Foreword
This document will give you detailed information about the new kits added to the game by Improved Anvil, as well as the updates to the existing ones.
New kits
Vagrant
VAGRANT: Vagrants do not stay in a place for long. They spend most of their time exploring new wilderness areas and enjoying the beauties of nature. Woodlands and lakes are the most favorite places for vagrants. They are very healthy characters with exceptional stamina. Vagrants can develop a special kind of friendship with swanmays. Swanmays are very rare and special kind of lycanthrope rangers living at lakesides in woodlands and in remote temperate wetlands. High level vagrants can call for swanmays' help. Advantages: 1- +1 bonus to Constitution 2- Immunity to disease and poison 3- +2 bonus to save vs. Paralyze/Death 4- 15% resistance to elemental damage for every 6 levels of experience 5- Can gain grand mastery in using axes 6- Gains the ability to summon Swanmay at levels 13 and 16 7- Gains the ability to summon Greater Swanmay at levels 19 and 22 8- Gains the ability to summon 'Swanmay Queen' at level 25 The swanmays will loyally fight at the vagrant's side for 20 rounds Disadvantages: 1- May not wear armor greater than studded leather 2- Cannot specialize in ranged weapons 3- Requires 12 Charisma 4- Cannot dual class
Protector
PROTECTOR: Protectors are dedicated defenders of people and nature. They usually take residence close to people who are in need of help, but they are also always prepared to travel when the cause is fighting evil. While being great warriors, they can also learn and cast more spells than other rangers. Protectors have such a strong affinity with mother nature that they never wear armors greater than the studded leather. This self-imposed limitation has been compensated with mental and physical abilities. A protector sacrifices a portion of his own health and stamina to start learning the special protective methods and abilities of his kit. Advantages: - +1 bonus to Armor class for every 6 levels. - Can memorize 2 additional spells per spell level. - Has access to two special 3rd level spells (Great Berries & Mental Equilibrium). - Gains "Cure Serious Wounds" at levels 7, 11 and 15. - Gains "Mass Cure" at levels 10 and 16. - Gains "Racial Combat" at level 19. Disadvantages: - May not wear armor greater than studded leather - Incurs a -1 penalty to constitution - Cannot dual class - Requires 10 Intelligence and Charisma. Racial Combat: Once per day, the protector can use this powerful innate ability to be prepared for fighting a special race of his or her choice. The ability will grant useful bonuses against enemies of the selected race, but will also make the protector subject to penalties against other races. The effects (bonuses and penalties alike) won't be dispellable and will remain active for 2 turns. The detailed bonuses and penalties are as follows: 1- Prepared for Demon: 1-1) +4 to hit and damage bonus vs. demons 1-2) -4 to hit and damage penalty vs. other races 1-3) Immunity to Demon Fear 2- Prepared for Dragon: 2-1) +2 to hit and damage vs. dragons 2-2) -4 to hit and damage penalty vs. other races 2-3) Immunity to Dragon Fear 2-4) Immunity to Greater Silence 2-5) +4 save vs. Breath bonus 3- Prepared for Golem: 3-1) +8 to hit and damage bonus vs. golems 3-2) -8 to hit and damage penalty vs. other races 3-3) +4 AC bonus vs. blunt weapons 3-4) -4 AC penalty vs. other weapon types 3-5) +2 bonus to critical hit modifier 3-6) Immunity to Golem Slow 4- Prepared for Lich: 4-1) +4 to hit and damage bonus vs. liches 4-2) -4 to hit and damage penalty vs. other races 4-3) Immunity to Grave Silence 4-4) -4 AC penalty vs. all weapon types except piercing 5- Prepared for Mind Flayer: 5-1) +4 to hit and damage bonus vs. Mind Flayers 5-2) -4 to hit and damage penalty vs. other races 5-3) +4 AC bonus vs. blunt weapons 5-4) -4 AC penalty vs. other weapon types 6- Prepared for Skeleton: 6-1) +4 to hit and damage bonus vs. skeleton (lords, warlords, grandlords) 6-2) -4 to hit and damage penalty vs. other races 6-3) +4 AC bonus vs. slashing weapons 6-4) -4 AC penalty vs. other weapon types 7- Prepared for Spider: 7-1) +4 to hit and damage bonus vs. Spiders 7-2) -4 to hit and damage penalty vs. other races 7-3) -4 AC penalty vs. all weapon types except piercing 7-4) Immunity to Improved Web, Vortex Web and web 8- Prepared for Vampire: 8-1) +2 to hit and damage bonus vs. vampires 8-2) -6 to hit and damage penalty vs. other races 8-3) -6 AC penalty vs. all weapon types except blunt 8-4) Immunity to level drain.
