Chapter 5: Character Kits

The Social Ranks System

Kits

Acrobat, Amazon
Animal Master, Assassin
Barbarian, Beggar
Cavalier
Diplomat, Explorer
Gladiator, Jester
Mariner, Merchant
Mystic, Noble
Outlaw, Peasant Hero
Pirate, Pugilist
Rider
Savage, Scholar
Scout, Sharpshooter
Smuggler
Soldier, Spy
Swashbuckler
Thug
Weapon Master

Creating New Kits

 

Chapter 5:

Character Kits

Many AD&D game players are familiar with the character kits in the Player’s Handbook Rules Supplement series. Player’s Option kits are different. They are packages of descriptions, proficiencies, benefits, and hindrances that help flesh out characters. In short, the kits give adventurers background and depth.

Player’s Option kits are available to more characters than previouly published kits are. No longer are fighters and thieves the only ones who can become swashbucklers. And rogues aren’t the only characters who can excel as acrobats. With some exceptions, a character of any class can choose any kit. Many Player’s Option kits are linked to the social ranks system presented below.

Selecting a character kit is free—it has no character point cost. However, it carries a character point benefit. A character with a kit can purchase any of the recommended weapon and nonweapon proficiencies listed for 1 character point less than the cost detailed in the proficiency section.

 

The Social Ranks System Rogues, fighters, wizards, and priests can come from any background—from being the 10th son in a peasant family to the first-born of a noble house. As such, they can be of any social rank.

If a campaign is set in a large kingdom’s capital, a character with the noble kit could be a member of one of the nation’s rich, powerful families—perhaps even the favored offspring of the rulers. His relatives, however, might not be too happy that he spends so much time knee-deep in the filthy muck of dungeons, hacking atrocious beasts to bits for a living. That is hardly a suitable "noble" image. Another character might have the barbarian kit, and the player must decide how his rough and rugged fur-clad character came to be in a large city at the time the campaign starts.

A character’s initial social rank should not limit his advancement in society. A peasant hero might always feel uncomfortable when standing before his king. But if his heroic deeds warrant such an appearance, he should be granted the opportunity. The only limit on how high a character can rise in society—and in social rank—is set by his actions.

Social rank is tied to many character kits. Players can take three approaches to selecting a kit. A player can roll at random to determine his character’s kit; simply pick a kit, then roll on the social rank table underneath that kit; or, he can roll on the social rank table below and see what kit possibilities open up for his character.

To determine social rank first, roll 2d6 on the chart below. Samples of people who might fit into various classes follow. Some DMs might allow players to choose a rank that fits their character concept.

Table 40: Social Ranks Table

2d6
roll
Social rank
2–3 Lower class
4–7 Lower middle class
8–10 Upper middle class
11–12 Upper class

Lower class: Freed slaves, vagabonds, indentured servants, criminals, migrant laborers, beggars, herdsmen, peddlers, actors, men-at-arms, manual laborers, tradesmen, money-changers, fishermen, petty officers, freemen, peasants, messengers.

Lower middle class: Artisans, bakers, petty merchants, junior officers, scribes, brewers, cobblers, landless knights, minor landowners, merchants, weavers, farmers, minstrels, gardeners, miners, dockhands, sailors, blacksmiths, shop owners, bodyguards, sculptors, healers, gamblers, tailors, animal trainers, carpenters, leather workers, stonemasons.

Upper middle class: Local officials, jewelers, sages, senior officers, minor nobles (bannerets, barons) guild masters, herbalists, historians, armorers, wealthy merchants, astronomers, major landowners, navigators, weaponsmiths, composers, scholars, minor military commanders, nobles (earls), ship captains, architects, engineers, shipwrights.

Upper class: Great landowners, generals, marshals, senior officials, knights, viziers, nobles (counts, dukes), royalty, diplomats, financiers.

 

Table 41: Character Kit Table

Roll percentile dice to determine an adventurer’s kit.

01–03 Acrobat 49–51 Outlaw
04–06 Amazon 52–55 Peasant Hero
07–09 Animal Master 56–58 Pirate
10–12 Assassin 59–62 Pugilist
13–16 Barbarian 63–65 Rider
17–19 Beggar 66–68 Savage
20–22 Cavalier 69–72 Scholar
23–25 Diplomat 73–76 Scout
26–29 Explorer 77–79 Sharpshooter
30–32 Gladiator 80–83 Soldier
33–35 Jester 84–86 Smuggler
36–39 Mariner 87–89 Spy
40–42 Merchant 90–93 Swashbuckler
43–45 Mystic 94–96 Thug
46–48 Noble 97–00 Weapon Master

 

Kits There are a few rules for players to follow when selecting character kits.

A player may not choose a kit that is barred to his character’s class or race. In the case of multi-classed characters, if the kit is barred to any of the character’s classes, he may not select that kit.

A player can have only one kit per character, and the selection must be made during character creation. The only exception is if these rules are added to an already existing AD&D game campaign. In this case, the DM and players can agree on an appropriate kit for each character.

Once a kit is chosen, the player cannot later change it. For example, if a character has the peasant hero kit, and over the course of a long, successful campaign he becomes the ruler of his homeland, he does not now assume the noble kit. He remains a peasant hero. Characters cannot change their pasts.

Remember, a character with a kit can purchase any of the recommended weapon and nonweapon proficiencies (but not recommended traits) listed for 1 character point less than the cost detailed in the proficiency section.

In general, any of the following kits can be used with any character class. Some combinations, such as paladin/thug are not allowed. Let common sense, the campaign setting, and the DM serve as guides. These kits also can apply to the NPCs inhabiting a DM’s campaign. If a player wants to randomly select a kit, he can use Table 41. The table also can be used to generate NPCs.

 

Acrobat An acrobat is a general term for performers of amazing physical feats. These include jugglers, tumblers, jesters, and tightrope-walkers. Whatever their specialty, these characters make a living by entertaining others. Acrobats often travel in groups or with circuses or carnivals. These shows wander from town to town and castle to castle. All levels of society wish to be entertained. As such, successful acrobats find themselves in much demand.

A life on the road is not an easy one, however, and many acrobats often turn to other avenues to make money. Their dexterous skills make them valuable adventurers, especially if some larceny or petty theft is involved.

Social ranks: Acrobats most often occupy the middle tier of a society. Most lower-ranked members of a society have not the time to develop skills, like those of the acrobat. They must concentrate on putting food on the table. Roll 2d6 to determine an acrobat’s social rank at the campaign’s beginning.

2d6 roll Social rank
2–8 Lower Middle Class
9–12 Upper Middle Class

 

Requirements: To take this kit, a character must have a minimum Dexterity/Balance of 14 and a minimum Strength/Stamina of 12. The acrobat kit is barred to half-ogres, as well as any optional PC race that is size large (restriction z from the Other Races section of Chapter Three).

Weapon proficiencies: Small, light weapons are preferred by acrobats, as bulky or heavy ones would hinder their agile maneuvers. Suggested weapons include the knife, dagger, short sword, club, and hand axe. Thrown weapons and those with long hafts or handles also are common choices among acrobats, as the weapons can be used to juggle or pole-vault. These weapons include: quarterstaff, dart, javelin, and spear.

Recommended nonweapon proficiencies: Disguise, juggling, jumping, musical instrument, tightrope-walking, and tumbling.

Equipment: Acrobats prefer to be lightly armed and armored to allow for the fullest range of movement.

Recommended traits: Ambidexterity, double-jointed, glibness.

Benefits: If unarmored, acrobats receive a +2 bonus to tumbling, tightrope-walking, and jumping proficiency checks. In addition, they gain a +2 bonus to Armor Class versus hurled missile weapons—provided they have room to dodge the attack and are not otherwise prevented from moving freely.

Hindrances: Any acrobat who wears armor heavier than studded leather (AC 7) suffers a –1 penalty to tumbling, tightrope-walking, and jumping proficiency checks per point of armor class better than AC 7. For example, an acrobat wearing chain mail—AC5—suffers a –2 penalty. Note that Dexterity or magical bonuses to Armor Class do not increase this penalty. An acrobat wearing studded leather armor, a ring of protection +2, and having a 15 Dexterity would incur no penalty despite his AC 4 rating.

Wealth: Acrobats receive the normal amount of starting cash appropriate to their class.

 

Amazon In Amazon cultures, the women are the leaders, rulers, generals, and warriors, while the men are the cooks, cleaners, homemakers, and simple laborers—if not the outright slaves or property of the women. Such matriarchal societies may be large or small, savage or friendly. Amazon women can be seen as brusque, rude, haughty, or domineering by those from male-dominated cultures. The Amazons of legend were fierce combatants and famous riders and breeders of magnificent horses. As such, many Amazons prefer light armor, weapons, and equipment.

*** Amazons are from a Dark Ages Culture in the campaign ***

Social ranks: Amazon women can come from any economic background. Roll 2d6 to determine the rank of an Amazon female. Males are considered lower class.

