Kit

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Kits are a mechanical function for classes introduced in Advanced Dungeons & Dragons. A kit can be summarized as a "sub-class" or a "Variant Class"; a way to take a specific class, such as a Fighter, Wizard or Rogue and to redefine its skills abilities to better fit a specific archetype. For example, an Anatomist Necromancer who is capable of surgically healing living beings and crafting flesh & bone golems, or a Blade Bard who fits the role of the Swashbuckler as defined by Errol Flynn.

Kits always have special, additional requirements in order to enter them. At the same time, they give special advantages and disadvantages that build onto those of the existing base class.

Kits were abandoned as a mechanic when Dungeons & Dragons 3rd edition was released by Wizards of the Coast. Although Dungeons & Dragons 4th edition began to retouch upon their basic concept with the idea of built-in variant class features, and to a lesser extent their concept of Paragon Paths, the truest homage to the mechanic was done by Pathfinder, which introduced the Archetype system for its classes. Dungeons & Dragons 5th Edition followed in Pathfinder's footsteps and actually made kits core, to the extent all classes now have to choose from a number of kits that is slowly growing with the release of Unearthed Arcanas. They are now class features though, rather than specializations that lock out other options.

List of Kits[edit]

Racial[edit]

Dwarf[edit]

  • Animal Master - A dwarven warrior kit, the animal master is basically the dwarven equivalent to a Ranger. A specialist in taming animals, an Animal Master gets to choose a specific kind of animal and gain drastically increased uses for the Animal Handling skill with those animals. The downside is that by dwarven standards, Animal Masters are a little creepy and antisocial, so they get a reaction roll penalty with other dwarves.
  • Axe-for-Hire - A dwarven warrior kit, this represents a highly skilled dwarven mercenary, so they get a free weapon proficiency (any dwarven weapon) and their patron will generally cover most living expenses, but they get a severe penalty to reaction rolls with other dwarves outside of the military (that independent streak alienates their clannish kin) and, of course, they have to obey their patron's commands, since they're directly employed.
  • Clansdwarf - A dwarven warrior kit, this represents your most basic/iconic dwarf fighter, a stalwart defender of the clan. This translates to a strong reaction roll bonus to members of their clan, and to a lesser extent other dwarves, and the support of their clan, but all that goes away if the clansdwarf alienates or embarrasses his clan.
  • Hearth Guard - A dwarven warrior kit, this female-only kit depicts a member of the elite warrior-women orders responsible for defending dwarf clanholds. They get a free specialization in battle-axe, spear or light crossbow (though they can only specialize in those weapons and must have proficiency in them at 1st level) and bonuses to hit and damage rolls to protect her stronghold or young dwarves, but like the Amazon kit, she suffers a stiff reaction roll penalty amongst individuals who don't give credence to the idea of warrior women.
  • Battlerager - A dwarven warrior kit, this is basically your dwarven Barbarian by way of the Berserker. Requiring Strength 15+ and 10 or less for Int and Wis, the battlerager is almost identical to the Berserker, including the aversion to missile weapons, except that it takes them 5 rounds to go berserk and they suffer a stiff reaction roll penalty (especially around other dwarves) due to the whole "gives off an air of being a psycho-killer" thing.
  • Highborn - A dwarven warrior kit, this is basically the Noble Warrior class reflavored for dwarves. Requiring training in sword, hammer and light crossbow, they get a high reaction roll bonus with Lawful dwarves and can freely demand food and shelter from dwarves, but they have to "keep up standards" (increase all coss by +10% to +25%, suffer reaction penalty if they can't keep up this conspicuous consumption) and they irritate the fuck out of Chaotic dwarves and, to a (not much) lesser extent, other races, giving them reaction roll penalty.
  • Outcast - A dwarven warrior kit, this represents a dwarf who has never managed to fit in with other dwarfs and has come to embrace their differences. They can choose to Move Silently as per a Ranger of equal fighter level (although this means they up their XP costs), but they suffer a severe reaction roll penalty with all dwarves other than Wayfinders and fellow Outcasts.
  • Rapid-Response Rider - A dwarven warrior kit, this represents the dwarven equivalent of a cavalry expert. They must take proficiency in lance, but they start with a powerful, high quality and fully trained steed. The downside is that dwarves find their affinity for riding and beasts peculiar, so they suffer a reaction roll penalty with them.
  • Sharpshooter - A dwarven warrior kit, this is an expert in the use of ranged weapons. Naturally, they must start out specialized in the use of a dwarven ranged weapon (crossbow or gun, if the latter exists in the setting) and they cannot initially be specialized in the use of a hand weapon - also, because of their focus on ranged warfare, they cannot become proficient in any hand weapon other than short weapons, daggers and hand axes. A sharpshooter gains a +1 to hit with their ranged weapons, fires faster, and can personalize a weapon and its ammo for a damage bonus, though if this personalized gear is lost, they also lose the damage bonus.
  • Crafts Priest - A dwarven priest kit, this kit represents a dwarven cleric of one of the many dwarven deitites of craftsmanship, meaning their focus is on tending to the workshops more than anything. This gives them a strong reaction roll bonus to dwarves of their own clan, and to a lesser extent dwarves devoted to the same craft.
  • Pariah - A dwarven priest kit, this is a dwarven cleric expelled for his religious devotions, typically to a god of evil or chaos - even chaotic good dwarf priests aren't wanted in the Lawful society of typical dwarfdom. This gives the dwarf the option to increase their Exp cost by +10% to gain Move Silently as per a Ranger of equivalent class level, and the potential to be free of the need to report to superiors. The downside is that all official dwarf clergies will despise them; at worst the Pariah will be violently hunted or expelled, at best they have to put up with interminable religious debates intended to sway them away from their patron deity.
  • Patrician - A dwarven priest kit, this is literally the priestly equivalent to the Highborn above, with the added "bonus" that you have a high priest likely to ask you to get shit done for them.
  • Ritual Priest - A dwarven priest kit, this is the most common and beloved breed of dwarf cleric, giving them a +1 reaction roll bonus with dwarves and dwarven weapon proficiencies.
  • Champion - A dwarven warrior/priest (multiclass fighter/cleric) kit, this is the closest thing dwarves have to a paladin, representing the holy arm of a dwarf church. Requiring Strength and Wisdom 15 and Charisma 14, Champions may specialize in one kind of weapon and they start play with a Blessed Weapon (a +1 weapon that may potentially have extra properties against specific enemies - a "+1 Mace, +2 vs. Undead" or an "+1 Axe of Gobbo Cleaving" that acts like a Vorpal Sword against goblins, for example) of the same kind they choose to specialize in, which they must send back if they decide to swap it for a more powerful weapon they find later. The downsides? If you lose your Blessed Weapon, you had better bloody well get it back! Also, you can only wield magical weapons of your specialization, you must obey your superiors, and you must always seek to defend your faith - failure to uphold your honor as Champion results in the lose of your weapon specialization and other Champions being sent to take the Blessed Weapon back from an unworthy wielder.
  • Temple Guard - A dwarven warrior/priest (multiclass fighter/cleric) kit, this represents one of the militant defenders of a given dwarf church. This gives them a +2 bonus to their to hit rolls, damage rolls and saving throws when fighting to defend their temple or a holy place of their religion, but of course they have superiors they have to listen to.
  • Vindicator - A dwarven warrior/priest (multiclass fighter/cleric) kit, this basically a slightly tweaked (max Wisdom 14, no reaction penalty against members of the church) priestly Battlerager.
  • Diplomat - A dwarven thief kit, this character uses thief skills to better mingle with - and, if necessary, exploit or take advantage of - other races for the better good of the dwarven race. Requiring a minimum Charisma of 13, a Diplomat starts with four bonus languages, gets a +10% to Detect Noise and a +5% to Open Locks, as well as a +3 to reaction rolls (+1 against racial enemies), all for the price of suffering a -10% penalty to their Pick Pockets skill.
  • Entertainer - A dwarven thief kit, this is roughly analogous to the Acrobat kit, or the idea of a dwarven Bard. They require a minimum Dex of 14 and get a +1 to Singing, Dancing, Juggling and Rope Use, but are generally laughed at by non-dwarven audiences. You can probably tell this was more for NPCs than PCs, right?
  • Locksmith - A dwarven thief kit, these are actually law-abiding dwarves who specialize in testing locks so they can make even better ones, making them more adept at keeping real thieves out. As you'd expect, they get a +10% bonus to Open Locks and to Detect & Remove Traps, but a -10% penalty to Climb Walls (they don't do a lot of clambering around) and a -5% penalty to Pick Pockets (they're dexterous, but they don't usually steal things).
  • Pest Controller - A dwarven thief kit, these dwarves use their skill at stealth and traps to eliminate those nasty vermin that plague dwarven strongholds, like giant bugs, dire rats, kobolds and carrion crawlers. This translates to a +5% bonus to Move Silently and to Find/Remove Traps, but also a -10% penalty to Pick Pockets (they don't get much practice). Also, with typical dwarven arrogance, most dwarves look down on them as socially unacceptable; only other Vermin Slayers and Wayfinders are immune to their penalty to reaction rolls when interacting with other dwarves. Weirdly, even Outcasts are implied to look down on these poor bastards!
  • Ghetto Fighter - A dwarven warrior/thief (multiclass fighter/rogue) kit, this represents one of the tough, hardscrabble dwarven thugs who grew up in the "dwarf ghettos" some races demand for their own cities. This gives them increased aptitude with daggers, a knack for two-weapon fighting, and +5% bonus to Pick Pockets and Hide in Shadows. The drawbacks are that law officials from a Ghetto Fighter's hometown hate them as gangbangers (-3 reaction roll penalty) and they suffer a -5% penalty to Find/Remove Traps, due to the lack of practice with that skill.
  • Trader - A dwarven warrior/thief (multiclass fighter/rogue) kit, this grizzled merchant uses its skills to defend its goods and to get the best possible bargains. +1s to hit and damage rolls when defending your goods and to reaction rolls with other traders and merchants - unless they find out that you've been cheating them, stealing from them, etc, in which case that becomes a -2 penalty.
  • Vermin Slayer - A dwarven warrior/thief (multiclass fighter/rogue) kit, this is a more elite version of the Pest Controller, specially trained in killing those small and annoying pests that plague dwarf strongholds; giant vermin, goblins, kobolds, etc, to the extent of leaving the stronghold to take them down in their own lairs. Requiring minimums of 14 for Strength and Dexterity, as well as proficiency in the light crossbow and either the hammer, hand axe or dagger, Vermin Slayers are quicker than normal when fighting in cramped environs, more accurate and killy with a chosen weapon, and get a +5% bonus to Find/Remove Traps, Detect Noise and Move Silently. The downside is that this specialization means they're less adept at fighting big monsters like ogres and giants than normal dwarves are, and their Pick Pockets (-10%) and Read Languages (-5%) suffer.
  • Wayfinder - A dwarven warrior/thief (multiclass fighter/rogue) kit, Wayfinders are elite dwarven explorers and spies, with some aspects of the core Ranger class - they even get Swimming as one of their non weapon proficiency options. Their job requires smarts (min Int 12), but their affinity for creeping around gives them a +10% bonus to Hide in Shadows and Move Silently, and their spying means they can learn new languages more easily. On the other hand, they suffer a -10% penalty to Pick Pockets (due to lack of practice) and Read Languages (which is weird when you think about it, same for Vermin Slayers). Also, their independence means that unless other dwarves actively want to employ a Wayfinder, they tend to look at them warily, translating to a reaction roll penalty.
  • Dwarven Chanter - Less a kit and more of a variant class, as the Bard was one of those "Humans only!" classes in AD&D. This class appeared in the Complete Bard's Handbook, as you'd expect. Dwarven chanters specialize in time-keeping beats and marches, mostly in the ubiquitous mines. They need a minimum Constitution of 13, but have no Intelligence requirement, and dwarves (the only race that can take this class) can only reach 15th level in it. They have the aptitude to learn all blunt weapons, from quarterstaffs and clubs to flails and maces, as well as spears due to their similarity to quarterstaffs; they tend to use such weapons to help pound out time with their chanting. They can't use shields, but they can use any armor shy of plate. Their special class abilities revolve around their chants, which require 1d10 rounds of vocalization to "charge up" and take effect and need those who'd benefit to chant along with the Chanter, save for the Counter Chanting trait (which is the same as any normal bard's Counterspell ability). The War Chant lets a Dwarven Chanter affect allies (10 dwarves per level, or 1 non-dwarf per level) with a +1 bonus to Initiative, and a +2 bonus to resisting surprise and all morale checks, whilst inflicting a -1 Initiative penalty and a -2 morale penalty on enemies. Timing chants let a Chanter boost the speed or production of a given task, such as marching or mining, by +5% per level - however, the stress this puts on those boosted means they need to pass a Constitution check each hour, losing 1d4 hitpoints on a failure; this can kill you if you drop to zero HP. Finally, Chanters can enter a trance in which they will not stop doing a specific activity until a specific event happens, but they risk dying of hunger, thirst or simply exhaustion if this isn't used carefully. On the downside, Chanters don't get to cast spells, nor can they use magical scrolls.