Riskbreaker
RISKBREAKER: Riskbreakers are masters of simultaneous speed and accuracy. They have the ability to move and attack enemies in a way that only a blurred outline of their bodies can be seen. Riskbreakers have limited access to two mage spells as innate abilities. High level Riskbreakers gain unique abilities to break the risk involved in most difficult battles. The trainings required to become a riskbreaker are very demanding and require the riskbreaker to sacrifice a portion of his health and stamina during the process. Only Humans can be Riskbreakers. Advantages: - +2 Bonus to save vs. Breath Weapon. - +2 Bonus to Movement Speed. - Makes critical hits at a roll of 17 or better (instead of the usual 20). - Gains "Blur" every 5 levels. - +2 bonus to Armor class for every 6 levels. - Gains "Improved Haste" at levels 11, 16 and 21. - Once the Riskbreaker reaches level 15, each of his successful hits will have 15% chance to apply a random effect picked from the following pool: - "Hard Hit" on target (applies 10D6 +5 additional damage), - "Risk Increment" on target (applies -4 penalty to AC for 2 rounds), - "Avert Risk" (heals the Riskbreaker for 20 hp). - Gains the ability "Chain Breaker Stance" at levels 17 and 23. - Gains the innate ability "Risk Decrement" at levels 18, 24 and 30. Disadvantages: - Cannot wear any armor. - Cannot wear any helmet (other than Ioun stones). - Cannot use gauntlets and shields. - Cannot use ranged weapons. - Cannot specialize in two handed weapons. - Cannot be proficient in single weapon and Two handed weapon styles. - Receives a -2 Penalty to constitution. - Is immune to "Spirit Armor" and "Barkskin" spells. - Requires 12 Intelligence. - Cannot dual class. Chain Breaker Stance: This ability applies the following effects to the caster for 5 rounds: - +25% resistance to physical damage - 25 strength - Regenerating 12 hp per round Risk Decrement: When surrounded by lots of enemies and when most other warriors may fall or surrender in despair, a high level riskbreaker is more than capable to break the risk involved in the toughest situations. Risk Decrement has the following effects: - Heals the riskbreaker completely. - Applies a massive attack to all enemies around the riskbreaker inflicting 8D10 crushing damage with no saving throw. - Has a good chance to throw back all or some of the enemies.
Champion of Arvoreen
CHAMPION OF ARVOREEN: Arvoreen is the nearest thing to a halfling war god. He is of stern defense and aggressive watchfulness, always preparing for incursions into halfling lands and making ready to repulse hostile creatures at the first sign of trouble. Arvoreen is not exactly a popular power among most halflings and his priests are often perceived as overly serious and "grumpy as dwarves" by the Small Folk. Being a champion of Arvoreen is the closest thing to a paladin that a halfling can strive to become. The narrowness of society's views on what is right and wrong does not permit a member of the Small Folk to be pronounced as a holy warrior. It does not mean, however, that he may not be courageous and decent at heart. Champions of Arvoreen are brave and honest warriors. While they might lack the advanced expertise and knowledge of melee combat, Champions fight against evil fiercely and selflessly, and their God rewards their devotion with powers a mere swordsman would never attain. Advantages: - May achieve Grandmastery (five slots) in all weapons that are favoured by the Small Folk: Short Swords, Daggers, Short Bows and Slings. - May use two innate abilities once per day: Prayer to Arvoreen and Invoke Courage. - May use the Lay on Hands ability. Gains one use at levels 9, 15 and 21. - Gains the ability Blessed Watchfulness at level 11. - Gains the ability Shield of Light at level 12. - Gains a +3 bonus to Dexterity at level 16. - Gains a permanent 1/2 bonus to attacks per round at level 22. Disadvantages: - Race restricted to Hafling. - Alignment restricted to Lawful Good. - May not exceed Mastery (three slots) in single-handed weapons. - May not exceed Specialization (two slots) in any other weapon. - May not achieve any proficency in two-handed weapon style. PRAYER TO ARVOREEN: When a Champion of Arvoreen uses this ability, she calls upon Arvoreen to grant her strength so she may overcome whatever obstacle lies ahead. The power of the prayer increases along with her devotion to her god. The ability grants a +20 bonus to maximum HP, +2 bonus to AC and regeneration rate of 1 HP every 2 seconds. At 13th it becomes 30 HP, +3 bonus to AC and regeneration rate of 1 HP every second. And, finally, at 19th level the bonuses reach the values of 40 maximum HP, +4 bonus to AC and regeneration rate of 2 HP every second. The effect lasts for 2 