//warrior kits
Beast Hunter (fighter)
Warhound (fighter)
Grave Warden (ranger)
Moonlight Knight (ranger)
Confessor (paladin)
Temple Knight (paladin)

//non-warrior kits
War Magician (mage)
Starjammer (sorcerer)
Blood Minister (cleric)
Crow Hunter (thief)
Powder Keg (bard)

//v3.0 kits
Drifter (ranger)
Medic (monk)
Noble Scion (paladin)

//v4.0 kits
Full Metal Jaguar (fighter)
Nurse (thief)
Spell Fencer (fighter/mage)

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//warrior kits

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Beast Hunter (Fighter)
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BEAST HUNTER: Wherever there are beasts, there are hunters. Hunters may be protectors or mercenaries, or simply have an addiction for blood and slaughter. This class is particularly adept at combating several powerful types of monsters, including demons and werewolves.

Advantages:
– +3 bonus to attack and damage rolls vs. lycanthropes and fiendish creatures.
– 2nd level: May use the Hunter Tools ability once per day. Gains additional uses every 4 levels thereafter.

HUNTER TOOLS: For 12 rounds, the character gains a +1 bonus to luck rolls and Saving Throws, and melee attacks deal an extra 1d3 acid damage. This ability can be enhanced by equipping special Hunter Badges.

– 5th level: May use the Quicksilver ability once per day. Gains additional uses at levels 9 and 13.

QUICKSILVER: Enhances ranged attacks for 6 rounds, adding 2 points of piercing damage and a +5% chance to score a critical hit. All ammo types (arrows, bolts, and bullets) are also enchanted and become able to hit enemies that normally require magical or silver weapons to hit.

– 8th level: +2 bonus to AC and Saving Throws vs. lycanthropes and fiendish creatures.
– 16th level: Additional +5% to critical hit chance with Quicksilver.

Disadvantages:
– May not wear armor heavier than studded leather.


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Warhound (Fighter)
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WARHOUND: Warhounds are armored soldiers specializing in long-range warfare. They are often members of elite squadrons, overwhelming enemy armies with a barrage of missiles.

Advantages:
– +1 bonus to Armor Class vs. missile, plus an additional +1 bonus every 5 levels.
– +1 to ranged attack and damage rolls at 3rd level and an additional +1 bonus every 5 levels thereafter.
– May achieve Grand Mastery (5 slots) in longbows, shortbows, crossbows, slings, and darts.
– May use the Shockwave and Incinerate abilities. Gains one use each at level 4, plus an additional use each every 4 levels, up to a maximum of 5 uses each at level 20.

SHOCKWAVE: The next successful ranged attack explodes in a 15-ft. radius, inflicting 3 + 2d4 crushing damage for every 4 levels of the character, up to a maximum of 3 + 10d4 at level 20. Any enemies in the blast are also propelled back a considerable distance (no save).

INCINERATE: The next successful ranged attack creates a fiery cloud, which covers a 15-ft. radius and lasts for 4 rounds. Once each round, creatures in the cloud suffer 1d6 fire damage per 4 levels of the character, up to a maximum of 5d6 at level 20 (Save vs. Breath for half).

Disadvantages:
– May not Specialize in melee weapons.
– May not Specialize in any fighting style.


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Grave Warden (Ranger)
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GRAVE WARDEN: Far to the east, the Grave Wardens tend to the tombs of the slumbering dead, ensuring they remain undisturbed. They are guardians, guides, deterrents, and storytellers, and possess a unique ability to deny death.

Advantages:
– +4 bonus to Saving Throws vs. Death.
– +10 bonus to Lore each level.
– May cast three arcane spells as priest spells:
  1st level: Chromatic Orb.
  2nd level: Horror.
  3rd level: Skull Trap.

– 3rd level: Immune to fear and morale failure.
– 5th level: May use the Denial ability once per day. Gains additional uses every 5 levels thereafter.

