Kits : Arbalester - Archer - Burglar - Chromacid - Combat - Defense - Elemental - Fencer - Frost - Harper - Healer - Hunter - Inferno - Kir-Lanan Voice - Lightning - Martial Artist - Mindblank - Necromancer - Ninja - Offense - Psychic Warrior Kit - Purple Dragon Knight - Red Wizard of Thay - Resistance - Scout - Shadow Adept - SpellCrafter - SpellDancer - Spy - Swashbuckler - Trap - Uthgar Tribesman Kit - War Wizard of Cormyr - Zhent Warrior Special Features : |
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Arbalester
Dexterity+2
Strength +2
Discipline +2
Bull Strength 1x/Day
choice of one type of special bolts
Bolts of stuning, +1d6 Cold damage, Stun (50%, 2 round, DC20)
Bolts of dispelling*, +1d6 Sonic damage, (Lesser Dispel Magic DC
18)
Bolts of Slowing +1d6 Acid damage, Stun (75%, 1 round, DC24)
Bolts of Extra Piercing (+1d6 Fire damage, +1d6 Electric damage,
Massive critical 2d6)
*Only if character does not
have rapid reload feat
Dexterity+4
Spot +2
Listen +2
Hide +2
Move silently +2
Bow +2 to hit
Resistance x2
choice of one type of special arrows
10 Arrows of stuning (Stun DC20)
25 Arrows of slowing (DC24)
25 Arrows of Blinding(DC24)
10 Poisoned Arrows(1d2 Const/ DC 20)
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Intelligence +4
Dexterity +2
Death Ward x1
Find Trap x1
Cats Grace x1
Camouflage x2
Hide +3
Concentration +3
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Damage Immunity Acid 50%
See Invisible x1
Clarity x1
Immunity to Stinking Cloud, Acid Fog, Melf's Acid Arrows and acid
traps.
Dragon Breath Acid x 3
Strength +2
Dexterity +2
Constitution +2
Mage Armor x2
Lesser Dispel x1
Discipline +3
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Constitution +4
Stoneskin x2
Discipline +10
parry +10
Tumble +5
Heal +6
Damage resistance 20/ versus Fire,
Electricity, Cold, Acid and Sonic.
Choice of an elemental amulet that provides either
Fire - Immunity to Fire (50%)
or Air - Immunity to Electricity (50%)
or Water - Immunity to Cold (50%)
or Earth - Immunity to Acid (50%)
Allow Summon Elemental Spells
Summon V = Invisible Stalker
Summon VI = Elemental - according to Amulet chosen
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DEX +2, CON +2, CHA +2
Concentration +2, Persuade +2
Disarm(whip) feat
+1 Reflex save
Darkvision
Cat's Grace x2
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Damage Immunity Cold 50%
See Invisible x1
Clarity x1
Immunity to Ice Storm and Cone of Cold
Dragon Breath Cold x 3
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Strength +4
Dexterity +2
SpellCraft +3
Discipline +6
Persuade +6
See Invisible 1/Day
Protection from alignment 1/Day
Cure Serious Wound x3.