turns. INVOKE COURAGE: When a Champion of Arvoreen uses this ability, he becomes immune to fear and gains a +1 bonus to THAC0 as well as to all Saving Throws. At 13th level, the Champion receives extra +1 bonus and another one at 18th level, to a total of +3. The effect lasts for 2 turns. LAY ON HANDS: The Champion of Arvoreen channels positive energy to heal the touched creature. The power and benefical effects of the ritual grow along with the Champion's spiritual strength. - at 9th level, the spell restores 16 hit points and cleanses all poisons; - at 11th level, the spell restores 28 hit points and cleanses all poisons and diseases; - at 13th level, the spell restores 34 hit points, cleanses poisons and diseases, removes curses and paralysis; - at 15th level, the spell also restores all the energy drained from afflicted person by a vampire or similar creature; - at 19th level, the power of the spell grows to a value of 50 hit points; - at 21th level, the power of the spell grows to a value of 75 hit points; - at 25th level, the spell completely heals the touched creature and all afflictions that ail him. BLESSED WATCHFULNESS: By casting this spell, the caster confers exceptional powers of observation and alertness to one creature for the duration of the spell. While Blessed Watchfulness is in effect, the designated sentinel remains alert, awake, and vigilant. Those under the effect of this spell resist any spells or effects that could lower their guards or force them to abandon their watches, including charm, beguiling, fear, emotion, and similar mind-affecting spells. The ability also grants protection from backstab. The effects are undispellable and last for 15 rounds. SHIELD OF LIGHT: This powerful spell grants the caster undispellable protection from level drain as well as +15% bonus resistance to physical damage for the duration of 15 rounds.
Auramaster
AURAMASTER: Auramasters can use the magical aura and energy spread and floating in the nature and to weave and cast spells faster and more frequently than ordinary spellcasters. They also can cast spells which are not available to other druids. The new spells are duplicates of a few wizard spells as well as some entirely new spells. Advantages: 1- +2 bonus to casting speed 2- Immunity to silence. 3- Can memorize one additional spell per spell level. 4- Access to additional spells as follows (the asterisked spells are new): Additional first level spell: Burning hands Additional second level spell: Mirror Image Additional third level spell: Fire Arrow Additional fourth level spell: Emotion Additional fifth level spell: Protection From Acid Additional sixth level spells: Chain Lightining, Death Spell, Unleash Energy* Additional seventh level spells: Aura Cleansing*, Perfect Camouflage*, Ruby Ray Of Reversal 5- At level 13, gains 40% resistance to magic damage. 6- At level 15, Gains the innate ability "Contact with Nature". This ability can be used once per day to regenerate 24 hp per round for 10 rounds. While in contact with nature, the auramaster is also immune to petrification and imprisonment. 7- At level 22, gains the innate ability, Aura of invulnerability, which acts as a shield of energy, absorbing 40% of all physical damage as well as granting +6 bonus to AC for 12 rounds. The ability can be used but once per day. Disadvantages: 1- Cannot wear any armour 2- Cannot shape shift 3- Receives a -4 penalty to Strength 4- Receives a -4 penalty to constitution 5- Requires 12 Intelligence 6- Cannot dual class 7- Does NOT gain the ordinary druidic immunity to poison (at level 15) and partial resistance to elemental damage (at level 18) Descriptions of the new spells: Unleash Energy: Level: 6 School: Evocation Casting Time: 6 Area of Effect: One target Range: Caster's visual sight Saving Throw: None This powerful spell unleashes an outstanding bolt of energy which inflicts 10d8 points of magic damage to a single target. Aura Cleansing: It is the same as the mage HLA, Improved Alacrity. Perfect Camouflage (Abjuration) Level: 7 Range: 0 Duration: 20 rounds Casting Time: 5 Area of Effect: Special Saving Throw: None Casting this powerful spell makes the Auramaster druid invisible and immune to all divination spells for the duration of the spell. If the druid attacks or casts offensive spells during this period of time, he or she will become partially visible and will be subject to physical attack, but no spell can be directly cast on him or her. Note that this spell doesn't make the caster immune to those spells which affect an area instead of an individual target. Since Auramasters cast spells more quickly than other spellcasters, the effective casting time of this spell is 3. A successful remove magic can dispel the effects of this spell.