Elf[edit]

  • Elven Minstrel - Less a kit and more of a variant class, as the Bard was one of those "Humans only!" classes in AD&D. This class appeared in the Complete Bard's Handbook, as you'd expect. It's only available to elves and half-elves, who can only reach level 15 and 12 in it, respectively. They have more restricted skills and combat abilities, such as only being able to leather, padded or elven chainmail armor, but have the unique "Spellsinging" ability, which lets them cast spells by playing stringed or keyboard instruments. They're also more adept at using the Influence Reactions ability and retain the Counter Song. Of course, since they cast by Spellsinging, no instrument to play means that they can't cast magic at all.
  • Herbalist
  • Archer
  • Wilderness Runner
  • Spellfilcher
  • Bladesinger
  • War Wizard
  • Huntsman
  • Collector
  • Infiltrator
  • Undead Slayer

Gnome[edit]

  • Gnome Professor - Less a kit and more of a variant class, as the Bard was one of those "Humans only!" classes in AD&D. This class appeared in the Complete Bard's Handbook, as you'd expect. Gnome Professors switch around the importance of Intelligence and Charisma (so minimum Int 15 and Cha 13 required) and, like all demihuman bards, can only attain 15th level. As with all AD&D gnomes, they cast spells as illusionist specialists, rather than as general mages. They get bardic Legend Lore and the unique ability "Profess", which basically lets them give people a boost to certain checks or rolls if they spend at least 1d10 rounds examining a situation and then verbally communicate the resultant plan. They can also find and remove traps as per a thief and have a glossed over "invent unique stuff" ability, with examples like making a sword hilt with detachable blades so it can turn into a shortsword, longsword, bastard sword or greatsword when needed.
  • Breachgnome
  • Goblin Sticker
  • Mouseburglar
  • Tumbler
  • Imagemaker
  • Vanisher
  • Buffoon
  • Stalker
  • Rocktender
  • Treetender

Halfing[edit]