2d6 roll Social rank
2 Lower class
3–5 Lower middle class
6–10 Upper middle class
11–12 Upper class

Requirements: Female characters of any demihuman or humanoid race can choose this kit.

Weapon proficiencies: Amazons can choose from: battle axe, bow (any), club, dagger, hand or throwing axe, javelin, knife, lance, spear, staff, sword (any). Men are allowed only one initial weapon proficiency, and it must be from the above list.

Recommended nonweapon proficiencies: Riding (land-based), rope use, engineering, navigation, endurance, animal training, animal handling, armorer, bowyer/fletcher, hunting, running, set snares, survival, tracking.

Equipment: Amazons can begin with only the following types of armor: shield, leather, padded, studded leather, scale mail, hide, banded mail, or bronze plate mail. Better armor can be had once a character has ventured to other cities.

Recommended traits: Allure, animal empathy, keen senses, obscure knowledge.

Benefits: Amazons are fierce, eager competitors. Many male opponents underestimate them. As a result, in any melee combat where an Amazon is fighting a male opponent, the Amazon gains a +2 bonus to her first attack and damage roll. Thereafter combat is run normally.

Hindrances: Amazons suffer a –2 reaction roll penalty from NPCs of male-dominated societies. Over time, this penalty should be reduced or eliminated if the NPCs become accustomed to the strong-willed ways of the Amazon.

Wealth: Amazons begin the game with the amount of money appropriate to their classes.

 

Animal Master Animal masters have an affinity with nature’s creatures. They can be trainers, keepers, or guardians of animals. Good-aligned animal masters protect and care for animals, evil ones use simple creatures to their own advantage. Many animal masters spend much of their time outside with their furred, feathered, or scaled friends. Animal masters could include rangers, huntsmen, falconers, and druids.

Social ranks: Animal masters tend to be earthy folks from the lower echelons of a community. Roll 2d6 to determine an animal master’s rank.

2d6 roll Social rank
2–5 Lower Class
6–11 Lower Middle Class
12 Upper Middle Class

Requirements: To take this kit, a character must have a minimum Constitution/Fitness of 10 and a minimum Wisdom/Intuition of 12. This kit is open to all player character races.

Weapon proficiencies: Animal masters can use any weapon appropriate to their class.

Recommended nonweapon proficiencies: Animal lore, survival, agriculture, animal training, animal handling, fire-building, fishing, herbalism, hunting, mountaineering, riding (any), swimming, set snares, tracking.

Equipment: Standard for the character’s class.

Recommended traits: Animal empathy, empathy, climate sense.

Benefits: When this kit is chosen, the player and DM must determine a suitable animal companion for the character. There are several factors to consider: 1) the climate and terrain of the animal master’s homeland, where he acquired the companion; 2) the character’s alignment, as companions are attracted only to animal masters of like demeanor; 3) the character’s race (dwarves and gnomes might attract burrowing or underground creatures, while elves would attract forest creatures) and; 4) the availability of compatible creatures. All animal companions should be size S (small). An animal companion is similar to a wizard’s familiar in that it has a bond with the animal master. The master can issue it simple verbal commands, and the animal can convey its needs and emotions.

After making a list of available and compatible creatures, the player should choose one creature as a companion. DMs might prefer the animal to be selected randomly. If this is the case, roll 1d20 and consult the chart below.

 

Table 42: Animal Companions

Roll Companion Roll Companion
1 Badger 11 Raccoon
2 Dog 12 Opossum
3 Wolf 13 Fox
4 Snake 14 Skunk
5 Brush rat 15 Cat
6 Owl 16 Falcon
7 Ferret 17 Monkey
8 Raven 18 Squirrel
9 Otter 19 Hawk
10 Pig 20 Woodchuck

Hindrances: The animal master must protect his companion, not send it into dangerous areas to spring hidden traps. Should an animal master lose his companion through carelessness or by capriciously placing the animal in danger, he loses 10% of his current experience point total, and he loses his affinity to that species. No other creature of that type will serve as a companion for that animal master. No penalties are assessed if the animal dies through natural causes, accidentally, or while following orders of a reasonable nature. (However, it’s reasonable for animals with combat skills to defend their masters.)

Wealth: Standard as per the character’s class.

 

Assassin This kit is intended for evil aligned characters, as the act of killing for pay cannot be justified as a good act. In any society there exists an element that wishes to dispose of rivals, business competitors, and any others deemed to be in the way. It is to this element that the assassin, a hired killer, caters. Unlike simple warriors or soldiers, the assassin relies on anonymity and surprise to earn his living. A successful assassin may not even be seen by his target. Slipping out of the darkness or a crowd of friends, the assassin does his dark deed and disappears.

Social ranks: Assassins tend to be well-off, as their services are expensive. Further, they often are educated, which helps them fit into different segments of society to stalk their prey. Roll 2d6 to determine an assassin’s rank.

2d6 roll Rank
2–3 Lower Class
4–6 Lower Middle Class
7–11 Upper Middle Class
12 Upper Class

Requirements: To take this kit, a character must have a minimum Intelligence/Reason of 10 and a minimum Wisdom/Willpower of 12. The assassin kit is barred to paladins, rangers, and druids. This kit is open to all player character races. The character must have evil alignment.

Weapon proficiencies: An assassin can use any weapon allowed to his class. However, many assassins have one weapon with which they prefer to perform their acts of murder. As he grows more notorious, evidence of a particular weapon becomes the assassin’s calling card.

Recommended nonweapon proficiencies: Etiquette, riding (any), healing, disguise, forgery, modern languages, tracking, reading lips. If the DM allows poison, the assassin must have the herbalism proficiency to use various toxins. Herbalism gives the character the knowledge to use natural plants and herbs to produce a variety of poultices, salves, and toxic compounds. Poison strengths and rules are listed in the Dungeon Master Guide.

Equipment: An assassin must be able to move quickly and quietly, and travel as lightly as possible. Light armor and small, easily concealed weapons are common accouterments.

Recommended traits: Alertness, ambidexterity, glibness, precise memory.

Benefits: The assassin’s knowledge of poisons allows him a 5% chance per level to identify toxic substances. If the assassin has the herbalism proficiency, a +10% bonus is added to the final number. The means of identifying poisons include sight, smell, taste, or by a victim’s symptoms. An assassin with the healing proficiency can treat poison victims with a +1 bonus to his proficiency check.

Hindrances: Assassins suffer a –4 reaction roll penalty whenever they encounter someone who knows their profession.

Wealth: Assassins receive 150% of the amount listed for their chosen class.

 

Barbarian The barbarian is perhaps the most common fantasy-fiction archetype. Powerfully built, immensely strong, and clad in furs and skins, the barbarian often is seen as a muscle-bound bully. However, barbarians are more than that. They arrive in the campaign’s setting from some distant, primitive land where people must still fight the environment at every turn just to survive. Playing a barbarian is all about working the mystique of a primitive culture into a more "civilized" world.

*** Barbarians come from a Dark Ages Culture ***

Social ranks: Barbarians might be wealthy in their own villages, but they won’t be high on the social or economical ladder of the civilized community they are now a part of. Roll 2d6 to determine the barbarian’s rank.

2d6 roll Rank
2–8 Lower Class
9–12 Lower Middle Class

Requirements: Barbarians must have minimum Strength/Stamina and Constitution/Health scores of 13. The barbarian kit is barred to paladins, clerics, and bards. This kit is open to all player character races.

Weapon proficiencies: Barbarians prefer simple, large, and dependable weapons. Suggested weapons include: axe (all), sword (all), club, dagger, knife, war hammer, mace, sling, spear, javelin, long bow, and quarterstaff. The following weapons are likely inappropriate for barbarians—at least until they are immersed in a new culture—crossbow (all), polearms (all), flail (all), lances (all).

Recommended nonweapon proficiencies: Endurance, animal handling, animal training, bowyer/fletcher, fire-building, fishing, riding (land-based), hunting, mountaineering, running, survival, tracking.

Equipment: A barbarian cannot initially purchase armor heavier than splint mail, banded mail, or bronze plate mail. Of course, once exposed to superior forms of armor in the campaign, the barbarian may choose to purchase other armor types.

Recommended traits: Alertness, direction sense, immunities, keen senses, light sleeper, weather sense.

Benefits/Hindrances: Barbarians are intense, and NPCs tend to have very strong reactions to them. People either are drawn by the barbarian’s animal magnetism or repulsed by his primitive qualities. This effect comes into play when NPCs meet barbarians for the first time. If the NPC’s reaction roll result is 8 or less, an additional –2 bonus is applied to the result. For example, if the character is acting indifferently toward a shopkeeper and the shopkeeper’s reaction result is a 7, the shopkeeper is indifferent. However, since the character is a barbarian, the –2 bonus applies, lowering the shopkeeper’s result to a 5—a friendly response. The shopkeeper has been won over by the barbarian’s presence. However, if the shopkeeper’s reaction roll was a 14 or higher, the modifier becomes a +2 penalty, resulting in a 16—threatening—score. For more information on reaction results, see the Dungeon Master Guide.

