![]() Six's Kitpack A Pocket Plane mod by SixOfSpades Version 1.0 ![]() |
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![]() | BOWMAN Class: Fighter Race: Any Alignment: Any Description: A surprisingly large number of young adventurers and soldiers-of-fortune start out with plans of becoming a master archer: Not only are the basic skills of the trade learned early on as part of hunting for food, but the equipment required is also vastly less expensive than the high-quality weapons and plate armor needed by a more up-front warrior. Those who maintain their dedication to ranged combat become Bowmen, masters of combat archery, able to make nearly any shot, no matter how difficult. |
» » » | +1 bonuses to ranged THAC0 and Damage at every 4th level
Special Ability of Called Shot, with 1 use per day gained at every 4th level. Approximates the effects of some of the Warrior HLAs, which cause Stun and Fear. All shots fired in the next 2 rounds have the following effects:       after Level 4: For the duration, the Bowman recieves a -1 bonus to ranged THAC0, but a +5 penalty to AC       after Level 8: Upon each hit, the target must Save vs. Death with -3 bonus or suffer Morale Failure: Panic for 3 seconds       after Level 12: +2 bonus to missile damage       after Level 16: Target must also Save vs. Death to avoid being Stunned for 2 seconds Gains access to the ToB HLA of Greater Called Shot, which is just like their existing Called Shot, but with the additional effect of forcing the victim to Save vs. Death with a -3 penalty or be paralyzed with Fear for 1 round, with a chance of dropping their weapons in terror. |
» » » » » | Cannot wear any armor heavier than Hide
+1 penalty to melee THAC0 every 4 levels (stops after Level 20) Limited to Specialization (++) in any melee weapon (including Throwing Axes and Hammers) Limited to Proficiency (+) in any Weapon Style Does not get access to the ToB HLAs of Hardiness or Magic Resistance |
![]() | SHIELDBEARER Class: Fighter Race: Any Alignment: Any Lawful Description: Those warriors who have chosen to forego aggression and slaughter in favor of a more rugged defensive front are known as Shieldbearers, renowned for being practically unkillable upon the battlefield. Not only are their skills at avoiding injury from physical weapons second to none, but their impressive mental fortitude does them great good in being able to shrug off nearly any magical spell or effect that would drive them from their assigned position on the front line. |
» » » » » » » | Base -2 bonus to Armor Class
-1 bonus to all AC Modifiers every 4 levels. This starts with AC vs. Blunt at Level 1, then vs. Slashing at Level 2, Piercing at 3, Missiles at 4, and then the cycle repeats. Gains 1% Resistance to Missile damage per level Can cast Bastion 1x/day per 6 EXP levels. This lasts for one round per 3 levels and renders him immune to Fear after Level 6, Confusion after Level 9, Charm after Level 12, Knockback after Level 15, and Teleport Field & Maze after Level 18. The Shieldbearer's movement rate is reduced to a slow walk for the duration. Can Shieldbash 1x/day per 7 EXP levels. This deals 2D6 Blunt damage and knocks the victim back 15 feet. It will knock the victim down (unless Save vs. Death) after Level 9, stun him for one round (unless Save vs. Breath with -2 bonus) after Level 15, and render him unconscious for 3 rounds (unless Save vs. Death with -3 bonus) after Level 21. Large creatures such as dragons or giants will not be knocked back, stunned, etc. The Shieldbearer will be unable to move for 2 seconds after using this ability, as he is busy regaining his balance. Can cast Defensive Harmony 1x/day per 10 EXP levels. Gains access to the ToB HLA of Greater Bastion, which lasts for one turn and grants all the effects provided by regular Bastion, as well as immunity to death magic and Imprisonment. |
» » » » » » | May not place any proficiency points in any 2-handed ranged weapon
May put only a single proficiency point into any other weapon May not put proficiency points into any Weapon Style except Sword & Shield +1 penalty to THAC0 at every 3rd level (Stops after Level 21) Does not get the ToB HLAs of Greater Whirlwind, Greater Deathblow, or Smite Able to select the ToB HLAs of Whirlwind, Deathblow, Power Attack, and Critical Strike only 3 times each |
