❏ DREADNAUGHT
The Dreadnought is the ultimate foot soldier, an absolute force of destruction, a total warrior who excels at sheer combat prowess. While some rely of cunning and reflexes in a fight, and others uphold a code of honor or engage in combat from horseback, the Legendary Dreadnought simply wades into battle, completely bent on relentless, steady destruction. When the tide of combat flows against him, he stands like a rock. It is the Legendary Dreadnought who has the might to breach the seemingly unbreachable gates.
Requirement: STR and CON 13.
Advantage:
- +1 damage per 5 level.
- Can use 'Unmovable' once per 6 levels after level 3: cannot move during 3 rounds, but gain immunity to wing buffet and 2+ 1 per 8 level AC bonus.
- Can use 'Unstoppable' once per 6 levels: gain free action and +1 damage bonus per 4 level.
- Can select high level ability 'armor skin' 5 times. physical resistances improves 5% in permanently.
Disadvantage:
- Cannot use ranged weapon
- DEX, INT, WIS, CHA -2 penalty.
- Cannot dualclass
❏ BLACKGUARD
The blackguard epitomizes evil. He is nothing short of a mortal fiend. The quintessential black knight, this villain carries a reputation of the foulest sort that is very well deserved. Consorting with demons and devils serving dark deities, the blackguard is hated and feared by all. Some people call these villains anti-paladins due to their completely evil nature. Their black hearts revel only in darkness.
Alignment: Evil
Advantage:
- Can use backstab x2 at level 6, x3 at level 14.
- Can cast Summon Undead once per 5 levels (skeleton at level 5, spectre at level 10, mummy at level 15.)
- Can cast invisibility once at level 4, twice at level 10.
- Gain +2 bonus all saving throw.
- Can Summon fallen deva for high level ability.
Disadvantage:
- loses reputaion by 1 point per every level up.
- Cannot proficient more 4 point per weapons.
❏ SSAULABI
Ssaulabi specialized in all bow-using-skills. they gain marvelous abilities from their discipline, characteristic and traditional meditation.
Advantage:
- +1 bonus in ranged attack damage and THAC0 per 4 level.
- Can use 'Inward eyes' once per 5 levels: gain 5 THAC0 bonus and True sight during 2 rounds.
- Can select high level ability 'Tracking', 'Evasion', 'Improved Evasion'.
- Level 2: 1 bonus to speed factor.
- Level 9: movement faster by 2 point.
- Level 16: Immune to charm and confuse, horror. 1 additional bonus to speed factor.
Disadvantage:
- Ssaulabi cannot learn two-handed weapon exceptes bows, and cannot wear plate and full plate armor.
- Cannot assign over 3 point to weapon proficiency except bows.
PALADIN KITS
❏ CHAMPION
The champion is the strong right arm of their deity. They serve as a guardian of holy sites, a protector of pilgrims and a leader of crusades. Though paladins fill these roles in many good-aligned churchs, a champion can take up the banner of any deity, regardless of alignment or ethos. These holy warriors are loved by their patron's worshipers and hated by the church's enemies in equal measure.
Advantage:
- Can use 'Smite Evil' once per 4 level.: bonus damage of 5 + 1 per level (10 for maximum) vs evil creatures during 5 rounds.
- Champion can proficient 3 point for usable weapons.
Disadvantage:
- Cannot cast priest spells.
- Cannot use ranged weapons.
❏ MYSTIC FIRE
For royal servants of mystra the lady of magic, mystic fires usually picked out amongst with natural disposition to magic, and able to cast powerful arcane magic through all transmissions of their order.
Advantage:
- 1% magic resistance per level to 20.
- Gain listed spells for divine.
- Level 1: Shield, Friends, Find Familiar
- Level 2: Mirror Image, Ghost Armor, Lightning Bolt
- Level 3: Sunfire, Cone of Cold, Lower Resistance
- Level 4: True sight, Contingency, Spell Deflection
- Gain high level ability 'Use Any Item','Scribe Scroll','Alchemy'.
