Quirky Kits for the Realms

Stupid Kits are not allowed. What are Stupid Kits? Stupid Kits are kits that have no particular effect except for reaction modifiers, wealth, and proficiencies—this sort of thing should be played out not with kits, but simple role-playing. (Just buy those proficiencies with slots, roll higher amounts of wealth, and so on.) Still, there are a number of interesting kits that do have noticeable changes, and some of these can be used easily in the Realms.

Cavalier

LevelExperienceHit Dice
(d10)
THAC0ProficienciesLance
Attack
Sword
Attack
Mace/
Flail/
Pick
Attack
Special Abilities
WeaponNonweapon
1012043+1--Fear immunity, emotion (courage) 10' radius, +4 save vs. mind spells, free horse, +3 reaction
22,00021943+1---
34,00031854+1+1--
48,00041754+1+1--
516,00051654+1+1+1-
632,00061565+1+1+1-
764,00071465+2+1+13/2 melee attacks/round
8125,00081365+2+1+1-
9250,00091276+2+2+1Attract followers*
10500,0009+31176+2+2+1-
11750,0009+61076+2+2+2-
121,000,0009+9987+2+2+2-
131,250,0009+12887+3+2+22 melee attacks/round
141,500,0009+15787+3+2+2-
151,750,0009+18698+3+3+2-
162,000,0009+21598+3+3+2-
172,250,0009+24498+3+3+3-
182,500,0009+273109+3+3+3-
192,750,0009+302109+4+3+3-
203,000,0009+331109+4+3+3-
* Castle or stronghold and lands required.

Cavaliers are noble knights of honor, usually in the service of a king or lord. King Azoun IV of Cormyr is a cavalier himself, but most Purple Dragons are not cavaliers. Cavaliers have the following abilities/restrictions:

Marshal
LevelExperienceHit Dice
(d10)
THAC0ProficienciesHide in
Natural
Terrain
Detect
Lie
Detect
Pickpocket
Attempt
Special Abilities
WeaponNonweapon
101204325%5%6%+2 bonus to avoid being surprised
22,0002194330%10%12%-
34,0003185435%15%18%-
48,0004175440%20%24%-
516,0005165445%25%30%-
632,0006156550%30%36%-
764,0007146555%35%42%3/2 melee attacks/round
8125,0008136560%40%48%-
9250,0009127665%45%54%Attract followers*
10500,0009+3117670%50%60%-
11750,0009+6107675%55%66%-
121,000,0009+998780%60%72%-
131,250,0009+1288785%65%78%2 melee attacks/round
141,500,0009+1578790%70%84%-
151,750,0009+1869895%75%90%-
162,000,0009+2159899%80%96%-
172,250,0009+2449899%85%102%-
182,500,0009+27310999%90%108%-
192,750,0009+30210999%95%114%-
203,000,0009+33110999%95%120%-
* Castle or stronghold and lands required.

Marshals, often known as sheriffs (magistrates in Tethyr and warders in Luiren), are the long arm of the law in halfling communities. In Luiren, marshals often wear a brown cap with a bird feather in it; in the Purple Hills of Tethyr, this cap is dyed purple, and in Amn it is dyed yellow. Marshals have the following abilities/restrictions:

Wandering Ironsmith

Wandering ironsmiths are dwarven fighters with some of the finest abilities in smithing in the Realms. Actually, wandering ironsmiths are usually searching for a wife (in the case of males) or trying to avoid males looking for a wife (in the case of females, who disguise themselves as males). Wanding ironsmiths have the following different abilties/restrictions:

  • Requirements: Constitution 11, Dexterity 11, Strength 13.
  • Bonus Proficiencies: Blacksmithing, Fire-building; in addition, females receive Disguise as a bonus nonweapon proficiency as well.
  • Wandering ironsmiths receive a bonus that can be used for attack, damage, or a combination equal to half his level, rounded up. Thus, a 3rd level ironsmith could choose to attack with a +2 attack, +2 damage, or +1 attack +1 damage.
  • Wandering ironsmiths receive a -3 reaction from gold dwarves or hidden shield dwarves.

