Warriors
By far the most common class is that of the warrior, and they are used more often in combination than any other class. The armies of all but the most unusual of worlds are made up of warriors, though few of those ever reach the level of expertise shown by a Journeyman 1st level Warrior. For their part, warriors include all types, from knights in shining armor, to proud infantrymen, to brigands and barbarians that live on the fringes of civilization. While most warriors have little skill in magic or skullduggery, some combine the arts of war with those skills, adding toughness and skill to magic or guile.
Abilities
The basic warrior has 1d10 Hit Points for each level of experience until 9th level, after which they gain 3 HP per level, and can learn to use any weapon and wear any armor they choose. They also get 1 extra attack every 2 rounds at every 6th level (at 7 they get 3 attacks every 2 rounds, at 13th level they get 2 attacks per round, 5 attacks every 2 rounds at level 19 and so on). They receive a +1 to hit every level, including 1st. Warriors add +2 to their Physical saving throws, but subtract 1 from their Arcane saving throws, because of their general lack of experience in magic. Warrior characters begin with 50 Character Points.
1d12 for hit points (10): Instead of rolling a 10-sided die to determine initial hit points and how many new hit points the Warrior receives at each level, a 12-sided dice is rolled instead. This ability may not be delayed.
Armor Optimization (10): This character is adept at using armor to his fullest advantage, and thus gains a +1 to AC every five levels (+1 at level 5, +2 at level 10, etc.) if wearing at least some armor.
Attack bonus (5): A Warrior with this ability gains a +1 attack bonus with any one tight group. This may only be taken once.
Back Protection (10): The Warrior has a 5% chance per level of detecting any attack from behind, and negating any special bonuses that might have come from it (including backstabs and bonuses to hit).
Berserk (15): This Warrior has the ability to go berserk. Whenever wounded in battle, forced into an unequal fight, or otherwise enraged, the character may attempt a Physical saving throw. If the save succeeds, the Warrior goes berserk. If it fails, he may try again for up to 10 consecutive rounds. On the tenth round, the character automatically goes berserk. While berserk, the character gains 2 points of Strength, up to one above their racial maximum, with all the attendant effects. The character also gains 2 temporary hit points per level. Damage is taken to these first, and they disappear once out of the berserk rage. The character also gets a +1 to his defense score for every level of experience, up to a defense of 20. Once berserk, the character must enter melee combat, and cannot flee while still berserk. While the character can choose his opponents, he cannot avoid combat while beserk, nor can he change opponents until the current one is slain or flees and cannot be followed. The character may try to end the fury by making a Mental saving throw, with a +2 if the character has outside help (friends hold him down, or douse him in cold water). Once out of the berserk frenzy, the character immediately loses all the benefits, as well as 5 points of Strength. 1 point of lost Strength is regained for each turn of full rest, and the character may not enter a berserk state again until all Strength is restored.
Broad Experience (15): The character trained with many kinds of weapons, and is automatically considered familiar with almost any weapon he attempts to use (a DM may make exceptions for certain rare or difficult to use weapons). Actually gaining proficiency still requires the full amount of CPs, however, as the character doesn’t truly know the weapon, but rather knows weapons, in general.
Building (10): The knowledge to construct heavy war machines, siege engines, and siege towers.
Damage Bonus (10): Due to either intense training, a variety of special techniques, or a uniquely powerful hatred, the character does one extra point of damage per level to a certain kind of foe, usually a very large one, such as dragons or giants. It is up to the Dungeon Master to determine if a given foe is too broad a selection.
Defense bonus (15): +1 bonus to Defense every even level if unarmored and unencumbered, to a maximum Defense of 18.
Immunity to natural disease (15): The Warrior, though superior physical health, is immune to normal diseases, although magical diseases such as lycanthropy and mummy rot still affect him.
Increased movement (5): The Warrior’s base movement score is 3 points higher than normal.
Leadership (10): The ability to lead large numbers of troops into battle. The Warrior is able to take charge of up to 100 soldiers per level. He knows how to use messengers and signals, is familiar with military terminology, and understands the mechanics of moving a large number of men. This ability is essential if the character takes the 15-point option for the Followers ability.
Leaping and Springing (10): The Warrior is able to leap 10 feet forward, 3 feet backward, or 3 feet up from a standing start. If the character is able to get a running start, the forward leap is increased to 15+1d6 feet forward or 4 feet+1d4 half-feet up.
