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Players Option
The Players Option is an expansion upon the abilities available to fighters, paladins and rangers. It is meant to be used in conjunction with the Players Option: Skills & Powers. Although I really like the Players Option: Spells & Magic, it added a level of diversity and power to spellcasters that gives them an unfair advantage in play and ability. These rules are meant to add that same strength and flexibility to the fighter class.
New Abilities
In the Players Option: Skills & Powers, fighters recieve 15 character points to spend on abilities. A fighter still recieves the same number of points but he can now select from a wider range of abilities and restrictions. A standard fighter uses his character points to acquire the abilities of followers(5) and specialization(5). Italicized powers can be found in the Players Option: Skills & powers. Powers with an asterik (*) can be found in Dragon #264. Alternately, a fighter may purchase these extra abilites with an experience penalty. The base experience penalty for exceeding the allowed character points is 20% + character point spent. For example, a fighter who purchased the standard abilites for 10 points and bought Holy Warrior without taking any disadvantages, would have exceeded his character point total by five. His experience penalty would be 20% + 5% = 25%.
A fighter can also reduce the cost of a special ability by choosing to delay it to a higher level. For example, a character may select the ability of berserk rage, but then delay that ability to 4th or 5th level. An ability that is not acquired until 3rd level is 1 point cheaper than the listed cost; an ability delayed to 5th level is 2 points cheaper; an ability delayed to 7th level is 3 points cheaper, an ability delayed to 9th level is 4 points cheaper than listed, and an ability delayed to 11th level is 5 points cheaper than normal. No ability can be reduced to zero or less points - everything costs at least one character point no matter how long the warrior waits for the power. Certain abilities, such as 1d12 hit die, cannot be delayed. If a player delays an ability with delayed effects such as Holy Warrior, then they would gain spell access 3, 5 and 7 levels after they acquire the ability. If they delayed Holy Warrior to 3rd level the would gain spell access at levels 6, 8 and 10.
All Warriors:
Warrior Cross-over (10): The PC can select any option from another warrior sub-class for 10 CPs more than the listed cost.
Fighters:
1d12 for Hit Points (10): The fighter rolls a 12-sided dice whenever he goes up in level. In addition, he recieves 4 hit points a level after level 9 instead of the normal 3.
Armor Class Improvement (15): The fighter is trained in avoiding blows through timing and deception. His natural Armor Class improves one point at every even level to a maximum of AC 2. However, this ability is useless if the fighter wears any form of armor or magical devices which replace armor, like bracers of defense.
Armor Optimization (5):A warrior learns to optimize his armor when he reaches 5th level. He learns to move and position armor so it absorbs blows better than it normally would. With every five levels of experience, the warrior gains a +1 bonus to his Armor Class. Thus, at 5th level the bonus is =1, at 10th it's +2, and so on. This benefit doesn't apply to warriors who aren't wearing armor, however. Also, armor spells or rings of protection don't gain the bonus, but more substantial magical protection, such as bracers and cloaks, do.
Building (5): The knowledge to construct heavy war machines, siege engines, and siege towers.
Companion (10): The warrior gains the companionship of a wardog, warhorse, or other beast of war.
Deadly Strike* (10): The fighter gains a +2 bonus to damage with one weapon of choice.
Defense Bonus (10/15*): +2 bonus to Armor Class if unarmed and unencumbered. For 15 CPs, the AC bonus is +3.
Double Bonuses (20): The fighter receives 2 HP per point of constitution over 14. He gains 2 points of armor class for every point of dexterity over 14 and his strength bonuses are doubled. A fighter with this ability is banned from taking specialization.
Favored Weapon* (5): The fighter gains a +1 attack bonus with one weapon of choice.
Followers (5/10) The fighter gains followers per the Players Handbook as long as he has a strong hold and is 9th level or higher. As a 10-point ability, the fighter can attract followers whenever he builds a stronghold.
Holy Warrior (10): The fighter has a strong tie to a particular diety. He gains a 1st, 2nd and third level spell at levels 3, 5 and 7 respectively. These spells can be selected from the following schools: combat, divination, healing, and protection. Must have Wisdom 13 or higher. If the spell point system is used, allow the fighter enough points for one fixed magic of each level.
Improved Thac0* (10): The fighter begins with a +1 bonus to all attack rolls.
Improved Attack Rate (5): A fighter with this ability gains extra attacks every 5th level (5, 10,15, etc) instead of the normal rate.
