WTP Kits as they stand at the moment (all finished - still subject to play testing/balancing changes down the road). Cleric kits still to come!
The Zealot
ZEALOT: Zealots are a special group of paladins so focused on their objective they become fanatics. They throw all their energy into completing their objectives, ignoring almost everything around them often leading to rash or foolish decisions. Most zealots have has some tragic or wrong event happen in their lives to make them fanatical. Some would say that a Zealot is little more than a Berserker with a goal, which is not far from the truth. For the line between a Zealot fighting for a cause and an aimless Berserk is thin indeed. Zealots who have failed in their objective often become so enraged they become Berserkers; abandoning all sense of right and wrong in their rage. When a Zealot sets their mind on a task it is almost impossible to stop them completing it. However a Zealot, despite this, still adheres to a strong moral code.
Advantages:
- Protection from Charm and Moral Failure magics gained at level 12.
- May use Inner Strength once per day
Grants +10 Hit Points and +2 to THAC0 lasting 30 seconds.
Disadvantages:
- Starts with a penatly of -2 to reputation.
- Penatly of -2 to Wisdom.
- Penalty of -1 to Intelligence.
The Champion
CHAMPION: One of the toughest and strongest soldiers on the battlefield, a Champion wielding his chosen two handed weapon is something to be feared. Legends often speak of Champions who were so strong they could cut a Knights horse in half. However the truth is far more frightening; anyone failing to block the swing of champion’s weapon in full force will be lucky to survive. Though this strength comes at a price; a champion’s endurance suffers resulting in combat fatigue and after a Full Force swing a champion is left open to attack. The more a champion trains and experiences combat the better they are at mitigating these effects
Advantages:
- Starts with two stars in Two Handed Weapon style.
- May use Full Force Attack once per day, gained at level 5.
Grants 14 extra Damage to attacks and gains +1 Damage every 3 levels. This ability lasts 15 seconds.
- Bonus +1 to Strength at level 16 and level 24.
Disadvantages:
- Becomes fatigued after using Full Force Attack receiving -2 THAC0 and -2 AC. The fatigue lasts 30 seconds.
- Can only be proficient in Single Handed Weapons.
- Can not use Missile Weapons.
The Man at Arms
MAN AT ARMS: This warrior is the backbone of most armies. In times gone by Kingdoms had no standing armies so in times of war a call would go out for men to gather their arms and fight for the King. Men would pull out their weapons and shields, handed down from their fathers, becoming Men at Arms. In essence the Man at Arms has changed very little since that time still using a single handed weapon and shield in times of war. However these days the Man at Arms is highly trained in the use of both their single handed weapon of choice and their shield to full affect in combat. Making them strong warriors and soldiers capable of handling any situation whether it be archers, champions or beasts.
Advantages:
- May use Defence once per day.
Grants protection from physical attacks 5% resistence at level 1, 25% resistance at level 15, 30% resistance at level 20 but has a -5 penalty to THAC0. This ability lasts 30 seconds.
- May use Shield Attack once per day.
Grants +3 to THAC0 at level 1 with a 10 second duration, +4 to THAC0 at level 8, duration increases to 20 seconds at level 15, +5 to THAC0 at level 22, and duration increases to 30 seconds at level 29.
- Start with two stars in Sword and Shield Style
Disadvantages:
- Can not be proficient in Single Weapon style, Two Handed Weapon style, Two Weapon style or any Two Handed Weapon.~
The Master of Weapons
MASTER OF WEAPONS: Is a warrior whose skill in their weapons of choice are unmatched. Having trained since childhood in the art of fighting the Master of Weapons can dual wield single handed weapons with ease. Even seemingly mismatched weapon combinations are brutally effective in the hands of this fearsome fighter. A Master of Weapons can pick up almost any weapon without penalty however most only use one or two different weapons. Master of Weapons are known to become so attached to their chosen weapon that they are seldom seen without it.
Advantages:
- Starts with Three stars in Two Weapon Style.
- Bonus +1 to any Damage done during an attack for every 4 levels.
- May use Expert Strike once per day
Grants a critical hit for every attack for the next 4 seconds.
Disadvantages:
- Can not use full plate mail or plate mail armour.
Dragon Knight
DRAGON KNIGHT: A paladin whose duty it is to hunt down and destroy dragons. The Dragon Knight sees the dragon as an evil creature which must be stopped from harming the innocent. Given the nature of the Dragon Knight there are very few in existence, rarely do individuals survive an encounter with a dragon. Indeed to even become a Dragon Knight an individual must be supremely strong and skilled. Over time the Dragon Knight’s have learned many techniques in fighting against dragons and some even have the ability to combat the dreaded wing buffet. The few Dragon Knight’s that have managed to survive multiple encounters with dragons have become legends and the stories of their lives are told throughout the ages.
