Editing
Kit
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===[[Wizard]]=== * 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 [[Necromancer]]s, 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 [[Element]]al 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]]==== The [[Necromancer]] is such a strongly iconic form of [[wizard]]ry 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 [[gish|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 [[Lower Planes|the netherworlds]], advanced proficiency at learning necromantic skills, and an increased likelihood of having [[Psionics|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. [[Category: Dungeons & Dragons]] [[Category: Dungeons & Dragons Classes]] [[Category: Dungeons & Dragons Mechanics]]
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information