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The Purifiers

September 05, 2015

demoIn the Millennium of Purification, a group of Elves and Dwarves join forces to purge the world of the dark magicks they themselves once helped unleash. Is there a chance to make up for their sins of the past and restore order to the world? Find out in the serial fan fic: The Purifiers.

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Reference Scrolls

May 05, 2015

demoSome of the most viewed pages on this site are the O.C.C. List, Race List, and Skills List, all for Palladium Fantasy. This includes material from the various books, along with which book they're located in. This is an invaluable resource for new and experienced gamers alike.

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September 05, 2015

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Hand to Hand:  Blind Stick Fighting

This is a specialized method of fighting originally developed by Blind Warriors (see O.C.C.). The design is meant to be fast and simple. Most students of this style are blind use a staff to aid with their lack of sight. Staves are used since it helps double as a walking stick for the blind warriors. This entire fighting style focuses around using a staff, and without the staff the character can be as pitiful in combat as someone with no combat training at all. Some Warrior Monks have studied this style and mastered it themselves. While they lack the blind fighting abilities, warrior monks can still benefit from the combat techniques in normal battle.


Availability: Restricted; Blind Warriors and Warrior Monks only.

Limitations: In order to be effective, a character using Blind Stick Fighting needs to use some type of staff in combat. A -2 penalty is applied to all combat actions if a pole arm or spear is used, and a -4 to using a different type of weapon, and -8 if no weapon is used at all. Note: Penalties are in addition to any other penalties the character may suffer.

Skill Cost: Automatic to Blind Warriors, and one O.C.C. Related skill for Warrior Monks.


Basic Combat Moves:

1: Starts with four attacks per melee round. +3 to roll with punch/fall/impact, +2 to pull punch.

2: +1 on initiative, + 2 to parry and dodge.

3: +1 to roll with punch/fall/impact, +1 to strike.

4: One additional attack per melee round.

5: Stick attacks (all).

6: Critical strike on an unmodified 19 or 20 (double damage).

7: +1D6 damage with staff.

8: Back flip; +2 back flip dodge bonus.

9: One additional attack per melee round.

10: An additional +2 to pull punch and an additional +1 on initiative.

11: An additional +2 to parry and dodge.

12: An additional +1 to strike.

13: Knockout/stun on an unmodified roll or 18, 19, or 20.

14: +1D6 damage with staff.

15: One additional attack per melee.


Stick Attacks: These are special techniques known only to the Blind Warrior O.C.C. All these techniques require the use of a staff and only one of these techniques can be performed per melee round. This does not mean one of each or repeating the same one multiple times, only one attack from the list per round.

Disarm Attack: Disarm on a roll of a modified 19 or 20: The staff is used to hit the weapon hand and cause the opponent to drop his/her weapon. The move does 1D4 damage. The intention to disarm must be called. This is an offensive attack and cannot be used in place of a defensive action.

Pin Opponent: This attack only works if the opponent's back is against something, whether the back is against a wall or lying on the ground. The tip of the staff is placed against a vulnerable spot of the opponent and pinning, usually the neck, diaphragm (center of the chest), forehead, or even an eye. The opponent cannot move from that spot without suffering double damage from the weapon.

Snap Strike: This is a fast strike meant for speed and accuracy more than damage. +4 to strike; but reduce damage by one die.

Sweeping Leg Hook: Tripping the opponent by sweeping the staff behind the character's leg, usually behind the knee or near the ankle, to knock the opponent to the ground. Does no damage and cannot be parried. Only a dodge is possible.

Temple Strike: The attack is aimed at the temple of the opponent. The hard blow to the temple of the head causes the opponent to become dizzy. Opponent loses initiative and one attack that melee round. The opponent must also make a save vs. pain or suffer -2 to strike, parry, and dodge for the remainder of the round. An unmodified 18, 19, or 20 must be rolled to succeed in the Temple Strike.