Breachgnome

LevelExperienceHit Dice
(d10)
THAC0ProficienciesSpecial Abilities
WeaponNonweapon
1012043-
22,00021953-
34,00031854-
48,00041764-
516,00051664-
632,00061575-
764,000714753/2 melee attacks/round
8125,00081385-
9250,00091286Attract followers*
10500,0009+31196-
11750,0009+61096-
121,000,0009+99107-
131,250,0009+1281072 melee attacks/round
141,500,0009+157117-
151,750,0009+186118-
162,000,0009+215128-
172,250,0009+244128-
182,500,0009+273139-
192,750,0009+302139-
203,000,0009+331149-
* Castle or stronghold and lands required.

Breachgnomes are single-classed gnomish fighters who are particularly good at fighting defensively. Breachgnomes have the following abilities/restrictions:

Inquisitor

LevelExperienceHit Dice
(d10)
THAC0ProficienciesDispel
Magic
Immunity to
Illusions
Special Abilities
WeaponNonweapon
1012043-81%Detect magic, disease immunity, +2 save, constant protection vs. evil, 10' radius, 90% possession/mind control immunity
22,25021943-82%-
34,50031854183%-
49,00041754184%Call war horse
518,00051654185%-
636,00061565286%-
775,00071465287%3/2 melee attacks/round
8150,00081365288%-
9300,00091276389%-
10600,0009+31176390%-
11900,0009+61076391%-
121,200,0009+9987492%-
131,500,0009+12887493%2 melee attacks/round
141,800,0009+15787494%-
152,100,0009+18698595%*-
162,400,0009+21598595%*-
172,700,0009+24498595%*-
183,000,0009+2731096*95%*-
193,300,0009+3021096*95%*-
203,600,0009+3311096*95%*-
*Maximum times per day/maximum ability.

Inquisitors are paladins devoted to finding and eliminating practitioners of evil magic. Such paladins are often found in the service of deities like Torm (who is devoted to destroying areas of wild magic and dead magic) and Mystra (the goddess of magic). They have the following abilities/restrictions:

Greenwood Ranger (Limbant)

LevelExperienceHit Dice
(d10)
THAC0ProficienciesTracking
Bonus
Move
Silently
Hide in
Shadows
Charm
Animal
ACCasting
Level
Priest SpellsSpecial Abilities
WeaponNonweapon123
1012043010%15%-110----Two-weapon fighting, species enemy, tracking
22,25021943015%21%-110-----
34,50031854+120%27%-110-----
49,00041754+120%33%-25----Speak with plants, photosynthesis, buoyancy, no DEX AC, weak to fire/freezing
518,00051654+126%40%-24-----
636,00061565+232%47%-23-----
775,00071465+238%55%-32----3/2 melee attacks/round
8150,00081365+244%62%-3111--Cast Priest spells of Plant sphere, rooting (heal 3d4 hp, CT 1-4 hours)
9300,00091276+351%70%-3022---
10600,0009+31176+358%78%-4-1321-Attract 2d6 followers (inc. treant), limbing (gain limb 1-4 days, CT 24 hours)
11900,0009+61076+365%86%-4-2422--
121,200,0009+9987+472%94%-4-35221-
131,500,0009+12887+480%99%*-5-46321-
141,800,0009+15787+488%99%*-5-57322-
152,100,0009+18698+594%99%*-5-68332-
162,400,0009+21598+599%*99%*-6-69**333-
172,700,0009+24498+599%*99%*-6-69**333-
183,000,0009+273109+699%*99%*-6-69**333-
193,300,0009+302109+699%*99%*-7-69**333-
203,600,0009+331109+699%*99%*-7-69**333-
*Maximum percentile score.
**Maximum spell ability.

Greenwood rangers are rangers who are part tree and part man. Greenwood rangers have the following abilities/restrictions:

