Kits


" You want to know what is a mirror house? It`s very simple indeed. someday a wise man made a question to himself: if there are so many mages utilizing the land`s mana for casting his spells, why we don`t build a "mana pool"? "
Marcus Odissey Biamindua, supreme sorcerer
Description:
The tower at the center point of the Magic House is called Arcann, and inside there various mages study and practice the arcane arts, day after day. At the top of the tower, a huge soluakh crystal is used to absorb the maximum mana possible (Soluakh are the best crystals knew for the absorption of mana, they are also very, very rare to find. This one at the top of the tower are the biggest ever found, and one of the most valuable artifacts of the world). The mana absorbed is also redirected by the mages for the "mirror houses" all around the land. Mirror houses are reduced versions of the Arcann tower, and each one have at least one piece of soluakh to receive the mana sent from there. Some of the known mirror houses are the mirror houses of Talantha, Bak, Pravokia and Niadia… Also, some experienced mages have been able to built his own mirror houses, but this ones are hidden along the lands, and will certainly not accept any mage asking for a mana recharge.
The adepts are bound by nature with the mana that flows from the Magic House, and by doing it they receive some extra power to cast his spells, as long as they keep recharging it at the mirror houses or at Arcann tower itself. So adepts are more powerful mages, but unfortunately they are equal subject to a infamous destiny… If someday, for some reason, the Arcann tower is destroyed by some disaster (well, we are very afraid right now that the Balrog takes it!), all the adept mages will loose automatically his ability to cast spells, until it`s rebuilt somewhere… Actually, some think that the adepts will still be able to cast spells, but as long as the Arcann tower is destroyed, these casts will be extremely painful for them!
Any torannian, high elf or half-elf can be adept. Only mages and specialists, of course, can take this kit. Also, to reflect the tough tests that the adepts must pass to enter the Magic House school, all adepts must have the following minimum ability scores: Intelligence 15 and Wisdom 12.
Role: In the most part of the civilized lands, the adepts are very respected because of their noble profession. But there`s so many other that doesn`t seen to have any like for them, particularly the mages that were not accepted by the Magic House school. But, after all, the simple fact of being an adept automatically reflects his high intelligence and knowledge of the arcane arts to almost anyone of his own culture.
Weapon Proficiences: The adepts use the same rules for normal mages. And some of the preferred weapons are the dagger and the quarterstaff.
Nonweapon Proficiences: Bonus: Ancient History, Reading/Writing and Religion. Recommended: Ancient languages, spellcraft, artistic ability, cooking, dancing, etiquette and modern languages.
Special Benefits: Adepts can absorb the mana from the Arcann tower and the mirror houses, these mana raises the number of spells that they can cast, but not per day! These bonus must be kept by the side of the normal spells thay can cast, and it`s used the exactly same way, except that this bonus spells are only refreshed when the mage enter a mirror house or the Arcann tower, and spends at least 30 minutes absorbing the soluakh crystal`s mana. Also, they can only refresh one time per day, they can`t, for example, get his bonuses at morning, go on adventuring until afternoon, and refresh it again. In this case they will have to wait for the other day to refresh it.
The bonus spells that an adept gains is based in his own level and rank among the Magic House scholars. So, there`s a table for the bonuses they receive:
Table 1: Adepts Bonus Spell Progression
| Wizard | Spell | Level | |||||||
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
| 1 | 1 | ||||||||
| 2 | 1 | ||||||||
| 3 | 2 | ||||||||
| 4 | 2 | 1 | |||||||
| 5 | 3 | 1 | |||||||
| 6 | 3 | 2 | |||||||
| 7 | 3 | 2 | 1 | ||||||
| 8 | 4 | 3 | 1 | ||||||
| 9 | 4 | 3 | 2 | ||||||
| 10 | 4 | 3 | 2 | 1 | |||||
| 11 | 4 | 4 | 3 | 1 | |||||
| 12 | 4 | 4 | 3 | 2 | |||||
| 13 | 4 | 4 | 3 | 2 | 1 | ||||
| 14 | 4 | 4 | 4 | 3 | 1 | ||||
| 15 | 4 | 4 | 4 | 3 | 2 | ||||
| 16 | 4 | 4 | 4 | 3 | 2 | 1 | |||
| 17 | 4 | 4 | 4 | 3 | 3 | 2 | |||
| 18 | 4 | 4 | 4 | 3 | 3 | 2 | 1 | ||
| 19 | 4 | 4 | 4 | 3 | 3 | 3 | 2 | ||
| 20 | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 |
Special Hidrances:
As talked above, the adepts are very dependants of the Arcann tower, and if someday it is invaded or destroyed, the adepts will automatically loose all their abilities to cast spells, both from their bonuses and their normal spell ability.Also, if anyway this wizards had to make their spells, they will loose 10 hit points per level of the spell being casted. This loose hits are only recovered by resting, any magical healing will fail to restore it... Even wish spell will heal only half of the wizard`s lost hits.
