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Kits
Aug 1, 2008 18:46:56 GMT -5
Post by Stix on Aug 1, 2008 18:46:56 GMT -5
General Kits Kit | Requirements | Benefits | Limitations | Abyssal Warrior | Blind-fighting. | Planar Survival (Abyss). +1 to all saves. | -1 reaction penalty. -1 to attacks, ability/proficiency checks in bright sunlight. | Academician | Intelligence 13, Wisdom 11. Dagger, Dart, Knife, or Sling. | Reading/Writing. Bonuses to Intelligence and Wisdom checks. May spend WP slots on NWPs. | -1 attack when first engaging an opponent. -1 initiative penalty. | Accursed | Wisdom 12. | Aid 1/day (self only). | Curse(s). | Acrobat | Strength 12, Dexterity 14. | +1 to Jumping, Tightrope Walking, Tumbling checks (+2 if unarmored and unencumbered). +2 AC bonus vs. thrown weapons. +5% Pick Pockets, Move Silently, Climb Walls. | -5% Open Locks, Find/Remove Traps. | Adviser | Non-chaotic alignment. Intelligence 10, Wisdom 12, Charisma 15. | Etiquette. +2 reaction bonus in home society. | Must serve home community’s needs or lose benefits and suffer -2 reaction penalty in home society. | Anatomist | Knife. Anatomy, Healing. | Knife specialization at 6th level. Improved Healing. Autopsy. | Must dissect at least one cadaver per month or lose Improved Healing/Autopsy benefits. | Bandit | Strength 10, Constitution 10. | +1 to surprise checks. +10% Find/Remove Traps.+5% Hide in Shadows. | -5% Pick Pockets, Climb Walls, Read Languages. | Barbarian | Strength 15, Constitution 13. Axe, Sword. | Endurance. +3 circumstantial reaction bonus (makes good reactions better). | -3 circumstantial reaction penalty (makes bad reactions worse). | Beast-Rider | Strength 9, Wisdom 9. | Land-based Riding, Animal Training. Bonded mount. +5 reaction bonus with mount’s species. | - | Beggar | Two of: Club, Dagger, Dart, Knife, Sling, Staff. Disguise. | Begging, Information Gathering, Observation. +10% Pick Pockets. +5% Hide in Shadows. | -2 reaction penalty. -5% Open Locks, Find/Remove Traps, Read Languages. | Berserker | Strength 15. Melee weapons only (no thrown or missile). | Endurance. +3 reaction bonus with societies who value berserkers. After ten rounds of concentration or combat, can go berserk. | -3 reaction bonus with societies who lack berserkers. | Bounty Hunter | Strength 11, Dexterity 11, Constitution 11, Intelligence 11, Wisdom 11. Tracking. | Free WP. +5% Find/Remove Traps. | -5% Climb Walls. | Buccaneer | Constitution 10. Navigation, Seamanship, Swimming. | Rope Use. +2/+10% to all proficiency/skill checks involving ropes. No penalty to attacks/saves when on a rope. +5% Read Languages. | -2/-10% to climb when not using rope. -5% Pick Pockets. | Burglar | Strength 10, Dexterity 13. Dagger or Knife. | Alertness, Looting. +5% Open Locks, Climb Walls. | -5% Pick Pockets, Read Languages. | Charlatan | Non-lawful alignment. Dagger, Knife, Short Sword, or Long Sword. Acting, Disguise, Forgery. | Gaming. Charm. Masquerade. Detect Fakery. Swindling. | Cannot dual- or multi-class. | Cold One | Constitution 16. | Endurance. +2 vs. mind-affecting spells. Requires only half as much food/drink. Slowed Bleeding. Invisible to Infravision. | -2 Dexterity. Require 25% more sleep. Slowed Healing. | Consort | Acting, Etiquette, Enamor. | +2 to all proficiency checks based on Charisma. | - | Cutpurse | - | Observation, Trailing. +10% Pick Pockets. | -5% Climb Walls, Read Languages. | Deathslayer | Strength 13. Necrology. | Bonuses against chosen undead enemy. | Must target undead before living opponents. | Fence | Intelligence 12. Information Gathering. | Appraising. +2 to Appraising checks. +3 reaction adjustment with local underworld connections. +5% Open Locks, Find/Remove Traps, Read Languages. | -5% Hide in Shadows, Move Silently, Climb Walls. | Fugitive | Intelligence 12, Wisdom 12. Proficiency in one size S weapon. | Disguise. +1 to surprise checks. +5% Hide in Shadows, Move Silently, Detect Noise. | Wanted by powerful enemy. | Gallant | Non-evil alignment. Artistic Ability, Dancing, Poetry. | Etiquette. Essence of Life. Code of the Gallant. Romantic Appeal. Poetic Charm. | Cannot dual- or multi-class. | Gypsy | Non-lawful alignment. Dagger or Knife. Dancing, Fortune Telling, Land-based Riding, Musical Instrument. Planar Direction Sense or Direction Sense. | Animal Handling, Animal Lore, Animal Training. Augury 1/day (when used with Fortune Telling proficiency). 