WARRIOR
SKILLS
Each skills can be bought more than once and cost the number of character points in parenthesis.

Weapon Proficiency(X): X = 2 CP for the first weapon of a group and 1 CP for other weapons from the same
                                          group. Here's the table that gives the number of attacks per level for characters
                                          proficient in a weapon:
 

LEVEL #ATT
1-6 1/Round
7-12 3/2 Rounds
13+ 2/Round

Weapon Specialisation(X): X = 4 CP for the first weapon of a group and 2 CP for other weapons from the
                                                same group. To buy this skill for a weapon, the character must first be proficient
                                                in it. This skill gives +1 to hit and +2 to damage.
 

LEVEL #ATT
1-6 3/2 Rounds
7-12 2/Rounds
13+ 5/3 Rounds

Weapon Mastery(X): X = 8 CP for the first weapon of a group and 4 CP for other weapons from the same
                                    group. To buy this skill for a weapon, the character must first be specialised in it. This skill
                                    gives +3 to hit and +4 to damage.
 

LEVEL #ATT
1-6 2/Rounds
7-12 5/3 Rounds
13+ 3/Rounds

Weapon Style Specialisation(X): To buy any of those style, a character must be proficient in all components
                                                         of the style. Each style can't be bought more than once.
 

STYLE COST INFORMATION
One-Handed Weapon 2 AC Bonus of 2 while fighting without shields or a secondary weapon.
Weapon and Shield 2 AC Bonus of 1 or +1 to hit. Must be chosen before the round actiuons starts
Two-Handed Weapon 2 Lower the speed factor by 3 and +2 to damage while using LARGE two-handed weapons
Two Weapons 4 No penalty while fighting with 2 weapons and wearing any type of leather armor. The penalty, when wearing heavier armors is 0/-2.
Missile 2 While using missile weapons can make is full move and still use all his allowed attacks. +1 to damage.
Horse Archery 2 If the horse move at half is full speed, there is no penalty. -2 to hit if the horse is moving is full move. If the horse is moving faster, a Riding check must be successful to attack at -4.
Customised X Created with the help of the DM.

Shield Proficiency(2): The character becomes proficient in the use of all shields. Here's the bonus table:
 

TYPE AC BONUS #ATT
Buckler 0 0
Small +1 One
Medium +2 Two
Body +2/+3 vs Missiles Two

Shield Specialisation(4): The character becomes a specialist in the use of all shields. To buy this skill, the
                                            character must first be proficient in the use of shields. Here's the bonus table:
 

TYPE AC BONUS #FOES
Buckler +1 1(2)
Small +2 2
Medium +3 3
Body +3/+4 vs Missles 4

Shield Mastery(8): The character becomes a master in the use of all shields.To buy this skill, the character
                                   must first be a specialist in the use of shields. Here's the bonus table:
 

TYPE AC BONUS #ATT
Buckler +2 2(3)
Small +3 Two
Medium +4 Three
Body +4/+5 vs Missiles Four

Armor Proficiency(2): The character becomes proficient in the use of all armors in a category. Each armor type
                                      in that category is considered to weight half its actual weight for encumbrance purposes
                                      only. There are three categories of armors that a character can
                                      purchase: Leathers, Chains & Scales, Plates.

                                      A character that wants to cast wizard's spells in an armor he's proficient in can do so
                                      but must make a Balance check modified by the AC bonus of the armor as a malus.
                                      A character must be proficient with an armor type to cast wizard's spells in armor.

THACO Reduction(2): The THACO is the overall knowledge of fighting with a weapon. By buying this skill, the
                                       character reduce the THACO of 1 weapon he's proficient in by 1. This skill can only be
                                       bought once per level per weapon.

HD Improvement(5): Raise HD by 1 category(d2>d4>d6>d8>d10>d12).

RESTRICTIONS
Each restriction gives the number of CP in parenthesis and can be only taken during character creation. Restriction that gives variable CP can only be bought once.

Lower HD(5): Lower HD by 1 category(d12>d10>d8>d6>d4>d2) include the actual level. This skill can be
                        taken more than once.
Limited Armors(X): X = 15 if the character cannot wear armors. X = 10 if the character can only wear armors
                                  that gives an AC bonus of +6 or less. X = 5 if the character can only wear armors that gives
                                  an AC bonus of +3 or worst. This include Magical versions of those armors.
Limited Weapons(5): The character is limites to Blunt melee Weapons or Small melee Weapons or Large
                                      melee weapons. This restiction can only be taken once for each category and only if the
                                      character is not already restricted in those weapon categories.
Magical Items(X): X = 5 if the character won't use any kind of potions, oils, balms.
                               X = 10 if the character won't use any kind of magical items but Weapons and Armors with
                                      only pluses, no other effects.
                               X = 15 if the character won't use any kind of magical items.
Cannot retain wealth(5): The character can keep enough money to keep enough money to support himself and
                                          his enchmen but any exess must be given to worthy causes(Which usualy depend to
                                          the alignment of the character).