  • Halfling Whistler - Less a kit and more of a variant class, as the Bard was one of those "Humans only!" classes in AD&D. This class appeared in the Complete Bard's Handbook, as you'd expect. hese Halfling bards focus on Charisma and Wisdom instead of the usual Charisma and Intelligence. They get really crappy armor choices (Padded Armor only), emphasis on thrown weapons, the typical AD&D halfling expertise with throwing rocks, no ability to use bardic spells or magical devices, but they retain the ability to influence people better, counterspell, and their "Stormwhistling" ability gives them a number of druidic spells as 1/day spell-like abilities as they go up in levels. This ability starts with Pass Without Trace at 1st level and gives them a new spell every 2 levels afterwards - Obscurement at 3rd level, Plant Growth at 5th level, Speak with Plants at 7th level, Control Winds at 9th level, Weather Summoning at 11th level, Control Weather at 13th level and Entangle at 15th level.
  • The Archer
  • Forestwalker
  • Homesteader
  • Mercenary
  • Sheriff
  • Squire
  • Tunnelrat
  • Bandit
  • Bilker
  • Burglar
  • Smuggler
  • Urchin
  • Cartographer
  • Trader
  • Traveler
  • Healer
  • Leaftender
  • Oracle

Humanoids[edit]

These kits hail from the Complete Book of Humanoids, an AD&D splatbook aimed at making the various low-level humanoid and monstrous humanoids, like orcs, ogres, gnolls, etc into playable options or at least making them more flexible for DMs.

  • Tribal Defender
  • Mine Rowdy
  • Pit Fighter
  • Saurial Paladin
  • Sellsword
  • Wilderness Protector
  • Hedge Wizard
  • Humanoid Scholar
  • Outlaw Mage
  • Shaman
  • Witch Doctor
  • Oracle
  • War Priest
  • Wandering Mystic
  • Scavenger
  • Tramp
  • Tunnelrat
  • Shadow
  • Humanoid Bard

Barbarian[edit]

Despite what you might think, these kits have nothing to do with your favorite raging class, which itself began as a Fighter kit (the Berserker) before developing into their own thing in 3rd edition. Instead, Barbarian kits are kits for Fighters and Clerics from "barbaric" (read "primitive or tribal") cultures.

  • Brushrunner
  • Brute
  • Forestlord
  • Islander
  • Plainsrider
  • Ravager
  • Wizard Slayer
  • Dreamwalker
  • Flamespeaker
  • Medicine Man/Woman
  • Seer
  • Spiritist
  • Witchman


Bard[edit]

Bard kits go a lot deeper into the class mechanics than most others in the game. This book isn't content with a mild special ability and some roleplaying notes - even many of the bard's core abilities end up altered and overhauled, and as a consequence each kit is almost a class in their own right. They all get the thieving skills and spellcasting, and most of them learn to use written magical items at 10th level (like thieves but with only 15% chance to backfire), but beyond that anything goes.

Some of the demihumans can pick a bard kit, even if they can't normally have the class itself. Dwarves and halflings learn to resist spells instead of casting them themselves.