Wealth: A barbarian begins with the standard amount of money for his class, but all of it must be spent before play begins. The DM might allow the Barbarian to retain a few silver pieces or a handful of coppers, but not much more.

 

Beggars Beggars earn a living off the generosity of others. They are a raggedy lot who make others pity them or who deceive others into giving them money. A beggar might dress in rags and huddle on a street corner, calling out to strangers for coppers so he can buy food. Perhaps he pretends to be maimed, old, or senile, and begs coins from those more fortunate. Some beggars might actually be down on their luck and in need of a generous handout. But most of them are capable of working. A few have begging perfected to a fine art. These are swindlers who create elaborate schemes to separate the wealthy from their money. Swindlers might coerce businessmen to invest in a nonexistent company, con lords and ladies into betting on imaginary horse races, and romance people into marriages that leaves the marks copperless and abandoned. Beggars adventure to get out of town if city guards are giving them too much trouble or if they want to score treasure

Social ranks: Beggars usually occupy the lower tier of society. Roll 2d6 to determine his social rank at the beginning of the campaign.

2d6 roll Social rank
2–7 Lower Class
8–12 Lower Middle Class

Requirements: Beggars must be chaotic in alignment and have a Charisma/Leadership score of at least 10. This kit is barred to all optional races except kobolds, goblins, and mongrelmen, as well as paladins, rangers, druids, and wizards of all types.

Weapon proficiencies: Beggars prefer small weapons that can be concealed. That way they look defenseless. These weapons include daggers, knives, saps, and slings. However, when adventuring they use any weapons allowed their character class.

Recommended nonweapon proficiencies: Disguise, forgery, gaming, ventriloquism, seamstress/tailor.

Equipment: While begging, these characters dress in rags or whatever other clothing is appropriate to their scam. However, when adventuring they don the best armor and weapons they own.

Recommended traits: Glibness, impersonation, inherent immunity to cold, inherent immunity to heat.

Benefits: Beggars receive one free nonweapon proficiency at the time of character creation—if the proficiency comes from the above recommended list.

Hindrances: These characters are not accepted into upper middle class and upper class social circles—at least in the community in which the beggar is plying his trade. This equates to a –4 reaction roll penalty if the beggar is trying to socialize with the upper crust.

Wealth: Beggars begin with the normal starting gold for their character class.

 

Cavalier This kit is appropriate only for good-aligned characters, as cavaliers are of brave heart and honorable bearing. They are the devoted heroes of the realm. Warriors, wizards, and clerics who love their country, their sovereign, and their people can be cavaliers. Cavaliers are the noblest of nobles, but they do not use their positions in society simply to further their own ends. They strive to aid the less fortunate, protect their ruler, and save their country—whenever the need arises. Cavaliers can be independent, or they might be employed as agents of the state, perhaps taking orders from the king or queen.

*** Cavaliers come from either a Hundreds Year War or Crusades Culture ***

Social ranks: Though anyone with the right intentions and determination can be a cavalier, it is more likely these individuals come from the higher echelons of a community. Roll 2d6 to determine a cavalier’s rank.

2d6 roll Rank
2 Lower Class
3 Lower Middle Class
4–7 Upper Middle Class
8–12 Upper Class

Requirements: Cavaliers must have a minimum score of 13 in their class’s prime requisite. Also, all cavaliers must a minimum Charisma/Leadership of 14. Cavaliers can be humans, elves, half-elves, or dwarves; this kit is barred to rangers, thieves, druids, and bards.

Weapon proficiencies: Cavaliers can choose any weapons allowable by their class. Swords and lances are especially appropriate for warrior cavaliers, as they are suitably noble weapons for cavaliers to carry.

Recommended nonweapon proficiencies: Etiquette, riding (any), heraldry, history (local or ancient), languages (modern or ancient), animal handling, dancing, reading/writing, artistic ability, and gaming.

Equipment: Cavaliers can equip themselves how they choose. However, a cavalier must purchase a mount as soon as he can afford one. Not only does a handsome mount increase the cavalier’s noble bearing, one will likely come in very handy on his many travels.

Recommended traits: Allure, artistic ability, glibness, lucky, music/singing, or music/instrument.

Benefits: So good-hearted and strong-willed is the cavalier that he gains a +2 saving throw bonus against all mind-affecting magics. Such magics include, but are not necessarily limited to: charm person, friends, hypnotism, sleep, irritation, ray of enfeeblement, fear, confusion, geas, command, enthrall, cloak of bravery, and symbol.

Hindrances: Most cavaliers have a strong sense of honor, meaning they will only fight fairly and chivalrously. For example, during a combat on a high cliff-top, the cavalier’s foe might slip over the edge and manage to catch onto a handhold. The cavalier could not leave the miscreant to that fate, nor would he loosen his foe’s grip on the cliff. Rather, the cavalier would help the foe up, and then continue the combat. Neither would a cavalier kill any enemy no longer capable of self defense or one who had surrendered in good faith. Because of this code, a cavalier can be difficult to play properly.

Wealth: Unless the cavalier comes from the lower class, he begins with 150% of the starting cash for his profession. If he comes from the lower class, he begins with the normal starting cash.

 

Diplomat In any campaign that involves government and politics, diplomats and other courtiers are bound to appear. Diplomats can bring important messages to neighboring countries. They might—as adventurers—explore uncharted regions and act as emissaries. Or they could be attached to a foreign court as their lord’s representative, advising the foreign ruler of the attitudes and policies of the diplomat’s homeland. Diplomats also act as their rulers’ eyes and ears in a distant court.

*** Diplomats come from a Hundred Years War or Crusade Culture ***

Social ranks: Diplomats are groomed from the higher stations in society. Roll 2d6 to determine their rank.

2d6 roll Rank
2–6 Upper Middle Class
7–12 Upper Class

Requirements: A diplomat must have a minimum Intelligence/Knowledge score of 10 and minimum Wisdom/Intuition and Charisma/Appearance scores of 12. The diplomat kit is barred to half-orcs, half-ogres, and any of the optional races except centaurs, githzerai, satyrs, and swanmays.

Weapon proficiencies: A diplomat can wield any weapons that fit his character class. However, since a diplomat is usually a peaceful individual, if he wears heavy armor and carries lots of weapons he might be viewed suspiciously. Diplomats are at their best appearing inoffensive.

Recommended nonweapon proficiencies: Dancing, etiquette, heraldry, history (any), languages (any, numerous preferred), reading lips, and riding (any).

Equipment: A diplomat can equip himself however he desires. However, his possessions should be of superior quality and appearance.

Recommended traits: Allure, alertness, artistic ability, glibness, music (any), obscure knowledge, and precise memory.

Benefits: Since the diplomat’s nature is to put others at ease, he receives a +2 bonus to all reaction rolls.

Hindrances: Diplomats are often far from home, essentially at the mercy of a foreign ruler. If the diplomat delivers a message that the ruler doesn’t appreciate, the ruler may take out his anger on the messenger. During wartime, diplomats live especially dangerous lives, as they frequently must travel across enemy lines and battlefields to perform their duties.

Wealth: Diplomats begin with double the amount of gold allotted to their class.

 

Explorers Explorers live to see what’s over the next mountain or to sail beyond the countries at the edge of a map. They yearn to discover new places, people, and wonders. And their wanderlust drives them ever on. They make perfect adventurers, never staying in one town for more than a few days or weeks. And they are always eager to explore ruins, abandoned temples, and cave complexes. Many explorers are demihumans who, not fitting into human-dominated towns, turned to traveling. Others are half-breeds, such as half-elves, half-orcs, and half-ogres, who found more acceptance in the wilderness than in either of their parent’s communities. Of course, there are human explorers, too, these leaving their homes simply because they had to know what’s out there.

Social ranks: Explorers come from all walks of life. Roll 2d6 to determine social rank at the beginning of the campaign.

2d6 roll Social rank
2–3 Lower Class
4–6 Lower Middle Class
7–10 Upper Middle Class
11–12 Upper Class

Requirements: Explorers must have a minimum of 12 for Wisdom/ Willpower and Intelligence/Knowledge scores. This kit is open to all player character races and classes.

Weapon proficiencies: These characters can select any weapon proficiencies allowed their adventuring classes.

Recommended nonweapon proficiencies: Direction sense, fire-building, fishing, survival, weather sense, seamanship, local history, ancient history, reading/writing.

Equipment: Explorers are practical and try to carry all of their arms, armor, and belongings with them. They prize extra-dimensional spaces and magical carts and boxes such as: bags of holding, Heward’s handy haversacks, quivers of Ehlonna, portable holes, mouse carts, flatboxes, and more.

Recommended traits: Internal compass, inherent immunity to cold, inherent immunity to heat, keen eyesight, keen hearing, precise memory.

