Fighter
Kensai
This is sort of a Monk/Fighter who is all offense and little defense. His attacks will be more accurate, do more damage and strike quicker than a normal fighter.
The Good
- Gains a +1 bonus to hit and +1 bonus to damage every 3 levels
- Gains a -2 bonus to weapon speed factor every 4 levels
- Has a Kai ability that can be used once per day for every 4 levels
this makes all your attacks do maximum damage for 10 seconds.
The Bad
- May not use any missile weapons
- May not wear torso armor, gauntlets or bracers
Berserker
A battle raging warrior who can block his mind and deliver savage melee attacks. Fits a Dwarf personality well.
The Good
- Can use ability called Enrage once per day every 4 levels. Which will add +2 bonus to hit, +2 bonus to damage and -2 bonus to AC. Also gains +15 hit points that are added to his max. These can carry him over his max but when the Enrage is over he will lose them so make sure he has more than 15 hps left or he will die when Enrage kicks off. Also while he is Enraged he will be immune to all Charm, Hold, Fear, Stun, Sleep and any spells that affect the mind.
The Bad
- Becomes fatigued for a few seconds when Enrage is over, this will result in penalties of -2 to hit, -2 to damage and +2 to AC.
- Cannot specialize in ranged weapons but may use them.
Wizard Slayer
Adept at fighting spell casters
The Good
- Every time he successfully hits an opponent they suffer a -10% spell failure penalty that is cumulative
- Gains 1% magic resistance each level
The Bad
- Cannot use any magic items other than torso armor or weapons
Paladin
Cavalier
A Paladin that is very adept at fighting "evil" creatures such as Demons and Dragons.
The Good
- Gains a bonus of +3 to hit and +3 to damage against all demonic and draconic creatures
- May cast Remove Fear once per day per level.
- Immune to fear, morale failure and poison effects
- 20% fire and acid resistance
The Bad
- May not use any missile weapons
Inquisitor
A Paladin that is very adept at fighting magic casting creatures
The Good
- May use Dispel Magic once per day every 4 levels, can cast it at a casting time of 1 and at twice his normal level.
- May cast True Sight once per day every 4 levels
- Immune to all Hold and Charm spells
The Bad
- Cannot cast any priest spells
- Cannot use lay hands, turn undead or cure disease
Undead Hunter
A Paladin that is very adept at fighting undead creatures
The Good
- Gains a bonus of +3 to hit and +3 to damage against all undead creatures
- Immune to hold and level drain
The Bad
- May not use lay hands
Ranger
Archer
Sacrifices his melee skills to become unequalled in range combat
The Good
- Gains a +1 bonus to hit and +1 bonus to damage every 3 levels with ranged weapons only
- Once per day for every 4 levels the Archer can use the called shot ability which lasts for 10 seconds and effects all shots fired within those 10 seconds. Here are the effects of those shots
At 4th level - hits induce -1 THACO to target
8th level - hits induce -1 save vs. magic to target
12th level - hits induce -1 stength to target
16th level - all hits have +2 to damage.
The Bad
- Can only spend one skill point for each melee weapon
- May not wear any metal armor
Stalker
Sort of a Thief/Mage/Ranger mix
The Good
- +20% to stealth skill
- Can backstab but at lower damage than Thief can. (lvl 1-8 x1, 9-16 x2, 17+ x3)
- At 12th level he will be able to cast 3 Mage spells, these are haste, Protection from normal missiles and minor spell deflection
The Bad
- May not wear any torso armor greater than studded leather
Beast Master
Ranger who is even more at home in the wild than a normal Ranger.
The Good
- +15% to stealth skill
- Enhanced summoning abilities by gaining the following spells:
At 8th level - animal summoning 1
10th level - animal summoning 2
12th level - animal summoning 3
The Bad
- May not use any metal weapons only ones made from natural materials like clubs and staves.
Thief
Assassin
A thief that sacrifices some of his thieving abilities to become a more efficient killer.
The Good
- Gets a bonus of +1 to hit and +1 to damage
- May coat his weapon with poison once per day every 4 levels, after coating the next attack will poison the target and deal 6 damage every 6 seconds for 30 seconds. A saving throw vs. poison will reduce it to 6 total damage. Poison damage increases as the Assassin levels:
At 10th level - poison works in 15 seconds
15th level - poison works in 10 seconds, does extra damage and slows the target
The Bad
- Only gets 15% to distribute into thieving skills each level.