DENIAL: This spell has two effects. First, the recipient becomes immune to all forms of death magic for 3 turns. Second, if the recipient falls below 50% of maximum Hit Points, the spell activates and restores the character to full health, consuming the spell in the process.

– 8th level: Immune to blindness and gaze attacks.

Disadvantages:
– May not wear armor heavier than chain mail.
– May not use the Charm Animal ability.
– Alignment restricted to non-evil and non-chaotic.


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Moonlight Knight (Ranger)
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MOONLIGHT KNIGHT: A forlorn warrior, branded by the Moonscar, having dreamed a dream of endless moonlight. Partakes in pilgrimage to moonlit altars, seeking a revelation from things unseen.

Advantages:
– Moonscar: +1 bonus to all Saving Throws. The bonus becomes +2 at level 8 and +3 at level 16.
– 3rd level: Gains the Torrent ability (passive).

TORRENT: On a successful attack (melee or ranged), the character has a 10% chance to be hasted for 10 seconds, gaining an extra attack per round and doubled movement rate. At 8th level, attacks deal an extra 2 points of magic damage. At 16th level, Attacks Per Round is doubled. For the duration, the effects of Moonscar are also reversed.

– 7th level: May use the Moonlight Vortex ability once per day. Gains additional uses every 4 levels thereafter.

MOONLIGHT VORTEX: Unleashes a beam of torrential moonlight, which extends as far as the target point, inflicting 8d6 magic damage to enemies. Undead and outerplanar creatures take double damage from this spell. In addition, residual moonlight, left behind from the casting, grants the character a +20% bonus to Magic Resistance for 4 rounds.

– No alignment restrictions.
– Will not fall due to reputation loss.

Disadvantages:
– Moonscar: -1 penalty to AC vs. slashing, piercing, and missile. The penalty becomes -2 at level 8 and -3 at level 16.
– Only has half the normal skill in Hide In Shadows and Move Silently.


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Confessor (Paladin)
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CONFESSOR: The Confessor is a paladin who acts on behalf of a patron church, being adept at a variety of duties, including, but not limited to, gathering intel, exposing untruths, and hunting down enemies of the church.

Advantages:
– May cast four arcane spells as priest spells:
  1st level: Blindness.
  2nd level: Blur.
  3rd level: Vampiric Touch.
  4th level: Secret Word.

– 2nd level: May use the Rooting Shot ability once per day. Gains additional uses every 4 levels thereafter.

ROOTING SHOT: The next successful ranged attack entangles the target for 3 rounds, plus an additional 3 rounds on a failed save vs. Spell. An entangled creature can still attack, but suffers a -2 penalty to Armor Class and a 20% chance of spell failure.

– 5th level: May use the Bloodletter ability once per day. Gains additional uses at levels 9 and 13.

BLOODLETTER: For 5 rounds, each successful melee attack restores 1d4+1 Hit Points. As well, the target suffers a bleeding wound, taking 2 points of damage per round for 6 rounds (no save). A target can be wounded once per round and the effects are cumulative.

Disadvantages:
– May not wear armor heavier than studded leather.
– May not use the Lay On Hands ability.


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Temple Knight (Paladin)
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TEMPLE KNIGHT: These heavily-clad knights can be found guarding the sanctity of temples and churches throughout Toril. They are righteous soldiers, who stand unwavering against any adversary.

Advantages:
– May achieve High Mastery (four slots) in polearms and blunt weapons.
– May use the Lay On Hands ability three times per day.
– 2nd level: May use the Force ability once per day. Gains additional uses every 4 levels thereafter.

FORCE: Creates a shockwave. Inflicts no damage, but staggers nearby foes. All enemies within 15 feet are propelled back and stunned for 4 seconds (no save). Huge creatures are stunned only momentarily and will not be knocked back.

– 9th level: May cast Bolt of Glory as a special ability once per day. Gains additional uses at levels 13 and 17.