Existing kits
Shaman
Shamans forge a divine connection with the natural world, similar to the way Druids commune with nature, but Shamans are more spiritual than primal. They directly tap into the energies that flow through the earth and air, through plants and animals, and even through the dead, and shape these energies to obey their will. Nowhere is this more evident than in their ability to summon powerful spirits as guardians and defenders. A being of two worlds, Shamans value balance, physical and spiritual, over dominance. CLASS FEATURES: – May only wear leather, studded leather, and hide armor. – May not equip shields larger than bucklers. – May only use the following weapons: dagger, club, spear, axe, quarterstaff, dart, sling, and shortbow. – May only become Proficient (one slot) in any weapon class. – May only become Proficient (one slot) in any fighting style. – May cast druidic spells. – Does not automatically learn all spells of a given level as Druids do. Instead, Shamans select new spells to learn at each level, which they can cast daily without memorization. – Gains access to a healing technique called mending. Mending spells are the improved versions of the healing spells that supplement their original counterparts inside the spell book upon learning. – Gains immediate access to a number of additional spells, which can be cast like any other: Level 1: Spirit Ward Level 2: Resist Fear, Soothing Fog Level 3: Protection from Cold, Spiritual Clarity Level 4: Spiritual Weapon, Spirit Fire Level 5: Entropy Shield, Recall Spirit Level 6: Impervious Sanctity of Mind, Primal Ward Level 7: Storm Shell, Sense of Limbo – Gains use of the Detect Illusion skill with 20% points as a base and an 4 points per level, up to a maximum of 100% at level 20. – May use Shamanic Dance at will. – May use Spirit Shift once per day. – Does not gain bonus spells per day from high Wisdom. – Alignment restricted to neutral good, true neutral, and neutral evil. – Hit Die: d8 MENDING: This is a special variety of healing spells. These spells are pronounced faster than the regular curing magic. Starting at level 17th, mending spells give a short-term aura cleansing ability that lasts for the next second, allowing Shaman to transition fluidly from healing to regular spellcasting within the span of a single round. The aura cleansing effect disperses when a regular spell is cast. Mending is an innate technique that is given automatically when a regular healing spell is learned. SHAMANIC DANCE: Shamans can summon spirit allies by performing a ritualistic dance. While dancing, the Shaman takes a -4 penalty to Armor Class and cannot move, attack, cast spells, use items and special abilities, or perform any other activity. Each round while the Shaman dances, there is a 35% base chance plus 2% for each level of the Shaman that a spirit will answer the call, up to a maximum of 75% at level 20. Any summoned spirits will disappear if the Shaman moves, stops dancing, or if the spirits leave visual range. The spirits grow in power as the Shaman gains additional levels: Level 1: Minor animal spirits (snake, fox, hound), up to 2 spirits at the same time. Level 6: Major animal spirits (bear, panther, boar), up to 3 spirits at the same time. Level 12: Minor nature spirits (lesser air spirit, lesser earth spirit, lesser fire spirit), up to 4 spirits at the same time. Level 18: Major nature spirits (air spirit, earth spirit, fire spirit), up to 5 spirits at the same time. The type of the summoned spirit is randomly determined from all the spirits available at the Shaman's level. For example, a level 12 Shaman will summon either a minor nature spirit, a major animal spirit, or a minor animal spirit, but cannot choose which one appears. Spirits will do their best to protect the Shaman but are not controlled directly. SPIRIT SHIFT: From the moment of their initiation, Shamans gain the ability to step out of the material plane and give way to a spiritual entity that posesses their body for a short duration. As the power of Shaman grows, so does his ability to conjure a stronger spirit and bind it for a longer period of time. Starting at level 1, Shaman may transform into a mighty spiritual warrior for 3 rounds. The power and resilience of the warrior grows at levels 9, 12 and 16. At level 20 the warrior's strength reaches its peak and duration increases to 4 rounds. At level 24, the duration increases to 5 rounds.