5th: Animal Friendship 1/day. 10th: Locate Animals or Plants 1/day. 15th: Speak with Animals 1/day. | Natural armors only. Cannot have proficiency in two-handed weapons. Cannot dual- or multi-class. | Herald | Etiquette, Heraldry, Local History, Reading/Writing. Two languages. | Two languages. Identify Rumors. Local Lore. Basal Communication. Persuade Crowd. | Cannot dual- or multi-class. | Hinterland Bandit | Animal Handling. | Land-based Riding. No penalty for any action attempted on horseback. +1 to attacks/saves on open terrain. | -1 to attacks/saves in underground or enclosed environments. | Investigator | - | Information Gathering, Observation. +5% Detect Noise. | -5% Pick Pockets. | Jester | Dexterity 14. Dancing, Juggling, Tumbling. | Acting. Fool’s Luck. Jesting. Joking. Immunity to Madness. +1/level bonus vs. mind-affecting spells. | May only take proficiency in Hand Axe, Blowgun, Hand Crossbow, Dagger, Dart, Javelin, Knife, Scourge, Sling, Staff, Short Sword, Whip. Natural armors only. Cannot dual- or multi-class. | Jongleur | Dexterity 14. Juggling, Jumping, Tightrope Walking. | Tumbling. Expanded use of Juggling, Jumping, Tightrope Walking, Tumbling. Dodge. Entertain Crowd. | Natural armors only. Cannot dual- or multi-class. | Loremaster | Intelligence 14, Wisdom 14. Ancient History, Ancient Language, Reading/Writing. | Navigation. Legend Lore (as Bard). Arcane Lore. Persuasion. Etymology. | May only take proficiency in Blowgun, Hand Crossbow, Dagger, Dart, Knife, Sling, Staff, Staff Sling. Leather armor only. Cannot dual- or multi-class. | Medician | Intelligence 10. | Diagnostics, Healing. +1 to all Diagnostics checks (additional +3 with Herbalism proficiency). +1 to all Healing checks. Patients recover HP twice as fast. Purge poison. | Must spend 2-5 weeks every year working in hospice/healing the sick and injured. | Mercenary | Constitution 13. | Free WP. Bargain. Consistent offers of employment for increasing pay. | - | Monster Hunter | Strength 13, Constitution 13, Intelligence 13. | Tracking. +2 to attack/damage/ability/proficiency rolls related to chosen enemy. | Must carry or have readily available enough gear to reach "moderate" encumbrance level. | Mystic | Wisdom 13. Dagger, Dart, Knife, or Sling. | Astrology, Religion. Feign Death 1/week. Spirit Form 1/week. Levitate 1/week. May spend WP slots on NWPs. | May only learn proficiency in Dagger, Knife, Dart, Sling. Must spend two hours in meditation every day. | Outlaw | - | Fire-building. Planar Direction Sense or Direction Sense. | Wanted by law enforcement. | Pacifist | Wisdom 12. | Etiquette. +2 Charisma. +2 reaction bonus. May spend WP slots on NWPs. Soothing Demeanor 1/day/level. | Cannot wear armor. May never attempt to injure a sentient being with a weapon. May only learn proficiency in Bow or Dart (for competitive or hunting use only). | Patrician | - | Etiquette, Heraldry, Land-based Riding. +3 reaction bonus with home society. May demand shelter in home society. | Must only purchase and use gear reflective of high station. If scandalized, -6 reaction penalty in home society (instead of +3 bonus). | Peasant Hero | - | Agriculture or Fishing. Planar Sense or Weather Sense or Animal Lore. Always has food, shelter, and help in home society. | Must serve home community’s needs or lose benefits and suffer -2 reaction penalty