Explorer
LevelExperienceHit Dice
(d10)
THAC0ProficienciesTracking
Bonus
Move
Silently
Hide in
Shadows
Charm
Animal
Casting
Level
Priest SpellsSpecial Abilities
WeaponNonweapon123
1012043010%15%-1----Two-weapon fighting, species enemy, tracking
22,25021943015%21%-1-----
34,50031854+120%27%-1-----
49,00041754+125%33%-2-----
518,00051654+131%40%-2-----
636,00061565+237%47%-2-----
775,00071465+243%55%-3----3/2 melee attacks/round
8150,00081365+249%62%-311--Cast Priest spells of Plant and Animal spheres
9300,00091276+356%70%-322---
10600,0009+31176+363%78%-4321-Attract 2d6 followers
11900,0009+61076+370%86%-4422--
121,200,0009+9987+477%94%-45221-
131,500,0009+12887+485%99%*-56321-
141,800,0009+15787+493%99%*-57322-
152,100,0009+18698+599%*99%*-58332-
162,400,0009+21598+599%*99%*-69**333-
172,700,0009+24498+599%*99%*-69**333-
183,000,0009+273109+699%*99%*-69**333-
193,300,0009+302109+699%*99%*-79**333-
203,600,0009+331109+699%*99%*-79**333-
*Maximum percentile score.
**Maximum spell ability.

Explorers wander around the world, seeking new lands and cultures to investigate and study. Some explorers are multiclassed half-elf windwalker/explorers who worship Shaundakul, god of travel and exploration. Experts in communication, survival, and anthropology, explorers have the following abilities/restrictions:

Pathfinder
LevelExperienceHit Dice
(d10)
THAC0ProficienciesTracking
Bonus
Move
Silently
Hide in
Shadows
Charm
Animal
Recognize
Hazards
Casting
Level
Priest SpellsSpecial Abilities
WeaponNonweapon123
1012043010%15%-110%----Two-weapon fighting, species enemy, tracking
22,25021943015%21%-120%-----
34,50031854+120%27%-130%-----
49,00041754+125%33%-240%-----
518,00051654+131%40%-250%-----
636,00061565+237%47%-260%-----
775,00071465+243%55%-370%----3/2 melee attacks/round
8150,00081365+249%62%-380%11--Cast Priest spells of Plant and Animal spheres
9300,00091276+356%70%-390%*22---
10600,0009+31176+363%78%-490%*321-Attract 2d6 followers
11900,0009+61076+370%86%-490%*422--
121,200,0009+9987+477%94%-490%*5221-
131,500,0009+12887+485%99%*-590%*6321-
141,800,0009+15787+493%99%*-590%*7322-
152,100,0009+18698+599%*99%*-590%*8332-
162,400,0009+21598+599%*99%*-690%*9**333-
172,700,0009+24498+599%*99%*-690%*9**333-
183,000,0009+273109+699%*99%*-690%*9**333-
193,300,0009+302109+699%*99%*-790%*9**333-
203,600,0009+331109+699%*99%*-790%*9**333-
*Maximum percentile score.
**Maximum spell ability.

Pathfinders are expert trailblazers, invaluable as guides to almost any party of adventurers. Some pathfinders are multiclassed half-elf windwalker/pathfinders who worship Shaundakul, god of travel and exploration. Pathfinders have the following abilities/restrictions:

Seeker
LevelExperienceHit Dice
(d10)
THAC0ProficienciesTracking
Bonus
Move
Silently
Hide in
Shadows
Charm
Animal
Casting
Level
Priest SpellsSpecial Abilities
WeaponNonweapon1234
1012013010%15%-1-----Two-weapon fighting, animal empathy, species enemy, tracking proficiency
22,25021913015%21%-1------
34,50031824+120%27%-1------
49,00041724+125%33%-2------
518,00051624+131%40%-2------
636,00061535+237%47%-211----
775,00071435+243%55%-322---3/2 melee attacks/round
8150,00081335+249%62%-3321--Cast Priest spells of Plant and Animal spheres
9300,00091246+356%70%-3422---
10600,0009+31146+363%78%-45221-Attract 2d6 followers
11900,0009+61046+370%86%-46321--
121,200,0009+9957+477%94%-47322--
131,500,0009+12857+485%99%*-583321-
141,800,0009+15757+493%99%*-593331-
152,100,0009+18668+599%*99%*-5104431-
162,400,0009+21568+599%*99%*-611**4432-
172,700,0009+24468+599%*99%*-611**4432-
183,000,0009+27379+699%*99%*-611**4432-
193,300,0009+30279+699%*99%*-711**4432-
203,600,0009+33179+699%*99%*-711**4432-
*Maximum percentile score.
**Maximum spell ability.