- Spell slot increases for 5 per spell level.
Disadvantage:
- Cannot use any paladin ability except spells.
- Cannot proficient weapon style.
- Cannot select Greater Whirlwind Attack, Greater Deathblow, Critical Strike, Smite.
RANGER KITS
❏ DUELIST
The Duelist is a nimble, intelligent fighter trained in making precise attacks with light weapons, such as the rapier. Also known as the swashbuckler, the Duelist always takes full advantage of his quick reflexes and wits in a fight. Rather than wearing bulky armor, Duelists feel that the best way to protect themselves is to not get hit at all.
Advantage:
- AC bonus 2 + 1 per 5 level.
- +1 bonus damage per 4 level.
- Can use 'Acrobatic Attack' ability once per 5 levels.:Gain +3 bonus to THAC0, AC and all Saving throws during 2 rounds.
- Can select high level ability 'Evasion' and 'Greater Evasion'.
Disadvantage:
- Cannot use any ranger abilities.
- Cannot wear armors.
- Cannot proficient blunt weapons and bastard sword, two-handed weapons except quarterstaff.
- Cannot select high level ability 'Hardiness','Tracking'.
❏ TEMPEST
The Tempest is the point of calm within a whirling barrier of deadly blades. Poets use colorful terms such as dancer to describe the movement of a Tempest and her two blades, but mastery of this fighting style is not about dancing. Nor is it about impressing anyone - least of all poets. The Tempest focuses on learning the ultimate secrets of two-weapon fighting for a single purpose - the destruction of her enemies.
Advantage:
- +1 AC bonus at level 7, 14, and 23.
- Can use 'Tempest' ability once per 8 levels.:in this effect, you gain 4 AC bonus and can move faster, and attack by double ApR.
- Level 5: +1/2 Attack per round.
- Level 16: Doesn't get 2 THAC0 penalty for off-hand weapon.
Disadvantage:
- Cannot proficient two-handed weapons and weapon styles except two-weapon-style.
- Cannot use charm animal and ranger spells.
- Cannot wear metallic armors.
CLERIC KITS
❏ priest of Tempus
Dauntless priests of tempus, the god of the war, have no fear for burning up their soul in battlefield due to their own faith. they are true warrior, and most reliable cleric when you are facing enemies.
Alignment:Non-lawful
Advantage:
- Priest of Tempus can specialize usable weapons.
- Can use 'Encouragement' once per 5 level.:all party members gain 2 bonus at THAC0, damage, all saving throws.
Disadvantage:
- None.
❏ priest of Ohgma
Ohgma, lord of knowledge and invention, curiosity promises fully knowledge to his priests. this priests are not the most 'magnificient' fighters, but they give helps everywhere... like knowledge itself.
Alignment:Non-Chaotic
advantage:
- Gains 2 additional lore per level.
- Can use 'Alchemy' once per 8 levels.
- Can use any items on level 20.
Disadvantage:
- None.
DRUID KITS
❏ ELEMENTALIST
Elimentalist is skilled in manipulating natural elements. through all trainning of nature's way and intimacy with spirits, they can deal with natural essences in very easy way.
Advantage:
- Gain 10% cold, fire, electrical, acid resistance at also level 8 and 13.
- Can cast Conjure Lesser Elementals as 3rd level spell.
- Can use 'Fire/Electrical/Cold/Acid Assimilation' ability once per 10 levels.:Gain regeneration 1/sec, selected resistance improves to 110, other elemental resistances decreases by 50 points, and gain 2D4 selected elemental damage bonus in all attacks made by character.
Disadvantage:
- Cannot use druidic shape change abilities.
- Maximum hp is lower than 1, and can get only 1 hp after level 9.