  • True Bard - The vanilla flavor, noted as the jack-of-all trades who can do a bit of everything but isn't too good at anything, not just in the context of the base classes but also next to all the specialized bard gits. Gets all the usual skills: can sing and play an instrument - with two extra instruments for each additional point, rather than just one - knows how to read and a thing or two about local history, and as special abilities gets to influence reactions for better or worse, rally allies to hit better or save better, counter enemy spellcasting, and of course the ever-useful legend lore.
  • Blade - One of those fancy carnival swordsmen, or movie swashbucklers, that look real intimidating with their spinning and flynning but aren't actually all that good in practice: they need proficiencies in bladed weapons, as well as charisma 15 and intelligence and dexterity 13 or more. You know the guy Indiana Jones guns down? That was a blade. But most orcs don't carry guns, and tend to get pretty spooked by this black-garbed warrior with his shining sword and knife: fear is the mind-killer, lowering their morale and inspiring fellow party members to hit more accurately. They know blind-fighting and juggling, and reduce called shot penalties for better trick throws, and are able to extend the blind-fighting proficiency up to thirty feet away. They can spin their weapons threateningly around themselves to improve their AC and forcing any attacking enemy to save or be hit; or they can suddenly strike out to scare an enemy away from them. On the flip-side, blades never get to learn to use written magical items, and also take a small penalty to their read languages skill: pass them with that nerd shit.
  • Charlatan - "A fool and his money are soon parted", as goeth the saying, and this is the guy doing the parting. Can't be Lawful, and needs to carry a dagger or a sword around because almost everyone does, and the Charlatan truly is everyone. He gets acting and disguise proficiencies to play the role, and also gambling and gaming, and can wear any armor or weapon so long as it's needed for the current identity (can't be a paladin without the shining armor!). He can pretend to use any proficiency he needs - healing for the cleric's role, for instance - and if he rolls an intelligence check with -10, he can actually pull it off for real. At the opposite end, he can recognize a fellow faker, and might even be able to detect alignment on a good charisma roll. He can charm individuals or small crowds (up to equal to their level), and make small swindles with a single pick pocket roll: a successful result will drop the final price of an item - anything up to level times 10 in gold - to the percentile they got, which can be a real saver sometimes. Gnomes can be charlatans, because of course they can, up to 6th level.
  • Gallant - If you meet a particularly sappy and lovelorn paladin or cavalier, playing lute under a noble girl's balcony or participating in tournaments for their favour, it might actually be one of these chumps. They walk the earth looking for love and romance and fair maidens to rescue or aid, causes that preclude their being evil-aligned. They come proficient in dancing and etiquette, ancient languages, and poetry, and may wear any armor - but they prioritize looks over utility, so a shiny new chain mail gets picked over banged-up plate. The higher magical bonus the better: +4 padded armor (who'd enchant padded armor anyway?) is better than +3 full plate, but nothing ever tops elven chain mail. Their zest for life affords them an extra +1 hit point per level, an advantage (yes, as in 5e) to saving throws in life-or-death situations, and an extra 1d4 rounds to fight even beyond death so long as they're defending love and innocence or someone pretty - and even when they do die, they get to recite some tragic poetry before they pass on. They get +2 to attack, damage, AC, or saving throws, so long as they follow their own code, basically chivalry. They can adjust encounter reactions to more favourable direction just by existing... so long as it's not a mixed party, in which case those of the same sex as gallant tend to end up fuming with jealousy. Finally, they can win hearts with their poetry: the charm applies so long as they're fair and not cruel. However, they don't get to build strongholds because they wander around too much - but they do eventually get a squire to follow them around, so there's that.
  • Gypsy-bard - Pretty much what it says on the tin, with all the implications that you might imagine and of which you can read to more detail elsewhere. Let's just stick with the mechanics. They get dancing, direction sense, gypsy language, and some musical instruments as bonus proficiencies, but can't wear some of the bulkier armor and need daggers and knives as their weapons, either khopesh or scimitar if they ever pick any swords at all, and a good chunk of other weaponry is forbidden. They also get all animal-associated proficiencies and riding, with a number of related spells as they gain in levels. A group of gypsies can cast any enchantment spells to willing (though likely ignorant) participants, and they get to cast the augury spell by using a divination artifact (such as crystal balls, or even the dreaded Deck of Many Things) as focus. Finally, if the campaign uses the Psionics rules, all gypsies get a wild talent. The downside is, they have a penalty climbing anything other than trees. Elves can be gypsies up to 9th level.
  • Herald - Linguist, orator, and a spy: pass the news to the illiterate smallfolk, or protect the king from assassins and uncover embarrassing secrets. They all know etiquette, heraldry, local history, and how to read and write. They can pick up rumours roughly twice as well as any other character, and have a better idea at what rumours are true and what aren't. They'll also quickly pick up on all the important and influential folks of wherever they go, after which they'll recall any name and where to get good food and whatever else they need to know. They can figure out how to communicate with almost anyone, with a successful language check (or two), and persuade a crowd into an angry mob or the opposite. Any demihuman can be a herald, up to 6th level.
  • Jester - The comedian at the king's table, to whom no one is beyond a gag and nothing is sacred. To walk this path requires dexterity 14+ and chaotic alignment (in effect chaotic neutral, since bards are already limited to all the neutrals). They get the acting, dancing, juggling, and tumbling proficiencies to go with their trade, but can't wear any of the better armor and can't drop their flashy colorful shit even in battle. They get +1 or +5% to almost anything, to represent their often ridiculous blind luck and how the fuck can they even stay alive? They can get across full sentence meanings by essentially miming them through, and piss off enemies into attacking them and only them even when it would make no tactical sense. Where true bards alter encounter reactions with song, jesters do it with a stage act - and they can even dispel fear by turning it into a joke. Finally, they're immune to insanity-causing attacks and spells, because they're basically already mad to some extent, and anyone reading their mind risks confusion. Gnomes and halflings can become jesters, respectively up to 15th and 8th level.
  • Jongleur - The acrobat, tumbler, and of course, juggler. If a band of clowns attacks, go for this guy first. Need at least dexterity 14 to pull all the stunts, and keep the armor light as well, and flashy and colorful for that matter (like jesters but not quite as bad). Come with the juggling, jumping, tightrope walking, and tumbling proficiencies, as you might imagine, and can use them far better than any other class could, with various extra benefits or just improved numbers. They get the beta version of later editions' Uncanny Dodge, and can use it to slip away from pits and traps and slippery stairs as well. Finally, they influence reactions by putting up a good acrobatic show. But like blades, they don't get to learn to use written magical items. Gnomes can be jongleurs up to 9th level, halflings up to 12.
  • Loremaster - As the name implies, this is the historian and chronicler. To walk this path requires intelligence and wisdom of 14, in return gaining ancient history, ancient languages, navigation, and reading/writing proficiencies. Armor and weapons are extremely limited for these stuffy professors: you wouldn't play one of them for the fighting skills, anyway. Loremasters get the legend lore that the true bards get, only slightly better (some optional benefits are to them mandatory), can use any magical item with a wisdom check, and learn magic a little earlier. They persuade crowds with tales of old and great historical fables. Lastly, they can use their language skills to decipher runes and pictograms and such things, even to write or speak the basics of it, and have an advantage (again, like in 5e) at read languages skill when used on ancient scripts. Elves can become loremasters up to 12th level.
  • Meistersinger - The wilderness musician and animal friend, pied piper -type. Their stage is the wilderness, their audience the beasts, their enemy the poachers. Dang hippies. They get animal lore, musical instrument, singing, and survival proficiencies, and have this weird thing with weapons where they have to pick something for melee, something for ranged, something thrown, then new ones picked up in the same sequence. They get to sing a variety of animal companions to come along, as temporarily charmed companions and permanent followers, and can also ward away evil with song alone. They influence reactions as true bards do, but only at animals. Basically a one-trick pony with that can do its one trick in several different ways. On the flipside, they don't get strongholds and won't gain sentient followers. Elves can be meistersingers for up to 15th level.
  • Riddlemaster - You know the riddle chapter in The Hobbit? That's these guys in a nutshell, all day long. Need 15 or higher intelligence to really put down the idiots, and get the artistic ability (riddles), modern languages, poetry, and reading/writing as bonus proficiencies. They have more leeway in any puzzles and riddles and logical stumpers encountered, allowed to make one mistake without any kind of a penalty, and in case of time limits get twice the amount. They learn spells at +10% chance, and pick up the ability to use written magic items at level 8 instead of 10. They get +1 to their AC and many other rolls, to represent their common sense somehow. Finally, they influence reactions by means of riddle and rhyme, as true bards do with music. Gnomes and halflings can grab this kit, and advance up to 8th and 9th levels respectively.
  • Skald - The viking-style warrior-poet, more an orator than a writer. Like a proper northman, they need to pick up a broad sword, some sort of an axe, or a spear - but they also get ancient and local history, poetry, and singing, and can wear any armor up to bronze plate, and carry shields. They get to war chant for a variety of special results, and can pick more as they gain in levels, and get +1 to hit and damage so long as they wield a broadsword or axe or spear and chant something at least under their breaths. They get the legend lore as true bards do, but only in respect to weapons and armor and other battle-related stuff, and they influence reactions with battle ballads. On the other hand, they're not much for written word, and can't begin the game with reading/writing, nor read languages until they leave home, nor do they get to use written magic items at level 10. They have some trouble learning spells, as well. Dwarves can be skalds up to 12th level.
  • Thespian - The consummate actor type, putting up the best and most varied performances. Similar to charlatans, but they act to entertain and make-believe rather than to deceive and con. They can wear any kind of armor and wield all weapons, though with some penalties, having learned to use them in roles but not as well in real situations. They know acting (duh), disguise, modern languages, and reading/writing proficiencies at the start. They know how to act as someone they're not and pretend they know a skill they don't, similar to charlatans; take a hit like pro-wrestlers or footballers, pretending to be down when they're really not; or pretend casting powerful spells to demoralize the enemy. They gain +2 to AC and and saving throws, and +1 to attack, so long as they win initiative in a fight - observing the enemy before acting. They influence reactions by pretending, again similar to how charlatans do.

Cleric[edit]