The only chance for the adepts survival if some terrible thing happens to their tower is to build another tower somewhere, but it will surely take years of hard work. Well, being an adept is both a great thing and a great risk!
Description:
All nightblades seen to be very skilled with stealth and assassination skills. They have a magical ability to disguise, hide in the shadows, move in utter silence, or even turn themselves invisible. Also, almost all of them have the abilities to breed and use poison for maximum deadly efficiency on their blows!
Normally, all nightblades are khitains who follow one of their shadow clans leader, but most stories say that some torannians and dardees that have traveled to the distant lands of Khitai often learn the secrets of the nightblades and are accepted into their shadow clans. However, this is very, very rare to happen.
Only rogues can take this kit. They must have also a Dexterity score of 15 or more, and an Intelligence score of 11 or more. Not every ordinary rogue have all the atributes to be magically enchanted by the khitaian lords.
Role: The nightblades are feared among the khitaian folk, basically cause their primary intentions are murdering and poisoning their clan`s opponents... But not all nightblades are evil. After all, there some shadow clans and his lords who actually likes to maintain the order and upholding the good on their lands, and this clan`s nightblades will only do missions of murdering to prevent some imminent conflict or war between the clans.
Also, nightblades doesn`t seen to have a personal life. They are always hidden, waiting for his next mission at some khitaian village... They are always disguised, and even his words must be disguised to not let the truth appear. Normally, when a nightblade becomes famous, he will be very likely to die suddenly, murdered by one of his brothers in arms. Cause no shadow clan like to get his dark secrets revealed.
Weapon Proficiences: Such as Rogue, tough nightblades tend to use khitaian weapons.
Nonweapon Proficiences: Bonus: Disguise, Herbalism (Mostly used for brewing poisons). Recommended: Forgery, Tumbling, Brewing, Cooking, Heraldry.
Special Benefits: Being magically enchanted by the khitaian lords, all nightblades have some special magical abilities that they can use an amount number of times per day. Each ability used takes a certain amount of Magical Points from the nightblade`s daily reserve. First, we have to determine the number of Magical Points that the nightblade gains per level, to do so just consult the table bellow:
Table 2: Nightblade Magical Points
| Intelligence Score | # of MP gained per lvl. |
| 11-14 | 2 |
| 15-16 | 3 |
| 17 | 4 |
| 18 | 5 |
| 19+ | 7 |
Well, now we have to determine what abilities the nightblade can use, and how many Magical Points each of these abilities take from his daily reserve to be made. Now you have to look at this other table bellow... All these abilities have the same effects of the same Wizard spell, such as Range, Duration, Casting Time, etc... The casting level of nightblade is equal to his own level.
Table 3: Nightblade Special Abilities
| Special Ability | MP cost | Special Ability | MP cost |
| Alarm | 3 | Shadow Door | 20 |
| Change Self | 5 | Telekinesis | 25 |
| Feather Fall | 5 | Teleport | 25 |
| Jump | 5 | Death Fog | 45 |
| Wall of Fog | 8 | Mislead | 45 |
| Blur | 8 | Shadow Walk | 65 |
| Fog Cloud | 10 | Teleport W.E. | 65 |
| Invisibility | 10 | Screen | 85 |
| Infravision | 12 | Weird | 100 |
| Imp. Invisibility | 18 | - | - |
Note that to use his abilities, the nightblade may not be wearing any kind of armor other than leather, and no shield. He can use any of his allowed weapons, tough.
Special Hidrances: Being a tremendous powerful rogue brings some hidrances to the nightblade too:
-Nightblades must earn 20% more experience points to pass for another level.
-Nightblades gains only 20 points per level to distribute among his thieving skills.
-Nightblades receive -6 reaction adjustment when dealing with any khitaian that actually knows he`s an agent of the shadow clans.
-Nightblades must follow his clan`s orders and maintain himself hidden when there`s no mission available. If a nightblade breaks this rule he will be chased by all members of his clan until he`s dead or banned from Khitai.
Note: If your campaign is centered on Khitai, perhaps its better for you to take the Nightblade Class, instead of just the kit. Take a look at the The Ways of Khitai...
Description:
Generally, knights belongs to noble families residing on their respective cities, but its not rare to see ordinary men becoming knights, tough these lucky ones must pass to tough tests to prove that what they lack in nobility they have in skill and strength. Knights are trained and maintained by his cities governors, they receive lots of benefits and shelters of the cities nobles, but something are expected from them in exchange!
