Prestige Kits Details

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 :
All Prestige kits includes 1 healing kit with 3 uses of healing for heal skill level + d20 hit points in combat (take 20 out of combat). This kit is automatically given each time you enter the sanctuary (at the same time, you are also fully healed). If you visit the Curator's shrine, each kit will heal an extra 10 hp for each use. This last until your next respawn.


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


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Archer

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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Burglar

Intelligence +4
Dexterity +2
Death Ward x1
Find Trap x1
Cats Grace x1
Camouflage x2
Hide +3
Concentration +3
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Chromacid

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
 

Combat

Strength +2
Dexterity +2
Constitution +2
Mage Armor x2
Lesser Dispel x1
Discipline +3
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  Defense

Constitution +4
Stoneskin x2
Discipline +10
parry +10
Tumble +5

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Elemental

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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Fencer

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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Frost

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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 Harper
Source - Hints

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

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Healer

Wisdom +2
Heal +18
Immunity: Death Magic
Regeneration 4 hp/round
Healer Staff (regenerate 2 hp + heal others)

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 Hunter

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

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Inferno

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

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Kir-Lanan
Source - Hints

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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Lightning

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


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Martial Artist

+2 STR
+2 WIS
+ 2 DEX
+3 hide
Clarity x1
Resistance x1
Lesser Dispel Magic x1
weapon specialization(unarmed strike)
Improved Critical (unarmed strike)

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Mindblank

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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Necromancer

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)

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Ninja

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)

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Offense

Strength +4
Discipline +6
Bull Strength x2
Immunity to Paralysis

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Psychic Warrior

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) .

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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

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Red Wizard of Thay
Source - Hints

Intelligence +4
Concentration +10
Spellcraft +10
Resist Element x2
Non Good only

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Resistance

Discipline +4
Immunity fear
Saving Throw +4
Spell Resistance 16
Rod of dispel Magic
(2 lesser dispel, 1Dispel, and 1 Mordenkainen disjunction -1 use-)

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Scout

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

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SpellDancer

Charisma +2
Wisdom +2
AC +2
Discipline +6
SpellCraft +10
Weapon Finesse
Cleave
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SpellCrafter

Charisma +2
Wisdom +2
Save bonus +2
Spellcraft +10
Concentration +6
Feat of Combat Casting

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Spy

Hide +8
Move silently +8
Open Locks +10
Search +20
Spot +2
Listen +2
Displacement x1
Darkness x2
Ultravison x1

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Swashbuckler

Dexterity +4
AC  +2
Parry +15
Tumble +5
Discipline +5 (+2 on padded armor)
Weapon Finesse
Padded Armor 50 % immunity Slashing


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Trap

Hide +6
Move silently +6
Choice of 7 traps
Open Locks +6
Search +30
Disable Trap +10
Use Magic Device +10

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Uthgar Tribesman Kit
Source - Hints

Strength +4
Discipline +6
Tumble +6
Taunt +4
Intimidate +6
Endurance x2
Immunity to Paralysis

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War Wizard of Cormyr
Intelligence +4
Constitution +2
Discipline +6
Spellcraft +6
Persuade +6
Tumble +5
Cure Serious Wounds x2
Non evil only

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Zhent Warrior

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

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