in home society. | Philosopher | Intelligence 12, Wisdom 12. | Ancient History. May spend WP slots on NWPs. | - | Pirate | Cutlass. Belaying Pin or Gaff. | Rope Use, Seamanship. | Rivals/enemies. | Pistoleer | Dexterity 15, Intelligence 12. Planar Sense or Weather Sense. | +2 to Planar Sense, Weather Sense checks. +1 initiative with firearms. Wheellock belt pistol, Snaplock belt pistol, or Snaplock horse pistol. | Must carry a firearm whenever armed. | Prophet | Wisdom 15. | Planar Sense or Weather Sense. Prophecy. | -2 reaction penalty. | Redeemed | Good alignment. Constituton 12, Wisdom 15. | Religion. +2 vs. mind-affecting spells. | 10% tithe to charities or noble causes. | Savage | Strength 11, Constitution 15. Planar Survival or Survival. | Endurance. Planar Sense or Weather Sense. Planar Direction Sense or Direction Sense. Alarm, Animal Friendship, Detect Evil, or Detect Magic 1/day/level. | -2 reaction penalty. May only learn proficiency in tribal weapons. -1 to attack/damage/proficiency rolls when in clothing other than tribal dress. -3 to attack/damage/proficiency rolls when in armor not used by the tribe. | Skald | Axe, Sword, or Spear. Local History, Poetry, Singing. | Ancient History. War Chant. Battle Fervor. | Cannot dual- or multi-class. | Smuggler | - | +2 to Appraising checks. +1 to surprise checks. +5% Hide in Shadows, Move Silently, Detect Noise. | -5% Pick Pockets, Open Locks, Climb Walls. | Spy | Intelligence 11. Observation. | Disguise, Information Gathering. | - | Swindler | Charisma 12. | Bargain, Fast-Talking. +5% Read Languages. | -5% Open Locks. | Thespian | Dagger, Knife, or Short Sword. Acting, Disguise. | Reading/Writing. Nonproficiency attack penalty reduced by 1. Masterful Acting. Influence Reactions (as Bard). Observe Motions. | Must take proficiency in Dagger, Knife, and Short Sword before learning other weapons. Cannot dual- or multi-class. |
Warrior Kits Kit | Requirements | Benefits | Limitations | Amazon | Spear, Long Bow. | Land-based Riding, Animal Training, Feign Weakness. | Can only specialize in spear or long bow. -1 reaction penalty. | Blade | Dexterity 13, Intelligence 13, Charisma 15. Sword. Two-Weapon Style. Blind-Fighting, Juggling. | Weapons Display. Trick Throw. Defensive Spin. Offensive Spin. | Cannot dual- or multi-class. | Cavalier | Good alignment. Strength 15, Constitution 15, Intelligence 10, Wisdom 10, Charisma 15. Lance, Sword. | Land-based Riding, Etiquette. +1 attack bonus with any lance when mounted, +1 per 6 levels. 3rd: +1 attack bonus with any sword, +1 per 6 levels. 5th: +1 attack bonus with horseman’s mace, flail, or pick, +1 per 6 levels. Negates fear in 10’ radius. +4 vs. mind-affecting spells. +3 reaction bonus with home society. May demand shelter in home society. | Cannot attack at range if melee combat is instead possible. Must seek out most threatening opponent in combat. Must own and wear most protective armor affordable (magical bonuses don’t count). Must follow code of chivalry. | Gladiator | Net, Short Sword, Trident. | Charioteering, Tumbling. Free WP to apply to weapon specialization. | - | Knight of the Shadows | Good alignment. Wisdom 15, Charisma 15. | Local History. Priest spells (as paladin). +1-5 reaction bonus with protectorate. | Opponents receive +1 save vs. Knight's spells. -1-5 reaction penalty with protectorate's neighbors. | Militarist | “Preferred weapon” (Sword, Lance, Axe, Horseman’s Mace/Flail/Pick). | Land-based Riding. +1 attack when mounted. +1 damage with preferred weapon. May spend WP slots on NWPs or NWP slots on WPs. | Must spend 1 hour in training/combat every day. | Myrmidon | Strength 12, Constitution 12. | Ancient History, Fire-Building. Free WP to apply to weapon specialization. Miscellaneous benefits for employ with a patron. | Soldierly demeanor makes the character stand out more in public. | Noble Warrior | Strength 