Increased Movement (5): A fighter's base movement score is 15 rather than 12.
Leadership (5): The ability to lead large numbers of troops into battle. The fighter may command 100 soldiers per level.
Magic Resistance (10): Gain 2% Magic resistance per level.
Multiple Specialization (10): A fighter can specialize in as many weapons as he desires.
Poison Resistance (5): Fighters recieve a +1 bonus to their saving throws versus all poison.
Proficiency Crossover (5): The fighter gains access to another category of proficiencies without paying the penalty.
Proficiency Ease* (5): By spending 5 CPs now, the fighter can cut the cost of all weapon proficiencies gained in the future (including all forms of mastery) by 50%.
Spell Ability (10): The fighter dabbles in magic. He gains access to a 1st, 2nd and third level spell at levels 3, 5 and 7 respectively. His casting level is equal to one half his current level as a fighter. A fighter with this ability must have Intelligence 13 or higher. If the spell point system is used, allow the fighter enough points for one fixed magic of each level.
Spell Resistance (5): Fighters gain a +1 bonus to all saving throws versus spells.
Supervisor (5): The authority to supervise the construction of defensive works.
Thief Abilities (10+): A fighter with this talent possesses one thief ability of his choice. For every five additional points he spends, he may choose another thief ability. The warriors percentage scores increase as noted in the DMG on table 19: Thief Average Ability Table. Modifiers for race, armor worn, and exceptional dexterity score all apply.
Trained Warrior (15): Warriors who take this kit roll percentile dice for strength, dexterity and consitution at character creation. Each level they go up, they roll 2d10 and distribute the total amongst each ability as desired. Each attribute can be raised no higher than 18/00. This implies that the warrior makes extreme efforts towards self improvement.
War Machines (5): The knowledge to operate war machinery.
Weapon Master (15):The fighter is automatically proficient in all weapons. He must still pay the intial cost to specialize for each weapon.
Weapon Specialization (5):The fighter has the ability to specialize in a particular weapon.
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New Restrictions
A fighter can gain bonus character points to spend on the above abilities by accepting voluntary restrictions on his normal abilities. A DM may want to place a limit upon the number of extra points that can be obtained through restrictions. The restrictions with their point values follows:
Advance as Ranger/ Paladin (20): A player who chooses this restriction advances according to the ranger/ paladin table.
Limited Armor (Alternate) (5): Fighter may only use magical armor.
Limited Armor (5/10/15): A fighter with this restriction is limited in his selection of armor. If the character is restricted to chainmail or lighter armor, this restiction gives him 5 CPs; if he is limited to studded leather or lighter armor, he gains 10 CPs; and if he can't wear any armor at all, this restriction is worth 15 CPs (he can always use a shield).
Limited Magic items (5): Like a paladin, this fighter may never have more than 10 magic items including one suit of armor, one shield, four weapons, and four other items.
Limited Weapon Selection (5): A fighter with this restriction is limited in his choice of weapons. he can choose to gain proficiency in only melee weapons; he can choose to learn only cleric weapons; or he can choose to learn only thief weapons.
Limited Magic Item Use (5+): A fighter with this restriction distrusts magic and refuses to use one or more categories of magic items. For each category that is barred to he gains 5CPs. The categories are: potions, oils and scrolls; rings, rods, staves, wands and miscellaneous magic items; weapons; and armor. Alternately, for 8 points, the fighter can be restricted to weapons, armor, gauntlets & gloves, girdles and boots.
Quirky Magic (5): The warrior has a problem with magic items. He has a 25% chance that any item he picks up will not function for him ever. Once he's made a roll for a particular item it will always work.
Reduced Hit Points (5/15): For whatever reason, the fighter isn't quite as hardy as other fighters. for 5 points he uses 1d8 for hit points. For 15 points, he uses 1d6 and is limited to a +2 Constitution Bonus.
Slow Reaction (5): The fighter is slow to react to threats. He is suprised 50% of the time and has a +5 penalty on all initiative rolls.
Taboo (10): This fighter has a strong belief that requires that he perform a tribal ritual before battle. This rite should take one round of action and could be as simple as drinking a vial of ale brewed from his homeland. If he fails to perform this rite, he suffers a -1 penalty to hit, damage and AC for the duration of the battle.
Worsened Thac0 (10): This warrior has spent too much time in command and not enough time practicing with his sword. He attacks as a priest of the same level.
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