Disadvantages:
– May not Specialize in ranged weapons.
– Turns undead at 2 levels lower than other paladins (starting at 5th level).

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//non-warrior kits

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War Magician (Mage)
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WAR MAGICIAN: The War Magician learns to draw out and amplify innate magical energies, gaining abilities beyond that of a normal wizard, though the process is very physically draining.

Advantages:
– +10% bonus to fire, cold, electricity, acid, and magic damage resistances. Gains an additional +5% bonus every 5 levels, up to a maximum of 30% at level 20.
– May use the Unleash Magic and Twisted Barricade abilities. Gains one use each at level 2 and an additional use each every 4 levels thereafter.

UNLEASH MAGIC: The caster reverses elemental energies. For 4 rounds, each resistance bonus becomes a -10% penalty and the character gains a +10% bonus to all elemental and magic damage dealt, as well as a +2 bonus to caster level. The bonuses and penalties increase as the caster's innate resistance bonuses increase.

TWISTED BARRICADE: For 4 rounds, each resistance bonus is tripled and all normal missiles are deflected away harmlessly. While in effect, the character's movement is slowed by half. Starting at 10th level, any spells cast against the character will also be deflected, excluding area attacks.

Disadvantages:
– Incurs a -2 penalty to Strength and Constitution.


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Starjammer (Sorcerer)
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STARJAMMER: Starjammers are drifters from beyond the stars who escaped a great Evil on their home planet, with several finding their way to Toril. As outsiders, they resemble powerful sorcerers, though the destruction of their home, and the subsequent flight, has taken a toll mentally and physically.

Advantages:
– Unaffected by magical spell failure, deafness, or silence.
– Gains immediate access to a number of kit-specific spells, up to 8th level: Riftstep, Steady Current, Gemini Swap, Pacifying Field, Jolt, Electrocannon, Revitalizer, and Riftgate.
– 5th level: May use the Interference ability once per day. Gains additional uses every 5 levels thereafter.

INTERFERENCE: Disrupts missile and spell attacks in the area of effect. All enemies in a 30-ft. radius suffer a -3 penalty to ranged attack rolls and a 25% chance of spell failure for 1 turn (no save). The penalties increase by -1 to attack rolls and +5% spell failure every 5 levels thereafter.

Disadvantages:
– Incurs a -2 penalty to Dexterity and Wisdom.


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Blood Minister (Cleric)
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BLOOD MINISTER: The heretical Healing Church was once the home of blood ministration, a medical remedy said to have the ability to cure any disease, whether natural or god-stricken. More recently, priests of the Healing Church have begun appearing again along the Sword Coast.

Advantages:
– Immune to level drain, poisons, and diseases.
– May use the Blood Transfusion ability. Gains one use at level 2 and an additional use every 2 levels, up to a maximum of 10 uses at level 20. When this ability is used, it opens a submenu with a list of transfusions. New transfusions become available at higher levels:
  2nd level: Healing Blood.
  6th level: Beast Blood.
  10th level: Madman's Blood.
  14th level: Lead Elixir.

HEALING BLOOD: Blood drawn from a nun of the Healing Church. Restores 15% of maximum Hit Points and grants the miracle of regeneration, healing an additional 2 Hit Points per round for 3 turns. While in effect, the recipient incurs a -1 penalty to attack rolls. This blood will also cure any poisons or diseases.

BEAST BLOOD: Administer medicinal blood that grants temporary Beasthood for 3 turns. The recipient gains a +1 bonus to damage, and each successful melee attack gives an additional +1 bonus to damage for 2 rounds. While in effect, the recipient incurs a -3 penalty to Armor Class. This blood will also prevent any poisons or diseases.

MADMAN'S BLOOD: Administer medicinal blood that grants insight into the Cosmos. The recipient gains +4 to all mental Attributes, +5% Magic Resistance, and a +1 bonus to casting speed, but incurs a -1 penalty to all Saving Throws. The effects last for 3 turns. This blood will also cure level drain.