![]() | MARTYR Class: Paladin Race: Human Alignment: Lawful Good Description: Paladins of Ilmater, commonly known as Martyrs or the Holy Warriors of Suffering, espouse the virtues of self-sacrifice, patience, and endurance as means to shield the innocent from hardship. In battle, they are almost always on the forefront of every engagement, hoping to protect their companions by absorbing the brunt of the damage themselves. Their combat skills are focused on defending themselves and their allies, leaving them relatively untrained in the arts of actually using weapons. |
» » » » » » » | Base -2 bonus to Armor Class
-1 bonus to all AC Modifiers every 4 levels. This starts with AC vs. Blunt at Level 1, then vs. Slashing at Level 2, Piercing at 3, Missiles at 4, and then the cycle repeats. Gains 1% Resistance to Missile damage per level Can cast Bastion 1x/day per 6 EXP levels. This lasts for one round per 3 levels and renders him immune to Fear after Level 6, Confusion after Level 9, Charm after Level 12, Knockback after Level 15, and Teleport Field & Maze after Level 18. The Martyr's movement rate is reduced to a slow walk for the duration. Can Shieldbash 1x/day per 7 EXP levels. This deals 2D6 Blunt damage and knocks the victim back 15 feet. It will knock the victim down (unless Save vs. Death) after Level 9, stun him for one round (unless Save vs. Breath with -2 bonus) after Level 15, and render him unconscious for 3 rounds (unless Save vs. Death with -3 bonus) after Level 21. Large creatures such as dragons or giants will not be knocked back, stunned, etc. The Martyr will be unable to move for 2 seconds after using this ability, as he is busy regaining his balance. Can cast Defensive Harmony 1x/day per 10 EXP levels. Gains access to the ToB HLA of Greater Bastion, which lasts for one turn and grants all the effects provided by regular Bastion, as well as immunity to death magic and Imprisonment. |
» » » » » » » » | May not place any proficiency points in any 2-handed weapon
May put only a single proficiency point into any other weapon May not put proficiency points into any Weapon Style except Sword & Shield +1 penalty to THAC0 at every 3rd level (Stops after Level 21) Reduced spell selection: May not cast any offensive spells Cannot Turn Undead Does not get access to the ToB HLAs of Greater Whirlwind, Greater Deathblow, or Smite Able to select the ToB HLAs of Whirlwind, Deathblow, Power Attack, and Critical Strike only 3 times each |
![]() | MYSTIC MARKSMAN Class: Paladin Race: Human Alignment: Any Good Description: Although all crusaders of virtue strive to pit themselves against the forces of evil, not all of them seek to do it at close range. Many warriors of faith therefore opt to become Mystic Marksmen in their quest to best serve their god, for reasons such as being able to strike at airborne fiends, or helping their church's overall body of crusaders be more versatile, or simply because their own personal skill set is more suited to ranged combat than melee. |
» » » » | Can attain Grandmastery (+++++) in any missile weapon (including Throwing Daggers)
+1 bonuses to ranged THAC0 and Damage at every 4th level Special Ability of Called Shot, with 1 use per day gained at every 4th level. Approximates the effects of the Command Word: Die spell. All shots fired in the next 2 rounds have the following effects:       after Level 4: For the duration, the Mystic Marksman recieves a -1 bonus to ranged THAC0, but a +5 penalty to AC       after Level 8: Upon each hit, the target must Save vs. Death with a -2 bonus or fall Unconscious for 3 seconds       after Level 12: +2 bonus to missile damage       after Level 16: Target must Save with a +2 penalty to avoid Unconsciousness Gains access to the ToB HLA of Greater Called Shot, which is just like their existing Called Shot, but with the additional effect of a weakened Bolt of Glory spell: Each hit causes 1D4 Magic Damage to creatures of Elemental origin, 1D6 to those from the Prime Material, 3D4 to Undead, and 3D8 to Demons. |
» » » » » » » | Cannot wear any armor heavier than Hide
+1 penalty to melee THAC0 every 4 levels (stops after Level 20) Limited to Proficiency (+) in any melee weapon (including Throwing Axes and Hammers) Limited to Proficiency (+) in any Weapon Style Cannot Turn Undead Limited to 2 spellslots of each spell level (3rd spellslot of each level is dropped) Does not get access to the ToB HLAs of Hardiness or Magic Resistance |
