Warrior Class

Fighter


Paladin


Ranger

Power CP Cost Description
optional restrictions
All sub-classes of warrior can gain bonus points by accepting voluntary restrictions on normal warrior abilities
Limited armor 5/10/15 The PC with this restriction is limited in his selection of armor. If the PC is restricted to chainmail 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); priest weapons; rogue weapons
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; and armor


Fighter
Standard abilities all Attract followers, weapon specialization
1d12 for hit points 10 The PC rolls 1d12 for hit points
Attract followers 5/10 The PC at 9th level gains followers as described in the PHB if he establishes a stronghold. The 10-point option allows him to attract followers whenever he establishes a stronghold, regardless of level. Dms should adjust the racial make-up of followers to adequately reflect the Planescape setting
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
Building 5 The PC knows how to construct heavy war machines, siege engines, and siege towers
Defense bonus 10/15 The PC gains a +2 bonus to AC if unencumbered and unarmored. For 15 points, AC bonus is +3
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
Leadership 5 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
Move silently 10 A PC with this ability can move silently like thievs. The chance of succes is equal to PC’s Dexterity score added to the PC’s level. In order to move silently, the PC cannot wear any armor greater than studded leather. All other thief penalties also apply
Multiple specialization 10 The PC with this ability can specialize in as many weapons as desired provided that the CP cost is met for each individual specialization
Planetouched 10 The PC’s body is charged with a curious planar energy that temporarily renders non-magical 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 gains a +1 bonus to hit and damage (i.e., +1 at 1st level, +2 at 5th, etc., to a maximum of +5)
Poison resistance 5 The PC gains +1 to all saves vs. poison
Proficiency ease 5 By spending 5 CPs now, the fighter can cut the cost of all weapon proficiency costs in the future (including all forms of mastery) by 50%
Spell resistance 5 The PC gains +1 to saves vs. spells
Supervisor 5 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
War machines 5 The PC knows how to operate heavy war machines and siege engines such as ballistae, catapults, rams, bores, and siege towers
Back to Top


Paladin
All paladins have built-in restrictions to the class, which cannot be changed, as listed in the PHB and S&P. If the DM allows, paladin spell restrictions listed in Player’s Option: Spells & Magic rules may be taken for extra CPs
Standard abilities all Circle of power, curative, detect evil, faithful mount, healing, health, priest spells, protection from evil, saving throw bonus
1d12 for hit points 10 The PC rolls d12 for hit points
Circle of power 5 If the PC owns a holy sword, he can project a circle of power 10’ diameter. This circle dispels hostile magic at a level equal to the paladin’s experience
Curative 10 Once a week for every three experience levels, the PC can cure diseases of all types
Detect evil 5 The PC can detect evil monsters and beings up to 60’ away simply by concentrating for one round. The PC can perform this ability an unlimited number of times
Dispel evil 10 At 7th level, the PC can cast dispel evil once a day
Faithful mount 5 The PC can summon a steed at 4th level as per the PHB
Fiend slayer 10 The PC is the sworn enemy of all vile fiends and gains a +3 to hit and +3 to damage against fiends
Gift of the Archons 15 The PC has been honored by the archons and rewarded with a wondrous gift. The PC grows a large pair of feathered wings from his back that allows flight (MV 18, MC B). Note that any armor the PC owns must be altered to accommodate these celestial wings
Healing 5/10 Once a day, the PC can heal him or another by laying on of hands restoring 2 hit points per level. For 10 points, the paladin can heal 4 hit points per level once a day
Health 5 The PC is immune to all forms of disease
High wisdom bonus 5 If the PC has the Priest Spells option, he recieves bonus spells based on his high wisdom identical to the way clerics do
Holy assistance 10 Once a week, the PC can gate in 1 lantern archon per experience level as long as the archons are employed solely in the fight against evil. The gated lanterns remain for 1 turn plus 1 round per paladin’s level. This ability does not work in Sigil
Holy Defender 10 When on the plane of his power (usually Mt. Celestia but not always), the PC becomes a near invincible defender. All magic resistance and saving throw bonuses are doubled and the paladin’s AC is improved by 4
Lawful order 5 The PC can dictate (as the 3rd-level priest spell in S&M) once a day for every four levels
Lower planar vanquisher 10 The PC has steeled himself for taking the good fight where fiends live and breed. The paladin receives a +4 to all saves vs. any naturally occuring phenomena on any of the lower planes
Poison resistance 10 The PC gains +2 to all saves vs. poison
Priest spell 10 At 9th level, the PC can cast priest spells as per the PHB
Protection from evil 5 The PC is protected from evil by a natural aura 10’ in diameter which affects all evil creatures in the aura (-1 penalty to THAC0)
Resist fiendish magics 10 Paladin gains a 2%/level magic resistance against any spells employed by fiends. This resistance can be added to any other magic resistance the paladin possesses
Resist charm 10/15 +2 bonus to saves vs. charm-like spells and effects. For 15 points, the paladin’s saving throw bonus vs. charm magic is +4 if the charm is cast by any evil being from the lower planes
Saving throw bonus 10 +2 bonus to all saving throws
Turn undead 10 At 3rd level, the paladin can turn undead as a cleric two levels below his own level
Back to Top


