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    Firbolg in the Playground
     
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    Aug 2006
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    Default Re: [Z-Wolf] Library: Kits

    Level 3 Warrior-Ish Kits

    Spoiler: Brute
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    [Core] Kit
    Prereqs: Base Fortitude +3; (Large or bigger Size Category or (Fighting Level 2; Brawn Skill 5 Ranks)).
    Benefits:
    • Fighting Level +1
    • Maximum Vitality Points +4
    • Gain a Synergy Bonus to your Awesome Check, based on your ranks in the Brawn Skill.
    • Gain a +1 Discipline Bonus to the Impact of your melee weapon attacks.
    • When you inflict Hazards with your weapon attacks, treat yourself as one Size Category bigger for purposes of qualifying for those Hazards and resolving their effects.
    Archetypes:
    • Power Attack Feat.


    Spoiler: Cavalier
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    [Core] Kit
    Prereqs: Fighting Level 2; Athletics Skill 3 Ranks; Bestride Talent; proficiency with a Martial-grade weapon.
    Benefits:
    • Fighting Level +1
    • Maximum Vitality Points +4
    • When you make a Charge attack while mounted, add +1d4 Impact as if the target were Prone, even if the target is not smaller than your mount.
    • When you are targeted by an Opportunity Attack while you are mounted, if you have initiated a Charge action this turn, you can use your Athletics Skill in place of your Defense Save to oppose that Opportunity Attack. If your save succeeds, you Resist the attack's effects.
    • Reaction: If you are mounted, Boost your mount's Defense Save.
    Archetypes:
    • Heavy Armor Training Talent.
    • Charisma Skill 3 Ranks; Courtly Manner Talent.
    • Shield Training Talent; proficiency with the pike; Weapon Focus talent (selecting Chainlikes, Clubs, Heavy Blades, or Spears).


    Spoiler: Guardian
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    [Core] Kit
    Prereqs: Fighting Level 2.
    Benefits:
    • Fighting Level +1
    • Maximum Vitality Points +4
    • Gain a bonus Talent with the [Proficiency] tag.
    • Free Action: When a creature you are Pressuring attacks your ally (and you are not also a target of the same attack), gain Momentum.
    Archetypes:
    • Base Fortitude +3; Hold the Line Talent; a Liability that relates to your having a protective instinct towards other creatures.


    Level 3 Spellcaster-Ish Kits

    Spoiler: Magician
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    [Core] Kit
    Prereqs: Caster Level 2; Dexterity Skill 1 Rank; Knowledge Skill 3 Ranks; Lore of Arcana Talent; one Talent with the [Seed] tag.
    Benefits:
    • Caster Level +1
    • Gain two bonus Talents with the [Seed] tag.
    • You can use your Spellcraft Check in place of your Perception skill to disbelieve an illusion. When the GM checks secretly for you to disbelieve an illusion, she should use this ability if it is advantageous.
    • Free Action: On your turn, activate a [Seed] Talent (which normally requires an Action).
    Drawbacks:
    • Arcane Aversion: If you wear armor or wield a shield, you incur a penalty to your Spellcraft Check and the Accuracy of your spell attacks. This penalty is equal to the normal Encumbrance penalties incurred by the armor or shield (to Athletics, Dexterity, and Stealth), plus 1 if you are wearing armor, plus 1 if you wield a shield.
    Archetypes:
    • Dexterity Skill 5 Ranks; Cantrips Talent; Performer Talent.
    • Anyseed Talent; Ritualist Talent.


    Spoiler: Necromancer
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    [Core] Kit
    Prereqs: Caster Level 2; Charisma Skill 1 Rank; (Call Ally Feat or Necrosis Feat); Shadow Seed Talent.
    Benefits:
    • Caster Level +1
    • Maximum Vitality Points +2 or gain a bonus Talent with the [Buff] tag.
    • Free Action: Activate your Shadow Seed (which normally requires an Action).
    • You can cast Basic Spells with the Shadow Seed even while you are not Suffused.
    Drawbacks:
    • Whiff of Blight: You can be targeted by effects as if you were a Blighted creature.
    Archetypes:
    • Undead creature type.
    • Bestow Curse Feat; Call Ally Feat; Necrosis Feat.
    • Charisma Skill 6 Ranks; Vile Seed Talent; Blight-Embraced status.


    Spoiler: Pyromancer
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    [Core] Kit
    Prereqs: Caster Level 2; Charisma Skill 1 Rank; (Energy Blast Feat or Energy Strike Feat); Fire Seed Talent.
    Benefits:
    • Caster Level +1
    • Maximum Vitality Points +2 or gain a bonus Talent with the [Buff] tag.
    • Free Action: Activate your Fire Seed (which normally requires an Action).
    • You can cast Basic Spells with the Fire Seed even while you are not Suffused.
    Archetypes:
    • Fearsome Frenzy Feat or Furious Rage Feat.
    • Base Reflex +3; Athletics Skill 3 Ranks; (one Feat or Talent with the [Grace] tag); Whip Training Talent.
    • Base Willpower +4; one Feat with the [Ki] tag.