  • Amazon Priestess - Since Amazons tend to be fairly devout to one or more patron deities, not to mention often shoehorned into being a "primitive" culture of the type often influenced/led by shamans and witch doctors, it's only natural they have a special kit to represent their holy women, just as the Amazon Warrior kit represents their fighting femme fatales. It basically functions exactly like the Amazon kit for Fighters, below, but the DM needs to figure out what deities the amazons actually worship and, also, if the Priestess's patron god is one that forbids her to wield the same weapons as the warriors, then she will almost certainly command less respect.
  • Barbarian/Berserker Priest - As you might guess, this represents the priests of the same "uncivilized" cultures that Barbarians and Berserkers hail from. Because they look and act so intimidating, they get a minor positive bonus to reaction rolls - except against members of their own culture (who respect them more, obviously) or individuals in positions of power (who tend to be prejudiced against the priest's culture and react with more hostility). Berserker Priests in particular make it easier for Berserkers from their culture to fly into rage - if inciting berserk rage is actually part of their class powers, friendly berserkers can go berserk in 1 round, otherwise they just take 5 rounds.
  • Fighting-Monk - The first mechanical appearance of the concept that became the Monk class in 3rd ed, these priests must have Dexterity 12 or greater and must belong to a priesthood that allows its members to start out with Medium or better Fighting Ability. In exchange for skill with unarmed combat, opening up all non-weapon proficiency groups and the ability to "save" weapon proficiency points for later use, the Fighting-Monk can't wear armor, drastically reduces its spellcasting ability, and takes a vow of poverty that prevents it from owning anything more than it can carry.
  • Nobleman Priest - A former noble who sees no reason to let their priestly calling prevent them from enjoying the privileges of rank, which means they tend to have a special affinity for other nobles. This kit starts with more gold (though they have to buy a good suit of armor, a good weapon and a good horse to ride), has a better reaction from nobles, and can demand shelter amongst the nobility, but always has to buy the best stuff (so double all costs), loses this reaction bonus if it has to settle for cheaper goods, and has to give the same shelter to other nobles.
  • Outlaw Priest - Inspired by Friar Tuck, this is a priest who considers it their duty to minister to those declared outlaws, even when their own priesthood disagrees. Barred to priests of Community, members of this kit are outcasts from their own priestly hierarchy, which is both advantageous and disadvantageous.
  • Pacifist Priest - Intended for NPCs rather than PCs, this is a priest who is determined to avoid hurting anyone. Naturally, priests dedicated to the causes of Disease, Evil, Justice, Revenge and War can't belong to this kit. Forsaking the ability to wield weapons or wear armor - with the loss of spells for a month if they do - this priest gains increased affability, manifesting as +2 Charisma and a further +2 to reaction rolls against beings not opposed to their words of peace and tolerance.
  • Peasant Priest - Counterpart to the Nobleman Priest, these priests dedicate themselves to ministering to the peasantry over the nobility, willingly taking a vow of poverty. Such a priest may only own a grand total of 75 gold pieces worth of goods at a time, and must give away everything in excess of this value, but is much loved by all peasantry; in their own country, peasants will take any risk to help, whilst beyond those lands, they gain a +2 bonus to reaction rolls with peasants.
  • Prophet Priest - Those priests who are touched by the gods may develop prophetic insight. Requiring a minimum Wisdom of 15, this kit grants a priest the power to gain a prophetic vision once per day, but at the cost of suffering a penalty to reaction rolls, due to creeping out others.
  • Savage Priest - Related to the Savage kit, this represents a medicine man or witch doctor from one of the most primitive and primal of tribal communities. Such priests cannot serve the Divinity of Mankind, Disease, Evil or Good deities; disease is an unholy and unclean force to savages, whilst the others represent concepts too cerebral for such "primitives". Hardened by the rigors of their lifestyle, Savage Priests always have a minimum Strength of 11 and a Constitution of 13. He has similar non-weapon proficiencies and weapon restrictions to the Savage. A Savage Priest can Detect Magic 1/day per character level, but suffers a reaction roll penalty against "civilized" NPCs.
  • Scholar Priest - A theological researcher, belonging to this kit requires Int 13+. Because of its focus on learning, a Scholar Priest can "spend" weapon proficiency points on non-weapon proficiencies instead. Additionally, it gets a notable reaction roll bonus when encountering other scholars, admirers of scholastic concerns, writers, journalists, and people who imagine that they are scholars - however, there is a chance that a given scholar will instead have a severe reaction roll penalty instead, as this represents someone antagonized by the Scholar Priest's scholastic efforts.
  • Planewalker Priest - When you live amongst the gods themselves and choose to worship them, you're expected to better represent them. Requiring points in History (patron deity's realm), these priests have learned to hone their bodies for when their magic fails, getting bonuses to attack on planes where their magic is less effective, and have webs of contacts that spread across at least three seperate planes. The downside, of course, is that they serve their patron deities directly, which means they have one really powerful patron pulling their strings.

Druid[edit]

  • Adviser
  • Avenger
  • Beastfriend
  • Guardian
  • Hivemaster: Druids with a thing for insects, generally assumed to be worshipping either predators like spiders and scorpions or eusocial insects like ants and bees.
  • Lost Druid
  • Natural Philosopher
  • Outlaw
  • Pacifist
  • Savage
  • Shapeshifter
  • Totemic Druid
  • Village Druid
  • Wanderer

Fighter[edit]