Benefits: Explorers gain the survival nonweapon proficiency at no cost, and they can choose any two terrain types to apply it to. Possible terrains are: arctic, woodland, desert, steppe, mountain, and tropical.

Hindrances: These characters cannot stay in one place too long, calling no place home unless "home" is a ship or a covered wagon. Therefore, explorers cannot spend more than a few weeks at best in any given city or keep.

Wealth: Explorers begin with the maximum amount of gold allowed their character class.

 

Gladiator Gladiators are trained to fight people and creatures for others’ entertainment. Most are flashy, outlandish showmen whose battle tactics often cater to the crowd first, their survival second. Gladiators can be slaves who are forced to fight, or they can be free men who choose to make a living this way. If this kit is used in a campaign, there must either be a culture that publicly allows this activity, or else the fights might be illegal—held in secret places and backed by society’s shady element. Legal or not, the gladiator definitely makes his living in an urban setting. If the campaign doesn’t revolve around, or at least contain, a sizable city, this kit could be inappropriate.

*** Gladiators come from Dark Ages Cultures ***

Social ranks: Gladiators can come from almost any economic background, though it is more likely they come from the lower rungs of the community. Roll 2d6 to determine the rank of a gladiator.

2d6 roll Rank
2–6 Lower Class
7–10 Lower Middle Class
11–12 Upper Middle Class

Requirements: A gladiator must have Strength/Muscle and Constitution/Fitness scores of 13 or greater. This kit is barred to satyrs and swanmays. In addition, paladins, rangers, wizards, thieves, and bards may not choose this kit.

Weapon proficiencies: Only melee and hurled missile weapons—no bows, slings, etc.—can be used by such a character, as gladiatorial combats are not about firing arrows at one another. A gladiator who kills an opponent without endangering his own life in mortal combat is not much of a showman. Possible gladiator weapons include: daggers, swords (all, but short swords are most common), scimitars, spears, tridents, polearms (all), war hammers, maces (all), scourges, nets, and whips.

Recommended nonweapon proficiencies: Blind-fighting, endurance, gaming, jumping, tumbling, armorer, weaponsmithing, healing, and rope use.

Equipment: Gladiators can have whatever weapons fit their classes. However, they are initially limited in armor types. Gladiators cannot begin with anything greater than studded leather.

Recommended traits: Fast healer, immunities, keen senses, light sleeper, lucky.

Benefits: Gladiators enjoy a +1 bonus on attack rolls with one particular melee weapon. For example, a gladiator could choose a +1 attack bonus with the short sword.

Hindrances: As gladiators are trained to make combats last a long while and to play to any crowd, they suffer a +1 penalty to their initiative rolls. They take this time to show off, display their weapon prowess, or bait their opponent.

Wealth: Standard as per the character’s class.

 

Jester Comedians, clowns, jokesters, and tricksters—these make up the jester kit, and those individuals who fit this kit live to make others laugh. Jesters strive to perfect their humor—whether it be slapstick, dark comedy, or simple ribald jokes. Some dress in gaudy costumes and adorn themselves with bells and shiny buttons. Others dress like the common man and blend in with the crowd. They spend their nights in kings’ courts, at nobles’ parties, or in crowded taverns, and they tailor their humor to their audience. They adventure to gain wealth and friends—and to acquire material for their next performances. The most noted jesters are gnomes because of their exaggerated visages.

Social ranks: Jesters are found at every level in society, though the majority of them come from the middle class. Roll 2d6 to determine social rank at the beginning of the campaign.

2d6 roll Social rank
2 Lower Class
3–7 Lower Middle Class
8–11 Upper Middle Class
12 Upper Class

Requirements: Jesters must have a minimum Intelligence/Reason of 12 and a minimum Charisma/Leadership of 13. Dwarves, elves, and any of the optional PC races except for kobolds or goblins may not choose this kit. Only bards and thieves may choose this kit.

Weapon proficiencies: These characters can select any weapon proficiencies allowed their adventuring classes.

Recommended nonweapon proficiencies: Singing, etiquette, modern languages, reading/writing, ventriloquism, juggling, disguise, jumping.

Equipment: While adventuring, jesters outfit themselves with weapons and armor allowed their character class. However, they are ever on the lookout for unusual clothes, props, noise-makers, and accouterments that can be used in their act.

Recommended traits: Precise memory, obscure knowledge, lucky, keen hearing, empathy.

Benefits: Jesters enjoy a +1 bonus to Charisma when they are working an audience.

Hindrances: Jesters are often not taken seriously. When trying to conduct business deals or when socializing, NPCs have a –1 reaction roll penalty toward them.

Wealth: Jesters begin with the normal amount of gold allowed their character class.

 

Mariner Mariners are devoted to the sea. They may be young, old, poor or wealthy enough to own the ship they sail. They travel the world’s oceans because they love it. They live for trading, exploring, and discovering new lands.

Social ranks: Mariners tend to be educated individuals from families with a reasonable amount of gold. Roll 2d6 to determine the rank of a mariner.

2d6 roll Rank
2–6 Lower Middle Class
7–10 Upper Middle Class
11–12 Upper Class

Requirements: A mariner must have a minimum Intelligence/Knowledge score of 9. The mariner kit is prohibited for dwarves, aarakocra, alaghi, bullywugs, centaurs, mongrelmen, ogres, orcs, satyrs, swanmays, thri-kreen, and wemics.

Weapon proficiencies: Mariners can be versed in any weapons applicable to their classes. However, weapons such as spears, pole-arms, and nets are practical.

Recommended nonweapon proficiencies: Weather sense, navigation, fishing, seamanship, swimming, rope use.

Equipment: Mariners can carry whatever equipment they desire, however much of it should be useful in their trade. Further, these individuals tend to wear little or no armor, as heavy armor is not practical on a ship. They prize rings of protection and bracers of defense.

Recommended traits: Keen senses, light sleeper, lucky.

Benefits: Mariners enjoy a +2 bonus on reaction rolls from sailors, ship captains, and aquatic races. And they gain a +1 to hit bonus with nets.

Hindrances: Because mariners are so at home on the sea, they are often uncomfortable on land. When there is no water in sight, they are out of their element, and they suffer a –2 reaction roll penalty.

Wealth: Standard for the character’s class.

 

Merchants Merchants are vital to any civilization, for they buy, sell, or barter the goods and services that a society demands. Merchants include local fish-mongers, street vendors, shop keepers, caravan owners, and more. Some have permanent stores established in a thriving business district. Others travel to distant lands to bring back rare treasures. Adventurers are natural merchants, as they often visit many strange and exotic places and acquire unusual and valuable goods. Merchant adventurers have an outlet to sell many of the material treasures such as tapestries, statuary, gems, and jewelry they often accumulate.

Social ranks: Merchants come from many walks of life. Roll 2d6 to determine the rank of a merchant. Optionally, grant that merchant the appropriate business and income.

2d6 roll Rank Business
2–3 Lower Class Works for someone else
4–7 Lower Middle Class Owns a stall or rents a storefront
8–10 Upper Middle Class Owns a storefront
11–12 Upper Class Owns a large storefront

Requirements: A merchant must have minimum Intelligence/Knowledge and Charisma/Appearance scores of 9. This kit is closed to paladins, rangers, druids and all charcters of the following races: alaghi, minotaur, mongrelman, ogre, satyr, swanmay, thri-kreen, and wemic.

Weapon proficiencies: Merchants can wield any weapons appropriate to their classes. However, a merchant who wears heavy armor and carries several large weapons might make their customers nervous—unless the merchant is in the business of selling arms and armor.

Recommended nonweapon proficiencies: Appraising, carpentry, cobbling, etiquette, reading/writing, modern languages, local history, forgery, tailoring, weaving.

Equipment: Merchants can carry whatever equipment they desire, however much of it should be useful in their trade. Many merchants make sure they have plenty of leather sacks and other containers to store goods they might acquire. They prize bags of holding and flatboxes.

Recommended traits: Glibness, keen senses, precise memory, alertness, obscure knowledge.

Benefits: Because they are often welcomed into communities, merchants receive a +1 reaction roll bonus in city settings. In addition, merchants with the appraising proficiency gain a permanent +2 bonus to that skill.

Hindrances: While they are initially welcomed for the goods and services they bring, not all merchants are forthright in their business dealings. Any merchant who is publicly accused of cheating his customers (whether the accusation is true), loses the reaction bonus above. Further, he suffers a –2 penalty to all reaction rolls until his innocence is proven.

Wealth: A merchant begins with the maximum amount of gold allotted to his class.

 

Mystic Thoughtful and introspective, the mystic seeks to find the answers to the mysteries of the universe by traveling across the globe. Nonviolent by nature, the inquisitive mystic seeks only truth, and he avoids confrontations when possible. However, if the mystic must battle his way to enlightenment, he will do so. Mystics are usually found among cultures that place a high value on art, philosophy, and scholarship. As seekers of knowledge, mystics often become adventurers while they search for the answers they seek.