13, Constitution 13. Lance, Sword, Horseman’s Weapon. | Etiquette, Heraldry, Land-based Riding. +3 reaction bonus with home society. May demand shelter in home society. | Must only purchase and use gear reflective of high station. If scandalized, -6 reaction penalty in home society (instead of +3 bonus). | Planewalker Warrior | Planar Sense. No proficiences unrelated to planewalking or combat. | Planar Survival. Reduce "plus" needed to hit an enemy by 1. Gate key to portal connecting two locations of player's choice. | - | Samurai | Lawful alignment. Strength 13, Constitution 13, Intelligence 14, Wisdom 13. Daikyu, Katana, Wakizashi. Reading/Writing. | Free WP to apply to weapon specialization. Kiai 1/day/level (increase strength to 18/00 for one round). May specialize in any two of the following: Daikyu, Katana, Wakizashi. | Can only specialize in Daikyu, Katana, and/or Wakizashi. Absolute fealty to lord; if disobedient, samurai must either kill himself or become ronin (keeping all benefits of the kit but only earning ½ experience until a new lord is found). | Shinobi Fighter | Ninja-to, Daikyu, or Hankyu. Blind-Fighting. | Hide in Shadows, Move Silently, Climb Walls. | - | Swashbuckler | Strength 13, Dexterity 13, Intelligence 13, Charisma 13. Medium or Short Blades. | Etiquette, Tumbling. Free WP. +2 AC bonus in studded leather or lighter armor. Access to Rogue proficiency group. | Can only specialize in a fencing weapon. | Wilderness Warrior | Constitution 13. | Endurance. Planar Survival or Survival. +5 to bonus [planar] survival proficiency. | - |
Paladin Kits Kit | Requirements | Benefits | Limitations | Divinate | Religion. | Bonus sphere: Charm or Guardian or Sun. Religious Stronghold. | +10% tithe to church. Must spend one hour each day in meditation/prayer or suffer loss of spellcasting ability the following day. | Ghosthunter | - | 95% immunity to paralysis caused by undead. Remove Paralysis 2/day, +1/day/5 levels. Turn Undead as if two levels higher. 5th: Dispel Evil 1/day/5 levels. | Lose lay on hands, priest spells, cure disease, disease immunity. | Inquisitor | Intelligence 11. Religion, Spellcraft. | Detect Evil Magic. 80% +1%/level illusion resistance. 90% resistance to possession, mind-affecting spells. 3rd: Dispel Evil Magic 1/day/3 levels. | Lose lay on hands, priest spells, cure disease, turn undead. | Skyrider | Any missile weapon. | Airborne Riding. Bonded mount. +2 to Riding checks with bonded mount. +1 attack when riding bonded mount. Reduced penalties for mounted missile fire. 12th: Telepathic communication with bonded mount. | -2 to all die rolls for 1d4+1 months after bonded mount is killed. | Votary | Religion. | Improved spellcasting ability. +4 attack vs. followers of one chosen enemy faith. | -2 reaction penalty with followers of other faiths. +40% tithe. Cannot own property. |
Ranger Kits Kit | Requirements | Benefits | Limitations | Beastmaster | Constitution 10, Wisdom 12. | May befriend and recruit normal and giant animals. Limited telepathy and empathic bond with animals. 9th: Summon 100 HD/level of animals 1/year. | May only start with proficiency in: Axe, Club, Dagger, Dart, Javelin, Knife, Sling, Spear. No followers from class. -1 reaction penalty. -2 to all die rolls for one round when bonded animal is injured. -2 to all die rolls for 24 hours when bonded animal is killed. | Explorer | Intelligence 12, Wisdom 12. Cartography, Reading/Writing. | Modern Language (one of PC’s choice). Planar Survival (two planes) or Survival (two environments). Know Direction 1/week. Culture Sense 1/week. | May only have proficiency in: Short Bow, Light Crossbow, Dagger, Dart, Knife, Sling, Quarterstaff, Short Sword. Animals receive +2 save bonus vs. Explorer’s animal empathy. May only travel with minimum number of followers. | Falconer | Any two of: Bow, Dagger, Knife, Light Crossbow, Sling, Spear. | Falconry. Animal follower (falcon). May gain additional falcon followers in lieu of followers granted by class. May retry failed attempts to train falcons after gaining a level. May develop empathic bond with falcons. | If bonded falcon dies, Falconer suffers -2 to attack/ability/proficiency rolls for 1d4 weeks, and in this time can gain no new followers or use animal empathy. | Feralan | Non-lawful alignment. Strength 14, Constitution 15. Club, Knife. | Trail Signs. Fishing or Hunting. +10% Hide in Shadows and Move Silently. 