Post by Stix on Jul 13, 2008 16:50:49 GMT -5
Ability Requirements: Strength 9
Prime Requisite: Strength
Hit Die: d10
Weapons: Any
Armor: Any
Weapon specialization/mastery: The fighter may spend a second proficiency slot on a single weapon to gain specialization bonuses, and may continue to spend proficiency slots on it to gain mastery, high mastery, and grand mastery.
Martial Instructor: At 3rd level, the fighter may instruct others in the use of any weapon in which he is specialized. The training requires eight hours of study daily for one month. At the end of that time, each student must make an Intelligence/Knowledge check; those who pass gain a bonus proficiency with that weapon, while those who fail still gain familiarity.
War machines: At 4th level, the PC learns how to operate heavy war machines and siege engines such as ballistae, catapults, rams, bores, and siege towers.
Supervisor: At 6th level, the PC has the authority to supervise the construction of defensive works such as ditches, pits, fields of stakes, and hastily built wooden and stone barricades. Semi-permanent buildings may also be constructed if time permits.
Leadership: At 7th level, the PC is able to lead large number of troops in battle (up to 100 soldiers per level). The PC knows how to use messengers and signals, is familiar with military terminology, and understands the mechanics of moving large numbers of troops.
Building: At 9th level, the PC knows how to construct heavy war machines, siege engines, and siege towers.
Followers: The PC at 9th level gains followers as described in the PHB if he establishes a stronghold.
A fighter may use Character Points to buy the following abilities at character creation:
1d12 hit die (10): The PC rolls d12 for hit points.
Improved THAC0 (10): The PC begins life better suited to fight than most by having an improved THAC0. The PC starts with a THAC0 of 18 at 1st level that improves by 1 for every level advance.
Increased movement (5): The PC is quicker than most and adds a +3 to movement rate.
Magic resistance (10): Gain a 2% Magic Resistance for each level. For example, a 9th level fighter would have an 18% Magic Resistance score.
Planetouched (20): The PC’s body is charged with a curious planar energy that temporarily renders non-magical melee weapons the fighter wields into a magical weapon (so long as the fighter maintains physical contact with the weapon). For every 4 levels of the fighter, the non-magical weapon strikes as though it bears a +1 enchantment (i.e., +1 at 1st level, +2 at 5th, etc., to a maximum of +5). This ability does not provide a bonus to attack or damage, only allows the character to hit beings that cannot be injured by normal weapons.
A fighter may buy the following abilities at any level:
Blood warrior (10): The PC believes that the true path to becoming the finest warrior lies in pitting his skills against the eternally warring fiends especially fighting them where they war the most -- in the Blood War. When fighting fiends anywhere, the PC becomes an awesome fighting machine as he revels in his true element. Fighter gains a +2 to hit and damage against all fiends, and receives a +2 bonus to AC. Can only be purchased after the PC has survived a fight against one or more fiends.
Chosen foe (5): This option allows the fighter to select a certain type of creature as a blood enemy. Whenever the fighter is faced with this chosen foe, the warrior enjoys a +2 bonus to attack and damage rolls. However, this hatred toward this enemy is so great that it requires an enormous effort of willpower to resist an opportunity to combat this foe. If the fighter wishes to avoid a confrontation, the fighter must make a Wisdom check to see if the fighter has the force of will to turn around and walk away.
Defense bonus (10/15): The PC gains a +2 bonus to AC if unencumbered and unarmored: For 15 points, AC bonus is +3.
Draw followers (5/10): The 5-point option allows the PC to attract followers whenever he establishes a stronghold, regardless of level, or to attract followers at 9th level even without a stronghold. For 10 points, the PC gains followers regardless of level or stronghold.
Heroic boast (5): A fighter with this option has the ability to rouse the morale of his comrades. By uttering a brief, passionate oration on his prowess in battle and the glory to be won, a fighter can inspire friendly NPC’s, granting them a +2 to morale for the duration of the upcoming struggle, so long as the fighter is leading them. This skill should be role-played by the player to be effective.
Iaijutsu (5): This ability allows the fighter to unsheathe his weapon with startling speed. A successful Dexterity check means that the fighter suffers no delay in terms of game rounds when removing or returning his weapon from and to its scabbard.
Inspiring leader (10): As long as the PC is on the front line of a combat, he and all allies within line of sight gain +1 to all attack rolls and suffer no morale penalties.
Multiple specialization (5): The PC with this ability can specialize in as many weapons as desired provided that the CP cost is met for each individual specialization.