![]() | ARCHER Class: Ranger Race: Human, Elf, Half-Elf Alignment: Any Good Description: These masters of woodland combat are the natural result of centuries of hunting--both for food and for enemies. Archers have abandoned all the more cumbersome trappings of armor so that they may melt easily into shadowy cover, and focused the majority of their considerable martial prowess on the mastery of missile weapons . . . the better to ambush those who would despoil the wild, and dispatch them swiftly and silently. |
» » » » | Can attain Grandmastery (+++++) in any missile weapon (including Throwing Daggers)
+1 bonuses to ranged THAC0 and Damage at every 4th level Special Ability of Called Shot, with 1 use per day gained at every 4th level. Approximates the effects of the Entangle spell. All shots fired in the next 2 rounds have the following effects:       after Level 4: For the duration, the Archer recieves a -1 bonus to ranged THAC0, but a +5 penalty to AC       after Level 8: Upon each hit, the target must Save vs. Spells or become Entangled for 3 seconds       after Level 12: +2 bonus to missile damage       after Level 16: Target must Save with a +3 penalty to avoid Entanglement Gains access to the ToB HLA of Greater Called Shot, which is just like their existing Called Shot, but with the additional effect of a weakened version of Call Lightning striking the target, doing 2D8 Electrical damage (Save vs. Wands for half) on each successful hit. (Being in "outdoor" areas is not required.) |
» » » » » » | Cannot wear any armor heavier than Hide
+1 penalty to melee THAC0 every 4 levels (stops after Level 20) Limited to Proficiency (+) in any melee weapon (including Throwing Axes and Hammers) Limited to Proficiency (+) in any Weapon Style Limited to 2 spellslots per level (3rd spellslot of each level is dropped) Does not get access to the ToB HLAs of Hardiness, Magic Resistance, or War Cry |
![]() | HUNTSMAN OF SILVANUS Class: Druid Race: Human, Half-Elf Alignment: NG, TN, NE Description: The wish to defend their wildlands against hunters and marauders is a desire common to all Druids, but the Huntsmen of Silvanus are a branch dedicated to driving off invaders with arrows and spells, for when spells alone will not serve. Each member begins their training in a symbiotic relationship with a Ranger, exchanging weaponmastery for woodcraft. These followers of the Oak Father thrive on making outsiders fear the forest as a living entity that can shoot back. |
» » » » | Can attain Grandmastery (+++++) in any missile weapon a pureclass Druid can use (Short Bow, Long Bow, Sling, Darts, Throwing Daggers)
+1 bonuses to ranged THAC0 and Damage at Levels 4, 10, 14, 15, 17, 23, 26, 28, and 30 Special Ability of Called Shot, with 1 use per day gained at Levels 4, 10, 14, 15, 17, 23, 26, 28, and 30. Allows the Huntsman to fire off a rapid volley of shots. For 2 rounds, the Huntsman of Silvanus recieves the following effects:       after Level 4: A -1 bonus to ranged THAC0, but a +5 penalty to AC and melee THAC0       after Level 10: Bonus 1 Attack per Round       after Level 14: Each hit inflicts an extra 2 points of missile damage       after Level 15: Additional bonus 1 Attack per round Gains access to the ToB HLAs of Deathblow and Greater Called Shot, which is just like their existing Called Shot, but with the additional effect of forcing the victim to Save vs. Breath Weapon with a +2 penalty or suffer the effects of Summon Insects for 2 rounds. |
» » » » » » » » | Restricted to a single proficiency point in all of their allowed melee weapons
Cannot wear any armor heavier than Hide +1 penalty to melee THAC0 at Levels 7, 11, and 19 May not place proficiency points in any Weapon Style Cannot Shapeshift Sacrifices two spellslots from each spell level (3rd and 5th spellslots of each level are dropped) Cannot Dual-Class Does not get access to the ToB HLAs of Earth Elemental Transformation, Fire Elemental Transformation, Globe of Blades, or Aura of Flaming Death |
![]() | SPELLSHAFTER Class: Bard Race: Human, Half-Elf Alignment: NG, LN, TN, CN, NE Description: Many Bards bristle at the words "Arcane Archer," a title that they feel should rightly belong to them. To drive home their point (as it were), some groups began concentrating more than ever on their skill with ranged weapons, to the detriment of many other facets of the Bardic reportoire. Most of them strive to humiliate the Arcane Archers by beating them at their own game, and to this end have developed a special enchantment carried on their missiles, which can render their targets more vulnerable to the Spellshafter's magics. |
