Arcane Fist Kit [Monk/Mage] The Arcane Fists are an ancient order of wizards in Faerun, and are seldom ever seen. They are not quite the masters of unarmed combat, and neither are they the masters of the arcane arts, but they become a fearsome foe with the combination of both. They are taught at an early age the skills required for unarmed combat and also learn to wield mystical powers. They usually are loners, only assembling in groups with their own kind, or in times of great danger, they will group up with "out siders". There are three sects of The Arcane Fist: The Order of Light, Bakur's Brotherhood, and Death's Law. Advantages: Damage per level: 1-3 1D5 4-6 1D6 7-9 1D7 (Considered +1 to hit) 10-12 1D9 (Considered +2 to hit) 13-15 1D10 (Considered +2 to hit) 16+ 1D12 (Considered +3 to hit) Armor Class Advancement Decrease 1AC per every 3 levels up to level 21 Save Vs. Spells +1 THAC0 per level 1-3 20 4-7 18 8-11 16 12-15 14 16-19 12 20+ 8 Movement +2 at level 1 and +1 every 7 levels 2 Attacks per round at level 12 3 Attacks per round at level 20 Stunning Blow Gain at level 5, and +1 a day every 5 levels Immunity to Disease, Slow, and Haste Gain at level 10 Immunity to Charm Gain at level 15 Quivering Palm Gain at level 21 Disadvantages: -Cannot wear armor, except robes -Can not use shields -Cannot use weapons -Only can gain spells up to a maximum of spell level 6 -Human kit only -Can only be of lawful alignments Death Knight [Fallen Paladin] A Death Knight is created when a fallen paladin dies. This is a very rare occurrence of resurrection. When this happens the newly Death Knight will become evil with many evil related abilities. Instead of being half fighter and half cleric like a paladin, they become half fighter and half necromancer instead. They gain necromancy spells instead of their regular priest spells, but these new spells become innate. Advantages: -Gain several necromancy spells as innate abilities -Gain Harm Touch. This is a direct damage ability. This will do 2D10 points of damage +1 point per level for a maximum damage of 40 at level 20 (2D10+20). This can only be used once a day. Disadvantages: -Loose Turn Undead -Evil Alignment Archer of Sylvanus [Archer/Druid] This type of druid is very unique in the way that they primarily use bows for their weapons. The only other melee weapon they can use is a club. These types of druid have the ability to do sever damage to a target. Also they can summon the spirits of animals, which are used usually in defense, because of their extreme weakness in melee combat. Only Elves and Half Elves can be an Archer of Sylvanus. Advantages: Summon Spirit Animal 2 times a day Called shot 3 times a day +1 every 5 levels Hide 2 times a day +1 every 5 levels +15% Slashing, piercing, and crushing resistance Can be master in short bows, longbows, and Crossbows Disadvantages: Can only wear up to Studded Leather Can only be proficient with clubs Can only use clubs, bows, and crossbows Wushi Ninja [Thief] The Wushi Ninja are an evolved version of the regular ninjas. This happend along time ago, when ninjas were greatly exposed to magic. After time they began to gain the ability to cast spells. Like regular ninjas they have the ability to specialize in all weapons that a regular theif can use. They also are stronger than a regular theif, but cannot be as charming. The first Wushi Ninja was Nagura Firo Advantages: -Get less THAC0 earlier then thieves , but balance out to the same as a regular thief. -Specialization of all theif weapons, including katanas. -Gain spell-like innate abilities at level 3 - +1 to strength - +1 to Intelligence Disadvantages: - -2 to Charisma -Can only wear leather or studed leather - Can only be Human Blade Master [Fighter] The Blade Master only uses bladed weapons, but he can do many things with them the regular fighter cannot. He gains many special abilities with using his blades, but he only wears very light armor. Advantages: +2 to dexterity +10% to slashing and piercing resistance Gains more attacks per round then a regular fighter Gets several different innate abilities dealing with the use of bladed weapons Disadvantages: -2 to strength Can only wear armor up to Studded Leather Cannot have proficiency in any non-bladed weapon