For this class it doesn't really matter which edition you choose. You have a couple of options open to you that will be listed below. You can pick one of the listed to "specialize" you fighter so he/she is not like everyone else. There are some disads also listed below, that you can pick from. You can choose one of the disads also to pick another advantage. Fighters in my world gain specializtion, weapon mastery, high mastery, and grand mastery. You don't have to worry about any of those except specialization at first, which is just the standard +1/+2.
Advantages:
1) Gain 1d12 per level for hit
points.
2) Ability to Specialize in Multiple
Weapons.
3) Magic Resistance (2%/level)
- must take a disad
4) Free Weapon Specialization
5) Natural Aptitude with a weapon
(+1 to hit with weapon of choice)
6) Natural Aptitude with a weapon
style (Free weapon style specialization)
Disadvantages:
1) Cannot wear armor heavier then
ChainMail
2) Can only use thief, or cleric
weapons (base cleric, not priests), or ranged weapons.
3) Gain 1d6 per level for hit
points
4) Cannot use a group of magic
items (potions, scrolls; or rods, staffs, & wands; or rings...
just like out
of the PO Skills and Powers.
5) Clumsy
6) No Aptitude with weapons (costs
double to learn weapon skills)
If you have any other suggestions that you might want for either, just email me and ask.
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to beginning.