Poison resistance (5): The PC gains +1 to all saves vs. poison.
Proficiency ease (5): The PC pays only 1 CP for a new weapon proficiency slot.
Spell resistance (5): The PC gains +1 to all saves vs. spells.
Thief ability (10+): For 10 CPs, the fighter may select one thief ability. Each additional 5 CPs allows the fighter to select an additional ability, up to a maximum of four abilities. (Backstab and thieves’ cant may be selected as abilities.) The percentile score increases as noted on Table 19: Thief Average Ability Table of the DMG. Modifiers for race, armor worn, and Dexterity still apply to this score.
War cry (5): By uttering a withering battle cry seconds before striking, a fighter with this skill receives a +1 bonus to damage rolls for a single strike. This strike must always be the fighter’s first in any combat situation, used as the fighter engages an enemy for the first time. This skill may be used a number of times per day equal to the character’s level, but never more than once in any battle.
Fighters may also select any of the following limitations:
Limited armor (5/10/15): The PC with this restriction is limited in his selection of armor. If the PC is restricted to chain mail or lighter armor, this restriction gives 5 CPs; if limited to studded leather or lighter armor, PC gains 10 CPs; and if the PC refuses to wear any armor at all, he gains 15 CPs. All warriors may still use a shield.
Limited weapon selection (5): The PC is limited in his choice of weapons. He can gain proficiency with weapons in only one of the following groups: melee weapons (no missile weapons allowed); rogue weapons; weapons of only one type (P/S/B).
Limited magical item use (5+): The PC refuses to use certain categories of magical items. For each category that is barred to him, he gains 5 CPs. The categories are:
To the Death (10): A character with this restriction can never run from combat, regardless of the odds. The character must always fight if someone challenges him. Retreat is tantamount to death.
Prime Requisite: Strength
Hit Die: d10
Weapons: Any
Armor: Any
Level | XP Required | Hit Dice |
1 | 0 | 1 |
2 | 2,000 | 2 |
3 | 4,000 | 3 |
4 | 8,000 | 4 |
5 | 16,000 | 5 |
6 | 32,000 | 6 |
7 | 64,000 | 7 |
8 | 125,000 | 8 |
9 | 250,000 | 9 |
10 | 500,000 | 9+3 |
11 | 750,000 | 9+6 |
12 | 1,000,000 | 9+9 |
13 | 1,250,000 | 9+12 |
14 | 1,500,000 | 9+15 |
15 | 1,750,000 | 9+18 |
16 | 2,000,000 | 9+21 |
17 | 2,250,000 | 9+24 |
18 | 2,500,000 | 9+27 |
19 | 2,750,000 | 9+30 |
20 | 3,000,000 | 9+33 |
Weapon specialization/mastery: The fighter may spend a second proficiency slot on a single weapon to gain specialization bonuses, and may continue to spend proficiency slots on it to gain mastery, high mastery, and grand mastery.
Martial Instructor: At 3rd level, the fighter may instruct others in the use of any weapon in which he is specialized. The training requires eight hours of study daily for one month. At the end of that time, each student must make an Intelligence/Knowledge check; those who pass gain a bonus proficiency with that weapon, while those who fail still gain familiarity.
War machines: At 4th level, the PC learns how to operate heavy war machines and siege engines such as ballistae, catapults, rams, bores, and siege towers.
Supervisor: At 6th level, the PC has the authority to supervise the construction of defensive works such as ditches, pits, fields of stakes, and hastily built wooden and stone barricades. Semi-permanent buildings may also be constructed if time permits.
Leadership: At 7th level, the PC is able to lead large number of troops in battle (up to 100 soldiers per level). The PC knows how to use messengers and signals, is familiar with military terminology, and understands the mechanics of moving large numbers of troops.
Building: At 9th level, the PC knows how to construct heavy war machines, siege engines, and siege towers.
Followers: The PC at 9th level gains followers as described in the PHB if he establishes a stronghold.
A fighter may use Character Points to buy the following abilities at character creation:
1d12 hit die (10): The PC rolls d12 for hit points.
Improved THAC0 (10): The PC begins life better suited to fight than most by having an improved THAC0. The PC starts with a THAC0 of 18 at 1st level that improves by 1 for every level advance.
Increased movement (5): The PC is quicker than most and adds a +3 to movement rate.
Magic resistance (10): Gain a 2% Magic Resistance for each level. For example, a 9th level fighter would have an 18% Magic Resistance score.
