Andyr Posted August 24, 2006 Share Posted August 24, 2006 (edited) The following Fighter kits are included in the mod, and may be installed as separate, optional components. Unless otherwise noted, they use the standard Fighter HLA table if Throne of Bhaal is installed. HEXBLADE: Combining the dynamic powers of martial prowess and arcane might, the Hexblade presents a deadly challenge to opponents unused to such a foe. Hexblades adventure for personal gain, whether that gain is power, prestige, wealth, or all the above. The style of the Hexblade is selfish, sometimes even cruel, and even the friendliest-seeming Hexblade is typically self-serving. Their magic aids them in combat, and they specialise in cursing their foes. Hexblades are able to use their magic while wearing armor, and may be of any nongood alignment. Advantages: - Gains a +1 bonus to saves vs. spells. An additional +1 bonus is gained at level 11. - May cast Doom once per day per 5 levels. - From level 4, may cast Charm Person and Sleep once each per day. An extra use is gained at level 8. - From level 7, may cast Greater Malison once per day. Extra uses are gained at levels 14 and 20. - From level 8, may cast Invisibility and Mirror Image once each per day. An extra use is gained at level 12. - From level 12, may cast Protection from Normal Missiles and Vampiric Touch once each per day. An extra use is gained at level 16. - From level 16, may cast Improved Invisibility and Polymorph Other once each per day. An extra use is gained at level 20. Disadvantages: - May only Specialize (2 stars) in weapons. - THAC0 does not improve at levels 4, 8, 12, 16 and 20. - May not dualclass. A Hexblade may pick the Wizard spells of Power Word: Blind, Silence or Stun as HLAs, each useable once per day, in addition to the normal choice available to a Fighter. These are cast in the same manner as their other spells. DUELIST: The Duelist is the happy-go-lucky hero with the ready wit and the flashing rapier. He's happiest when he's in the big city, but can be an imposing warrior anywhere-enemies often underestimate him because of his charming manners and don't realize that he can hold his own in the melee as well as anyone else. Attacking with a trademark speed and grace, the Duelist's agility makes up for their disdain for heavy armor or large weapons. The Duelist, because he's bright and well-spoken, often becomes party leader... or at least the leader's spokesman. Duelists are found among all races and alignments. Advantages: - Gains a +1 bonus to weapon speed factor, THAC0 and damage per 10 levels. - Gains a +1 bonus to armor class per 5 levels. Disadvantages: - Grand Mastery may only be attained using single-handed, bladed weapons. All other weapons, and the Two-Handed Weapon fighting style, are limited to one proficiency point. - May not wear armor heavier than studded leather. FIST OF ORDER: While many view the Fists simply as efficient (if brutal) mercenaries, they are in fact templars sworn to the service of their unforgiving deities--typically Iyachtu Xvim, son of the dead Bane, Lord of Tyranny. Members are also sometimes found among other militaristic and Lawful faiths, such as that of Helm. The world is a dark and unforgiving place, or so says the Church of Xvim, wherein the strong survive by ruling the weak and forging order from the chaos. To support its dogma, the Church established this elite company of templars and made them available for hire to those whose causes complemented the Church's ultimate goals (and who could, naturally, afford to pay the hefty tithes neccessary to maintain a crack unit of well-armed and well-trained men and women). The Fists are infamous for their efficient brutality: nowhere will an employer in need of military aid locate mercenaries more dedicated to ensuring that the rule of law prevails over the forces of anarchy and confusion. Fists of Order must be of either Lawful Evil, Neutral Evil or Lawful Neutral alignment. They sacrifice mastery of any single weapon in favour of the highly efficient use of many types of weapon, allowing them to act as most appropriate for the situation at hand. Advantages: - Gains a +1 bonus to THAC0 per 6 levels. - From 4th level, gains a +1 bonus to damage per 6 levels. - From 7th level, may cast Cloak of Fear once per day. Extra uses are gained at levels 14 and 20. Disadvantages: - May only Specialize (2 stars) in weapons. BLACKGUARD: The Blackguard epitomizes