Wizard Slayer
This warrior has been specially trained by their sect to excel in hunting and combating spellcasters of all kinds. Advantages: – +10% resistance to Magic and Magic Damage at levels 6, 12, 18, 24 and 30. – +2 permanent Strength and Dexterity at levels 10 and 17. – +10% Fire resistance at levels 11, 16, 21 and 26. – Gains the special ability "Tower of Resilience" at levels 13, 19 and 25. – Gains the special ability "Undo Constructs" at levels 14, 20 and 26. – Gains the special ability "Purge Magic" at levels 15, 22 and 29. – Has access to "Continual Cure" high level ability, which is similar to the clerical HLA, as innate ability (can be picked twice). – Is immune to Slow and Golem Slow. Disadvantages: – May not use any magic items apart from weapons and armor. – Is immune to Haste and Improved Haste. – Does not have access to Whirlwind attack, Greater Whirlwind attack and Resist Magic High Level Abilities. – Cannot dual class. – May only become Proficient (one slot) in Two-Weapon Style. – May only become Grand Master (five slots) in two-handed weapons. Tower of Resilience: – Immunity to level drain. – Regeneration: 5HP per second. – +5 bonus to base AC. – +20% resistance to physical damage. Duration: 15 rounds. Ability cannot be dispelled or purged. Does not stack with itself. Undo Constructs: – +6 to hit and +60 extra crushing damage against golems. – 15% chance per hit to fire Ray of Fragmentation if the target is a golem. – 30% chance per hit to soften the golem for -5% penalty to resistance vs. Crushing Damage for 1 round. – 30% chance per hit to splinter golem for 10 points of crushing damage every second for 6 seconds. – Immunity to Hideous Laugh. Duration: 15 rounds. Ability cannot be dispelled or purged.
Dwarven Defender
The Dwarven Defender is a formidable warrior that is reputed to be worth two soldiers of any other race. Trained extensively in the art of dwarven warfare, a handful of these stout fighters can render a defensive line all but unbreakable. Advantages: – May use Defensive Stance once per day. Gains one use at level 1, one use at level 4, and an additional use every 4 levels thereafter. – Gains 5% resistance to crushing, slashing, piercing, and missile damage every 5 levels to a maximum of 20% at level 20. – Hit Die: d12 Disadvantages: – Race restricted to dwarf. – May not exceed High Mastery (four slots) in axes and war hammers. – May not exceed Specialization (two slots) in any other weapon. DEFENSIVE STANCE: For 1 turn, the Dwarven Defender gains +20% resistance to all forms of physical damage, a +2 bonus to Saving Throws, and a 50% movement rate penalty.
Stalker
Stalkers serve as covert intelligence-gatherers, comfortable in both wilderness and urban settings. They are the spies, informants, and interrogators, and their mastery of stealth makes them deadly opponents. Advantages: - +20% to stealth ability. - May backstab for a lesser amount than the thief class (level 1-8: x2, level 9-16: x3, level 17+: x4). - 12th level: May memorize 2 Mage spells: Haste, Protection from Normal Missiles. Disadvantages: - May not wear armor heavier than studded leather. - Cannot dual class.