Seekers are rangers who are devoted to spiritual awareness and self-enlightenment. Seekers have the following abilities/restrictions:

Trader
LevelExperienceHit Dice
(d6)
THAC0ProficienciesThieving SkillsBackstabField of
Expertise
Special Abilities
WeaponNonweaponPick
Pockets
Open
Locks
Find/Remove
Traps
Move
Silently
Hide in
Shadows
Detect
Noise
Climb
Walls
Read
Languages
Bonus
Points
101202315%10%5%10%5%15%60%0%+60x21Thieves' cant
21,2502202315%10%5%10%5%15%60%0%+90x21-
32,5003192315%10%5%10%5%15%60%0%+120x21-
45,0004193415%10%5%10%5%15%60%0%+150x22-
510,0005183415%10%5%10%5%15%60%0%+180x32-
620,0006183415%10%5%10%5%15%60%0%+210x32-
740,0007173415%10%5%10%5%15%60%0%+240x32-
870,0008174515%10%5%10%5%15%60%0%+270x33-
9110,0009164515%10%5%10%5%15%60%0%+300x43-
10160,00010164515%10%5%10%5%15%60%0%+330x43Use magic scrolls (75% chance), attract 4d6 followers
11220,00010+2154515%10%5%10%5%15%60%0%+360x43-
12440,00010+4155615%10%5%10%5%15%60%0%+390x44-
13660,00010+6145615%10%5%10%5%15%60%0%+420x54-
14880,00010+8145615%10%5%10%5%15%60%0%+450x54-
151,100,00010+10135615%10%5%10%5%15%60%0%+480x54-
161,320,00010+12136715%10%5%10%5%15%60%0%+510x55-
171,540,00010+14126715%10%5%10%5%15%60%0%+540x55-
181,760,00010+16126715%10%5%10%5%15%60%0%+570x55-
191,980,00010+18116715%10%5%10%5%15%60%0%+600x55-
202,200,00010+20117815%10%5%10%5%15%60%0%+630x56-

Traders are crafty merchants, often travelers who are moer than what they seem. Traders are especially common in the eastern lands of Durpar, but may be found anywhere, and in any race.

Gallant
LevelExperienceHit Dice
(d6)
THAC0ProficienciesThieving SkillsCharm
Save
Casting
Level
Wizard SpellsSpecial Abilities
WeaponNonweaponPick
Pockets
Detect
Noise
Climb
Walls
Read
Languages
Bonus
Points
1234567
101+12023-15%20%45%10%+200--------Essence of Purity, Gallant Code, Appeal, Charm
21,2502+22023-15%20%45%10%+35021-------
32,5003+31923-15%20%45%10%+50-132-------
45,0004+41934-15%20%45%10%+65-1421------
510,0005+51834-15%20%45%10%+80-1531-----Attract loyal squire (1st-level fighter)
620,0006+61834-15%20%45%10%+95-2632------
740,0007+71734-15%20%45%10%+110-27321-----
870,0008+81745-15%20%45%10%+125-28331-----
9110,0009+91645-15%20%45%10%+140-39332-----
10160,00010+101645-15%20%45%10%+155-3103321---Use magic scrolls (85% chance)
11220,00010+131545-15%20%45%10%+170-3113331----
12440,00010+161556-15%20%45%10%+185-4123332----
13660,00010+191456-15%20%45%10%+200-41333321---
14880,00010+221456-15%20%45%10%+215-41433331---
151,100,00010+251356-15%20%45%10%+230-51533322---
161,320,00010+281367-15%20%45%10%+245-516433321--
171,540,00010+311267-15%20%45%10%+260-517443331--
181,760,00010+341267-15%20%45%10%+275-618444332--
191,980,00010+371167-15%20%45%10%+290-619444432--
202,200,00010+401178-15%20%45%10%+305-620444443--
212,420,00010+431078-15%20%45%10%+320-721544443--
222,640,00010+461078-15%20%45%10%+335-722554443--
232,860,00010+49978-15%20%45%10%+350-723555444--
243,080,00010+52989-15%20%45%10%+365-824555544--
253,300,00010+55889-15%20%45%10%+380-8255555441-
263,520,00010+58889-15%20%45%10%+395-8265555541-
273,740,00010+61789-15%20%45%10%+410-9275555551-
283,960,00010+647910-15%20%45%10%+425-9286555551-
294,180,00010+676910-15%20%45%10%+440-9296655551-
304,400,00010+706910-15%20%45%10%+455-10306665551-