Planetouched (20): The PC’s body is charged with a curious planar energy that temporarily renders non-magical melee weapons the fighter wields into a magical weapon (so long as the fighter maintains physical contact with the weapon). For every 4 levels of the fighter, the non-magical weapon strikes as though it bears a +1 enchantment (i.e., +1 at 1st level, +2 at 5th, etc., to a maximum of +5). This ability does not provide a bonus to attack or damage, only allows the character to hit beings that cannot be injured by normal weapons.
A fighter may buy the following abilities at any level:
Blood warrior (10): The PC believes that the true path to becoming the finest warrior lies in pitting his skills against the eternally warring fiends especially fighting them where they war the most -- in the Blood War. When fighting fiends anywhere, the PC becomes an awesome fighting machine as he revels in his true element. Fighter gains a +2 to hit and damage against all fiends, and receives a +2 bonus to AC. Can only be purchased after the PC has survived a fight against one or more fiends.
Chosen foe (5): This option allows the fighter to select a certain type of creature as a blood enemy. Whenever the fighter is faced with this chosen foe, the warrior enjoys a +2 bonus to attack and damage rolls. However, this hatred toward this enemy is so great that it requires an enormous effort of willpower to resist an opportunity to combat this foe. If the fighter wishes to avoid a confrontation, the fighter must make a Wisdom check to see if the fighter has the force of will to turn around and walk away.
Defense bonus (10/15): The PC gains a +2 bonus to AC if unencumbered and unarmored: For 15 points, AC bonus is +3.
Draw followers (5/10): The 5-point option allows the PC to attract followers whenever he establishes a stronghold, regardless of level, or to attract followers at 9th level even without a stronghold. For 10 points, the PC gains followers regardless of level or stronghold.
Heroic boast (5): A fighter with this option has the ability to rouse the morale of his comrades. By uttering a brief, passionate oration on his prowess in battle and the glory to be won, a fighter can inspire friendly NPC’s, granting them a +2 to morale for the duration of the upcoming struggle, so long as the fighter is leading them. This skill should be role-played by the player to be effective.
Iaijutsu (5): This ability allows the fighter to unsheathe his weapon with startling speed. A successful Dexterity check means that the fighter suffers no delay in terms of game rounds when removing or returning his weapon from and to its scabbard.
Inspiring leader (10): As long as the PC is on the front line of a combat, he and all allies within line of sight gain +1 to all attack rolls and suffer no morale penalties.
Multiple specialization (5): The PC with this ability can specialize in as many weapons as desired provided that the CP cost is met for each individual specialization.
Poison resistance (5): The PC gains +1 to all saves vs. poison.
Proficiency ease (5): The PC pays only 1 CP for a new weapon proficiency slot.
Spell resistance (5): The PC gains +1 to all saves vs. spells.
Thief ability (10+): For 10 CPs, the fighter may select one thief ability. Each additional 5 CPs allows the fighter to select an additional ability, up to a maximum of four abilities. (Backstab and thieves’ cant may be selected as abilities.) The percentile score increases as noted on Table 19: Thief Average Ability Table of the DMG. Modifiers for race, armor worn, and Dexterity still apply to this score.
War cry (5): By uttering a withering battle cry seconds before striking, a fighter with this skill receives a +1 bonus to damage rolls for a single strike. This strike must always be the fighter’s first in any combat situation, used as the fighter engages an enemy for the first time. This skill may be used a number of times per day equal to the character’s level, but never more than once in any battle.
Fighters may also select any of the following limitations:
Limited armor (5/10/15): The PC with this restriction is limited in his selection of armor. If the PC is restricted to chain mail or lighter armor, this restriction gives 5 CPs; if limited to studded leather or lighter armor, PC gains 10 CPs; and if the PC refuses to wear any armor at all, he gains 15 CPs. All warriors may still use a shield.
Limited weapon selection (5): The PC is limited in his choice of weapons. He can gain proficiency with weapons in only one of the following groups: melee weapons (no missile weapons allowed); rogue weapons; weapons of only one type (P/S/B).
Limited magical item use (5+): The PC refuses to use certain categories of magical items. For each category that is barred to him, he gains 5 CPs. The categories are:
- potions, oils, and scrolls
- rods, staves, wands, and miscellaneous magical items
- weapons
- armor
To the Death (10): A character with this restriction can never run from combat, regardless of the odds. The character must always fight if someone challenges him. Retreat is tantamount to death.