Cavalier
This class represents the most common picture of the knight: the gentleman warrior who epitomizes honor, courage and loyalty. He is specialized in battling 'classical' evil monsters such as demons and dragons. Advantages: - Bonus +3 to hit and +3 to damage against all demonic and draconic creatures. - May cast 'Remove Fear' 1 time per day per level - Immune to charm - Immune to poison - 20% resistance to fire - 20% resistance to acid Disadvantages: - May not use missile weapons
Inquisitor
The Inquisitor has dedicated his life to finding and eliminating practicioners of evil magic and defeating the forces of darkness, and his god has provided him with special abilities towards that end. Advantages: - May cast 'True Sight' once per day per 4 levels (starts at 1st level with one use) - Immune to Hold and Charm spells - May use 'Dispel Magic' ability once per day per 4 levels (starts at 1st level with one use): ability is used at speed factor 1 and acts at a higher level than his actual level according to the following table: - At levels 1 - 3, the dispelling power is 1 level higher than the actual level. - At levels 4 - 5, the dispelling power is 2 levels higher than the actual level. - At levels 6 - 8, the dispelling power is 3 levels higher than the actual level. - At levels 9 - 12, the dispelling power is 4 levels higher than the actual level. - At levels 13 - 17, the dispelling power is 5 levels higher than the actual level. - At levels 18 - 23, the dispelling power is 6 levels higher than the actual level. - At levels 24 - 30, the dispelling power is 7 levels higher than the actual level. - At levels 31 and above, the dispelling power is 8 levels higher than the actual level. For example, a 13th level inquisitor casts dispel magic as if he is 18th level. Disadvantages: - May not use Lay on Hands ability - May not cast priest spells - May not turn undead
Avenger
A member of a special sect within the druidic order, a Druid of this type is dedicated to fighting those who would defile nature. Avengers have combat powers the average Druid does not — additional abilities that have been earned through extensive training, rituals and communions with entities from higher planes, a process that is very physically draining and forces them to give up some of their affinity towards nature and special powers that come with it. Advantages: - Gains two stars in two-handed weapon mastery. - May achieve mastery in staffs and spears. - May achieve specialization in weapons that are allowed to the druid domain. - Seven spells are added to the repertoire, all the way up to the 7th level. These are listed below: 1st level: Remove Fear. 2nd level: Draw Upon Holy Might. 3rd level: Protection from Cold. 4rd level: Holy Power. 5th level: Righteous Magic. 6th level: Giant Strength. 7th level: Protection from the Elements. - May use Combat Trance ability once per day. Gains one use at level 13 and an additional use every 6 levels thereafter. - At 9th level, receives a special ability Conjure Clan Spirit. - Gains a special high level ability Perform Ritual. Disadvantages: - May not wear armor heavier than studded leather. - Does not receive the usual druidic immunities and bonuses. - Does not possess the ability to shapeshift. - Cannot become proficient in ranged weaponry and single weapon. - Lacks the ability to cast certain powerful druidic spells. - Cannot dual class. COMBAT TRANCE: From the early days, Avengers are trained to enter a trance-like state of focus. This skill, similar in spirit to focused rage of a barbarian, is achieved purely through physical training and conditioning. It allows the druid to become faster and stronger in melee combat. When in a trance state, the druid gains +1 extra attack per round and +2 bonus to attack and damage rolls for 1 turn. CONJURE CLAN SPIRIT: Members of the Avenger sect practice a ritual that brings them into a state of shared consciousness. As their grasp on each others' internal energy increases, the clan members gain an ability to summon forth an ancestral spirit. The spectre will possess abilities and powers of the source, but the strength depends directly on the summoner's experience. PERFORM RITUAL: This ability allows the Avenger to perform a secret ritual that was perfected by members of the order. It is the ultimate reason why the druid has to sacrifice his connection to the nature. When the ritual is initiated, the Avenger attains a state of etherealness, as if stepping outside the material plane. Entering such state allows the Avenger to move faster and avoid constrictive areas. Due to his partial presense in the physical world, the druid becomes harder to hit by the ordinary melee attacks. Any type of magic that constricts movement has no effect. The duration of the ability equals one turn. Abilities: - +5 Bonus to Armor Class - +1 Bonus to movement speed - Improved Haste - Immunity to Web, Improved Web and Vortex Web - Immunity to Slow, Hold and Stun effects