Social ranks: Mystics tend to be well-educated, coming from the more affluent segments of society. Roll 2d6 to determine the rank of a mystic.

2d6 roll Rank
2–7 Upper Middle Class
8–12 Upper Class

Requirements: A mystic must have a minimum Wisdom/Intuition score of 13. This kit is closed to thieves and bards. Only characters of the following races can choose this kit: human, elf, half-elf, gnome, halfling, aarakocra, alaghi, centaur, githzerai, swanmay, and wemic.

Weapon proficiencies: Mystics can wield any weapons appropriate to their classes. However, most prefer lighter weapons which do not weigh them down.

Recommended nonweapon proficiencies: Astrology, astronomy, religion, etiquette, languages (modern or ancient), history, (local or ancient), reading/writing, heraldry, riding (any), herbalism, healing, gem cutting, musical instrument, navigation.

Equipment: Mystics can select whatever equipment they desire and can afford. However, these characters are known to travel unencumbered, so care should be taken in what they purchase and acquire.

Recommended traits: Artistic ability, empathy, obscure knowledge, ancient history, precise memory.

Benefits: A mystic can temporarily boost one of his 12 subability scores by +2. If the mystic is a ranger with a 16 Balance score, by meditating the score can be temporarily increased to an 18. If the mystic is a warrior trying to boost a Muscle score of 18/30, the bonus counts as 20% rather than 2 points—each point equates to 10%. The mystic warrior’s Muscle is temporarily increased to 18/50. To gain this subability bonus, the mystic must meditate, building up his body and mind for this feat. The subability score remains boosted for one-third of the mystic’s meditation time. If the Mystic mediated for three uninterrupted hours, he could boost a subability score for one hour.

Hindrances: The process of meditation requires effort. While a mystic could meditate in the cabin of a ship, he could not do so if that ship were in the midst of a terrible storm. Attacks or very loud noises also disrupt meditation. The time spent in meditation does not alleviate the mystic’s need for food and sleep. So it is unlikely that a mystic could spend three days in meditation in preparation for an adventure. Further, a mystic cannot gain multiple meditation bonuses at one time.

Wealth: A mystic is interested in knowledge, not material items. As such, he cannot own more than he can carry. A mount is an exception, as such a beast is useful in taking the mystic to new places.

 

Nobles Nobles are those born to the highest ranks of society. They are rich, dress well, and they usually spend money frivolously. They are the privileged few the common people idolize. And they are the symbols of what others often consider the best in the world.

This leads many nobles to believe they are better than everyone around them—not just in wealth or social standing, but in manner and abilities. This sense of superiority can manifest itself as overwhelming pride, arrogance, and condescending snobbery. These nobles use their wealth, standing, and power to take what they want from those weaker than themselves. They can be as brutal, savage, and unthinking as the horrific monsters they slay.

Not all nobles are like this, however. Some feel a certain sense of stewardship for the unwashed hordes. These nobles consider it their duty to do all in their power to better the world—as long as their lifestyles are not jeopardized. They can be chivalrous toward members of the opposite sex, and they might occasionally stop to chat with peasants. These nobles mean well, but they may be out of touch with what is important in the lives of the common people.

Nobles need not be played as brutal tyrants or out-of-touch fops and dandies, but there are plenty of wealthy individuals who fit those two archetypes.

Social ranks: Nobles are only found in the upper echelons of society. Roll 2d6 to determine the rank of a noble.

2d6 roll Rank
2–4 Upper Middle Class
5–12 Upper Class

Requirements: Nobles need only meet the requirements of their adventuring class. This kit is open to all classes and races except mongrelmen.

Weapon proficiencies: Any allowed by their adventuring class.

Recommended nonweapon proficiencies: Etiquette, heraldry, riding (any), dancing, languages (ancient or modern), history, (local or ancient), reading/writing, religion, gambling, musical instrument, animal handling, hunting, and gaming.

Equipment: Regardless of his class, he must purchase a mount and tack, as no self-respecting noble would allow himself to be seen on foot when out and about. Further, all armor, weapons, clothes and accouterments must be of the finest quality.

Recommended traits: Allure, artistic ability, glibness, lucky, music (any).

Benefits: Because of his superior manner of dress, speech, and decorum, NPC nobles will recognize the player character’s status and accord him the proper respect. Player character nobles receive a +2 reaction roll bonus when interacting with individuals from the upper class and upper middle class.

Hindrances: Because the noble demands the finest things in life, he pays more money for meals, board, equipment, etc. In addition, many vendors recognize the noble as being wealthy and raise their prices accordingly. A noble must add 25% to the price of any item or service he wishes to purchase.

Wealth: Nobles begin with twice the normal starting gold of their class to reflect their higher level of resources.

 

Outlaw These characters spit in the face of authority and scoff at the mention of "the law." They are men and women wanted by the campaign’s government officials and law-enforcement authorities.

Some outlaws are the heroic Robin Hood type. They become outlaws because they oppose an evil, corrupt, or tyrannical regime. These outlaws are more concerned with justice than the strict letter of the law. And while they willingly break laws, they do it for the common good—robbing from the rich to give to the poor, smiting the minions of the vile administration, and generally making life as uncomfortable as possible for those who’ve turned the law to their own wicked ends.

Other outlaws are bandits and highwaymen who inhabit the fringes of many civilizations hoping to rob innocent passersby of their hard-earned valuables. These despicable louts truly give the term "outlaw" a bad name.

Social ranks: Outlaws typically come from the poorer segments of society. Roll 2d6 to determine an outlaw’s social rank.

2d6 roll Rank
2–7 Lower Class
8–12 Lower Middle Class

Requirements: As many Outlaws must leave the comforts of civilization behind to avoid capture, they must be hardy souls. All outlaws must have minimum Strength/Stamina and Constitution/Health scores of 12. This kit is open to all races and classes, but paladin outlaws require special approval from the DM.

Weapon proficiencies: Outlaws can wield whatever weapons are allowed by their class. However, they tend to favor missile weapons because they like to strike at the forces of the law from a safe distance.

Recommended nonweapon proficiencies: Rope use, set snares, survival tracking, fire-building, riding (any), animal lore, bowyer/fletcher, hunting, running, local history, disguise, tumbling.

Equipment: Characters who are on the run, such as outlaws, are apt to be lightly equipped to allow for quick, quiet movements.

Recommended traits: Alertness, internal compass, glibness, impersonation, keen senses, light sleeper, lucky.

Benefits: Outlaws have a designated hideaway, a place where they can feel safe. Possible locations include a grove in the local forest, a hidden valley, the city’s sewer system, or a nearby dungeon. The DM and player should work out the specifics.

Hindrances: Outlaws always have someone out to get them—usually the collective force of the campaign’s law enforcers. They might have some player characters after them, too, if the bounty on their head becomes tempting enough.

Wealth: Standard for the character’s class.

 

Peasant Hero A Peasant hero is the "local kid done good." Whatever his class, whatever his ambitions, this character always remembers that his roots are in the soil of his home—be it a bustling village, a quiet hamlet, or a lone farm miles from the nearest neighbors. He might leave his home and become a great general, a mighty wizard, a noble priest, or a master thief—but his home will always be foremost in his heart. A peasant hero might fight against tyrannical nobles who are oppressing the common people, or he could simply yearn for the wealth of the nobles—so he can return to his village and build homes, temples, schools, and more.

Social ranks: Peasant heroes come from the poorest of families. Roll 2d6 to determine the hero’s social rank.

2d6 roll Rank
2–9 Lower Class
10–12 Lower Middle Class

Requirements: This kit is open to all classes and races. There are no abilty score requirements.

Weapon proficiencies: Although a peasant hero can wield any weapon allowed by his adventuring class, favored weapons include: dagger, short sword, quarterstaff, spear, short bow, club, hand axe, knife, sickle, sling, and staff sling.

Recommended nonweapon proficiencies: Agriculture, fishing, animal handling, animal lore, blacksmithing, carpentry, cooking, cobbling, fire-building, pottery, stonemasonry, weaving.

Equipment: See "Wealth" below.

Traits: Animal empathy, empathy, immunities, climate sense.

Benefits: The disadvantaged often make it through the rough times by helping each other. Therefore, in his homeland, a peasant hero always will be given shelter and any other help his fellows can give. They will hide him and his friends from an evil ruler’s troops, heal his wounds, and feed and clothe him. Of course, this is conditional—if the peasant hero has given up his down-to-earth ways or mistreats his former friends, he’ll find all doors in the village closed to him.

Hindrances: As he is viewed as something of a hero, a peasant hero will find the people of his homeland coming to him for assistance. If livestock are disappearing from the pens, or the village elder has been jailed for speaking against the nobles, or if another peasant is accused of crime he didn’t commit, the peasant hero will be called upon to help.

