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Description for new kits?

Is there a place where the details of the new kits from the last patch are described? I couldn't find them in the manual.

Thanks.

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  • JalilyJalily Member Posts: 4,681
    Corrected descriptions:[spoiler=Shadowdancer]SHADOWDANCER: Shadowdancers can harness the power of magic to increase their stealth abilities. Enigmatic and dangerous, these uniquely skilled Thieves are able to blend seamlessly into the shadows in ways that a normal Thief cannot, striking without warning—sometimes with supernatural speed.

    Advantages:
    – Hide in Plain Sight: A Shadowdancer may Hide in Shadows even while being observed.
    – May cast Shadowstep once per day every 5 levels.

    SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The Shadowdancer cannot attack or cast spells while in the Shadow Plane.

    – Slippery Mind: +1 bonus to Saving Throws.

    Disadvantages:
    – Alignment restricted to any non-lawful.
    – May use Backstab ability, although for a lower damage multiplier than Thieves:
    Level 1-8: x2
    Level 9+: x3
    – May only distribute 15 skill points per level (30 at level 1) among thieving skills.
    – May not use Set Snare ability.

    Prime Requisites For Dual-Classing: Strength, Dexterity, Charisma[/spoiler][spoiler=Dwarven Defender]DWARVEN DEFENDER: The Dwarven Defender is a formidable warrior that is reputed to be worth two soldiers of any other race. Trained extensively in the art of dwarven warfare, a handful of these stout fighters can render a defensive line all but unbreakable.

    Advantages:
    – May use Defensive Stance once per day every 4 levels (starts at 1st level with one use).

    DEFENSIVE STANCE: For 1 turn, the Dwarven Defender gains +50% resistance to all forms of physical damage, a +2 bonus to Saving Throws, and a 50% movement rate penalty.

    – Gains 5% resistance to crushing, slashing, piercing, and missile damage every 5 levels to a maximum of 20% at level 20.
    – Hit Dice: d12

    Disadvantages:
    – Race restricted to dwarf.
    – May not exceed High Mastery (four slots) in axes and war hammers.
    – May not exceed Specialization (two slots) in any other weapon.[/spoiler][spoiler=Dragon Disciple]DRAGON DISCIPLE: Dragon Disciples are powerful Sorcerers with dragons' blood somewhere in their lineage. Their natural magical talents bring out their draconic heritage, allowing them to cast powerful magical spells and exhibit dragon-like abilities.

    Advantages:
    – 1st level: +1 bonus to AC.
    – 3rd level: May use Breath Weapon once per day.

    BREATH WEAPON: The Dragon Disciple breathes a gout of flame up to 30 ft. long, inflicting 3d8 points of fire damage on all creatures caught within the 140 degree cone.

    – 4th level: Gains 25% innate Fire Resistance.
    – 5th level: +1 bonus to AC and Constitution.
    – 6th level: Breath Weapon damage increases to 4d8.
    – 8th level: Innate Fire Resistance rises to 50%.
    – 9th level: Breath Weapon damage increases to 5d8.
    – 10th level: +1 bonus to AC.
    – 12th level: Breath Weapon damage increases to 6d8.
    – 12th level: Innate Fire Resistance rises to 75%.
    – 15th level: Breath Weapon damage increases to 7d8.
    – 15th level: +1 bonus to AC and Constitution.
    – 16th level: Innate Fire Resistance rises to 100%.
    – 18th level: Breath Weapon damage increases to 8d8.
    – 20th level: +1 bonus to AC.
    – Hit Dice: d6

    Disadvantages:
    – May cast one fewer spell per level per day.[/spoiler][spoiler=Dark Moon Monk]DARK MOON MONK: The Order of the Dark Moon is a secretive monastic order that follows the teachings of the dark goddess Shar. Monks of the Dark Moon use physical prowess, dark magic, and many different forms of deception to mask their activities and strike with deadly precision.

    Advantages:
    – Perception: +2 bonus to Saving Throws vs. Illusion spells.
    – May cast Chill Touch once per day every four levels (starts at 1st level with one use).
    – 1st level: May cast Blindness once per day.
    – 3rd level: May cast Blur once per day.
    – 7th level: May cast Vampiric Touch once per day.
    – 11th level: May cast Mirror Image once per day.

    Disadvantages:
    – Alignment restricted to lawful evil.
    – May not use Lay On Hands ability.
    – May not use Stunning Blow ability.[/spoiler][spoiler=Sun Soul Monk]SUN SOUL MONK: Sun Soul Monks were once worshippers of Amaunator in the time of the Netheril, but today their worship is divided between Lathander, Selûne, and Sune. Sun Soul Monks adhere strictly to the law, using their martial arts and magical abilities to drive out darkness and corruption wherever they find it.

    Advantages:
    – 2nd level: May cast Sun Soulray once per day.

    SUN SOULRAY: The Sun Soul Monk projects a blast of light from open palm, dealing 1d8 damage every 2 levels to a maximum of 5d8. This ability does an additional 6 damage vs. undead.

    – 5th level: May cast Flaming Fists once per day.

    FLAMING FISTS: The Sun Soul Monk channels inner light into unarmed attacks, turning fists into flaming weapons that deal an additional 2d6 fire damage per hit for the next round. The duration increases to 2 rounds at level 9, 3 rounds at level 12, 4 rounds at level 15, and 5 rounds at level 25. This special ability automatically modifies normal attacks; no weapon-switching needs to be done.

    – 6th level: Gains an additional use of Sun Soulray.
    – 8th level: May cast Greater Sun once per day.

    GREATER SUN: The Sun Soul Monk wreathes self in flames that act as a Fireshield (Red), granting the Monk 50% Fire Resistance and protecting from attacks made within a 5-ft. radius. An opponent that hits the Monk with any weapons or spells within this radius suffers 1d8+2 points of fire damage.

    – 10th level: Gains an additional use of Sun Soulray.
    – 13th level: May cast Soul Sunbeam once per day.

    SUN SOULBEAM: The Sun Soul Monk emits a dazzling burst of light that strikes at all other creatures within a 30-ft. radius. The Sun Soulbeam does not automatically hit all targets, but makes a melee attack using the Monk's current THAC0 (+3 to hit vs. undead). Struck creatures suffer 9d6 points of damage (9d6+3 if undead), unless they save vs. Spell for half. In addition, all creatures except the Monk must save vs. Spell or be blinded for 10 turns.

    – 15th level: Gains an additional use of Sun Soulray.

    Disadvantages:
    – Alignment restricted to lawful good.
    – May not use Stunning Blow ability.
    – May not use Quivering Palm ability.[/spoiler]
  • rderekprderekp Member Posts: 46
    Thanks a bunch! :)
  • [Deleted User][Deleted User] Posts: 3,675
    The user and all related content has been deleted.
  • JalilyJalily Member Posts: 4,681
    Yes, but those descriptions have a few mistakes in them.
  • smeagolheartsmeagolheart Member Posts: 7,963
    Jalily said:

    Yes, but those descriptions have a few mistakes in them.

    which have mistakes the ones in game or the one's in this thread?

  • JalilyJalily Member Posts: 4,681
    edited April 2013
    The ones in the game. Hence "Corrected descriptions" above. :)
  • [Deleted User][Deleted User] Posts: 3,675
    The user and all related content has been deleted.
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