Allows advantages from high strength and con. See also the optional rule about strength.
Three different ways of improving DV (aka armour class). One constant (not cumulative with the others), one which only works when unarmoured, and one which works in conjunction with armour. Perfect for swashbucklers who don't wear armour anyway. Note that the skill which will work with armour is less effective for the same cost, namely an improvement of 1 every 4 levels not 2.
The ability to specialise in a weapon (or multiple weapons). The
character can only specialise in a weapon for which they can be
proficient (obviously). No character may have mastery or higher (see
combat and tactics) in more than one weapon, irrespective of
multi-specialisation or not.
The CP cost for specialisation (and mastery) varies, as per skills and
powers.
The art of building war machines such as catapults. Really only here because it was in skills and powers.
Increases the characters movement rate by this amount. May only be purchased a maximum of twice.
The art of elading troops into battle. Only really here because it was present in skills and powers. Could be better represented by a proficency.
Having magic reistance. DMs will probably want to restrict this or possibly not allow it depending on the setting. In many setting, normal PCs could not have this ability.
Just like the PHB ranger ability. Gives +4 to hit against any creature of a specified group or race, but -4 to reaction rolls. The group or race should not be either too rare or too common. (No, you can't have "human", nor can you have "the evil gnomish cult of left handed evokers").
How to build fortifications suitable for an army. Probably better a profiency, only present because it was in skills and powers
Being an expert tracker, like a ranger. Grants the tracking profiency, at a +5 bonus, and grants an extra point in the skill every 3 levels.
This allows the use of two weapons of dissimiliar length with no penalty. One must be one size category smaller than the character.
A suitable ability for the would-be monk. Grants automatic specialisation in unarmed combat, and automatically grants mastery levels at the minimum levels required to obtain it. Note that specialisation also includes the ability to specialise in unarmed combat, this is an enhanced ability.
How to operate war machines. Probably better a proficiency.
Gives extra damage when wielding one type of weapon _only_ (eg: short sword). May purchase at most twice to avoid the pinky-of-doom effect.
The character can use a shield of the type specified.
A very important skill for a warrior, this affects the number of attacks a character receives. Without this skill, no character can achive more than 2/3 attacks, (and that only at 7th level, and with specialisation). Non-warrior characters (such as thieves, clerics, bards etc) may want to consider taking at least some progression in this. If they don't, at higher levels the characters fighting skill wil be _very_ much behind a straight warrior.
A bonus against the specified form of attack. In addition, the DM can consider the character to be somewhat resistant to environmental extremes of the appropriate type.