Wealth: Peasant heroes begin with half the starting maximum gold allowed for their adventuring class.

 

Pirate Like mariners, pirates love the ocean. However, pirates also love wealth. Evil pirates are the scum of the seas. They’ll attack a ship and kill the crew to a man—unless there is a nobleman or wealthy heiress on board they can hold for ransom. These buccaneers have no lofty goals and fight for no cause other than to net the next ship full of booty.

Privateers are neutral- or good-aligned pirates who are usually commissioned by a government to prey on the shipping of that government’s enemy. Privateers are often granted Letters of Marque that state they are in the employ of their king or queen. As representatives of a nation, privateers are expected to behave with a code of honor. They accept surrenders, treat prisoners well, and are always deferential to any noble captives—especially those of the opposite sex.

Social ranks: Pirates usually come from the middle rungs of the social ladder. Roll 2d6 to determine the rank of a pirate.

2d6 roll Rank
2–7 Lower Middle Class
8–12 Upper Middle Class

Requirements: A life on the sea is rigorous and demanding. Pirates must have minimum Constitution/Health and Dexterity/Balance scores of 12. The pirate kit is prohibited for dwarves, aarakocra, alaghi, bullywugs, centaurs, ogres, orcs, satyrs, swanmays, thri-kreen, and wemics. This kit is open to all classes.

Weapon proficiencies: Pirates can be versed in any weapons applicable to their classes. However, rapiers and cutlasses are suggested for swashbuckling characters.

Recommended nonweapon proficiencies: Navigation, fishing, seamanship, rope use, gambling, tightrope walking, direction sense, swimming, weather sense.

Equipment: Pirates tend to avoid large weapons and heavy armor. Characters who are weighted down have a hard time climbing around in the ship’s rigging and are likely to drown if they are pitched overboard during a storm or a fierce battle.

Recommended traits: Alertness, glibness, light sleeper.

Benefits: Pirates are accustomed to the pitch and roll of a ship and have an advantage when engaged in melee on deck. They gain a +1 bonus to their attack rolls while fighting at sea. Pirates also have a designated hideaway. Such locations include deserted isles, hidden anchorages, a sea-cave complex beneath the port city, etc.

Hindrances: Pirates suffer a –2 penalty on reaction rolls when they enter a port. If a pirate behaves in a manner appropriate to the setting, this penalty may be reduced and then eliminated upon subsequent visits. Pirates often make a lot of enemies. Hence, pirates are sometimes hunted by those they plundered. Pirate characters should never get too complacent—there’s always somebody not too far away who wants the character’s loot or head to show that this sea wolf will prowl the oceans no more.

Wealth: Standard for the character’s class.

 

Pugilist Pugilists are characters who prefer to fight with their bare hands. They might make a living by fighting in a ring. Or perhaps they specialize in martial arts. They are strong, tough, and fit into any society that allows professional or street fights. Pugilists make excellent adventurers, as they have quick reflexes and are good in a brawl with monsters. Adventuring gives them an additional outlet for their physical side, and it affords them opportunities to travel to new communities and find new fights. Players might want to consult the Combat and Tactics book for information on unarmed combat and martial arts.

Social ranks: Most pugilists come from poorer families in bad parts of town where people learned to fight to get what or simply to defend themselves. Roll 2d6 to determine a pugilist’s social rank at the beginning of the campaign.

2d6 roll Social rank
2–10 Lower Class
11–12 Lower Middle Class

Requirements: Pugilists must have minimum Strength/Muscle and Dexterity/Balance scores of 14. This kit is barred to the following races: aarakocra, alaghi, bullywug, centaur, lizard man, minotaur, swanway, thri-kreen, and wemic. The kit is open to all classes except wizards.

Weapon proficiencies: These characters can select any weapon proficiencies allowed their adventuring classes. However, they prefer to fight with their hands. Proficiency and specialization in any form of unarmed combat (punching, wrestling, or martial arts) is recommended for the pugilist.

Recommended nonweapon proficiencies: Blind-fighting, endurance, running.

Equipment: Pugilists prefer to fight in loose-fitting street clothes and unencumbered. They seek magical bracers and rings to make themselves more difficult to be struck. They will wear armor while adventuring—if their character class allows it.

Recommended traits: Keen eyesight, keen hearing, keen sense of touch, light sleeper, ambidexterity.

Benefits: Normally, when a character makes an unarmed attack against an armed opponent or a monster with natural attacks, his foe gains an immediate attack of opportunity with a +4 bonus to his attack roll. This makes it very dangerous for unarmed heroes to attack most enemies. However, pugilists are skilled at fighting armed opponents and monsters with their bare hands; they are treated as if they were armed when making unarmed attacks.

Hindrances: Pugilists are admired when they are in a ring and the crowd is cheering them on. However, people from the middle and upper class prefer not to associate with the ruffians. A pugilist’s Charisma is effectively lowered by 1 when dealing with those from the middle class and by 2 when speaking to people from the upper class.

Wealth: Pugilists begin with the normal amount of gold allowed their character class.

 

Rider A rider is a character who has developed a bond with his mount. When the character was younger, he became friends with this animal, and the rider and his mount grew up together and grew close. They are now all but inseparable. In fact, they share such a bond they can sense each other’s location and general health. Perhaps the rider is an elf who was born in the deep wilderness and who rides into the campaign’s city on a giant boar. Maybe the rider is a halfling lass who—with her giant lizard mount—leaves her village behind in pursuit of adventure.

Social Ranks: Riders can come from most walks of life. Roll 2d6 to determine the rider’s social rank.

2d6 roll Rank
2–4 Lower Class
5–10 Lower Middle Class
11–12 Upper Middle Class

Requirements: Riders must have a minimum Charisma/Leadership of 13. This kit is open to the standard player character races, and to flinds, githzerai, goblins, kobolds, orcs, and swanmays. The kit is open to all classes.

Weapon proficiencies: Riders can select any weapons that fit with their adventuring professions. Weapons designed to be used while mounted are ideal. These include: lances, bow (any), horseman’s flail, horseman’s mace, horseman’s pick, spear, bastard sword, long sword, scimitar, morning star.

Recommended nonweapon proficiencies: Animal lore, animal training, animal handling, riding (any), rope use, charioteering, heraldry, bowyer/fletcher.

Equipment: Riders can select any weapons, armor, and other equipment that fits their adventuring class.

Recommended traits: Animal empathy, empathy, alertness, keen hearing.

Benefits: When this kit is chosen, the player and DM must determine a suitable mount for the character. There are several factors to consider: 1) the climate and terrain of the character’s homeland, where he acquired the mount; 2) the character’s race (halflings would have a difficult time riding elephants, while half-ogres would be too big for a pony) and; 3) the availability of the mount. A rider’s mount is similar to a wizard’s familiar in that the pair have a bond. Each will know the general state of health of the other, the direction the other is in, and the distance by which they are separated. Depending on its degree of intelligence, the mount might be able to understand if its friend is in danger. Many a rider has escaped certain death on the back of a mount that risked its own life to save him.

After making a list of possible mounts, the player should select one. DMs might prefer the mount to be selected randomly. If this is the case, use the following method.

Roll 1d6. A result of 1–3 indicates the player should roll on the natural creatures table; 4, flying creatures; 5, giant land creatures, and; 6, underwater creatures. Then roll 1d8 on the appropriate mount table.

 

Table 43: Mounts

  Natural Creatures   Flying Creatures
1 Horse/pony 1 Griffon
2 Bull 2 Huge raven
3 Camel 3 Hippogriff
4 Buffalo 4 Huge bat
5 Mule 5 Giant owl
6 Cave bear 6 Pegasus
7 Stag 7 Giant wasp
8 Elephant 8 Giant eagle
  Giant Land Creatures   Underwater Creatures
1 Giant beetle 1 Hippocampus
2 Giant lizard 2 Giant crab
3 Giant boar 3 Sea horse
4 Giant weasel 4 Dolphin
5 Giant frog 5 Killer whale
6 Giant badger 6 Sea lion
7 Giant goat 7 Giant otter
8 Giant skunk 8 Giant ray

Hindrances: If a rider neglects or mistreats his mount, the DM might declare that the mount flees—bolts during the night, kicks its way out of a stable, flies away, etc. If this occurs, the rider can never again experience an empathic rapport with a animal. Further, when the rider’s mount dies, the rider immediately suffers 2d6 points of damage, due to the emotional loss resulting from the death of a close friend. This damage can be healed. However, if the mount’s death occurred as a result of the rider’s negligence, aside from suffering the physical damage, the rider must attempt a saving throw vs. spells. Failure means the rider operates as if he were under a feeblemind spell for the next 2d6 hours.

Wealth: A rider begins with the amount of money allowed his adventuring class. He must purchase tack and animal feed with this before using what is left to purchase weapons, armor, and equipment.