60% Climb Walls. Speak with Animals at will (one chosen species). Call of the Wild 1/day (summon 1d4 animals of chosen species for 1d4 hours). Chance to frenzy after wounding an opponent. 5th: Animal followers of chosen species. | Reduced spellcasting ability. -3 reaction penalty. Can only start with proficiency in “primitive” weapons and wilderness skills. Cannot retain wealth or own property. | Forest Runner | Charisma 12. Bow, Sword, Dagger. Bowyer/Fletcher. | Disguise. +5% Hide in Shadows and Move Silently. Inspire 1/day. Always has food and shelter in home society. | Wanted by law enforcement. | Giant-Killer | Strength 15, Dexterity 15, Intelligence 12, Charisma 12. | Combat, defensive, and tracking bonuses against giants. | Must learn even mix of melee, projectile, and thrown weapons. Tracking ability may only be used on giants. | Greenwood Ranger | Agriculture. Completion of a task assigned by patron deity. | Herbalism. 4th: Speak with Plants at will. 4th: Buoyancy (cannot drown unless held underwater). 10th: May attempt to grow extra limb. | May only have proficiency in: Axe, Bow, Crossbow, Club, Dagger, Dart, Knife, Quarterstaff, Sling, Spear, Long Sword, Short Sword. Extended time without sunlight causes damage. -5% Move Silently. No Dexterity adjustment to AC. Vulnerability to fire and extreme climates. Limited spellcasting ability. -3 reaction penalty with all but those who have great knowledge/experience concerning plants/nature. | Justifier | Lawful alignment. Strength 14, Dexterity 14. | Punching or Wrestling or Martial Arts. Planar Survival (two planes) or Survival (two environments). Weapon Specialization (this still requires the expenditure of a proficiency slot). +5% Hide in Shadows and Move Silently. Tactical Advantage 1/day. Coordinated Attack 1/opponent/fight. | Reduced spellcasting ability. | Meistersinger | Animal Lore, Musical Instrument, Singing. | Planar Survival or Survival. Song of Companionship. Song of Sanction. Animal Charm. Influence Animal Reactions. 5th: Partial Polymorph. 10th: Shapechange. | Death of animal companion requires system shock check (if failed, death; if passed, three-month period of mourning). Cannot own property or gain followers. | Mountain Man | Strength 14, Constitution 15. Hunting. | Crude Weaponsmithing, Mountaineering. +2 to saves vs. fatal attacks. If damage would drop a Mountain Man to 0 or fewer HP, a successful Constitution check puts him at 1 HP instead (this ability cannot be used at 1 HP). If damage would kill a Mountain Man, a successful System Shock roll allows him to keep acting normally for 1d4 rounds or until he is reduced to -10 HP minus his level (a 4th-level Mountain Man fights to -14), whichever comes first. 7th: With 1d4+1 hours of work and the availability of appropriate components found in nature, the Mountain Man can brew a potion of healing 1/day, which retains its potency for 24 hours. | May only start with proficiency in: Axe, Bow, Crossbow, Club, Dagger, Dart, Javelin, Knife, Quarterstaff, Spear, Staff Sling, Warhammer. -2 to attack rolls when wearing metal armor. -5% Hide in Shadows and Move Silently. Reduced spellcasting ability. Cannot retain wealth. -1 reaction penalty. | Scout | Alertness, Tracking. | Planar Direction Sense or Direction Sense. +10% Hide in Shadows and Move Silently in wilderness. | -5% all thieving skills in urban environment. | Sea Ranger | Intelligence 12. Fine Balance. | Swimming. Boating or Seamanship. Sea Tracking. Sense Land up to 50 miles away. No penalty to attack rolls in water. 