if you could create kit...
jones0901
Member Posts: 51
what would it be (complete with restrictions)
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summons 6d6 rageing rapid hamsters once a day for each level..... oh god im bored ; )
Fights with a quarterstaff too of course.
Disadvantages:
Cannot cast Ranger spells
Cannot wear armor heavier than chainmail.
Advantages:
Can place 3 proficiency points into any one-handed weapon.
Gains +1 Thac0 and damage with one-handed melee weapons at first level and every 5 levels after
Gains -1 AC at level 1 and every 5 levels after.
The exact details may need some fine-tuning for balance, but that's the basic idea. I kind of view it as a kensai kit for Ranger with the advantages and disadvantages turned down a bit.
I'd probably call it the blademaster or whirlwind or something.
* ed: easy proficiency implementation might just be to go with Bard proficiencies. so chain max no comp bows. or something. this does leave the side effect of them being able to use instruments, but I don't think that is really a big deal.
The Death Slayer - a Necromancer kit who has the undead as a hated enemy and can't cast animate dead spells. I would go into more detail but all my notes are at home.
Dark Knight:
These warriors, for good or evil, choose to allow their soul to be tainted by dark powers. They specialize in sacrificing their own lifeforce to cause profane damage to enemies.
Advantages:
- Gains Darkness ability at level 1.
DARKNESS: the Dark Knight deals damage to himself equal to half his weapon's damage when striking an opponent, and doubles damage.
- Gains Dark Armor 1/day at level 11.
DARK ARMOR: The Dark Knight can for 1 hour every 5 levels increase his armor by 5 and saving throws by 2. The Dark Knight must be wearing armor of chainmail or better. The Dark Knight takes double damage from holy weapons and spells. Unholy damage heals the Dark Knight.
- Black Heart, the Dark Knight gains 4 extra hitpoints each level. Starting at level 3.
Disadvantages:
- Dark Knight must be Chaotic Good, or Chaotic Evil. Cannot be Neutral or Lawful.
- -2 to Dexterity and Charisma
- Cannot use any item for Good alignments, even if Chaotic Good.
- Cannot dual class or multiclass
- Cannot cast spells, or use spell scrolls.
- Cannot use any Paladin HLAs
- Cannot Lay on Hands or Detect Evil
- Cannot use any Paladin specific items.
This is a Paladin Kit only because it can be used as a defender. Think a sacrificing knight, who lets evil into his soul, to wrought it back at evil. Or an evil paladin. Even evil gods have paladins, though they are mostly Blackguards. I figured if Cavalier or Inquisitor where common kits for Good paladins why not add a unique kit for dark paladins?
Monks can heal themselves, get better AC, lots of MR, immunities, they can hide, find traps, move faster...
The only thing they have in common is they can't wear armor (and Kensai can't wear bracers).
- Charm abilities
- Energy Drain abilities
- Resistance to Electricity & Poison
- Demon summoning
|Amazon|
Restriction: Female only
Benefits: Special Ability (Amazon Aim) usable 1/day per every 5 levels. All bow and spear attacks by the Amazon deal double damage for a short period of time.
Move Silently as per the Ranger's advancement.
Immune to Fear.
Hindrances: Amazon Aim not usable in heavy armor. Five star specialization available only with bows and spears. Everything else maxed at two star specialization.
|Duelist|
Restriction: None
Benefits: +2 Bonus to hit, damage and AC when facing an individual opponent one-on-one in melee (other characters are not within a certain radius). Receive an additional attack per round as well.
Hindrances: -2 penalty to AC when being attacked by multiple opponents in melee.
|Gladiator|
Restriction: None
Benefits: Successful melee attacks inflict additional bleeding damage on living targets, determined by the gladiator's level. Damage takes effect the following round after the initial wound is inflicted.
1-5: 1d2
6-10: 1d3
11-15: 1d4
16+: 1d6
Hindrances: Ranged attacks are at -2 to hit.
Can summon 2D6 cats once a day, every 7 levels.
Shapeshift into obese flatulent moggy at level 9
immunity to stinking cloud from level 1
A specialty mage.
Special Spells from the cow school of magic:
1st: Summon milk (similar effect like druid spell goodberry)
2nd: Summon cow (summons a cow which will fight on your side)
3rd: Summon bull (similar to the 2nd level spell but summons a bull)
4th: Summon small herd (summons 3d3 cows which will fight for the caster)
5th: Cowkill (summons a cow which shortly floats above a victim and then falls down to crush the victim.
6th: Stampede (commands a cow herd to run to a direction of the caster's discretion)
7th: create Minotaur (permanently transforms the victim into a cow/human hybrid)
8th: Summon large herd (summons (caster level)d(caste level) cows which will fight for the caster).
9th: Cowclysm (like cowkill but on a larger scale)
Jokes aside. I'd probably recreate the shaman (priest kit).
I like creating new kits, the one I'm now contemplating is called hellknight, a "sold my soul to the devil" warrior kit. Abilities would be something like this:
- Infernal contract - -1 con, cannot be resurrected
- Infernal tongue - +1 cha, command spell
- Hellfire - weaker or tweaked version of sunfire
- Infernal resistance - bonus to fire resistance and save vs. poison
- Infernal talisman - item that protects from evil and gates a baatezu
- Infernal servant - gain an imp as a servant
This last one is the highlight of the kit, and is tough to balance and gel into game. I want to make him conversable like familiar, but what could he do? Have a shop selling some kit appropriate evil items? Give boon to his master if his reputation is low enough? Bargain with his master for further favors? Difficult to chose, and there is no dynamic class ability like it for reference.
Immortal Description: "An immortal fighter is a swordsmen who can only be killed by decapitation and thus can withstand much more damage than their mortal counterparts. Mastering one's sword is vital when participating in "The Game" to achieve the fabled Prize."
Advantages:
-Constitution set to 25
-Immune to Disease and Poison.
-Piercing and Blunt damage done to player decreased by 25%
-Regenerates 1 HP per 10 seconds.
Disadvantages:
-Can only use swords
-Slashing damage done to player increased by 50%
-Cannot spend proficiencies in Sword and Shield style.
If the enhanced edition allows it, it would be its own class for fighter APR, limited mage spellbook, medium hit dice *6-8*, special arrow abilities, and the racial requirement of elf/half-elf.