 

Scholar A scholar is driven by his incessant drive for knowledge about a particular topic or family of topics. Adventuring scholars might want to study underground ruins, abandoned temples, mythical beasts, giant insects, haunted woods, or monsters. When not traveling (and taking copious notes at every opportunity), he’s likely to be found poring over books, maps, scrolls, and clay tablets. Scholars choose to adventure because they know they can learn more by studying something up close than by reading about it in musty libraries.

Social ranks: Scholars are well-educated and come from rather affluent families. Roll 2d6 to determine a scholar’s social rank.

2d6 roll Rank
2–6 Upper Middle Class
7–12 Upper Class

Requirements: A scholar must have a minimum Intelligence/Knowledge of 13. This kit is open to all standard player chacter races and to: centaurs, githzerai, and swanmays. Fighters may not be scholars.

Weapon proficiencies: Those that fit with the scholar’s adventuring class.

Recommended nonweapon proficiencies: Reading/writing, history (any), languages (any), heraldry, astrology, astronomy, herbalism, engineering, gem cutting, religion, spellcraft, brewing, etiquette, musical instrument.

Equipment: Scholars always must be prepared to record some interesting new bit of knowledge. Therefore, all scholars must carry quills, ink, scrolls, and a journal or diary with which to write down any intriguing new facts or theories.

Recommended traits: Artistic ability, keen eyesight, keen hearing, precise memory, obscure knowledge.

Benefits: Scholars gain a +1 bonus either to Intelligence or Wisdom checks (player’s choice)—including proficiency checks based on Intelligence or Wisdom.

Hindrances: Since scholars spend so much time reading, theorizing, and studying, they suffer when it comes to physical combat. All scholars suffer a –1 penalty on their initiative rolls when fighting.

Wealth: Standard for the character’s class.

 

Scout Scouts are those characters who are most at home in the wilderness. They can be hunters, loggers, trappers or furriers. Or they might be employed by the campaign’s military forces to patrol the country’s borders and keep a furtive eye on the nation’s enemies. As a rule, they are brave—even daring. Few others would voluntarily cross into enemy territory to ascertain troop movements or the locations of the monsters’ stronghold. Wilderness is not limited to forests. Any geographic region that is untouched by civilization qualifies. Such areas can include the desert, arctic tundra, tropical rain forests, mountain valleys, or even natural cave complexes—perhaps leading to the Underdark.

Social ranks: Scouts come from the lower tiers of society. Roll 2d6 to determine a scout’s social rank.

2d6 roll Rank
2–5 Lower Class
6–12 Lower Middle Class

Requirements: Scouts must be able to discern a dangerous situation from a lethal one. All scouts need a minimum Wisdom/Intuition score of 12. This kit is open to all races and classes.

Weapon proficiencies: Scouts can be proficient in any weapons that fit with their adventuring class. Since they are frequently outnumbered by foes, most scouts select missile weapons to help them even the odds.

Recommended nonweapon proficiencies: Tracking, survival, fire-building, hunting, mountaineering, rope use, set snares, swimming, carpentry, direction sense, weather sense.

Equipment: Scouts do not enter the wilderness unprepared. Scouts must purchase adequate clothing for the season, rations and water, flint and steel, rope, bedroll, a small hammer, and pitons. They can purchase any weapons, armor, and other equipment with any gold they have remaining.

Recommended traits: Alertness, fast healer, impersonation, keen eyesight, keen hearing, keen sense of touch, light sleeper.

Benefits: Scouts gain a +1 bonus to all nonweapon proficiency checks while in the wilderness or natural cave settings.

Hindrances: Scouts are ill at ease in urban or dungeon settings. They suffer a –1 penalty on all nonweapon proficiency checks when in such locales.

Wealth: Standard for the character’s class.

 

Sharpshooter Sharpshooters devote their time and effort to becoming extremely proficient with missile weapons. They might be experts with thrown weapons such as the dagger or hand axe. Some make their living as trick-shot artists in carnivals and circuses. Sharpshooters may be military specialists assigned to attack and dispose of enemy officers, wizards, airborne foes, or even enemy sharpshooters. Others might be classic archers, able to split an opponent’s arrow in a target or knock a foe’s weapon from his hand.

Social Ranks: Sharpshooters usually come from middle-classed families who have money to spend on weapons and lessons. Roll 2d6 to determine the social rank.

2d6 roll Rank
2–6 Lower Middle Class
7–12 Upper Middle Class

Requirements: A sharpshooter must have a minimum Dexterity/Aim of 13. Bugbears, lizard men, minotaurs, ogres, and wemics cannot become sharpshooters. This kit is barred to wizards and priests (although the DM may allow some specialty priests, such as druids, to become sharpshooters).

Weapon proficiencies: More than half of a sharpshooter’s initial weapon proficiencies (or at least six character points) must be allocated on missile weapons. Expenditures for missile weapon specialization or style specializations involving missile weapons count toward the requirements.

Nonweapon proficiencies: Bowyer/fletcher, hunting, heraldry, riding, weaponsmithing.

Equipment: A sharpshooter’s first concern is making sure he has enough arrows or other missile weapons. After that, he can purchase whatever armor and equipment is appropriate to his adventuring class.

Traits: Ambidexterity, keen eyesight, keen hearing, lucky.

Benefits: Sharpshooters gain a +1 bonus to attack and damage rolls with one particular missile weapon. The weapon must be chosen at the time of the character’s creation. This bonus does not apply to a hurled missile weapon when it is used in melee combat. For example, if a sharpshooter threw a spear at an oncoming hobgoblin, he could apply the bonus. If he waited until the hobgoblin closed to melee range, the bonus is no longer applicable.

Hindrances: Because a sharpshooter concentrates on missile weapons, he suffers a –1 penalty on initiative rolls for melee combat.

Wealth: Standard for the character’s class.

 

Smuggler Characters who earn a living by fencing questionable goods and moving material about behind the backs of government officials are considered smugglers. They are opportunists who have the right connections to guide stolen or suspicious property about from place to place—at a considerable profit to themselves. Smugglers rarely steal things themselves. They consider that much more risky than transporting the goods and feigning ignorance about the goods’ origins. And they rarely keep materials they believe stolen—better to move the objects on to another city. A few smugglers work as fences on the side. Smugglers love the adventuring life because it gives them the opportunity to travel and the chance to move goods. A smuggler might jump at the opportunity to delve into a dungeon when the authorities are on the lookout for a matched set of emeralds he has in his belt pouch.

Social ranks: Most smugglers come from the middle class. Roll 2d6 to determine their rank.

2d6 roll Social rank
2–8 Lower Middle Class
9–12 Upper Middle Class

Requirements: Smugglers must have a minimum Wisdom/Willpower score of 12, as they must have enough common sense to help them stay ahead of the law. This kit is open to all races and classes, but paladin smugglers require special approval from the DM.

Weapon proficiencies: These characters can select any weapon proficiencies allowed their adventuring classes.

Recommended nonweapon proficiencies: Appraising, forgery, gem cutting, ancient history, artistic ability, etiquette, pottery, ancient languages, reading/writing.

Equipment: Smugglers seek magical bracers and rings to make themselves more difficult to be struck or seen. They will wear armor while adventuring—if their character class allows it. However, they prefer to travel in loose-fitting street clothes and unencumbered.

Recommended traits: Keen sense of touch, glibness, impersonation, lucky, obscure knowledge, precise memory.

Benefits: If a smuggler chooses the appraising nonweapon proficiency, he gains a +2 bonus to that proficiency score.

Hindrances: Smugglers on occasion run afoul of the law—or of individuals who try to pass goods via the character. When this happens, a smuggler might have to rely on his fellow adventurers for protection.

Wealth: Smugglers begin with the maximum amount of gold allotted to their character class to reflect the money they earn from their shady dealings.

 

Soldier A Soldier is a professional warrior. He might be a field officer, a career sergeant, or a sellsword. Any character class can be a soldier. Warriors and clerics can lead troops into battle; wizards can decimate enemy armies with their powerful, offensive spells; and rogues can infiltrate enemy-occupied positions and gain valuable intelligence. If a player is interested in this kit, he should discuss with the DM whether the soldier is a member of a standing military organization or is a mercenary. If the character is a member of a military force, his military rank also must be decided.

Social ranks: Soldiers come from all walks of life. However, those from more influential families tend to rise higher in the military career ladder. If the soldier is part of an organized unit, roll 2d6 to determine his social and military rank.

2d6 roll Rank Military Title
2–5 Lower Class Man-at-arms/foot soldier
6–9 Lower Middle Class Sergeant/horse soldier
10–11 Upper Middle Class Lieutenant
12 Upper Class Captain/commander

Requirements: Soldiers must have a minimum Constitution/Fitness score of 12, as military life is not easy. This kit is open to any player character race except; aarakockra, alaghi. githzerai, minotaur, mongrelman, satyr, swanmay, thri-kreen, and wemic. The kit is open to all classes.

Weapon proficiencies: Soldiers can be proficient in weapons that fit their adventuring class.