12th: Parliament of the Sea 1/week. | -6 penalty when tracking on land. Lose Hide in Shadows and Move Silently abilities. | Seeker | Non-evil alignment. Wisdom 15. | Religion. Improved spellcasting ability. Bonus sphere: Divination or Healing or Protection or Weather. May use any magical staff usable by a Druid. | Must spend one hour each day in meditation/prayer or suffer -1 penalty to all attack/ability/proficiency rolls the following day. Must care for and defend a chosen species; failing to do so results in temporary loss of spellcasting ability. | Shinobi Ranger | Hankyu. Running. | Hide in Shadows, Move Silently, Detect Noise. | - | Stalker | Intelligence 14. | Alertness, Camouflage. Full Tracking ability in wilderness and urban settings. +10% Hide in Shadows and Move Silently. -3 to opponents’ surprise rolls if moving silently. Interrogation abilities. 10th: Photographic memory. | May only have proficiency in: Blowgun, Dart, Fencing Blades, Garrote, Quarterstaff, Sling. Only one follower at a time (never an intelligent being, or an animal larger than size S). | Trailblazer | Axe or Sword. Alertness. | Distance Sense, Trail Marking. Planar Direction Sense or Direction Sense. -10% chance to get lost. Overland Guiding. +1 attack with one missile weapon. 10%/level chance to identify trail hazards. | - |
Wizard Kits Kit | Requirements | Benefits | Limitations | Amazon Wise Woman | Spear or Long Bow. | Land-based Riding, Animal Training, Feign Weakness. | -1 reaction penalty. | Anagakok | Constitution 13. Bow, Dagger, Harpoon, Javelin, Knife, Sling, or Trident. Endurance. | Planar Survival or Survival. Planar Sense or Weather Sense. Find food for 1 person/level. Good Fortune 1/week. No penalties from environmental extremes. | -2 reaction penalty. Barred from Illusion, Necromancy. | Eremite | Constitution 12, Intelligence 15. | Herbalism. Brew spells in potion form. 5%/level chance to identify potions. | May only prepare spells with range "0" or "touch". Potions spoil if left unused or kept in metal container. Roll on Potion Compatability table if using more than one potion at a time. | Floating Sorcerer | Airborne Riding. | +1 to saves/checks involving balance, climbing, falling. Enhance levitation/flight magic. Wing Harness. | Double encumbrance penalties. | Meistersinger | Animal Lore, Musical Instrument, Singing. | Planar Survival or Survival. Song of Companionship. Song of Sanction. Animal Charm. Influence Animal Reactions. 5th: Partial Polymorph. 10th: Shapechange. | Death of animal companion requires system shock check (if failed, death; if passed, three-month period of mourning). Cannot own property or gain followers. | Militant Wizard | Strength 13. Axe, Bow, Crossbow, Dagger, Javelin, Sling, Spear, Sword, or Warhammer. | Endurance. Free WP. Access to Warrior proficiency group. | Learn spells as if Intelligence is two points lower. | Mortality Philosopher | Non-good alignment. Intelligence 14. Necrology. | Necromancy Lore. +15% chance to learn Necromancy spells. | Derangement. -15% chance to learn spells of other schools. | Planewalker Wizard | Portal Feel. | Lower targets' magic resistance by 5% +1%/level. | Cannot make proper use of spell keys on one chosen plane. | Savage Wizard | Strength 11, Constitution 13. Blowgun, Dagger, Dart, Knife, Sling, or Spear. Planar Survival or Survival. | Planar Direction Sense or Direction Sense. Planar Sense or Weather Sense. Protective Talisman 1/week. Sympathetic Magic 1/week. Omen 1/week. | -2 reaction penalty. May only learn proficiency in tribal weapons. -1 to attack/damage/proficiency rolls when in clothing other than tribal dress. -3 to attack/damage/proficiency rolls when in armor not used