Overcome Resistance (15): Starting at 4th level, the character can hit creatures normally only vulnerable to magic weapons. At 4th level, he can hit creatures requiring a +1 or better weapon, +2 or better at 6th, +3 at 8th, +4 at 10th, and +5 at 12th. Note that this doesn’t give any actual bonuses, just allows the Warrior to bypass their normal defenses. If using a magical weapon, the defenses the character can defeat increase by the bonus of the weapon, so a 4th level character with a +1 weapon could hit a creature requiring a +2 weapon. This ability my not be taken earlier, but it may be delayed.
Special enemy (5/10): The Warrior is exceptionally well trained against a certain type of monster or creature (orcs, goblins, griffins, bears, etc.). For every 5 points spent on this ability, the character is +2 to hit the creature, but –2 on reaction rolls. This no more than 10 points may be spent each time this ability is gained, but it may be purchased multiple times for different enemies.
Stealth (10): If the Warrior is not in metal armor, a –4 penalty is applied to opponent’s surprise rolls if the character is at least 90 feet ahead of a party of characters without this ability, or accompanied only by characters with equivalent stealth skills. The Warrior is also difficult to surprise himself and receives a +2 bonus to his own surprise rolls.
Style Specialist (5): The character has extra skill in a given weapon style, chosen at character creation. If the character chooses Two-weapon style, he may use two weapons without any penalties to either hand, provided they meet the size restrictions. With One-handed weapon style, the character may attempt one free block per round. With Two-handed weapon style, the character may increase or decrease the weapon’s melee range by 1. With Weapon and Shield Style, the character may use his shield as a second weapon without sacrificing its defensive properties (though still suffering the penalties for using two weapons). Those using Horse Archer, Missile, or Thrown styles reduce the speeds of their weapons by half or by 3, whichever is less. This ability may only be taken once, as it requires intense concentration in a single style.
Supervisor (10): The authority and knowledge to supervise the construction of defensive works such as ditches, pits, fields of stakes, and hastily built wooden and stone barricades. With time permitting, the Warrior also can supervise the building of semi-permanent fortifications.
Teaching Ability (5): Starting at 3rd level, the Warrior may train students to be proficient in any weapon he is specialized in. He may train a number of students equal to his level in each class, and the training takes eight hours a day for a month. At the end of that time, the students must make an Intelligence check. Success indicates that they have gained a bonus proficiency in that weapon, without spending any character points.
Unarmed Combat Bonus (5/15): With the 5-point ability, the Warrior gains a +4 to all unarmed attacks. With the 15 point option, the character does not get the +4 to all unarmed attack rolls, but is considered a specialist in one form of unarmed combat at 1st level, a master at 5th, a High Master at 9th, and a Grand Master at 13th level. Both options may not be taken at once.
Unusually Accurate (5): The character is unusually accurate with specialized attacks, gaining a +1 for every four levels, but only to cancel out penalties. Thus, while a normal called shot is made at –4 to hit, a 5th level character with this ability suffers only a –2 penalty.
War machines (10): The knowledge to operate heavy war machines and siege engines such as ballistae, catapults, rams, bores, and siege towers.
Weapon specialization (5+): For every 5 CP spent, the Warrior has the ability to specialize in a particular weapon. The character point cost for acquiring the specialization must also be met. Note that, while he can specialize in many weapons, the Warrior can only gain higher skill in one weapon.
Optional Restrictions
Limited armor (5/10/15): A warrior with this restriction is limited in his selection of armor. If the character is restricted to chain mail or lighter armor, this restriction gives him 5 CP’s. If he is limited to studded leather or lighter armor, he gains 10 CP’s; and if he cannot wear any armor at all, this restriction is worth 15 CP’s. (The character can always use a shield.)
Limited weapon selection (5/10/15): A fighter with this restriction is limited in his choice of weapons. For five points, he can choose to gain proficiency only in melee weapons (no missile weapons allowed), or can choose to learn only bludgeoning weapons. For ten points, the character can only use those weapons allowed to Magic-users, and for 15 points, the character may not learn to use any weapons at all (though he can still be skilled in unarmed combat).
Limited magical item use (5+): A fighter with this restriction distrusts magic and refuses to use certain categories of magical items. For each category that is barred to him, he gains 5 CP’s . The categories are: potions, oils, and scrolls; rings, rods, staves, and wands, and miscellaneous magical items; weapons; and armor.
Limited Magical item possession (10): The character cannot possess more than 10 magical items. Further, these items must not exceed one set of armor, one shield, four weapons (magical arrows and bolts don’t count), and four other objects.
Lower Hit Points (5/10/15): For five points, the character only rolls a d8 for hit points at each level. For ten points, only a d6 is rolled, and for 15, only a d4.
Lower To Hit Bonus (10/15): For ten points, the character advances in To Hit bonuses like a Rogue, gaining one point every two levels. For 15 points, the character advances like a Magic-User, gaining one point every three levels.
Slow Advancement ():