Bounty Hunter
A Thief that has improved trap setting abilities
The Good
- + 15% to trap setting
- Has ability to set special traps that normal Thieves cannot that increase in level:
At 1st level - Trap not only deals damage but slows target if save is failed
11th level - Trap holds target if save if failed
16th level - Trap erects an Otiluke's Resilient Sphere around target if save if failed
21st level - The trap mazes the target
The Bad
- Only gets 20% to distribute into thieving skills each level.
Swashbuckler
A Thief who has improved melee fighting abilities
The Good
- Gains a -1 bonus to AC and additional -1 to Ac every 4 levels
- Gains a +1 bonus to hit and a +1 bonus to damage every 5 levels.
- May specialize in any weapons available to Thieves.
- May get 3 proficiency slots in two weapon fighting style.
The Bad
- No backstab multiplier
Bard
Blade
A Bard with special fighting skills
The Good
- May use the abilities Offensive spin and Defensive spin once per day every 4 levels.
Offensive Spin - Gains bonuses of +2 to hit and +2 to damage as well as an extra attack per round. Also all successful attacks do maximum damage (lasts 24 seconds)
Defensive Spin - Roots the Blade to his spot so he cannot move but gives him a -1 AC bonus per level. Bonus cannot exceed -10 (lasts 24 seconds)
The Bad
- Only has one half normal lore value
- Only has one-half pick pockets ability
- Battle song does not increase with levels
Jester
A Bard that has special abilities with his song. Would be interesting to experiment with this kit and see just how effective it is.
The Good
- The Jester's song does not help the party it instead effects all enemies within 30 feet of the Jester. These enemies must make a save vs. magic throw at +4 or be confused.
The Bad
- None
Skald
Pretty strong kit that makes the Bard a better fighter and his song a real weapon.
The Good
- Gains bonuses of +1 to hit and +1 to damage with all weapons
- Song has better ally effects as the Skald levels:
At 1st level - Gives allies +2 to hit, +2 to damage and -2 AC
15th level - Gives allies +4 to hit, +4 to damage and -4 AC
20th level - Gives allies +4 to hit, +4 to damage and -4 AC as well as immunity to Fear, Stun and Confusion
The Bad
- Only has one-quarter pick pockets ability
Clerics
Priest of Lathander
The kit for good aligned Clerics
The Good
- May cast Hold Undead once per day every 5 levels
- May cast Boon of Lathander once per day every 10 levels
Boon of Lathander - Grants the caster +1 to hit, +1 to damage, +1 to saving throws and protects them from level drain. (lasts for 6 seconds per level of caster)
The Bad
- None
Priest of Helm
The kit for Neutral aligned Clerics
The Good
- May cast True Sight once per day every 5 levels
- May cast Seeking Sword once per day every 10 levels
Seeking Sword - Creates a sword in casters hand. While using the caster gains a +4 to hit, weapon does 2-8 damage and caster gets 3 attacks per round. While using the caster cannot cast any other spells and weapon cannot be unequipped. (lasts for 1 round per level of caster)
The Bad
- None
Priest of Talos
The kit for Evil aligned Clerics
The Good
- May cast Lightning Bolt once per day every 5 levels
- May cast Storm Shield once per day every 10 levels
Storm Shield - Very powerful defensive spell that protects the caster from all lightning, fire cold and normal missile attacks. (duration is 6 seconds per level of caster)
The Bad
- None
Druid
Shapeshifter
Druid that has mastered the ability to inflict himself with Lycanthropy and change to a Werewolf and still be in control.
The Good
- May shapeshift into the form of a Werewolf once per day every 2 levels
- At 13th level the Shapeshifter may become a Greater Werewolf once per day.
The Bad
- Gives up all other normal shape shifting forms a Druid would have.
- Cannot wear any armor whatsoever.
Totemic Druid
A druid with enhanced animal summoning abilities
The Good
- May summon a Spirit Animal once per day every 5 levels. This animal is random and will be either a Spirit Bear, Spirit Wolf, Spirit Lion or Spirit Snake
The Bad
- Cannot Shapeshift
Avenger
A druid that sacrifices some of their physical abilities to increase their spell casting abilities.
The Good
- May shapeshift into normal forms as well as a Sword Spider, Baby Wyvern and Salamander
- Gains the ability to cast a total of 6 Mage spells:
At 1st level - Chromatic Orb
2nd level - Web
3rd level - Lightning Bolt
4th level - Improved Invisiblilty
5th level - Chaos
6th level - Chain Lightning
The Bad
- Mat not wear any torso armor better than leather
- When creating this character he receives a -2 roll on Str. and Con.
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