Advantages:
- May put 5 stars in Two Handed Sword proficiency.
- Bonus 1% Fire Resistance per level.
- Gains protection from Wing Buffet at level 15.
Disadvantages:
- Can not use missile weapons.
- Can not use 'lay on hands' ability.
The Seeker
SEEKER: Is someone whose entire life is dedicated to hunting down and killing the most hated of all races – the Illithid. The Seeker is a rare individual who has spent countless years training to overcome the Illithid’s mental powers. More than likely having witnessed the slaughter of frozen family and friends at the will of the Illithid, the Seeker has been honing their rage into brutal combat. No one and no thing can get in the way of a Seeker and their next Illithid target. However once confronting an Illithid the Seeker can be overcome with the memory of their dead loved ones and fly into a blind rage. A Seeker will never end their quest to wipe out ever last Illithid from the face of the land and accordingly all have fallen in the grip of combat.
Advantages:
- Immunity to Mind Attacks
Immunity to Charm at Level 1
Immunity to Stun/Psionic Blast at Level 5
Immunity to Horror at Level 10
Immunity to Unconsciousness at Level 15
Immunity to Feeblemind at Level 20
Immunity to Confusion at Level 25
Immunity to Maze at Level 30
- May use Illithid Smite once per day
Grants +4 to THAC0 against Mind Flayers
Disadvantages:
- May not use Priest Abilities.
- May not use 'lay on hands' ability.
The Hunter
HUNTER: The Hunter is someone whose entire life is dedicated to hunting down and killing the most hated of all races – the Illithid. The Hunter is a rare individual who has spent countless years training to overcome the Illithid’s mental powers. More than likely having witnessed the slaughter of frozen family and friends at the will of the Illithid, the Hunter has been honing their rage into brutal combat. No one and no thing can get in the way of a Hunter and their next Illithid target. However once confronting an Illithid the Hunter can be overcome with the memory of their dead loved ones and fly into a blind rage. A Hunter will never end their quest to wipe out ever last Illithid from the face of the land and accordingly all have fallen in the grip of combat.
Advantages:
- Immunity to Mind Attacks
Immunity to Charm at Level 1
Immunity to Stun/Psionic Blast at Level 5
Immunity to Horror at Level 10
Immunity to Unconsciousness at Level 15
Immunity to Feeblemind at Level 20
Immunity to Confusion at Level 25
Immunity to Maze at Level 30
- May use Illithid Rage once per day
Grants +4 to THAC0 against Mind Flayers
Disadvantages:
- Has the weapon proficiencies of a paladin
- Penalty of -1 to Intelligence and Wisdom
- Gnomes only
The Lightbringer
LIGHTBRINGER: A paladin who believes they are a descendent of the ‘lightbringers’, the group of people that made the sun never set for 20 years. Nobody really knows who exactly these people were; much has been lost in the 2000 years since the time of the limnar empire. Never the less the lightbringer paladins believe they share their heritage with the lightbringers and demonstrate unusual abilities to prove this. The lightbringer paladins believe their time will come once again when they will be called upon to save the world of Mythera from the undead. Thus the lightbringer paladins are seen as arrogant both by their follow paladins and the general populous. The lightbringer paladins prefer to stay with their own kind and have their own paladin order accordingly.
Advantages:
- May cast Sunfire once per level, gained at level 15
- May use Solar Touch once per day, gained at level 10.
Does 10 Damage to undead and gains +2 Damage for every 5 levels until level 30.
Disadvantages:
- Starts with a penalty of -1 to reputation.
- Can not use 'lay on hands' ability
The Protector
PROTECTOR: This ranger is both a fine warrior and woodsman like all other rangers but the protector has a deep love of not just the forest it self but the animals and people that inhabit it. To this end the protector will risk their life to save any traveler folk who have gotten themselves into trouble. Wise and passionate the protector is also known as the Travelers Guardian. Protectors often live near the outskirts of a forest and close to a town. The protector will never abandon their obligation once they’ve sworn to protect a person, town or animal.
Advantages:
- May use Healing Wisdom once per day
Heals the target 5 Hit Points and improves by 2 Hit Points every 2 levels.
- May use Defensive Aura once per day, gained at level 12
Grants +1 AC to party members and lasts 25 seconds.
Disadvantages:
- Can only put two stars in Dual Wielding proficiency .
- Can not use stealth ability.