All Classes Initial rating: 3, 1 proficiency slot