    Many other Seeds may have dedicated Kits like the Necromancer and Pyromancer; these are just examples.

    Level 3 Skillful-Ish Kits

    Spoiler: Dungeoneer
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    [Core] Kit
    Prereqs: Coast Number 5; Athletics Skill 4 Ranks; Gadgetry Skill 5 Ranks; Trapfinder Talent.
    Benefits:
    • Coast Number +1
    • Maximum Vitality Points +4
    • You can Coast Knowledge Checks to know about dungeon architecture or Aberration-type creatures under pressure.
    • You can use your Awesome Check in place of your Gadgetry Skill to bypass or disable traps.
    • Boost your saving throws against traps.
    Archetypes:
    • Escape Artist Talent; Lockpicking Talent.
    • Laborer Talent; Miner's Instinct Talent.
    • Knowledge Skill 5 Ranks; (Engineering Talent or Lore of History Talent).


    Level 3 Hybrid-Concept Kits

    Spoiler: Assassin
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    [Core] Kit
    Prereqs: (Coast Number 5 or Stealth Skill 5 Ranks); Sneak Attack Feat; Poisoner Talent.
    Benefits:
    • Coast Number +1
    • Fighting Level +1 or Caster Level +1
    • Maximum Vitality Points +2
    • Gain a bonus Talent with the [Skill Trick] tag.
    Archetypes:
    • Glibness Skill 5 Ranks; Disguises Talent.
    • Glibness Skill 3 Ranks; Colorful Threats Talent; Staredown Talent.


    Spoiler: Beguiler
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    [Core] Kit
    Prereqs: Heroics +1; (Dexterity Skill 4 Ranks or Stealth Skill 4 Ranks).
    Benefits:
    • Caster Level +1
    • Coast Number +1
    • Gain a bonus Talent with the [Seed] or [Skill Trick] tag.
    • Free Action: If you are about to cast a spell, make that spellcasting concealed (which normally requires an Action); the TN to notice your spellcasting anyway is 6 + your Awesome Check modifier (instead of 6 + your Dexterity Skill modifier).
    Archetypes:
    • Base Reflex +3; (Lightning Agility Talent or Steely Focus Talent).
    • Vanish Feat.


    Spoiler: Loremaster
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    [Core] Kit
    Prereqs: Base Willpower +3; Knowledge Skill 5 Ranks.
    Benefits:
    • Caster Level +1
    • Coast Number +1
    • Gain a Synergy Bonus to your Willpower Save, based on your ranks in the Knowledge Skill.
    • Your Knowledge Checks to know stuff are never Capped; if such a check would normally be un-Capped due to your "Lore of ..." Talent, you can use your Awesome Check in place of that Knowledge Check.
    Archetypes:
    • Ritualist Talent; have used a Ritual with the [Divination] tag.
    • Polyglot Talent.


    Spoiler: Ranger
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    [Core] Kit
    Prereqs: (Fighting Level 2 or Coast Number 5); Nature Skill 4 Ranks; Stealth Skill 2 Ranks; Tracker Talent; proficiency with a Martial-grade weapon.
    Benefits:
    • Fighting Level +1
    • Caster Level +1 or Coast Number +1
    • Maximum Vitality Points +2
    • Train an additional Skill of your choice.
    • Gain a Synergy Bonus to your Nature Skill, based on your Ranks in the Perception Skill.
    • You can Coast Nature Checks and Stealth Checks under pressure.
    • You can move twice as quickly as normal while tracking.
    Archetypes:
    • Animal Bond Feat; Wild Empathy Talent.


    Spoiler: Spellblade
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    [Core] Kit
    Prereqs: Heroics +1; Battle-Cast Talent.
    Benefits:
    • Fighting Level +1
    • Caster Level +1
    • Maximum Vitality Points +2
    • Gain a bonus Talent with the [Proficiency] or [Seed] tag.
    • When a Hazard inflicted on you would break your concentration on a spell, you can attempt a Willpower Save (TN = 15) to retain concentration. (On a success, that Hazard is wasted if breaking your concentration was its only effect. Other effects of the Hazard, if any, still occur.)
    Archetypes:
    • Base Fortitude +3; (Mighty Constitution Talent or Steely Focus Talent).


    Spoiler: Tactician
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    [Core] Kit
    Prereqs: Charisma Skill 4 Ranks or Knowledge Skill 4 Ranks.
    Benefits:
    • Fighting Level +1
    • Coast Number +1
    • Maximum Vitality Points +4
    • Boost your Knowledge Skill checks to know about the history of military conflicts.
    • Reaction: If you have Momentum, when an ally inflicts a Hazard with an attack, Encourage that ally (which normally requires a [Dominant] Action).
    Archetypes:
    • Knowledge Skill 6 Ranks; Lore of History Talent.
    • Glibness Skill 4 Ranks; Radiate Aura Feat.
    Last edited by Draz74; 2022-07-23 at 09:24 AM.
    You can call me Draz.
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    Also of note:

    I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
    ... yes, I need to be tested for ADHD.