  • Amazon - Because fuck you, it's the 80s and we're nerds, we want hot warrior-women as a playable class, that's why! Nearly a third of the kit actually goes towards pointing out that you don't have to be an amazon to be a female warrior, you take this kit to portray a very specific kind of female warrior. Needless to say, you have to be a female warrior to take this class, with proficiency in two weapons (recommended: Spear and Longbow for humans, elves and half-elves, Axe and Hammer for dwarves, Throwing Axe and Shortsword for gnomes, and Javelin and Sling for halflings) to qualify. You also need the Animal Handling non-weapon proficiency, on the justification that amazons are skilled animal trainers/mounted warriors. Amazons get a bonus to their first ever attack against a given male NPC - if they're not a skilled (level 5+) warrior themselves or haven't seen amazons fighting before, since "most men won't expect an amazon to know how to fight". They also suffer a -3 penalty to reaction rolls against NPCs from male-dominated societies.
  • Barbarian - This is a pretty blatant Conan expy, and the book (Complete Fighter's Handbook) admits it. You need at least 15 strength and proficiency in Battleaxe and Bastard Sword (or two other weapons the DM judges "thematically appropriate" for a barbarian warrior). In exchange, you get "barbaric charisma", which increases the results on your reaction rolls - positive and negative.
  • Beast-Rider - Essentially an analogue to the Cavalier with a little Barbarian flavoring, this is a warrior who specialises in riding into battle atop a mighty battle beast. Requires Charisma 13 and the Animal Handling proficiency, but the Beast-Rider gets to select a specific kind of animal that he or she is specifically adept at riding. He starts the game with a tamed mount and is better at handling them, even having a telepathic link with his current bonded steed. Drawback? A -3 penalty to reaction rolls outside his tribe, and a similar nasty effect to the death of his bonded mount as if he were a mage who lost his familiar; 2d6 damage and save vs. spells or spend the next 2d6 hours as if Feebleminded
  • Berserker - Barbarians before the class got fully introduced. Requires a minimum of 15 Strength, +3 reaction to cultures that also respect berserkers, and can use a full-turn action to "Go Berserk" for a bunch of combat-related bonuses. The drawback? Other cultures don't like you, you can't use ranged weapons whilst berserk (and therefore can't start with proficiency in them), can't use cover, keep fighting until all enemies are dead, can potentially die after leaving the berserk state, can't be healed while berserk, and can't use any sort of strategy while berserk - talk about your two-edged swords!
  • Cavalier - Your knight in shining armor, this kit is only available to Fighters and Paladins, must be a Good alignment, and must have the following minimum ability scores: Strength 15, Dexterity 15, Constitution 15, Intelligence 10, Wisdom 10. Only humans, elves and half-elves can be cavaliers, and you need the Animal Handling, Lance and Sword proficiencies to join the kit. You get a big bunch of combat-related bonuses; increasing attack roll bonuses with lances, swords and horseman's weapons, complete immunity to Fear and nullify Fear on allies within 10 feet, resistance to mind-altering effects, +3 to reaction rolls against NPCs from your culture (unless they're evil, of course), and you get a free noble steed (which could be worth 1600 gold, bearing in mind that you start with a mere 5d4*10 gold) AND the in-game right to demand shelter from lower caste members of your culture. The drawbacks? Oh, brother... you cannot use ranged weapons, must always go for the most impressive target, must always have the best grade of armor (ignoring magical bonuses - so, yes, you do have to forgo that powerful +5 chainmail for the shiny, totally mundane suit of plate armor), must follow "The Code of Chivalry" and can lose all your kit-benefits if you ignore these restrictions, just like a fucking paladin!
  • Gladiator - Introduced before Dark Sun made this into a full-fledged class in its own right, this is a standard "showy" professional fighter, the bloodier equivalent to a pro-wrestler. You must have proficiency in shortswords, tridents and nets to join this class, and "the DM is within his rights to insist that the Gladiator learn one strange weapon proficiency (such as whip) for every "normal" proficiency (like sword, spear, etc.)." They get a free, bonus weapon specialization, but they are both more recognizable and likely to be harassed by sleazy would-be promoters and managers.
  • Myrmidon - A highly trained combat professional, the kind of warrior who makes a living as a high-ranking soldier. Requires 12s or better for Strength and Constitution, gets a free weapon specialization and the benefits of a powerful patron, but is more memorable and, of course, has to obey that patron, since that represents their boss.
  • Noble Warrior - If the Cavalier wasn't "knight in shining armor" enough for you, you got this palooka. Restricted to members of the "noble" caste of society with Str and Con 13+, Noble Warriors are expected to have proficiency in Animal Handling, and in the following weapon proficiencies (unless the DM rules the culture is different to medieval Europe): longsword OR bastard sword, lance, horseman's flail OR horseman's mace. A Noble Warrior starts with the highest amount of gold of any of the warrior kits, gets a +3 reaction bonus to "lower caste" members of his native culture, and is respected by those of equal or higher rank. The drawback? His costs of living increase sharply (+10% multiplied by character level to all costs) to reflect his demands for "the best of the best", with his reaction bonus changing to a penalty if he settles for less than he is "expected to". Also, he's got a powerful patron he's sworn loyalty to and has to obey.
  • Peasant Hero - Your basic "local boy done good" type, this warrior originated from a rural background but hasn't forgotten their roots, meaning he can always count on help and loyalty from amongst the peasantry, but he's also expected to help them however he can, or lose their respect until he makes amends.
  • Pirate/Outlaw - Two archetypes merged together due to their basic similarities, this kit doesn't have much going for it. You may get some nebulous DM mandated bonus, like belonging to the equivalent of Robin Hood's Merry Men or being able to fence your loot in a notorious pirate city, but you will be plagued by the lawful authorities.
  • Samurai - Were you really surprised that this would show up? Your standard "Oriental noble warrior", you must have proficiency in the Scribe skill and your weapon proficiencies are pretty damn restricted; two specialization points in Katana and three in Daikyu (samurai greatbow), plus one point you can put in any other "samurai" type weapon. You gain the Kiai ability, letting you boost your Strength to 18/00 (the peak of human ability) for 1 round once per day per level. The drawback, of course, is that either you have sworn your loyalty to a master, who can command you kill yourself if they wish, or you're a ronin, and so you halve all your experience.
  • Savage - This is similar to the Barbarian in that it represents a warrior from a particularly primitive culture. Naturally, you need to be strong (min Strength 11) and very tough (min Constitution 15) to have survived, and your initial weapons proficiency options are limited to what the DM considers appropriate for your culture, like spear and bow. You gain one special ability that mimics the effect of one of four specific spells (Alarm, Animal Friendship, Detect Magic, Detect Evil) but which is not magical and which can be used once per day per level. The drawback is that you don't like armor, so you can't wear it without giving yourself a penalty to attack, damage and skill rolls - a penalty the DM can increase if they judge you're just ignoring the roleplaying aspect of "you don't like civilized foolishness like armor".
  • Swashbuckler - The witty, charming sword-flashing hero, a swashbuckler needs brains (Int 13+) and grace (Dex 13+) to succeed at their chosen role. You get free specialization-tier proficiency with either the stiletto, main-gauche, rapier or sabre, you get to take Rogue skills for their standard price, you improve your AC when unarmored or lightly armored, and you improve your reaction rolls with members of the opposite sex. Downside is that the DM has full authority to make your life "interesting", since swashbucklers are always in trouble.
  • Wilderness Warrior - Not quite the Ranger, as you might expect, this is merely a warrior from a particularly tough and rugged environment, with a dash of "funny foreigner" for that extra 80s sleazy-charm. Requires a minimum Constitution of 13, a Wilderness Warrior receives a +5 bonus to Survival checks in their native environment, with the only penalty being that you should roleplay being a "fish out of water" early on in your career.
  • Planewalker Warrior - Technically available to Rangers and Paladins as well, this represents a warrior who cut their teeth fighting the assorted magical monsters that throng the Outer and Inner Planes. Requiring Planar Sense to represent their extraplanar training, and with access to the Planar Survival skill, they gain the advantage that they're more familiar with the weakspots of magical monsters; to represent this, though they still need an actually enchanted weapon to harm them, they can successfully use weaker weapons than normal to pierce damage immunity (so, you only need a +2 weapon to hurt that "needs a +3 or better weapon to hurt" demon). The downside is that they're professional warriors, which undercuts which non-weapon proficiencies they can take.
  • Abyssal Warrior - This kit represents those bashers stupid enough to get involved with the Tanar'ri, be it serving as demonic mercenaries or actively fighting in the Blood War. Restricted to Chaotic Neutral and Chaotic Evil, Abyssal Warriors are super-hardy (+1 to all saves), but the tanari'ri taint lingers (non-tanarri suffer a -3 reaction roll penalty, Baatezu try to kill you on sight) and they suffer a slight penalty to attack rolls, ability checks and saving throws in bright sunlight, due to being unused to it.

Gladiator[edit]

A variant fighter class introduced in the Dark Sun setting, it got its own Complete Handbook splat and it introduced the following Kits for those willing to add even more power to it.

  • Beast Trainer - Essentially a gladiator/ranger hybrid, this kit focuses on taming creatures and sending them into battle, or fighting alongside them, for the glory of a greater patron. They get a free specialization in a "beast tamer's weapon" (club, man-catcher, whip, scourge, polearm), a powerful patron and a bonus to animal taming efforts, but they can only specialize in polearms & blunt weapons, they risk going berserk if their pet monster gets killed, and of course the need to keep their patron happy.
  • Blind Fighter - The name's pretty obvious; a gladiator who specialises in fighting blind, whether artificially blinded or just naturally unable to see. Special abilities relate to their ability to fight without penalty from blindness, but their hindrance is that they have to choose which "range" they learn to "see" in and they suffer penalties fighting outside of that range. For example, a blind archer specializing in "see" targets at a distance isn't so good at finding you if you get up close to him.
  • Arena Champion - This is the best fighter in a given arena, although that usually doesn't mean much beyond their chosen territory and, of course, keeping the top dog position isn't easy.
  • Convict - Requiring 15s in Strength and Dexterity, this kit is basically a gladiator/rogue hybrid, combining general gladiator fighting prowess with access to thieving skills. Of course, convicts are marked, usually start the game as slaves, and will always be blamed as criminals even if they win their freedom.
  • Professional Gladiator - The very best of the best, these gladiators get much greater skill with weaponry, but risk interference from fanatical fans, gamblers, match-fixers and other unsavories.
  • Jazst - Theatrical fighters who specialize in putting on shows, this kit requires Str 14 and Dex 16 and essentially becomes a sort of gladiator/bard hybrid. They have special agility-based combat skills in battle, but most "real" gladiators hate them.
  • Montare - These gladiators are mounted combat experts, often competing in the Athasian equivalent of chariot races or horseback duels. They get a free mount, free proficiency with the whip and are better at attacking when mounted, but they gotta care for their mount, which is expensive.
  • Reaver - These are the mad bastards who help animal trainers catch the Athasian monsters that go on to fight in the arenas. They're better at surviving in the wilderness and may choose to have a patron, but failure - or worse, dishonesty - has serious consequences.
  • Gladatorial Slave - A slave specifically trained from birth to go into the arena and die at their master's whim. This gives them a free stat point and two free weapon specialties, but of course they aren't free and will be sure to be recognized if they escape.