Gallants are romantics who wander the Realms to defend beauty, innocence, and love. Many are followers of Sune, the goddess of love and beauty; some Sunite Gallants are members of the Sisters and Brothers of the Ruby Rose. Note that Gallants do not receive normal bard abilities and nonweapon proficiencies. Gallants receive the following abilities/restrictions:

Halfling Whistler

LevelExperienceHit Dice
(d6)
THAC0ProficienciesThieving SkillsReaction
Save
StormwhistleSpecial Abilities
WeaponNonweaponPick
Pockets
Detect
Noise
Climb
Walls
Read
Languages
Bonus
Points
101202310%30%50%5%+200Pass without traceInfluence reactions, counter song, chattering, stormwhistle
21,2502202310%30%50%5%+350--
32,5003192310%30%50%5%+50-1Obscurement-
45,0004193410%30%50%5%+65-1--
510,0005183410%30%50%5%+80-1Plant growth-
620,0006183410%30%50%5%+95-2--
740,0007173410%30%50%5%+110-2Speak with plants-
870,0008174510%30%50%5%+125-2--
9110,0009164510%30%50%5%+140-3Control winds-
10160,00010164510%30%50%5%+155-3-Use magic scrolls (85% chance)
11220,00010+2154510%30%50%5%+170-3Weather summoning-
12440,00010+4155610%30%50%5%+185-4--
13660,00010+6145610%30%50%5%+200-4Control weather-
14880,00010+8145610%30%50%5%+215-4--
151,100,00010+10135610%30%50%5%+230-5Entangle-
161,320,00010+12136710%30%50%5%+245-5--
171,540,00010+14126710%30%50%5%+260-5Dust devil-
181,760,00010+16126710%30%50%5%+275-6--
191,980,00010+18116710%30%50%5%+290-6Spike growth-
202,200,00010+20117810%30%50%5%+305-6--
212,420,00010+22107810%30%50%5%+320-7Call woodland beings-
222,640,00010+24107810%30%50%5%+335-7--
232,860,00010+2697810%30%50%5%+350-7Insect plague-
243,080,00010+2898910%30%50%5%+365-8--
253,300,00010+3088910%30%50%5%+380-8Wall of thorns-
263,520,00010+3288910%30%50%5%+395-8--
273,740,00010+3478910%30%50%5%+410-9Fire storm-
283,960,00010+36791010%30%50%5%+425-9--
294,180,00010+38691010%30%50%5%+440-9Faerie fire-
304,400,00010+40691010%30%50%5%+455-10--

Halfling whistlers are halfling bards who are in tune with the natural environment around them. Using their special whistling, they communicate with animals and call magical effects to help care for the lands; on the other hand, they also spend their time entertaining their villages with their tunes. Especially common in Luiren, where there is usually at least one or two in each village, whistlers have the following abilities/restrictions:

Witch

LevelExperienceHit Dice
(d4)
THAC0ProficienciesCasting
Level
Wizard SpellsSpecial Abilities
WeaponNonweapon123456789
101201411--------Research spells
22,5002201422---------
35,00032015321-------Secure familiar 1/week
410,00041915432--------
520,000519155421------Brew calmative 1/week
640,000619266422-------
760,0007182674321-----Brew poison 1/week
890,0008182684332------
9135,00091827943321----Beguile 1/week, scribe scrolls, brew potions
10250,0001017271044322-----
11375,00010+117271144433----Brew flying ointment 1/week, construct magical items
12750,00010+2173812444441----
131,125,00010+3163813555442---Witch's curse 1/week
141,500,00010+41638145554421---
151,875,00010+51639155555521---
162,250,00010+615391655555321--
172,620,00010+715391755555332--
183,000,00010+81541018555553321-
193,375,00010+91441019555553331-
203,750,00010+101441020555554332-

Witches (or warlocks) are wizards whose magical abilities were taught by entities or minions from other planes of existence (or other witches). Witchesface a life-long struggle with the forces who strive to direct their spirits. Witches have the following abilities/restrictions:

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