The knights must protect his cities, his governors, his citizens and his cities purposes... And must do that with fearless conviction! Knights are expected to be the great heroes who will kill the demons and save their cities, and every knight wants nothing less than that. Its very hard for a knight to go adventuring the world, or to have any kind of "entertainment life", the knights are always protecting his beloved cities.
Sometimes, the most brave knights are sent on personal quests by his commanders, but those responsibilities are only given to the most experienced and skilled ones. Anyway, every knight must pass by at least one tough quest: When a knight reaches the 9th level, he will be sent to some special mission by his respective governor... No failure can be accepted on these missions, if the knight completes his task, he will receive some special gift, and will be able to continue earning experience as before. If the knight fails, and do not got killed on his quest, he will loose all his kit special abilities, and will start to earn only half of his gained experience points until he reaches the 12th level, at which he will receive the forgiveness of his governors, as well as all his kit abilities back. No other quest will be given to that poor knight...
To be a knight, the character must be of any lawful alignment (Tough LE knights are not supposed to exist... Anyway, who knows?) and have at least the following minimum ability scores: Strength 15, Dexterity 12, Constitution 12, Intelligence 10, Wisdom 10. Fighters and Paladins may be knights; Rangers may not. Only torannians and half-elves may be knights.
Role: The knight is a mighty hero who has the respect of the majority of the population (the criminal classes and evil characters excepted). He has the good-will of the people (reflected as bonuses to his reaction rolls), but the people also make many demands of him: When there`s danger, when someone is in trouble, the people turn for the knight for help. This character does not get much time for rest and relaxation.
Weapon Proficiences: Bonuses for the Knights of the Purple Army only: Sword (any; player choice) and Lance (any; player choice). Required for the other Knights: Sword and Lance. Recommended for all Knights: All other Swords, all other Lances, all Horsemen`s weapons, Dagger, Spear, Bows, Crossbows.
Nonweapon Proficiences: Bonus proficiences for all Knights: Riding (Land-based, horse), Etiquette. Bonus proficience for the Knights of the White Cross: Religion. Bonus Proficience for the Knights of the Royal Army: Ancient History. Recommended for all Knights: Animal Handling, Animal Training, Dancing, Heraldry, (Priest, double slots unless Paladin or Knight of the White Cross) Healing, Musical Instrument, Reading/Writing. (Warrior) Blind-Fighting, Endurance. (Wizard, double slots unless Knight of the Royal Army) Reading/Writing.
Special Benefits:
Knights of the Purple Army: They gain two free weapon proficiences (as listed above). Also, to reflect their hard training, these knights start to receiving some bonuses for their attack maneuvers with any sword or lance (tough the lance must be used from horseback): At 1st level, they get a +1 to hit with these weapons. This bonus goes up +1 every six experience levels (so they`ll be +2 at 7th level, +3 at 13th, etc...) These pluses to hit do not add to damage, and don`t allow them to hit a monster that can only be hit by magical weapons.
Knights of the Royal Army: They start up with the Ancient History proficience, and can take Wizard proficiences with no extra cost (as listed above). Also, at 9th level, they gain the limited ability to use magical scrolls. Their understanding of magical writings is far from complete, however. They have a 25 percent chance to read the scroll incorrectly and reverse the spell`s effect.
Knights of the White Cross: They start up with the Religion proficience, and can take Priest proficiences with no extra cost (as listed above). Also, at 9th level, they gain the limited ability to use clerical scrolls. Their understanding of magical writings is far from complete, however. They have a 25 percent chance to read the scroll incorrectly and reverse the spell`s effect.
Other benefits: The knights are completely immune to the fear spell. Because they are so brave, they inspire others to courage, and so, while they are in fighting, they actually radiate an emotion spell in a 10` radius. This emotion spell radiates courage (see the write up for the 4th level wizard spell emotion), but only to the extent that it negates fear; it does not bestow the berserk fury that the actual wizard spell provides.
The knights are +4 to save vs. all magic which would affect his mind, such as the wizard spells charm person, friends, hypnotism, sleep, irritation, ray of enfeeblement, scare and geas, and the clerical spells command, charm person or mammal, enthrall, cloak of bravery and symbol.
The knights receive a +3 reaction from anyone of his own culture (except criminals and evil characters, from whom they receive a -3).
And finally, the knights have the right to demand shelter. When they travel, they can demand shelter from anyone in his own nation who is of status lower than nobility. And most people of their own status or higher will be happy to offer them shelter when they are travelling.
Special Hidrances: For all those benefits, the knights have some pretty hefty hidrances as well... Note that LE Knights may "forget" some aspects of the Code of Chivalry.