LEAD ELIXIR: A mysterious concoction that shifts weight to boost defense and resilience. The recipient gains a +4 bonus to Armor Class and Saving Throws, and 20% resistance to all damage types, but incurs a -1 penalty to luck rolls. The effects last for 3 turns. This blood will also prevent level drain.

Disadvantages:
– May not wear magic gauntlets or bracers.


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Crow Hunter (Thief)
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CROW HUNTER: A Crow Hunter acts swiftly and mercilessly against the chosen mark. This is a Hunter of Hunters, an experienced killer, and feared, though not necessarily cruel or evil, despite the unsavoriness of the work.

Advantages:
– +1 bonus to attack and damage rolls vs. humans, demihumans, and smaller humanoid races. The bonus increases to +2 at level 5 and +3 at level 10.
– 4th level: May use the Splintering Shot ability once per day. Gains additional uses every 4 levels thereafter.

SPLINTERING SHOT: For 3 rounds, each successful ranged attack bursts into multiple sharp splinters. All enemies in a 15-ft. radius take 2 points of piercing damage and suffer a bleeding wound, which inflicts 1 point of damage per round for 1 turn (no save). A target can be wounded once per round and the effects are cumulative.

– 9th level: May use the Visceral Attack ability once per day. Gains additional uses at levels 13 and 17.

VISCERAL ATTACK: The next melee attack within one round has a 100% chance to score a critical hit. This attack will also restore 5 + 20% of maximum Hit Points and haste the character for 10 seconds.

Disadvantages:
– Only gains 20 thieving skill points per level.
– May not use the Set Snare ability.


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Powder Keg (Bard)
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POWDER KEG: The Powder Kegs are a faction of bards, known for their love of intricate mechanical weapons and big booms. Their instruments double as incendiary devices and may cause a variety of other explosive effects.

Advantages:
– 10% resistance to fire, and increases by +10% every 5 levels, up to a maximum of 50% at level 20.
– Gains Bard Songs unique to the Powder Kegs. Songs can be switched between from the special abilities menu. New songs become available at higher levels:
  1st level: Blasting Song.
  5th level: Booming Song.
  10th level: Dust Explosion.
  15th level: Frenzying Flame.

BLASTING SONG: A ring of flame bursts outwards in a 15-ft. radius, dealing 1d4 fire damage per level to all except the bard, up to a maximum of 20d4 at level 20 (Save vs. Breath for half). Initial pyrotechnics inflict an extra 2 points of fire damage to enemies in a 12-ft. radius.

BOOMING SONG: A crushing wave expands outwards in a 15-ft. radius, dealing 3d8 crushing damage to enemies and causing deafness for 2 rounds, plus an additional 2 rounds on a failed save vs. Spell. Deafness causes a 50% chance to miscast spells.

DUST EXPLOSION: The initial blast inflicts 8d6 fire damage to enemies in a 15-ft. radius (Save vs. Breath for half). In addition, a cloud of dust and smog lingers for 3 rounds and shrouds a 20-ft. radius. All creatures in the cloud are blinded and become invisible, and enemies also have movement slowed by half.

FRENZYING FLAME: Spreads a frenzy-inducing flame that envelopes a 20-ft. radius and lingers for 2 rounds. Any enemy entering the flames immediately suffers the effects of sleep, confusion, fear, or berserk for 5 rounds (25% chance of each). Enemies also take 2d12 magic damage per round while in the area. There is no Saving Throw, though Magic Resistance can prevent the status effects.

– If the "Enhanced Bard Song" HLA is learned, the character will gain an ability to switch to this song.

Disadvantages:
– Bard Song is disabled for 8 rounds after each use.
– Only has one quarter the normal Pick Pockets score.

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//v3.0 kits

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Drifter (Ranger)
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DRIFTER: An aimless wanderer, at home in adverse terrain. Countless battles have honed the abilities of these finely skilled warriors.