evil. The quintessential black knight, this villain carries a reputation of the foulest sort that is truly well-deserved. Consorting with fiends and serving dark deities, the blackguard is feared by all. Some people call these villains anti-Paladins due to their completely evil nature. The comparison with Paladins is an apt one, for where the Paladin serves their deity in the name of Law and Good, to the benefit of all civilised creatures, the Blackguard does the bidding of their fell master and seeks to increase only their own power. Blackguards may be of any Evil alignment. Advantages: - May use Lay on Hands on himself once per day, healing the Blackguard 2 hit points per level. - May cast Detect Good and Protection from Good each 3 times per day. These are analogous to Detect Evil and Protection from Evil, except deal with Good creatures. - From level 5, may coat his weapon in poison once per day per 6 levels. Attacks made in the next round will inject the poison into the target, dealing out 1 damage per second for 24 seconds (3 damage for the first 6 seconds). A saving throw vs. poison limits damage to 12 total. - From level 7, may cast Animate Dead once per day. Extra uses are gained at levels 14 and 20. Disadvantages: - May only Specialize (2 stars) in weapons. - May not dualclass. - A Blackguard whose reputation exceeds 14, or ceases to be of Evil alignment, is forever cursed by his deity and loses all special powers. He is thereafter treated as a Fighter, except he is still limited to Specialization in weapons. The Blackguard's HLA table is the same as the standard Fighter table, with the addition of Summon Fallen Deva. Edited September 2, 2006 by Andyr Quote Link to comment
SixOfSpades Posted October 17, 2006 Share Posted October 17, 2006 About the Duelist: 2-handed swords and Staves were popularly used as dueling weapons in various locales and periods. I would make at least some accomodation for this--otherwise all Duelists would quickly become cookie-cutter dual-wielders, which is the most powerful offensive style anyway. I would also swap the frequency of their THAC0 bonuses with that of their AC bonuses. This would make them more like the Kensai (which they are supposed to be a softer version of anyway) and less like the Swashbuckler. Quote Link to comment
Andyr Posted October 17, 2006 Author Share Posted October 17, 2006 Thanks for the input; I'll think on it. Quote Link to comment
Andyr Posted September 18, 2007 Author Share Posted September 18, 2007 Version 2 adds the Duskblade kit, courtesy of Ronin69hof: DUSKBLADE: The duskblade blurs the line between spellcaster and warrior, marrying the power of magic with hand-to-hand combat prowess. A student of ancient elven spellcasting techniques, the duskblade combines arcane spellcasting with the combat skills of a fighter. While the ability to cast arcane spells in armor originated with the elves, over the millennia the secrets of the duskblade have been disseminated to the other races and today members of any race can become a duskblade. Duskblades are able to use their magic while wearing armor up to and including splint mail, and may be of any non-evil alignment. Advantages: - From level 4, may cast Entropic Shield and Magic Missile once each per day. An extra use is gained at level 8 and 12. Entropic Shield forms a magical residue providing mild protection from all ranged attacks. The shield has a 20% chance of deflecting a missile attack away from the caster. This lasts for 5 rounds per 4 levels of the caster. - From level 7, may cast Melf's Acid Arrow once per day. Extra uses are gained at levels 14 and 20. - From level 8, may cast Remove Magic and Haste once each per day. An extra use is gained at level 12. - From level 12, may cast Greater Malison and Stoneskin once each per day. An extra use is gained at level 16. - From level 16, may cast Breach and Phantom Blade once each per day. An extra use is gained at level 20. Disadvantages: - May only Specialize (2 stars) in weapons. - May not dualclass. - May not use bows or missile weapons - Can only wear armor up to and including splint mail A Duskblade may pick the Wizard spells of Tenser's Transformation, Mantle or Mordenkainen's Sword as HLAs, each useable once per day, in addition to the normal choice available to a Fighter. These are cast in the same manner as their other spells. Quote Link to comment
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