Paladin[edit]

  • True Paladin
  • Chevalier
  • Divinate
  • Envoy
  • Equerry
  • Errant
  • Expatriate
  • Ghosthunter
  • Inquisitor
  • Medician
  • Militarist
  • Skyhunter
  • Squire
  • Votary
  • Wyrmslayer

Ranger[edit]

  • Beastmaster
  • Explorer
  • Falconer
  • Feralan
  • Forest Runner
  • Giantkiller
  • Greenwood Ranger
  • Guardian
  • Justifier
  • Mountain Man
  • Pathfinder
  • Sea Ranger
  • Seeker
  • Stalker
  • Warden

Rogue[edit]

  • Acrobat - A traveling entertainer who finds a way to turn their physical adeptness towards larcenous means. Naturally, you need to be strong (Str 12+) and agile (Dex 14+) to make it as an acrobat, and their speciality is an increased proficiency with climbing, jumping, tumbling and tightrope walking. Since these are more effective when the acrobat is lightly to unarmored, which presents its own dangers, it has no other specific drawbacks.
  • Adventurer - In contrast to your "basic" thief, this is a thief who has specifically trained with the idea of delving into dungeons and ruins to acquire that sweet, sweet loot. This doesn't even really count as a kit so much as notifications as to what kinds of skills and equipment a "professional" would take into the dungeon.
  • Assassin - What really needs to be said? Requiring any Non-Good alignment and better than average Strength (12), Dexterity (12) and Intelligence (11), an assassin can learn all weapons and is uniquely adept at identifying poisons, even being capable of using Herbalism to craft antidotes. In return, their thieving skills advance more slowly (only 40 points to distribute at level 1, and only 20 new points each level) and, of course, non-evil NPCs tend to be horrified when they learn what the assassin's craft really is.
  • Bandit - The hassles of surviving and thieving from travelers in the wilderness make these thieves particularly tough and hardy. They must take proficiency in a bludgeoning weapon and in dagger, but they get a free weapon proficiency slot for a third weapon, and can wield flails, maces, morningstars and daggers. Naturally, they need at least a 10 in both Strength and Constitution. They're more adept at surviving in the wilderness (giving them a bunch of appropriate skill options) and better at making ambushes in the wilderness, but on the downside, most people really hate bandits.
  • Beggar - This represents the "professional" beggar, a perfectly healthy soul who has learned to pass unnoticed and to play on peoples' emotions. Their big advantage is the increased number of skills and skill points they get, but the downside is that A: people who aren't beggars look down on them, and B: they can't really use good stuff without giving themselves away.
  • Bounty Hunter - Although this may seem more like a Ranger kit, this was a different time. The Bounty Hunter's only real difference to your ordinary thief is that they can learn to use any weapon, although it costs twice the normal proficiency points to do so.
  • Buccaneer - A seafaring thief, the Buccaneer is more specialized than the basic pirate/outlaw kit mentioned above. Requiring a minimum Constitution of 10, they are experts at climbing ropes, which also makes them better at rope combat (that is, fighting whilst tied to/swinging from ropes), but worse at climbing without the use of a rope.
  • Burglar - Requiring Strength 10, Dexterity 13, and points in the Alertness and Looting skills, the Burglar really isn't that different to your vanilla thief, save some tweaks in non-weapon proficiencies.
  • Cutpurse - Perhaps the lowest tier of the active thieves, the cutpurse's dedication to observing its targets allows it to try and guess the class and level of other characters. Its only real drawback is roleplay based; DMs are encouraged to remind you that your character, in the company of thieves, ranks little higher than a beggar.
  • Fence - Well, once the loot is swiped, you gotta hock it somewhere if you want to get the real value of it, right? The Fences are the thieves who make stolen goods disappear. Requiring a minimum Intelligence of 12, this kit is recommended more for NPCs than for PCs, since its focus is on doing business in a given area, with both its special ability and its special hindrance being based on being known in the criminal - and thusly the legal - social circles.
  • Investigator - To catch a thief, set a thief. Or at least learn how to think like a thief. That is the basic premise of the investigator, who is pretty much your "great detective" type character. This is, like the Adventurer kit, another "fluff before crunch" kit. Yes, the thieves have quite a few kits that aren't really much, mechanically speaking.
  • Scout - This can basically be summarized as being to the thief what the Ranger is to the Fighter; a specialist geared towards doing their work in the wilderness. They increase their Hide in Shadows and Move Silently skills in the wilderness, and increase their chance of surprising opponents in the same environment. However, being specialized in the woods makes them less adept in the cities; in an urban environment, a scout suffers a -5% penalty to all their thief skills.
  • Smuggler - Specializing in transporting illicit goods and people who shouldn't be going where they should, the smuggler's only real difference to a regular thief is their +1 bonus to surprise rolls, as they're not easy to catch off-guard.
  • Spy - Aside from its Int 11+ requirement, there's nothing really distinguishing a spy from a vanilla thief beyond some non-weapon proficiency choices.
  • Swashbuckler - This is almost literally the same as the Warrior kit from The Complete Fighter's Handbook, and the game admits it. The only real difference is that the Thief version requires Charisma 13+ as well as trading the AC bonus for improved THAC0 (Fighter grade) when wielding the iconic swashbuckler weapons, a unique Disarm combat maneuver, and the requirement that a thief-swashbuckler must devote half their weapon proficiency slots to the available weapon choices until they're proficient in all of them.
  • Swindler - Again, this is a fluff before crunch kit, with a Cha 12+ requirement and a focus on smooth-talking and faking people out.
  • Thug - Brutal and tough, thugs are great at hurting people, but less adept at the more delicate options a thief has. The only kit with a maximum ability score requirement (Int can't be greater than 12) as well as minimum ones (Str and Con 12), thugs get an extra weapon proficiency slot, can learn non-thief weapons (at double the proficiency points) and get a +1 to their To Hit rolls, but only have 40 points to distribute between their thieving skills at level 1.
  • Troubleshooter - As with the Investigator, this is a thief kit to represent "law abiding thieves"; individuals who act as security consultants by testing security measures. Their unique trait is an annoying "DM's prerogative"... basically, anything that can go wrong when a troubleshooter is involved is very likely to go wrong. Especially if this personally disadvantages the troubleshooter, although it does say that DMs should try and balance this with advantageous mess-ups.
  • Planewalker Rogue: These characters have honed their thieving skills to account for the vast array of natural hazards on the planes, making them more adept at getting around in even the weirdest environments; Bards can take this kit as well, in which case they can trade the environmental maneuvering for the Planewalker Priest's web of contacts ability. The downside is that not only are planar law enforcers like the Harmonium or Guvners wise to the standard tricks of planar rogues (-10% to Hide in Shadows and Move Silently to get past such figures), but planar locks are likewise specifically designed to counter their efforts (-10% to Pick Locks).
  • Hinterlands Bandit - This kit represents a member of the fearsome mounted bandit clans that roam the Outlands, the plane of True Neutrality. They start play with a steed, are expert mounted fighters and particularly deadly in wide open spaces, but this also gives them crippling claustrophobia in truly cramped environments - they won't panic just from being indoors, but being underground or in Pandemonium, that's another story.

Ninja[edit]

The AD&D Ninja was a variant Rogue introduced in its own sourcebook, the Complete Ninja's Handbook. Naturally, it came with its own kits in the bargain.