Advantages:
– +4 bonus to Saving Throws vs. Breath.
– +1 bonus to Armor Class, plus an additional +1 bonus every 5 levels.
– +1 to attack and damage rolls at 3rd level and an additional +1 bonus every 5 levels thereafter.
– Will not fall due to reputation loss.
– Moves 2 points faster than other characters.
– 6th level: Immune to Grease, Web, Entangle, Spike Growth, and Spike Stones.
– 7th level: Gains the Evasion ability (passive).**
– 12th level: Immune to Cloudkill, Death Fog, Stinking Cloud, Writhing Fog, and Cloud of Pestilence.

Disadvantages:
– May not cast priest spells.
– May only wear leather or hide armor.
– Alignment restricted to any non-lawful.

--

**Supported Evasion versions:
  Icewind Dale: Enhanced Edition
  IWDification
  Talents of Faerûn


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Medic (Monk)
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MEDIC: This Monk is a skilled medical practitioner, as well as warrior, and has undergone special training, applying powerful herbal remedies to aid in combat.

Advantages:
– Gains Ki Energy, which is used to activate kit abilities. Gains +1 to maximum Ki Energy every 2 levels (starting at 1st level).
– Ki Regen: The character passively regains +1 Ki Energy every 5 rounds.
– May use the Black Remedy ability. Requires 1 Ki Energy.

BLACK REMEDY: All attacks in the next 10 seconds spread a healing remedy. Restores 2d6 Hit Points to allies in a 7-ft. radius.

– 5th level: May use the White Remedy ability. Requires 2 Ki Energy.

WHITE REMEDY: All attacks in the next 10 seconds spread a soothing remedy. All enemies in a 7-ft. radius are slowed for 1 round, and must make a save vs. Death or fall asleep for 5 rounds or until attacked.

– 7th level: May use the Medic Arts ability. Requires 3 Ki Energy.

MEDIC ARTS: Use this ability to select from a list of Medic Arts. The list of abilities includes Lay On Hands, Cure Afflictions, Recall Spirit, Spiritual Clarity, and Poison Weapon. Curative spells are applied instantly to the touched creature.

– 9th level: May use the Healing Rain ability. Requires 4 Ki Energy.

HEALING RAIN: Crystal healing shards rain down in a 12-ft. radius for 2 rounds, washing away fatigue and healing all allied and neutral creatures in the area 10 + 15% of maximum Hit Points each round.

– 13th level: May use the Dragonrot ability. Requires 5 Ki Energy.

DRAGONROT: An illusory dragon spews forth decaying breath. All enemies in a 15-ft. radius are afflicted with Dragonrot, which deals 8 + 5% of max HP damage per round for 5 rounds (no save). Victims also suffer a -4 penalty to Saving Throws for the duration. The effects are not cumulative.

Disadvantages:
– Only gains 8 thieving skill points per level.
– May not use the Stunning Blow ability.
– May not use the Quivering Palm ability.


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Noble Scion (Paladin)
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NOBLE SCION: Scion to a respectable line with faith in your pedigree. This holy avenger excels at ranged combat and imbues ammo with blood to fire devastating shots.

Advantages:
– +1 bonus to ranged attack rolls at 1st level, plus an additional +1 bonus every 5 levels.
– May achieve Grand Mastery (5 slots) in longbows, shortbows, crossbows, slings, and darts.
– 3rd level: May use the Blood Bullet ability once per day. Gains additional uses every 3 levels thereafter.

BLOOD BULLET: The character sacrifices 5 Hit Points. For the next 2 rounds, the bonus to ranged THAC0 is doubled, and all ranged attacks deal an extra 1d3 piercing damage for every 3 levels of the character.

– 8th level: +5% chance to score a critical hit with ranged attacks.
– 16th level: +5% chance to score a critical hit with ranged attacks.