Recommended nonweapon proficiencies: History (ancient or local, emphasis on military events), fire-building, direction sense, animal handling, cooking, heraldry, riding (land-based), seamanship, swimming, disguise, armorer, blind-fighting, bowyer/fletcher, charioteering, endurance, navigation, survival, weaponsmithing, reading/writing.

Equipment: Soldiers must spend more than half of their starting wealth on weapons and armor. They can wear any armor and use any weapons allowed their adventuring profession.

Recommended traits: Keen eyesight, keen hearing, light sleeper.

Benefits: At the time of character creation, the soldier gains one free nonweapon proficiency, provided it is selected from the recommended list above. In addition, a soldier acquires one weapon at no cost—a gift of the military.

Hindrances: A soldier can purchase only those weapons, armor, and other pieces of equipment that can be carried on his back or on his mount.

Wealth: Standard for the character’s class.

 

 

Swashbuckler A swashbuckler is the lightly armed and armored hero with a flashing blade and rapier wit. Most at home in a city-based campaign (dungeons tend to ruin their expensive, foppish attire), the swashbuckler seems to have stepped right out of Dumas’ The Three Musketeers. Swashbucklers may be dull bureaucrats, wheezing aristocrats, or meek scribes during the day—but at night they don their fanciest clothes, gird on their blades, and venture out into the darkening city for an evening of raucous revelry, flippant conversation, and a helping of derring-do. Despite a generally flippant (some might say arrogantly sarcastic) attitude, most swashbucklers have a strong sense of honor. Anyone who dares insult the swashbuckler, his comrades, or a member of the opposite sex may well find a blade at his throat.

*** Swashbucklers come from either Hundred Years War or Crusades Cultures ***

Social ranks: Swashbucklers are more affluent than common fighters. Roll 2d6 to determine a social rank.

2d6 roll Rank
2–7 Upper Middle Class
8–12 Upper Class

Requirements: Swashbucklers should be witty, and they should be light on their feet for those occasions when their wit goes unappreciated. As such, all swashbucklers need minimum Dexterity/Balance and Intelligence/Reason scores of 12. This kit is closed to the optional player character races, and to rangers and druids.

Recommended weapon proficiencies: Swords are the traditional weapons of most swashbucklers, especially rapiers and sabres. However, they can use any weapons that fit their adventuring professions.

Recommended Nonweapon proficiencies: Tumbling, etiquette, dancing, riding, blind-fighting, musical instrument, appraising, gaming, tightrope walking, jumping.

Equipment: A swashbuckler can wear any armor and weapons allowed to his class, though they should be flashy and of good quality.

Recommended traits: Ambidexterity, artistic ability, glibness, music, lucky.

Benefits: When unarmored or wearing armor no heavier than studded leather, swashbucklers gain a +2 armor class bonus. This bonus is in addition to any other AC modifiers such as a high Dexterity and magical defensive items. (This is equal to the optional defensive bonus class ability, and the two cannot be combined.) Also, due to their roguish charm, swashbucklers gain a +2 reaction roll bonus from NPC members of the opposite sex.

Hindrances: As the swashbuckler seeks out adventure, so too does adventure find him. Life, and the DM, should conspire to make reality interesting for the character. For example, if a swashbuckler is fleeing the outraged sibling of one of his paramours, his flight might carry him across the path of a defenseless peasant who is being harassed by a gang of ruffians. Or, if a swashbuckler leaps overboard to escape the buccaneers who shanghaied him, he discovers that the waters are infested with sahuagin riding sharks.

Wealth: Standard for the character’s class, plus 20% to reflect his affluent background.

 

Thug This kit is recommended only for non good-aligned characters. As the outlaw makes his home and living on the fringes of civilization, the thug makes his way in cities. A thug knows the streets and alleys, and he knows the shadowy places best. In the darkest parts of town he lies in wait for unsuspecting prey—such as travelers new to the city, those who become lost in the maze of streets and alleys, and those on their way home after having a bit too much to drink. Thugs might be street ruffians, members of press gangs, gang enforcers, or barroom rowdies. In any case, they tend to be loud, obnoxious, and prone to violence.

Social ranks: Most thugs come from low-income families, and it is this background that leads them to their questionable lifestyle. Roll 2d6 to determine a thug’s social rank.

2d6 roll Rank
2–8 Lower Class
9–12 Lower Middle Class

Recommendations: Thugs must have minimum Strength/Muscle and Charisma/Appearance scores of 10. This is barred to aarakocra, kobolds, satyrs, and swanmays. Only fighters and thieves may select this kit.

Weapon proficiencies: Small or easily concealed weapons are the thug’s favorites, as they can be carried most anywhere. These include: daggers, dirks, hand axes, knives, blowguns, and slings. However, thugs can carry any weapon that is allowed by their adventuring class.

Recommended nonweapon proficiencies: Blind-fighting, endurance, gaming, jumping, rope use, running.

Equipment: Most thugs like to wear as little armor and carry as few pieces of equipment as possible—as they like to move about unencumbered. However, some thugs prefer wearing bulky armor and carrying big weapons to intimidate others.

Recommended traits: Fast healer, keen eyesight, keen hearing, keen sense of touch, light sleeper.

Benefits: Due to their rough-and-tumble lifestyle and penchant for street brawls, thugs gain a +1 bonus to all damage rolls.

Hindrances: Thugs are often wanted by the local law enforcers. In a relatively confined area such as a city, a thug can never relax. Around the next corner might be a member of the constabulary—or the thug’s next victim.

Wealth: Standard for the character’s class.

 

Weapon Master A weapon master is a character who, regardless of class, has chosen to devote most of his combat training to a single weapon. A weapon master’s goal is to blend weapon and self into one whirling, deadly union—one lethal entity. Weapon masters might display their prowess as part of a circus or carnival show—knocking lit cigars out of unsuspecting peoples’ mouths—or juggling three short swords while blind-folded. Or, weapon masters might have inherited the family heirloom weapon, and mastering it is a family tradition that the character feels he must live up to.

Social ranks: Weapon masters come from families that can afford weapon instructors. Roll 2d6 to determine a weapon master’s social rank.

2d6 roll Rank
2–4 Lower Middle Class
5–9 Upper Middle Class
10–12 Upper Class

Requirements: Only fighters, priests, and thieves can become weapon masters. Further, they must have minimum Strength/Stamina and Dexterity/Aim scores of 13. The kit is open to all races.

Weapon proficiencies: Weapon masters always choose a melee weapon to study and excel in. The character must begin play with expertise or specialization in at least one melee weapon.

Recommended nonweapon proficiencies: Blind-fighting, juggling, weaponsmithing, bowyer/fletcher, endurance.

Equipment: A weapon master cannot wear any armor heavier than chain mail. The weapon master begins play with one weapon ot the type he has mastered at no cost.

Recommended traits: Ambidexterity, double-jointed, keen eyesight, keen hearing, lucky.

Benefits: A weapon master is so skilled with one melee weapon that he can, as he enters combat, display his amazing level of skill. This causes all opponents who see the display to suffer a –2 initiative penalty for the first two rounds of combat.

Hindrances: So total is the weapon master’s devotion to his weapon that he cannot become proficient with weapons of another type. For example, if the character’s choice weapon is a mace, he can only gain proficiencies in bludgeoning weapons. If the chosen weapon is a sword, he can only wield slashing weapons without suffering penalties to hit.

Wealth: Standard for the character’s class.

 

Creating New Kits To design additional kits, DMs should answer these questions.

What role does this kit to serve in the campaign?

What makes this unique from all other kits?

In what ways is it similar to any other kits?

What levels of society would generate characters that would choose this kit?

Requirements: What does a character need to take this kit? What minimum of ability does this kit require?

Weapon proficiencies: Does this kit give access to weapons not normally allowed certain classes? If so, why? Are certain weapons associated with this kit?

Recommended nonweapon proficiencies: What skills would PCs with this kit likely need?

Equipment: Does this kit grant access to equipment not normally available to some classes. If so, why?

Recommended traits: What characteristics fit an individual with this kit?

Benefits: What extra ability or modifier does this kit grant characters? Is this benefit too powerful for a kit? Is it too weak? Compare this kit’s benefits with the other kit benefits in this chapter.

Hindrances: What penalty or modifier compensates for the above benefit without weakening the character too much or leaving him too powerful?

Wealth: Is the starting cash of the character affect by this kit? If so, how much?

Once these questions have been answered, a DM should have a pretty good idea of the compatibility of a new kit. The most important decision to make is determining if this kit unbalances the game. Contrast and compare it with other kits. It’s much easier to fix the kit now than try to repair a campaign after an unbalanced kit has damaged it.

The next step is to experiment with the kits in play. Outside the normal campaign, put this kit through its paces. Run different character classes through an encounter or two to see if it works the way it was intended. If it does, introduce it to campaign and have fun. If it doesn’t, head back to the drawing board.