by the tribe. | Shinobi Illusionist | Intelligence 12. | Hide in Shadows, Move Silently, Read Languages. Improved Weapon Selection. | Learn spells as if Intelligence is two points lower. | Shinobi Mage | Intelligence 12. | Move Silently, Detect Noise, Read Languages. Improved Weapon Selection. | Learn spells as if Intelligence is two points lower. | Spiritualist | Intelligence 10, Wisdom 16. | Spellcraft. +1 vs. necromancy. Impose -1 to opponents' saves vs. necromancy. +2 vs. all attacks from incorporeal undead. | -15% chance to learn spells other than necromancy. | Undead Master | Non-good alignment. Necrology. | Access to Enchantment/Charm. May spend WP slots on NWPs. Command Undead and Fiends as evil priest. | No access to Alteration, Divination, Illusion. | Warlock/Witch | Constitution 13, Intelligence 13, Wisdom 13. Herbalism. | Spellcraft. 3rd: Secure Familiar. 5th: Brew Calmative. 7th: Brew Poison. 9th: Beguile. 11th: Brew Flying Ointment. 13th: Curse. | -2 reaction penalty. May only learn proficiency in Dagger, Dart, Knife, Sling, Staff, Staff Sling. 25% chance each day to suffer -2 penalty to attack rolls, saving throws. Cannot dual- or multi-class. | Wu Jen | Non-lawful alignment. Intelligence 13. “Preferred weapon” (Blowgun, Bo, Short Bow, Dagger, Dart, Jitte, Shuriken, or Sling). | Artistic Ability, Etiquette. +1 attack with preferred weapon. 4th: Maximize spell 1/day. | Taboos. |
Priest Kits Kit | Requirements | Benefits | Limitations | Amazon Wise Woman | Spear or Long Bow. | Land-based Riding, Animal Training, Feign Weakness. | -1 reaction penalty. | Beastfriend | Wisdom 12. | Animal Lore. Animal Empathy (as Ranger). +4 to Animal Lore, Animal Handling, Animal Training checks. Impose -2 save vs. spells from Animal sphere. May recognize magically-influenced animals/shapeshifters with Animal Lore check. | -1 reaction penalty. May never harm/kill an animal or allow others to do the same; must do everything possible to aid hurt/abused animals. | Berserker Priest | Strength 15. Melee weapons only (no thrown or missile). | Endurance. +3 reaction bonus with societies who value berserkers. Incite Berserker Rage. | -3 reaction bonus with societies who lack berserkers. | Planewalker Priest | Local History. | Etiquette. +1 attack and damage on planes where spellcasting ability is compromised. Contacts on three planes of player's choice. | - | Savage Priest | Strength 11, Constitution 13. Planar Survival or Survival. | Endurance. Planar Direction Sense or Direction Sense. Planar Sense or Weather Sense. Detect Magic 1/day/level. Tattoos/tribal markings serve as holy symbol. | -2 reaction penalty. May only learn proficiency in tribal weapons. -1 to attack/damage/proficiency rolls when in clothing other than tribal dress. -3 to attack/damage/proficiency rolls when in armor not used by the tribe. | Shinobi Priest | Reading/Writing. | Hide in Shadows, Move Silently, Climb Walls. Improved Weapon Selection. | Armor limited to AC 6. |
Druid Kits Kit | Requirements | Benefits | Limitations | Avenger | True Neutral alignment. | Tracking. Free WP. | -1 reaction penalty. | Eremite | Constitution 12, Intelligence 15. | Herbalism. Brew spells in potion form. 5%/level chance to identify potions. | May only prepare spells with range "0" or "touch". Potions spoil if left unused or kept in metal container. Roll on Potion Compatability table if using more than one potion at a time. | Hivemaster | - | +4 vs. insect/arachnid poison. +4 to Agriculture, Animal Lore, Animal Training checks with insect/arachnids. Cast insect/arachnid-related spells as if three levels higher. 7th: Choose insect/arachnid form when shapeshifting. | Animal-related spells and abilities usable only with insects/arachnids. -3 to proficiency checks with animals other than insects/arachnids. | Meistersinger | Animal Lore, Musical Instrument, Singing. | Planar Survival or Survival. Song of Companionship. Song of Sanction. Animal Charm. Influence Animal Reactions. 