Yess Master I hear your call and shall show them the Works. Here is a kit that I made up: Renshai Imperian Elves shadow mage-warrior

Renshai

Ability Requirements: Strength: 14, Dexterity: 14, Constitution 14 Prime Requisites: Strength and Dexterity Races Allowed: Human Alignment: Any Chaotic

Background: The Renshai are a Race and a Class put to gather. Renshai are a the most hated and feared of all the warrior race. Their are always at war. For the Renshai, war training begins in infancy. Before they can walk they learn how to hold a sword.

Saving Throws same as warrior.

A Renshai has the following special benefits:

* Renshai can detect ambush. By sense in his mind or body. Like his hair on the back off his neck stands up, or he feels edge all the sun.

* you must spend two slots to gain specialize. but he will get a +1 to hit above the specialization bonuses

Because they was trained at birth. Renshai can fight two-handed with no penalty to his attack rolls.

Renshai have these bounce:

proficiency: Two weapon fighting style. The Renshai are so good that they get an bouus to AC of +1 every fourth level

* Renshai has the same abilities as a Ranger to Hide in Shadows and Move Silently -

Renshai use only swords so he can specialization in it.

A Renshai has the following dis benefits:

* Renshai will not use any missile weapons. Because he thinks they are for cowards

* Renshai will not wear any armor heavier than Studded leather since it takes away his movements

* Renshai do not like magic. Unless it is a priest or shaman and that is only for healing.

By Kaymelkan

Alright here are some races if you have anything that might be cool to add just type me a line and I will type ye one back.

Imperian (Ice) Elves

Racial Ability Adjustments: Strength -2, Dexterity +1 Constitution -1, Intelligence +2

Hit points are d3 follow the wizards Level advantsments.

They have the spell advantsments same as a specilist wizard (example: 1st level 2 spells)

Characyer point cost if you do that type of thing is: 45

Discription: The Imperian Elves live on a small island called Pax Imperia on the world of Delphar. They were created by the gods to act as thier magical champions whose purpose of life is too eradicate the evil creatures know as Daergons. The imerian elves are weak in numbers due to their unusual reproduction requirements.

The Elves of Pax Imperia one extremely tall compared to their kin. They stand at least 6' tall and weigh about 140 pounds, they are very fragil and their bones break easily. Thier eyes are almond shaped while their pupils are a light shade of blue or purple. Their skin skin is white with light blue highlights. Females have long, flowing blonde hair while males grow their hair up to thier shoulders then streak it with blue or purple. The wear loose fitting clothing usally in a pale color. Little are know about the Elves. Some say that the elves are just myths others say they are real.

All Imperian Elves are of good alignment. Players whom choose to play must be a good alignment.

They are highly magical all they do is cast magic it is very hard to find a fighter/mage in this race. The fighter/mage can only have weak spells like cantrip.

Languages: Imperian elf, Elf, Common, and five other languages chasen by the player

Imperian Elves Special Abilities:

Cold resistance- They contral there body temperature, but when doing so can not see with with their eyes intell they adapte to the temp. Roll a 1d20 to find the number of turns they are blind for.

Magic Identification- thier eyes give them the ability to see magical auras. So you do not need a Detect Magic spell

Magic Resistance what ever it is for the bards I think it is 2% this is becuz they are highly magical. All Imperian Elves are mages their is a few that are fighter/mage. Not that many.

120 feet infravision

By: Kaymelkan

DESRIPTION The Shadow Magiwarrior is like a Fighter/mage/thief class, all in one except that it is limited in some things but excels in others. The Shadow Magiwarrior is a class that is secretive and likes to take to shadows, except when theres an adventure waiting him this they love to do most of all, adventure. The Shadow Magiwarrior is always on the move in search of adventure. He also likes to deal his enemies a quick and quiet death if possible.

ABILITY REQUIREMENTS: Dex-15, Str-12, Int-14

PRIME REQUISITES: Dex,Str,Int

RACES ALLOWED: Human, any type of elf (even drow).

HIT DIE: 1d10

SAVING THROWS: As a rogue

THAC0: As a warrior

ARMOR AND WEAPONS: See restictions

EXPERINCE: As a wizard

ALIGNMENT: Any but not lawful

BENNIFITS:

The Shadow Magiwarrior gets a couple of neat abilities, first they can pass without trace once a day as per spell.

The second is that they get a bonus to hiding in shadows, and moving silently, they get +5% every

level in addition to the any points spent. (they start off with 40 points to spend and get 20 every level after). He can also still cast spells in studded leather or lighter, or silenced forms of chain mail (ex: Drow chain), or forms that specially allow him to use spells (ex: Elven chain).

The Shadow Magiwarrior can also use two weapons at once when attacking like the ranger. The last two abilities the Shadow Magiwarrior has is that he gets +1 to hit and damage with the long sword,(they like to use poison on these weapons), and they can escape bonds.

RESTICTIONS:

The Shadow Magiwarrior has a few restrictions to balance things out. Shadow Magiwarriors can never use any type of bludgeoning, or blunt weapons (these types of weapons do not usually bring quick death, unless you are an ogre possessing great strength). Also they cannot carry, possess, or own any weapons of the large or bigger size (they are hard to conceal, and the only time they should be seen with one is if they are asked to return one or something like that). The Shadow Magiwarrior can never won more than he can carry and should not be encumbered past moderate and never up to severe if he should ever become encumbered up to heavy he loses all the abilities listed above. The last thing is the spells Shadow Magiwarriors can only cast spells from the schools of Invocation/evocation, Alteration. They have to memorize their spells for hours at a time for some spells the DM is the decider of this.

WEAPON PROFICIENCIES Bonus: Ambidextirty. Required: Longsword Recommened: Crossbow, battle cloak, arm blade, blast pipes

NONWEAPON PROFICIENCIES Bonus: Agility casting, Blind-fighting Required: Spellcraft Recommended: Read/writing, jumping

Note: They start with 4 weapon proficiencies that they gain 4 every 3 levels, And they start out with 3 nonweapon that goes up every 4 levels. They also gain the attacks per round that warriors do.

Could You give me your feed back on these kits? Thank you

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