Access to Harper Sanctuary
Good Alignment only
Wisdom +2
Heal +18
Immunity: Death Magic
Regeneration 4 hp/round
Healer Staff (regenerate 2 hp + heal others)
Dexterity +2
Wisdom +2
AC +2
Discipline +3
Spot +3
Listen +3
Search +15
Move silently +2
Disable Traps +6
Light x4
See Invisibility x1
Summon Hound x1
Damage Immunity Fire 50%
See Invisible x1
Clarity x1
Immunity to Fireball, combust, flame arrow, Flame Strike and fire
traps
Dragon Breath Fire x 3
Dexterity +2
Constitution +2
Taunt +6
Damage Resistance 5/+1
Summon Kir-Lanan Wing x2
Immunity to hammer of Gods spell
Immunity to Searing Light
Zone of Sanctuary Disruption
permanent protection versus good
Teleport to Kir-Lanan Nest 1xDay
(Non Good characters and non-divine magic users only)
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Damage Immunity Electricity
50%
See Invisible x1
Clarity x1
Immunity to Lightning Bolt, Call Lightning, chain Lightning and
electricity traps
Dragon Breath Lightning x 3
+2 STR
+2 WIS
+ 2 DEX
+3 hide
Clarity x1
Resistance x1
Lesser Dispel Magic x1
weapon specialization(unarmed strike)
Improved Critical (unarmed strike)
Clarity x1
Saving Throw +1
AC +1
Charisma +1
Wisdom +1
Intelligence +1
Immunity Mind Affecting spells
Concentration +3
Discipline +3
Lesser Spell breach x1
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Charisma +2
Intelligence +2
Wisdom +2
Animate Dead x2
Immunity fear
Feat Spell Focus (Necromancy)
Necromancer focus (Summon undeads)
Either Create Undead, Control undead or Circle of death 1/Day
(Evil Characters only)
Strength +2
Intelligence +4
Shield x2
Fox's Cunning x2
Hide +2
Move Silently +2
Tumble +5
Use Magic Device +6
One Ninja Weapon (katana, kama, 2 handed sword, mace or axe - all
with extra damage, keen, Discipline +2)
Shuriken +4 damage, sleep DC 20 25%/3 Rounds (if no other non melee
weapons taken)
Strength +4
Discipline +6
Bull Strength x2
Immunity to Paralysis
Constitution +4
Wisdom +2
Concentration +6
Discipline +3
Persuade +3
Will save +3
One PsyWeapon - halberd, Spear or Quarterstaff - (+1d10 damage, Daze
DC 14 10%/4 Rounds, Massive critical 1d6) .
Purple
Dragon Knight
Source
- Hints
Strength +2
Dexterity +2
Heal +3
Discipline +3
Dispel Magic x1
Save versus Mind effect +3
Immunity to Fear
1 Knight weapon (+3 Attack bonus vs Evil and Neutral characters, +d6
extra damage)
The weapon given is one of which you have taken the feat weapon focus
for.
Good Only
Red
Wizard of Thay
Source
- Hints
Intelligence +4
Concentration +10
Spellcraft +10
Resist Element x2
Non Good only
Discipline +4
Immunity fear
Saving Throw +4
Spell Resistance 16
Rod of dispel Magic
(2 lesser dispel, 1Dispel, and 1 Mordenkainen disjunction -1
use-)
Open locks +6
Search +15
Listen +7
Spot +7
Expeditious retreat x3
Freedom of Movement x2
Damage resistance +1/5
Invisibility Purge x3
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Shadow
Adept
Source
- Hints
Intelligence +2
Spellcraft +5
Spot +3
Listen +3
Spell Resistance 16
Ultravision 2/Day
Shadow Shield x1
Spell Focus: Enchantment
Spell Focus: Necromancy
Spell Immunity: Darkness
Ability to cast the shadow spells
Non Good only
Charisma +2
Wisdom +2
AC +2
Discipline +6
SpellCraft +10
Weapon Finesse
Cleave
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Charisma +2
Wisdom +2
Save bonus +2
Spellcraft +10
Concentration +6
Feat of Combat Casting
Hide +8
Move silently +8
Open Locks +10
Search +20
Spot +2
Listen +2
Displacement x1
Darkness x2
Ultravison x1
Dexterity +4
AC +2
Parry +15
Tumble +5
Discipline +5 (+2 on padded armor)
Weapon Finesse
Padded Armor 50 % immunity Slashing
Hide +6
Move silently +6
Choice of 7 traps
Open Locks +6
Search +30
Disable Trap +10
Use Magic Device +10
Uthgar
Tribesman Kit
Source
- Hints
Strength +4
Discipline +6
Tumble +6
Taunt +4
Intimidate +6
Endurance x2
Immunity to Paralysis
War Wizard
of Cormyr
Intelligence +4
Constitution +2
Discipline +6
Spellcraft +6
Persuade +6
Tumble +5
Cure Serious Wounds x2
Non evil only
Strength +2
Constitution +2
Cleave Feat
Spell Focus Necromancy
Immunity to Fear
Ultravision 2/Day
Intimidate +3
Circle of Protection 1/Day
Zhent Weapon +3, Vampiric regeneration 4 (with appropriate weapon
focus feat)
Evil only