Assassin
This is a killer trained in discreet and efficient murder, relying on anonymity and surprise to perform his task. Advantages: - May coat his weapon in poison once per day per 4 levels. The next hit with that weapon will inject the poison into the target, dealing out 2 damage per second for 12 seconds. A saving throw vs. poison limits damage to 12 total. The weapon will remain poisoned for 3 rounds. - Bonus +1 to hit and +1 damage - Backstab reaches x7 instead of x5 Disadvantages: - Only 15% per level to distribute on abilities
Swashbuckler
This rogue is part acrobat, part swordsman and part wit: the epitome of charm and grace. Advantages: - Bonus +1 to AC. - Gains +2 bonus to armor class every 9 levels. - Gains +2 to hit and damage every 9 levels. - Can specialize in any melee weapon that a thief can use. - May place 3 slots into the proficiency 'two weapon fighting style'. - At level 14 and above, every successful melee hit will have a 10% chance to apply a random effect picked from the following pool: "Mirrored Blade" (+3 AC bonus vs. all weapon types and 5% Magic Resistance for 6 rounds with unlimited stacking), "Life Pick" (heals the swashbuckler for 15 hp). - At level 20 and above, every successful melee hit will also have 10% chance to apply a random effect picked from the following pool: "Bloodlet" (4D10 additional Piercing damage), "Maim Target" (4D10 additional crushing damage). Disadvantages: - No backstab multiplier
Monk
Monks are warriors who pursue perfection through contemplation as well as action. They are versatile fighters, especially skilled in combat without weapons or armor. Though Monks cannot cast spells, they have a unique magic of their own: they channel a subtle energy, called ki, which allows them to perform amazing feats. The Monk's best known feat is their ability to stun an opponent with an unarmed blow. CLASS FEATURES: - May not wear any armor. - May only use weapons available to the Thief class (except two-handed). - May only become Proficient (one slot) in any weapon class. - May only become Proficient (one slot) in Single-Weapon Style and may not put slots into any other style. - Moves 2 points faster than other characters. Movement rate further improves by 1 every 5 levels. - May make 1 unarmed attack per round. An additional 1/2 attack per round is gained every 3 levels. Damage dealt by unarmed attacks increases with level as follows: Level 1-2: 1d6 Level 3-5: 1d8 Level 6-8: 1d10 Level 9-14: 2d6 Level 15-20: 2d8 Level 21-28: 2d10 Level 29+: 3d8 - At level 6, unarmed attacks are treated as a +1 magical weapon and gain a +1 bonus to hit and damage rolls. This enchantment improves to +2 at level 9, +3 at level 12, +4 at level 18, and +5 at level 25. - Receives a +2 bonus to Saving Throws vs. Spell. - Deflect Missiles: +1 bonus to AC vs. missile attacks every 3 levels. - Starts with an Armor Class of 9 at 1st level and gains an additional +1 bonus every 2 levels. - May use the Stunning Blow ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter. - May use the Flurry of Blows ability once per day. Gains one use at level 11, 16 and 21. - May use the Diamond Body ability once per day. Gains one use at levels 17, 22 and 27. - 5th level: Becomes immune to all diseases and cannot be slowed or hasted. - 7th level: May use the Lay On Hands ability onself to heal 2 Hit Points per level. - 8th level: Gains a -1 bonus to Speed Factor. - 9th level: Gains a +1 bonus to all Saving Throws and becomes immune to charm. - 11th level: Becomes immune to poison. - 12th level: Gains another -1 bonus to Speed Factor. - 13th level: May use the Quivering Palm ability once per day. - 14th level: Gains 3% Magic Resistance per level (starting with 42% at 14th level). - 20th level: Becomes immune to non-magical weapons. - Alignment restricted to lawful. - Hit Die: d8 STUNNING BLOW: All successful attacks within the next round force the victim to save vs. Spell or be stunned. This special ability automatically modifies normal attacks; no targeting needs to be done. FlURRY OF BLOWS: Agility and prowess are key factors that allow a master of hand-to-hand combat survive in a fight against heavily armed bandits and spell-wielding sorcerers. Trained monks are capable of engaging their opponent with extraordinary speed, effectively doubling the amount of attacks they make. For 3 rounds + 1 round / level, a monk's number of attacks per round doubles. DIAMOND BODY: Experienced monk channels his inner energy to induce a restorative state that heals the wounds and protects the self. For 5 rounds, the character receives 20% resistance to physical damage, regenerates 6 Hit Points per round and acquires immunity to Level Drain, Petrification and Imprisonment. QUIVERING PALM: The next successful attack forces the opponent to save vs. Spell or die. This special ability automatically modifies normal attacks; no targeting needs to be done.