❏ SHADOWDRUID
Shadow druids are the most bigoted wardens of nature. they disapprove whatever convenience of civilization, and plots for 'naturalize' whole the world in their own group.
Advantage:
- Gain spell slot per levels.
- Can specialize usable weapons.
- Gain 1 damage bonus per 4 levels.
- Gain 1 THAC0 bonus per 5 levels.
- Gain +1 STR, CON, WIS by turns per 6 levels.
- Gain 5% physical resistances per 7 levels.
- Gain extra 1/2 attack per round in level 8 and level 16.
- Can use 'Ascension' ability once epr 9 levels.:Character will not perished by any damage or spells during 3 rounds.
- Levels 20: Duration of Ascension increases to 4 rounds.
- Levels 30: Duration of Ascension increases to 5 rounds.
Disadvantage:
- Cannot use armors heavy than leather armor, metalic weapons, magic items excepts weapon and armor.
- Cannot dualclass.
BARD KITS
❏ RED DRAGON DISCIPLE
It is rumored that the magical powers of sorcerers and bards are somehow connected to the presence of dragon blood in their family tree. Red Dragon Disciples are sorcerers, and sometimes bards, who use their magical power as a catalyst to ignite their red dragon blood, realizing its fullest potential. They prefer a life of exploration to a cloistered existence. Already adept at magic, many pursue adventure, especially if it furthers their goal of finding out more about their draconic heritage. They often feel drawn to areas known to harbor dragons.
Advantage:
- Your skin becomes harder and gain 1 bonus AC per 3 levels. lower AC between your skin and armor will be applied.
- Gain 6% fire resistance per level. (Maximum at 100%)
- Level 4: STR+1, can cast 'Burning Hands' once per day.
- Level 8: CON+1, can cast 'Agannazar's Scorcher' once per day.
- Level 12: INT+1, can cast 'Fireball' once per day.
- Level 16: STR+1, CHA+1, your skin become red.
- Level 20: Can use Dragon breath (6D10) once per day, immune to stun and paralysis.
- Level 25: Can use all spell-like abilities twice per day.
- Level 30: Can use all spell-like abilities trice per day.
- Level 35: Can use Dragon breath twice per day.
Disadvantage:
- Cannot select bard-specific high level abilities.
- Can only get one-half lore than other bards.
- -1 penalty for spell slots per level.
❏ BLUE DRAGON DISCIPLE
It is rumored that the magical powers of sorcerers and bards are somehow connected to the presence of dragon blood in their family tree. Red Dragon Disciples are sorcerers, and sometimes bards, who use their magical power as a catalyst to ignite their red dragon blood, realizing its fullest potential. They prefer a life of exploration to a cloistered existence. Already adept at magic, many pursue adventure, especially if it furthers their goal of finding out more about their draconic heritage. They often feel drawn to areas known to harbor dragons.
Advantage:
- Your skin becomes harder and gain 1 bonus AC per 3 levels. lower AC between your skin and armor will be applied.
- Gain 6% lightning resistance per level. (Maximum at 100%)
- Level 4: STR+1, can cast 'Shocking Grasp' once per day.
- Level 8: CON+1, can cast 'Lightning Bolt' once per day.
- Level 12: INT+1, can cast 'Call Lightning' once per day.
- Level 16: STR+1, CHA+1, your skin become blue.
- Level 20: Can use Dragon breath (6D10) once per day, immune to stun and paralysis.
- Level 25: Can use all spell-like abilities twice per day.
- Level 30: Can use all spell-like abilities trice per day.
- Level 35: Can use Dragon breath twice per day.
Disadvantage:
- Cannot select bard-specific high level abilities.
- Can only get one-half lore than other bards.
- -1 penalty for spell slots per level.