Ranger
If the DM allows, ranger spell restrictions listed in the Player’s Option: Spells & Magic rules may be taken for extra CPs
Standard abilities All Attract followers, empathy with animals, hide in shadow, move silently, priest spells, special enemy, tracking, two-weapon style
1d12 for hit points 10 PC rolls d12 for hit points
Animal master 15 At 5th level, the PC has learned how to control the natural fauna around him. Once a week, the ranger may cast animal growth, anti-animal shell, conjure animals, or hold animal. At 9th level, the ranger can enact each of these abilities once a week
Attract followers 10 At 10th level, the PC attracts followers as per PHB or S&P (the list of followers should be modified to include planar beings)
Bow bonus 5 +1 attack bonus with any bow
Climbing 10 Ranger can climb trees, cliffs, and other natural formations (except the Spire). Climbing score is equal to ranger’s Dexterity/Balance score plus the hide in shadows percentage for a ranger of his level (see table in PHB or S&P)
Detect noise 10 Similar to the thief ability but the ranger uses his Wisdom/Intuition score plus the hide in shadows percentage to determine his chance of success
Empathy with animals 10 Ranger can approach and befriend an animal as described in the PHB or S&P
Find and remove wilderness traps 10 Ability functions similar to the thief ability but ranger’s chance of success is equal to move silently percentage
High wisdom bonus 5 If the ranger has the Priest Spells option, the ranger recieves bonus spells based on his high wisdom identical to the way clerics do
Hide in shadows 5 Wearing studded leather or lighter armor, ranger can hide in shadows as per PHB or S&P
Move silently 5 Wearing studded leather or lighter armor, ranger can move silently as per PHB or S&P
Pass without trace 10 Ranger can pass without trace as the druid ability
Planar defender 10 Ranger gains a +2 bonus to hit, to damage, and initiative as well as a +1 bonus to AC when fighting on his home plane against non-natives of the plane
Planar attunement 5 Ranger can attune herself to the plane he is on and become vividly aware of naturally occuring phenomena of the plane such as the will-sapping entropy of the Gray Waste. This ability takes one complete turn of uniterrupted concentration per phenomena to be discerned
Plant master 15 At 3rd level, the ranger has learned how to effectively manipulate surrounding flora and may, once a week, cast anti-plant shell, hold plant, plant growth, or wall of thorns. At 8th level, the ranger can enact each ability once a week
Polymorph self 5/10 At 5th level, ranger can polymorph self once a day into any natural animal native to his plane of origin. For 10 points, ranger can polymorph into any creature he desires within the spell’s limitations
Priest spells 10 At 8th level, ranger can cast priest spells precisely as described in the PHB or S&P
Savage ranger 10 The union of planar energies and the ranger’s relationship with nature have combined to make him a savage fighter. Once a day, the ranger can cast Tenser’s transformation on himself with the following differences: ranger uses his own THAC0 and may fight with any weapon which he chooses (proficiency rules still apply)
Sneak attack 10 A ranger who successfully hides in shadows and moves silently can backstab an opponent ad the thief ability. A backstab is +4 to hit and causes damage as per a thief of the same level
Speak with animals 5/10 Once a day, the PC can speak with animals as the spell. For 10-points, the ranger can employ this ability once a day for every three levels possessed
Special enemy 10 The PC gains a +4 to THAC0 and -4 to reaction modifiers when dealing with his special enemy. This ability is fully described in the PHB and S&P, but the ranger may now select planar beings as enemies, including fiends
Tracking ability 5 The PC receives tracking proficiency which automatically improves by +1 for every three levels
Two-weapon style 5 The PC can fight with two weapons and suffer no penalties as per the PHB or S&P
Back to Top Back to Skills & Powers Back to Class abilities

Last updated 12/02/2000
Web Page by Reinier Schot
send me an e-mail

www.balor.cistron.nl