» » » » | Can attain Grandmastery (+++++) in any missile weapon a pureclass Bard can use (Short Bow, Long Bow, Light Crossbow, Heavy Crossbow, Sling, Darts, Throwing Daggers)
+1 bonuses to ranged THAC0 and Damage at levels 5, 10, 15, 20, 25, 30, 35, & 39. Special Ability of Called Shot, with 1 use per day gained at Levels 5, 10, 15, 20, 25, 30, 35, & 39. Approximates the effects of Greater Malison and Lower Magic Resistance. All shots fired in the next 2 rounds have the following effects:       after Level 5: For the duration, the Spellshafter recieves a -1 bonus to ranged THAC0, but a +5 penalty to AC       after Level 10: Each hit inflicts a +1 penalty to the victim's Save vs. Spells for 3 rounds       after Level 15: +2 bonus to missile damage       after Level 20: Each hit lowers the victim's Magic Resistance by 5% for 3 rounds Gains access to the ToB HLA of Deathblow, and also Greater Called Shot, which is just like their existing Called Shot, but adds a weakened version of the Flame Arrow spell to all shots fired/thrown: Each hit deals an additional 3D6 Fire (Save vs. Wands for half) and 1D6 Missile damage to the victim. |
» » » » » » | Cannot wear any armor heavier than Hide
+1 penalty to melee THAC0 every 6 levels (starts at Level 3, stops after Level 21) Limited to 3 spellslots per spell level (1st and 2nd spellslots of each level are dropped) May not place proficiency points in any Weapon Style Lore and Pick Pockets ability scores increase at only 40% of the normal rate Does not get access to the ToB HLAs of Enhanced Bard Song, Scribe Scrolls, Alchemy, or Set Time Trap |
All nearby allied creatures recieve -1 bonuses to their ranged THAC0. The Singing Bard recieves a -2 AC bonus.
| -1 bonus to ranged THAC0, and +1 damage on ranged attacks. Bard's AC bonus raised to -4.
| -2 bonus to ranged THAC0, +1 damage on ranged attacks, and -1 AC bonus vs. Missile weapons. Bard's AC bonus raised to -6.
| -2 bonus to ranged THAC0, +2 damage on ranged attacks, and -2 AC bonus vs. Missile weapons. Bard's AC bonus raised to -8. | |
![]() | SNIPER Class: Thief Race: Any Alignment: Any except Lawful Good Description: Common to all the adventuring professions is the desire to live to fight another day. This is probably best embodied by the Sniper, who is usually motivated by the need to save his own skin above all else. Not only do Snipers spend a great deal of energy improving their skills at ranged combat (a good excuse for staying away from the dangerous front lines of an engagement), but their signature ploy is to creep up on the enemy, let fly with a single missile, and then duck back out of sight before their foes can see where the shot came from. |
» » » » | Can attain Grandmastery (+++++) in any missile weapon a pureclass Thief can use (Short Bow, Light Crossbow, Sling, Darts, Throwing Daggers)
+1 bonuses to ranged THAC0 and Damage at levels 5, 10, 15, 20, 25, 30, 35, & 39. Special Ability of Called Shot, with 1 use per day gained at Levels 5, 10, 15, 20, 25, 30, 35, & 39. Approximates the effect of firing off a shot without giving away one's hidden position. All shots fired in the next 2 rounds have the following effects:       after Level 5: For the duration, the Sniper recieves a -1 bonus to ranged THAC0, but a +5 penalty to AC       after Level 10: Each hit has a 10% chance of casting Invisibility on the Sniper for 10 seconds       after Level 15: +2 bonus to missile damage       after Level 20: Chance of Invisibility raised to 20% Gains access to the ToB HLA of Deathblow, and also Greater Called Shot, which is just like their existing Called Shot, but with the additional effect of each hit having a 25% chance to cast Improved Invisibility on the Sniper for 10 seconds. |
» » » » » » » | Cannot wear any armor heavier than Hide
Only gets 20 Thieving points per level +1 penalty to melee THAC0 every 6 levels (starts at Level 3, stops after Level 21) May not place proficiency points in any Weapon Style Backstab multiplier never rises above x1 (not even with special spells or items that affect the Backstab multiplier) Cannot Dual-Class to Fighter Does not get access to the ToB HLAs of Use Any Item, Scribe Scrolls, Assassination, or Set Time Trap |
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