❏ GREEN DRAGON DISCIPLE
It is rumored that the magical powers of sorcerers and bards are somehow connected to the presence of dragon blood in their family tree. Red Dragon Disciples are sorcerers, and sometimes bards, who use their magical power as a catalyst to ignite their red dragon blood, realizing its fullest potential. They prefer a life of exploration to a cloistered existence. Already adept at magic, many pursue adventure, especially if it furthers their goal of finding out more about their draconic heritage. They often feel drawn to areas known to harbor dragons.
Advantage:
- Your skin becomes harder and gain 1 bonus AC per 3 levels. lower AC between your skin and armor will be applied.
- Gain 6% acid resistance per level. (Maximum at 100%)
- Level 4: STR+1, can cast 'Chromatic Orb' once per day.
- Level 8: CON+1, can cast 'Melf's Acid Arrow' once per day.
- Level 12: INT+1, can cast 'Contagion' once per day.
- Level 16: STR+1, CHA+1, your skin become green.
- Level 20: Can use Dragon breath (6D10) once per day, immune to stun and paralysis.
- Level 25: Can use all spell-like abilities twice per day.
- Level 30: Can use all spell-like abilities trice per day.
- Level 35: Can use Dragon breath twice per day.
Disadvantage:
- Cannot select bard-specific high level abilities.
- Can only get one-half lore than other bards.
- -1 penalty for spell slots per level.
❏ WHITE DRAGON DISCIPLE
It is rumored that the magical powers of sorcerers and bards are somehow connected to the presence of dragon blood in their family tree. Red Dragon Disciples are sorcerers, and sometimes bards, who use their magical power as a catalyst to ignite their red dragon blood, realizing its fullest potential. They prefer a life of exploration to a cloistered existence. Already adept at magic, many pursue adventure, especially if it furthers their goal of finding out more about their draconic heritage. They often feel drawn to areas known to harbor dragons.
Advantage:
- Your skin becomes harder and gain 1 bonus AC per 3 levels. lower AC between your skin and armor will be applied.
- Gain 6% cold resistance per level. (Maximum at 100%)
- Level 4: STR+1, can cast 'Chill Touch' once per day.
- Level 8: CON+1, can cast 'Slow' once per day.
- Level 12: INT+1, can cast 'Ice Storm' once per day.
- Level 16: STR+1, CHA+1, your skin become white.
- Level 20: Can use Dragon breath (6D10) once per day, immune to stun and paralysis.
- Level 25: Can use all spell-like abilities twice per day.
- Level 30: Can use all spell-like abilities trice per day.
- Level 35: Can use Dragon breath twice per day.
Disadvantage:
- Cannot select bard-specific high level abilities.
- Can only get one-half lore than other bards.
- -1 penalty for spell slots per level.
THIEF KITS
❏ TRICKSTER
Tricksters combine their knowledge of spells with a taste for intrigue, larceny or just plain mischief. They are among the most adaptable of adventurers. Tricksters tend to use a seat of the pants approach to adventuring, loading up on spells that improve their stealth and mobility.
Alignment:Non-Lawful
Advantage:
- Can cast 'Blindness' once per 4 levels.
- Can cast 'Knock' once per 5 levels.
- Can cast 'Impromptu Backstab' once per 6 levels.:Your (fast) next attack after this ability recognized like backstab.
Disadvantage:
- 15 penalty to lockpicking and find traps.
- Backstab multiplier doesn't increased more than x3.
❏ SHADOWDANCER
Shadowdancers are able to use the cloak of shadows for a variety of powerful effects, such as hiding in plain sight or teleporting a short range through shadows.
Alignment:Non-Lawful or Good
Advantage:
- Can use 'Hide in Plain Sight' once per 5 levels.:You become invisible and non-detectable.
- Can use 'Summon Shadows' once per 6 levels. 2 shadows summoned at level 9, and Shadow devil summoned at level 12, 2 Shadow devils at level 18, 3 at level 24.
Disadvantage:
- 1 penalty for CHA or CON per 5 levels.
Edited by Inesius, 02 May 2008 - 05:13 PM.