Disadvantages:
– May not wear armor heavier than splint mail.
– May not Specialize in melee weapons.
– May not Specialize in any fighting style.

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//v4.0 kits

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Full Metal Jaguar (Fighter)
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FULL METAL JAGUAR: A highly capable and versatile warrior, the Full Metal Jaguar leads with a burst of projectiles before leaping in to strike down foes.

Advantages:
– +1 bonus to attack and damage rolls.
– 3rd level: Immune to backstab.
– 5th level: May use the Ghostwalker ability once per day. Gains additional uses every 5 levels thereafter.

GHOSTWALKER: This ability lasts 5 rounds. Once each round, 1 mirror image is created on the character, which can absorb one attack during that round. The number of images created increases to 2 per round at level 10, 3 per round at level 15, and 4 per round at level 20.

– 7th level: Gains the Critical Boost ability (passive).

CRITICAL BOOST: Ranged attacks boost melee critical chance. Each hit with a ranged weapon gives a cumulative +5% bonus for 3 rounds. A critical miss resets the bonus.

Disadvantages:
– May not wear armor heavier than splint mail.


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Nurse (Thief)
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NURSE: A born specialist, the Nurse is an adept alchemist, as well as marksman, fit for sleuthing or academia.

Advantages:
– +1 bonus to ranged attack rolls every 3 levels.
– May Specialize (two slots) in shortbows, crossbows, slings, and darts.
– May use the N-Alchemy ability. Gains one use at level 1, one use at level 6, and an additional use every 6 levels thereafter.

N-ALCHEMY: Adds a set of medical tools as special abilities for up to 1 hour. Each requires 1 Alchemy Point, and the character is given 3 points to use. New abilities become available at higher levels:
  1st level: Medical Darts
  5th level: First Aid
  9th level: Overdose
  13th level: Injection Shot
  17th level: Autoimmune

MEDICAL DARTS: Equips the character with 5 medical darts, which expire after 5 rounds. These darts will heal allies or deal poison damage to enemies. The amount of healing or damage is equal to 1d4+3, with an extra +1 every 5 levels. Medical Darts strike as +2 weapons with a +5 bonus to THAC0. Proficiency with darts does not affect attack rolls.

FIRST AID: Provide immediate medical care to any living creature. Restores 2 Hit Points per level, up to a maximum of 40 Hit Points.

OVERDOSE: For 5 rounds, the character gains an extra attack per round, +3 per level to all thieving skills, +10% critical hit chance with ranged attacks, and immunity to slow, maze, sleep, stun, and level drain. Overdose may not be used in conjunction with the Haste or Improved Haste spells.

INJECTION SHOT: The next successful ranged attack forces the target to make a save vs. Death at -2 or become feebleminded for 7 rounds. If the Saving Throw is made, the target is confused and slowed for 2 rounds.

AUTOIMMUNE: The recipient is automatically cured of the next instance of poison, disease, hold, paralysis, stun, sleep, blindness, deafness, charm, berserk, fear, confusion, or feeblemind. On activation, the character is also restored 30% of maximum Hit Points. This ability lasts up to 3 turns.

Disadvantages:
– Only gains 15 thieving skill points per level.
– May only wear leather or hide armor.


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Spell Fencer (Fighter/Mage)
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SPELL FENCER: This class is an expert duelist, and a natural talent of both weapons and arcane magic.

Advantages:
– May cast one additional spell per level.
– +1 bonus to Armor Class, plus an additional +1 bonus every 5 Fighter levels.
– +1 bonus to Saving Throws vs. Spell every 4 Mage levels, up to a maximum of +5 at level 20.
– Gains the Flash Cast ability (passive). This ability requires 5 levels in Fighter and 5 levels in Mage.

FLASH CAST: With each successful melee attack, the character gains a cumulative +2 bonus to casting speed for 10 seconds. A critical miss resets the bonus.

Disadvantages:
– May not Specialize in ranged weapons.
– May not wear armor heavier than chain mail.

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