-Knights cannot attack an opponent at range if they can stead charge ahead and attack him in melee or jousting combat. They could shot to protect an innocent, but not to protect anyone who is fighting the enemy honorably, including their own friends.
-In any combat, knights must attack the enemy who is the biggest and most powerful-looking.
-Knights must always have the highest quality of armor they can afford (they also prefer a suit of ordinary field plate than a set of banded mail +5).
-Knights must follow the very strict Code of Chivalry: "Must cheerfully perform any noble service or quest asked to him by his governor or commanders; Must defend, to the death, any person or item placed in his charge; Must show courage and enterprise when obeying his governor; Must show respect for all peers and equals; Must honor all those above his social class; Must demand respect and obediance from those bellow his social class; Must scorny those who are lowly and ignoble (he will not help the illmannered, the coarse, the crude; he will not use equipment which is badly-made or inferior; he will fight on foot before riding a nag; etc...); Must show courtesy to all ladies (most knights are male, very few females are accepted); Must regard war as the flowering of chivalry; Must regard battle as the test of manhood, and combat as glory; Must archieve personal glory in battle; Must slay all demons; and must choose death before dishonor."
-Finally, if a knight loose his honor, and in the period of survival after a failed quest, he will loose all his kit special abilities, and a permanent -3 reaction from anyone of his own culture.
Description:
The following minimum ability scores apply for a channeler: Constitution 9, Intelligence 15, Wisdom 13, Charisma 12. Only pure mages can be channelers, since their spells come from no school of magic. Torannian channelers are generally not well respected as the other wizards and adepts... Since their race are all devoted to the study of traditional magic, and the understanding of the mana, they simply do not consider mages that drain their powers from nature as "true mages". Elven channelers are even more rare... Since the elves have a deep respect to the forces of nature, the use of its powers as magic are considered a puny act by the Mahul Council. Because of that, all elven channelers are banned from the council, and the forest itself, as fast as they are detected. Half-elves suffer both punishments: They are banned from Mahul Maakh, and not well viewed by the torannians. No other race can claim the Channeler kit.
Role: Some wise men say that the channelers are feared at the same level as they are bad reputed. But not all channelers are evil... They are very rare to see, yes, but the truth is that almost all of them are just solitary wizards that decided to follow his own ways to magic. They are mostly neutral, just like the nature itself. They have the courage to study the old ways of sorcery, the now forgotten ancient magic, which deals directly with the nature power, with no schools, no spellbooks, and no soluakh crystals on its way!
Channelers do not use spellbooks, they don`t need them. Since a channeler learns a spell, its never forgotten, they will have the ability to cast it for the rest of their lives. But to do that, they must always stay connected with the nature, away from the urban areas, and free to see all that their ancient magic has to offer...
Weapon Proficiences: Channelers are restricted to the use of wooden weapons. Their preferred weapons are the Quarterstaff and the Sling.
Nonweapon Proficiences: Bonus: Survival (Forest). Recommended: Ancient languages, ancient history, astrology, spellcraft, cooking, brewing, hunting, direction sense, weather sense and herbalism.
Special Benefits: Channelers have 25% bonus when trying to learn his spells (see hidrances, tough). They must not have a spellbook, and they don`t forget the spells when they cast them... Instead, their powers are reduced every time they cast a spell. In other words, they have the same spells per day as a common mage, but they don`t have to choose what spells they will use at each day, they can use them all!
Channelers gain +1 to saving throws against elemental based magic, and their opponents suffer -1 to their saving throws against their spells. At the beginning of each new level, the channeler can choose 1-3 new spells to be automatically learned... And they start to play with 2-8 spells as well.
Finally, for every week that the channelers passes inside a forest, they raise their casting level by one (to a maximum of plus 5 points to casting level. 5 weeks inside a forest).
Special Hidrances: Channelers can only learn and cast spells from the four elemental schools of magic (see the Tome of Magic)... But note that they do not treat them as "schools", remember that the only school they study is the nature itself, after all.
Channelers cannot use scrolls, since their understanding of magic is based on forces rather than written books. Also, they don`t start automatically with the reading/writing nwp, as many DMs often decide. Because of the exact same reason, channelers must find other channelers to learn new spells, since their study are not written, just passed from one person to another, like an ancient secret.
Channelers suffers -2 (-3 if eleven) reaction adjustment against all people from their own race and culture. Its much harder for a channeler to create a new spell or magical item than for the other wizards, but its up to the DM to determine "how much harder" it is.
Finally, for every week that the channeler passes outside of a forest, they reduce their casting level by one (to a maximum of minus 5 points to casting level. 5 weeks outside of a forest).