5th: Partial Polymorph. 10th: Shapechange. | Death of animal companion requires system shock check (if failed, death; if passed, three-month period of mourning). Cannot own property or gain followers. | Shapeshifter | - | Animal Lore. Improved Shapeshifting ability. | Overuse of shapeshifting power can leave Shapeshifter stuck in chosen form. | Totemic Druid | Tracking. | Shapeshift into totem animal 1/day, +1/day/3 levels. Speak With Animals (totem animal only) at will. +4 to Animal Lore, Animal Handling, Animal Training checks with totem animal. | - |
Rogue Kits Kit | Requirements | Benefits | Limitations | Assassin | Strength 12, Dexterity 12, Intelligence 11, Wisdom 12. Trailing, Disguise. | 5% chance/level to identify poisons. +5% Find/Remove Traps. | 20 fewer points for thieving skills at 1st level. 10 fewer points each level. -5% Read Languages. | Blade | Dexterity 13, Intelligence 13, Charisma 15. Sword. Two-Weapon Style. Blind-Fighting, Juggling. | Weapons Display. Trick Throw. Defensive Spin. Offensive Spin. | Cannot dual- or multi-class. | Invisible | Intelligence 12, Charisma 14. | +4 vs. alignment-changing effects. +5% Hide in Shadows, Move Silently. Request Backup 1/month. | -1 reaction penalty. Disobedience marks the Invisible for death. | Knight of the Shadows | Good alignment. Wisdom 15, Charisma 15. | Local History. Priest spells (as paladin). +1-5 reaction bonus with protectorate. | Opponents receive +1 save vs. Knight's spells. -1-5 reaction penalty with protectorate's neighbors. | Planewalker Rogue | Planar Sense. | Planar Direction Sense. Contacts on three planes of player's choice, or use Climb Walls to negotiate nonstandard environments. | -10% Hide in Shadows, Move Silently in urban environment, -10% Open Locks. | Scout | Alertness, Tracking. | Planar Direction Sense or Direction Sense. +10% Hide in Shadows and Move Silently in wilderness. | -5% all thieving skills in urban environment. | Shinobi Thief | Ninja-to. | +5% to all thieving skills. | Padded or Leather armor only. Wizard weapons. Reduced hit die. | Swashbuckler | Strength 13, Dexterity 13, Intelligence 13, Charisma 13. Fencing Blades. | Etiquette, Tumbling. Free WP. +2 AC bonus in studded leather or lighter armor. Access to Rogue proficiency group. | Can only specialize in a fencing weapon. | Thug | Strength 12, Constitution 12. | Intimidation. Free WP. | 20 fewer points for thieving skills at 1st level. |
Bard Kits Kit | Requirements | Benefits | Limitations | Meistersinger | Animal Lore, Musical Instrument, Singing. | Planar Survival or Survival. Song of Companionship. Song of Sanction. Animal Charm. Influence Animal Reactions. 5th: Partial Polymorph. 10th: Shapechange. | Death of animal companion requires system shock check (if failed, death; if passed, three-month period of mourning). Cannot own property or gain followers. | Shinobi Bard | - | +5% to all thieving skills. | Spell progression as though two levels lower. |
Ninja Kits Kit | Requirements | Benefits | Limitations | Intruder | Intelligence 13. Ninja-to. Reading/Writing. | +2 to all proficiency checks based on Intelligence. | - | Pathfinder | Ninja-to, Hankyu. Hunting. | Tracking. +1/4 levels to Tracking proficiency. | Cannot gain followers. | Shadow Warrior | Strength 13. Ninja-to. Running. | May specialize in one weapon at 5th, another at 9th, another at 13th. | -5% to all thieving skills. 30 fewer points at level 1. | Spirit Warrior | Dagger or Knife. Reading/Writing, Spellcraft. | Access to Wizard proficiency group. 5th: Walk on Water. 9th: Illusion spells. 13th: Pass through Walls. | May only gain proficiency in Blowgun, Dagger, Dart, Knife, Ninja-to, Sling, Staff, Short Sword, Tanto, Yoroi-toshi. Padded or Leather armor only. |
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