  • Stealer-In
  • Shadow Warrior
  • Intruder
  • Consort
  • Pathfinder
  • Lone Wolf
  • Spirit Warrior

Wizard[edit]

  • Academician - Even by wizard standards, these characters are loremasters and scholars. Requiring a minimum Int of 13 and Wisdom of 11, it grants an academician a reaction bonus to those who are correspondents or fans of their work and a bonus to Int and Wis checks. On the downside, they're awful combatants even by those same standards, suffering a -1 penalty to their To Hit rolls the first time they attack any given target. Also, they tend to be know-it-alls and braggarts.
  • Amazon Sorceress - With Amazon warriors and priests, surely there have to be wizards to complete the mix, right? Amazon Sorceresses are prohibited the use of Necromancy and Illusion spells, can learn to use "amazon weapons" in addition to the normal wizard ones, and have access to the same advantages and hindrances as all amazons.
  • Anagakok - A variant of the Savage Wizard or Witch kit who hails from a primitive culture native to an extremely hostile climate; the namesake of these wizards in the real world is the traditional Inuit shaman. They require Constitution 13+, cannot cast Illusion or Necromancy spells, and have access to altered weapon and non-weapon proficiency options, reflecting their tribal origins. They are incredibly adept at foraging for food, are immune to the environmental hazards of their native environment, and can cast a Good Fortune spell on themselves and their allies once per week. The downside is that they look freakish to those not familiar with the Anagakok's native culture (reaction roll penalty) and they are more vulnerable to the other end of the environmental spectrum (an Anagakok from a Frigid environment doesn't do too well in deserts, for example). This kit got made into a Variant Class in Dragon Magazine.
  • Militant Wizard - An elite warrior wizard, the Militant Wizard combines enhanced prowess with melee combat (use fighter weapons, learn fighter non-weapon proficiencies) with reduced prowess in magic (can't learn Enchantment or Illusion spells, and DM can choose to apply any one or more of three additional hindrances; can't learn 8th or 9th level spells, treats Int as 2 points lower for learning spells, max spells, casting spells and spell immunity, loses access to three randomly determined schools). Militant Wizards need a Strength score of at least 13.
  • Mystic - Seeking self-enlightenment through magic, Mystics require a minimum Wisdom of 13. They gain access to one of three spell-like abilities usable 1/week (Feign Death, Spirit Form, Levitate Self) at the cost of needing to meditate for 2 consecutive hours each day, or be treated as if they were 1 level lower for all spellcasting abilities and options. Mystics tend to be pacifistic, so while they can learn Necromancy, Evocation and Conjuration spells, they cannot become Specialist Wizards in those schools.
  • Patrician - A wizard who hails from a noble background, giving him pretty much the same advantages and hindrances as the other "noble-origin kits" mentioned here. Patricians cannot specialize as Necromancers, as such magic is seen as "uncouth" (read: disgusting).
  • Peasant Wizard - Counterpart to the Patrician, a Peasant Wizard has the same advantages and hindrances as the Peasant Priest above.
  • Savage Wizard - The witch doctor to the Savage Priest's medicine man, this is a wizard from a particularly feral and primitive tribal culture. They are barred from learning Enchantment or Abjuration magic, due to the relative subtlety and "civilized nature" of both schools. A Savage Wizard has one of the following special powers, each of which can be used once per week: can create an herbal talisman that grants Protection from Evil for a day, can create a voodoo doll to attack a foe with from afar, can seek an omen as to a planned event. On the downside, they suffer a reaction roll penalty against outsiders.
  • Witch - The most extensive kit in the Complete Wizard's Handbook, this is practically an alternate class in disguise, reflecting a caster who draws their power from extraplanar forces and patrons. They get an increasing array of special abilities as they level (automatically knows detect magic and read magic, can Summon Familiar at 3rd level, can Brew Calmative at 5th level, can Brew Poison at 7th level, can Beguile a single victim at a time at 9th level, can Brew Flying Ointment at 11th level, and can place a Witch's Curse at 13th level). Downside? Any one (or more) of three ability penalties to reflect the meddling of the patrons at certain times, extremely negative reactions from the public, must have at least 13s in Int, Wis and Con, and gains no proficiency with any weapons whatsoever.
  • Wu Jen - An Oriental flavored wizard. Although it lacks the elemental focus it'll get in later editions, it does get oriental weapon proficiencies and the ability to cast a maximised spell 1/day in exchange for an inability to be Lawful, requiring Int 13, and the need to obey one or more strange taboos or else lose all spellcasting power.
  • Planewalker Wizard - Having honed their craft in realms where all beings are at least a little magical, something represented by their mandated Portal Sense proficiency points, these wizards are capable of piercing magic resistance, at the downside that there's one particular plane they just can't grok, meaning even spell keys won't work to get over the quirks of that plane in regards to magic.
  • Floating Sorcerer - Endemic to the natives of the Elemental Plane of Air, these mystics have trained extensively with the plane's native winged harnesses; they specialize in the use of throwing knives and darts, are adept at keeping their balance or ground, and have a unique ability to modify spells that move matter through the air, but they are used to travelling light (double penalties for encumbrance) and can't learn skills relating to working with the earth or water.

Necromancer[edit]

The Necromancer is such a strongly iconic form of wizardry that it got its own handbook for 2e, and with it came a selection of specialized necromancer kits.

  • Archetypal Necromancer - This is your iconic evil necromancer, the degenerate wizard who masters the black arts for the sake of perversion and destruction. Naturally, it requires any Evil alignment, it has a slightly elevated affinity for weapons, and it taps into the otherwise optional rules about Dark Blessings (unique special powers like mundane weapon immunity, regeneration, shadow form, etc) and Fell Prices (curses, deformities, madness and incurable diseases) from the same handbook, gaining 1d3 Dark Blessings and at least as many Fell Prices.
  • Anatomist - This kind of necromancer dabbles in the dark arts more for the opportunities it offers for understanding how the human body works. An anatomist is more lethal in melee with cutting implements, gaining free Specialization (Dagger) and the ability to wield cutlasses and shortswords. They are much more effective at surgery, which translates to increased proficiency with the Healing skill, and can use the unique Autopsy skill to examine bodies for information. As a drawback, they have to do at least one dissection of a humanoid corpse a month or lose their special surgical skills until they catch up on their practice.
  • Deathslayer - Believing heavily in the adage "know thy enemy", the deathslayer is a warrior-wizard who studies necromancy solely for increased aptitude in killing the undead. Consequently, they need Strength 13 in addition to Intelligence 9 and Wisdom 16 to qualify for the kit, and have special traits that make them much more powerful against a specific kind of "higher" undead (ghost, vampire, spectre, mummy, lich or banshee). The drawback is that their compulsion to kill the undead is so strong it functions as an irreversible geas effect. This kit has some interesting potential if dual-classed from a Fighter or even an Avenger.
  • Philosopher - The philosopher doesn't give a damn about the moral implications of necromancy and other black arts; their all-consuming hunger is to learn, study and understand dark magic, making them a theoretician of the occult and skilled, if unnerving, sages in the fields of dark lore. Consequently, philosopher-necromancers have a minimum Int requirement of 14 instead of 9, and must be a neutral and non-good (so Neutral Evil or L/T/C Neutral) alignment. Their advanced knowledge makes them potentially capable of instantly knowing anything relating to the topics of necromancy, necromantic items and the netherworlds, advanced proficiency at learning necromantic skills, and an increased likelihood of having psionic wild talents. The drawback? Increased likelihood of being insane and a high penalty to learning any non-necromancy spells.
  • Undead Master - The other sort of archetypal necromancer, this is a black mage whose obsession is with mastery and control, driving them to enslave the dead, the damned and the living for the sake of their own glory and ego. Restricted to the Neutral and Evil alignments, Undead Masters have access to the Enchantment school of spells (normally forbidden to necromancers) and can command and bind undead, fiends and extraplanar creatures as if they were clerics. The downside is that they're much less adept at defending themselves (restricted to proficiency in only one wizard weapon) and their proficiency with Necromancy, Conjuration and Enchantment prevents them from using the Alteration (what 3e calls Transmutation), Illusion and Divination schools of spellcraft.